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/agdg/ - Amateur Game Dev General

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Thread replies: 817
Thread images: 147

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Post progress every hour!

> 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
>>171013162

> 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
>>
>not languagedevving
>>
Yo, where's the NES mecha piloting sidescroller demo?
>>
>>171056227
Languagedevving is a stupid meme. You can't just make your own language. It takes years of theory and fucking around with assembly code.
>>
>>171056465
>You can't just make your own language.
Watch me.

>It takes years of theory
Okay.

>and fucking around with assembly code.
Not even. You can generate C, you can use LLVM, etc. In fact that's encouraged (LLVM in particular) because you get all the optimizations as well as contributing new use cases for more optimizations to be made.
>>
>>171056573
Good luck, you'll be the first person on /agdg/ to do this ever.
>>
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New move thingy and parallax scroll.
>>
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mockup of customization UI
>>
should i leave the drunk/concussion mode in as a toggle? its distracting me from working on the game because its fun to mess with.
>>
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>>171056745
>>
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>make walls 10 units wide
>space them exactly 10 units apart
>get seams

I guess this is why people don't use UE4.
>>
>>171056801
>upskirt
>>
>>171056841
I would say drunk walk would be side to side, but yeah, that'd be cool
>>
>>171056159
>still no "how to webm"
>>
>>171057087
Yes there is http://tools.aggydaggy.com/tools.html
>>
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Is there an A* heuristic for decent multi-level pathfinding? Ideally stately with only the next tile, the starting tile and the ending tile as input
I'm making an xcom train game
>>
>>171056801

please keep all the accesories at least rpg parody light.

don't go full tf2 with crazy inconsistent stuff.
>>
>>171057087
different guy, here's the thing I have from the other week

> WebM Resources
OBS: https://obsproject.com
Webm for Cirnos: https://gitgud.io/nixx/WebMConverter
>>
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I finally have enough done in my turn based combat system to post real shitty progress.
>>
>>171056980
Or you did it wrong
>>
>>171057409
A wall 10 units wide, set 10 units apart shouldn't have seams.
>>
>>171057217
here's my generic A*, by the way. Just takes a few lambda expressions
>>
>>171057562
I guess it isn't 10 units wide and 10 units apart then
>>
>>171057232
u got it baby
>>
>>171057602
oops
http://pastebin.com/Qv6TcSxi
>>
>>171056841
so how are you doing this?
>>
Should I use quaternions for all my rotations? Are there any downsides?
>>
>>171056681
Nah, some anons have done their own scripting languages.

I do have years of theory under my belt, and it will be a full systems language with capability to enginedev.
>>
>>171058367
>Nah, some anons have done their own scripting languages.
>believing these memesters
Where is the proof?
>>
>>171056465
I'm developing a functional shader language for my dissertation. Languagedev isn't as hard as it once was now that llvm is a thing.
>>
>>171058649
It's not that hard, anon.

For a scripting language the parsing is the hardest part, and even that's taken care of simply by parser generators or parser combinators.
>>
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Tileable floor and tileable wall done.

Next up is a door.
>>
>>171058656
>now that llvm is a thing.
What exactly do you use llvm for?
Write a language that compiles to llvm bytecode(?)
>>
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All that I need to do now is find an effective method of rejecting empty space in a shader that will actually function with good performance. Not had any luck so far.
>>
>>171056681
>first person on /agdg
There's been many others, myself included.
>>
>>171058909
LLVM handles translation to machine code and an executable for lots of platforms as well as a lot of optimizations.

You can also go from LLVM to shading languages like SPIR-V or even GLSL.
>>
Anyone using Clickteam Fusion 2?

I want to have my game window be 854x480, but I want the game to be 640x480. Is the way to go about this stuffing a frame into a frame and scaling?
>>
>>171058909
Khronos provides a translator already for SPIR-V, which is what I use. You don't even have to output llvm intermediate representation directly. There's an IRBuilder that allows you to just emit abstract instructions and have it handle generating the intermediate representation for you, then you can convert to whatever shader language you need from the IR. The challenging part is designing the language, not actually making the compiler.
>>
>>171059370
>The challenging part is designing the language, not actually making the compiler.
I'm not going to use LLVM :^)
>>
>>171059370
What challenges did you face designing yours?
Why are you making an FP shading language?
I think i've seen a few others on agdg mention doing something like this unless it was all one guy.
>>
>>171059370
>>171058909
If you're interested in learning about this, try this tutorial
http://llvm.org/docs/tutorial/LangImpl01.html
the first three chapters are basically all you need to implement a language suitable for gamedev.
>>
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Should fluorescent lamps like this use point lights, or cone lights?
>>
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test: which ones correct, left or right?
>>
Pixel artist here back at it again

I will draw you anything for your game to practice my art skills
>>
>>171058928
Did you see my post about the Horizon: Zero Dawn method?
>>
>>171059828
I can't tell because I don't know how to say left and right in Korean
>>
>>171059828
Anything more like this minimalistic pixel art? Really nice style to look at.
>>
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reposting for feedback
anything that needs fixing?
>>
>>171056573
>>171058656
I want to know more, langfriends
>>
>>171057282
I like your sprites, anon.
Nice work
>>
>>171060231
The background looks more like foliage than ice.
>>
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Royalty free loop pack I made not long ago, 38 loops, it's only been downloaded about 28 times so none of it's over used. Post it here every so often.

You can donate but no oblication, just type zero in the pay fieled.

https://daydreamanatomy.bandcamp.com/album/royalty-free-loop-pack-vol-1
>>
>>171059743
Area lights. Point lights are unrealistic and cones are just sections of point lights.
>>
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>friend of 12 years removed me because i put agdg first instead of playing league of plebeians with him
>>
>>171060231
The thing inside the O is dumb
but it also made me do a double take and pay more attention
>>
>>171059575
>Why are you making an FP shading language?
Because GPUs are (or used to be) naturally stateless and side-effect free, so a functional language seems like a natural direction to go in. Functional shaders have a lot of benefits on the side as well - for example, you can force things like energy conservation required for PBR implicitly using a type system, so that the compiler will automatically warn you if your BRDF isn't energy conserving.

>What challenges did you face designing yours?
The big challenge will be exposing the things that aren't stateless that were added in more recent shader models. Image load store is particularly worrying. I haven't quite reached the point where I have to figure it out yet, but I think I can just rip off the IO monad from Haskell and make a few changes.
>I think i've seen a few others on agdg mention doing something like this unless it was all one guy.
I think I mentioned it once before when trying to decide if I should attempt it or not. Maybe someone else liked the idea, I dunno.
>>171058928
Octrees and distance fields would be two good candidates for that.
>>
>>171060251
My language is going to be kind of like ATS but not nearly as ugly. Dependent type theory applied to a systems language, basically. Dependent types let you make more descriptive and restrictive specifications for data and code using types, and allows proving theorems to keep everything safe while getting rid of dynamic checks.
>>
>>171060451
UE4 doesn't have area lights.
>>
>>171060597
I'm sure that was the only reason
>>
>>171056841
Make it a status effect after receiving enough force to your head.
>>
>>171060597
>putting this shit place first before your friend
>not playing games with friends as social interactions
>using random reaction image
You deserve it. Now your friend can get a better friend.
>>
>>171060625
>Image load store is particularly worrying.
I dunno about that. You could split up shaders into passes based on loads and stores, for example, and have them simply be inputs and outputs. The monad approach would work, but might be too powerful and lead to a lot of unwanted synchronization unless you can guarantee that each shader invocation reads/writes to a disjoint location.

>>171060768
Sad!
>>
>>171060625
I'm over my head reading about langdev but I really love it recently. I also love FP and have been thinking about GPU programming but pretty strongly dislike C++/CUDA.

>>171060739
I've been looking for a >best way into understanding dependent type theory. Probably regular type theory first? I played a little with the lambda calculus and it was fun, maybe deeper with that?
>>
>>171060597
nah you were a shitty friend among other reasons don't lie to yourself Anon..
>>
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are you faggots still arguing over arbitrary shit like lighting?

you can make anything look good in any program if you have the means and willpower
>>
>>171061179
The key to understanding dependent type theory for me was actually implementing a small dependent language (the type checker, at least). Check out these:
http://math.andrej.com/2012/11/08/how-to-implement-dependent-type-theory-i/ (series)
https://www.andres-loeh.de/LambdaPi/LambdaPi.pdf
>>
>>171057217
I hope someone answers because I'm also interested in this
>>
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Took some nice looking muzzle flashes from Warsow to replace my old one. Weapons can also specify what muzzle flash they can use when firing.

I'm also replacing my placeholder uzi with a plasma gun, taken from Red Eclipse. It'll probably function similarly to Doom's plasma rifle.
>>
Beginner here. Anybody got good tips for starting out in GameMaker? Maybe some easy tasks? I fucked around in it a little, but nothing too serious. I'm not sure what to do now.
>>
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here is another sound testo agdg
https://twitter.com/TheeWhiteReaper/status/841773679860166660
>>
>>171061407
Thanks much, these look really great. A bit surprising but really exciting that others in /agdg/ are into this stuff. I suppose a game engine is a pretty all-encompassing testing grounds for a language.
>>
>>171058106
The only downside with quaternions is that most people don't fully understand them, myself included
>>
>>171060768
I'm pretty sure you can just use any mesh with an emissive material. Both lightmass and light propagation volume lighting will use it as an area light. I think there's a box you need to tick somewhere to make it happen, though.
>>
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>>171061231
>>171060892
>>171060791
>wanted me to hack his 3ds
>tell him to google it
>wanted to know what kind of sd card to buy for his 3ds
>he is too lazy to know this
>doesn't even own a sd card slot or hub
>tell him to buy one
>i dont have the money for that
>they are like 6 dollars
>tell him if he can't figure out the microwave tier 3ds hack instructions he wouldn't be able to figure out how to get games and im not tech support
>r e m o v e d
>he goes to play league of legends with a friend of his who cucked him
>more time to dev

post progress fellow nofriends
>>
>>171062056
Learn complex numbers. They have a real component and an imaginary component. This leads to a representation of a magnitude and an angle that is easy to work with, e.g. quaternion multiplication multiplies the magnitudes and adds the angles.

Quaternions are just a generalization of complex numbers, with three imaginary components instead of one. This leads to a magnitude and a rotation in 3D. The operations all work the same way, e.g. quaternion multiplication multiplies the magnitudes and "adds" the rotations, i.e. rotates one of the operands by the other. Usually people just work with unit quaternions where the magnitude is 1, so it's just a rotation.
>>
>>171062246
>>tell him if he can't figure out the microwave tier 3ds hack instructions he wouldn't be able to figure out how to get games and im not tech support

basically insulting your friend and calling him stupid

and you wonder why you lost your friend

Anon...
>>
>>171061991
It's like... Boku is a zombie and each time you show that picture it is deteriorating just a little bit more.... just a little more grey... just a little more hollow inside.
>>
>>171061991
>cult classic
>>
>>171062537
WHAT
>>
Is it even worth bothering with Godot or should I just shell out the $100 for GameMaker?

I would try and make my own engine but I only know Java T~T
>>
>>171063228
game maker is cheaper then 100

just pirate it
>>
>>171063228
Try it and see if you like it, it's free.
>>
>>171061169
>You could split up shaders into passes based on loads and stores, for example, and have them simply be inputs and outputs.
That's actually not a bad idea. Images in glsl aren't coherent anyway, so dealing with synchronisation isn't necessary unless the user explicitly requests a coherent image. Maybe instead of the coherent qualifier in glsl I could have a coherent monad. I guess I'll figure it out when I get to it, though I'm getting close to just saying that I'm only supporting features equivalent to glsl version 330 so I can draw the line. I only have a few months left of the project and I don't know if I want to stay on for a PhD or not.
>>
>>171062537
What did he mean by this.
>>
>>171063228
Gamemaker 2 is fiddy bux if you already own 1.
>>
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Which language is the most fun
>>
>>171063228
just use game maker studio 1 it's free
>>
How finished should my game be before I post it?
>>
>>171063409
Haskell
>>
>>171058928
What kind of space are you trying to reject?
>>
>>171063409
Any FUNctional programming language
>>
>>171063409
http://www.emojicode.org/
>>
>>171063465
Think of it this way, if your game was finished, there would be no point in posting it.
We're here for feedback. If you're looking for outside input, even if you've only just started, then post. Or if you're just proud of whatever you've done, that's fine too.
>>
>>171063303
Honestly I would just not bother with the load/store stuff. It's pretty niche. Having a type system that guarantees energy conservation is enough of a killer feature!
>>
>>171063409
I'm a little sad that python won in that space of languages, because ruby is best girl
>>
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rate my pixel skeleton
>>
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I hate doing menus
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i came up with a title for my game but it doesn't really fit my game

should i trash the title?

or should i try to make it fit with my game?
>>
>>171063759
Needs to stop jerking his bone so much.
>>
>>171063759
It's super garbage; I would strongly recommend uninstalling your computer.

4/10.
>>
>>171063778
i'll draw a menu for you friend *rubs hands*
>>
>>171063725
Ruby is that awesome girl in the group who got overshadowed by her douchey boyfriend Rails
>>
>>171063778
>Burgers
>One burger
>>
>>171063935
Ruby and Rails should fuck off
>>
>>171063228
In my opinion Godot is better than GameMaker. But it's down to personal preference. You may like GameMaker more, or you may like Godot more.
>>
>>171063874
that is the whole point to give him more depth in more strength in his one arm

>>171063880
all pixel art looks the same it is the art style
>>
>>171063409
Depends on the application. I like Haskell for batch processes and C# for realtime applications.

Ajsone and Befunge are pretty funny on their own.
>>
>>171063984
Its because you are looking directly at them all lined up
>>
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i would say game maker over godot

godot is cool and free but is there any smash hits?

game maker has hot line Miami and other great indie titles

what does godot have?
>>
>>171064126
Go with which ever has a stronger community
>>
>>171064226
yes this

without asking questions or being able to find answers will fuck you over
>>
>have emotional problems
>have days where I can concentrate to the point of obsession and others where I feel like literally staring at the wall all day
>bad at math
>tendency to overthink things
>tendency to overshoot things

Is there any chance for someone like me to become a game developer? I'm 25 and I've been working in a field that is 100% unrelated to game development, but I want to make the switch. I'm the most interested in UE4, and I've started going through their documentation now as well as watching select interviews, dev diaries, and GDC talks from devs I admire to get a perspective on development, but I'm not sure I'm the right fit.

I really want to study alongside others but I don't have any friends who are interested. I'm not even sure what area of game development I want to focus on, I'm still experimenting and seeing what I end up liking the most once I get my head wrapped around using UE4. Recommendations, suggestions or advice?
>>
>>171064018
Well, he looks ridiculous at the moment. At absolute minimum you need to give him an elbow joint and shoulder on the fat arm.
Personally I would scrap the entire thing though, the legs are also completely wrong.
>>
pixel art or vector art for your 2d game?
>>
>>171064371
they each have their uses
>>
>>171063409
SPL.

http://shakespearelang.sourceforge.net/report/shakespeare/
>>
>>171064126
>what does godot have?
Nothing, really. It's pretty much redundant.
>>
>>171064361
99% of video game devs are normal people

only like once in a while they are literal rain man like carmack

if you can understand x y and z and how they work in 3d space you can make a game
>>
>>171064361
That describes roughly half the devs here. Just keep at it, make use of tutorials, ask for help when you need it and don't worry about how long it takes to finish something.

If you actually enjoy working on things once you get started, then you'll be fine.
>>
>>171064361
>>have emotional problems
>>have days where I can concentrate to the point of obsession and others where I feel like literally staring at the wall all day
>>bad at math
>>tendency to overthink things
>>tendency to overshoot things

You sound like Phil Fish and he's a millionaire

Go for ot
>>
>>171064603
PHIL FISH DIDNT EVEN WRITE ONE SINGLE LINE OF CODE FOR HIS GAME
>>
>>171064361
>I've been working in a field that is 100% unrelated to game development, but I want to make the switch
I hope you're not planning on doing this to make money, anon
>>
>>171064882
I'm qutting my $90,000 web dev job to do gamedev to make $500,000
>>
>>171064361
>>171064882
what's the job?

what kind of job do you guys have?

i live at home with my mom and never had a job in my life
>>
>>171064361
Being good at art is much more important than being good at math. Coding is literally just logical thinking and googling, except you try to be very innovative.
>>
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>>171064859
no shit, he was the artist
real talk, anyone seen this new captcha?
>>
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Made progress on my minesweeper game. Rewrote the grid and rendering so it's way more efficient.
>>
>>171064992
Not true.

Plenty of games with crap art go on to make millions. A game with bad code simply doesn't work
>>
>>171065189
Undertale had very bad code structure and horrible art

you are wrong
>>
>>171063409
People are going to call me crazy but I actually had lot of -fun- with GML.

The second fun language would be lua, because it's fun to see all the shit you can do with the tables when you go a bit deeper.
>>
>>171063778
do you have a tumblr or something for this?
>>
>>171064593
>>171064596
Thanks. It's going to take me quite a while, but when I finally make some progress with myself, I'll definitely post here again. And of course whenever I have questions along the way.

>>171064882
No, I'm not quitting my job or anything.
>>
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Roguelite dev here. Some of funny bug that happen, rat panics and tries to get out of room.
>>
>>171065283
>bad art

nah undertale has fantastic art

the art really pops since it's one color
>>
>>171065189
Just because it made millions doesn't mean it is very well made.
I wouldn't exactly call Undertale a strike of genius.
And like I said, the only exception is if you try to be very innovative. However you don't have to be innovative to make good games. Good execution is much more important.
>>
>>171065283
Not so bad it didn't work.
The art was much worse than the code
>>
>>171065443
>>171065460

the art was pretty bad and the code was at a bare minimum to pass for a working game
>>
>>171065443
>>171065460
UT had a horribly inconsistent style
When it was good, it was great. Some sprites really used the monotone style well. But there were a lot of shit sprites, especially in the overworld. The player's sprite was hot garbage and was somehow the worst sprite in the game
>>
>>171063778
the shimmer on the ball should start off slow, speed up, and then end slowly. there should also be a longer delay before it loops.
>>
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>>171065446
no game is made well

every game has bugs -- any exploit or cheat count

there is no game that does not have any bugs

the gross income of a product is a good way of leveraging how successful you are

you are a stupid fucking cuck you know that?

why wouldn't the amount a product made effect it?

quantity over quality ALWAYS WINS.

you cannot debate this

every war ever fought was won by quantity over quality except in stupid african tribes were 20x people got massacred by a crack assault team of michael caines
>>
>>171063409
awk
>>
>>171064989
I work at a small and very casual office, so casual that my job title is fairly unclear (but it's on the books and I have a 401k). I wear many hats. Brand management, online / email marketing, web content management, SEO management, graphic design, office management, office technology management, etc. I do a little of it all. I don't care much about any of it, but I do care about doing a good job, which is what keeps me somewhat invested in the work.
>>
>>171065701
I cant think of a single thing in undertale that looked "great"
>>
>>171065718
>there is no game that does not have any bugs
games written in a purely functional language have no bugs ;)
>>
>>171065718
You are just a retard who thinks something is better just because it is popular.
If that was the case then Justin Bieber would be one of the best musicians.

Popularity means nothing mostly.
>>
>>171065821
Bosses in particular, especially muffet and mettaton
>>
>>171065821
the art was the same as any novice pixel artist anyone here could replicate the same art style
>>
>>171065443
>nah undertale has fantastic art
The worst part being that you probably really believe this shit.
>>
>>171065972
the way people treat justin bieber was the way they treated elvis presley you know nothing fuckwit

justin is good at marketing and entertaining
>>171066051
BACK THE FUCK OFF??
>>
>>171066004
https://www.youtube.com/watch?v=YkS7vHuTqmE

are you serious? You think the muffet art looks good? It looks half decent at best
>>
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>>171065964
Because nobody will ever play it.
>>
>>171066183
its not the absolute BEST ART

but it's at least 7.5/10

its very readable
>>
>>171064989
I work in a grocery store.
>>
>>171065094
Digging the colors

Flags are a little awkward, though, for a reason I can't put my finger on.
>>
>>171066284
5.5/10
>>
>>171066004
No, they were pretty average all-white sprites with mostly tween animation. You have a very low standard if you think those looked "great". Only some of the shopkeepers looked great, at the cost of clashing hard with the rest of the game's art.
>>
>>171065431
Sounds more like a feature to me.
>>
>>171064989
hotel night auditor. No management, rarely any people, basic duties include hitting a button at 3am and not falling asleep.
>>
>>171064989
I draw furry porn, but I'm not gay.
>>
>>171066412
the muffet boss fight had a unique concept though of dodging all the spiders in different ways

Undertale just had a very unique innovative game style
>>
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hows this looking?
im unsure about the stats, it seems a little busy but I want those showing somewhere
probably going to do another set of info on the right side for mousing over people
>>
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>>171066719
We're talking about art retard.
>>
Daily Daily Reminder

None of you will create any game changing games like Undertale
>>
>>171066431
True, but its supposed to be turn based.
>>
>>171066786
Menus look pretty good, where's the gameplay though?
>>
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Hey /agdg/! I'm making a CTF map in Unreal Editor. It's an assignment from my professor.

What do you think of it so far? I'm not completely done yet, got alot of more work to do.

Anything I should add?
>>
>>171066990
I just want to make money.
>>
>>171067050
its there, just not in this vid cause that's not what im working on :)))
>>
>>171066786
you need to learn how to draw characters
>>
>>171066990
Did UT really do anything to "change games"?

It's a story driven turn based game with a light but complex story. I think everyone would agree EarthBound did it better.
>>
>>171066990
Underrail didn't change shit, though?
>>
>>171066990
but my game changes my game, once every 60 frames depending on delta T
>>
>>171066786
thats certainly alot of crap, you should ditch what you can.
also i think since it's describing characters you'd do well to have it all appear relative to the character rather than relative to the screen.
>>
>>171067130
>>171067153
Undertale had very unique gameplay style much better than EarthBound
>>
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Fuck, this worked almost too well.

Now I have to make everything else at the same level of quality to make it all consistent. Just kill me.
>>
>>171063409
Def lua. Tables are fun and versatile.
>>
>>171067325
How anon
>>
>>171067325
Looks great anon.
>>
congrats, you hit the japanese anime level of quality
>>
>>171067290
this is debatable

they have the same type of aesthetic but the battle system is different in both

there's somethings that are flat out better in earthbound despite being a 20~ year old game

like spells and the life bar

did you even play earthbound for more then 20 mins?
>>
>>171056801
add in arbitrary hex values, but only with a sekrit console command
>>
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Tree respriting, left to right from newest to oldest

Still could use suggestions on how to improve the newest one
>>
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>>171067462
Thanks!

>>171067440
I began by taking photos of a cool building, then I downscaled parts of it and drew over them in Gimp.
>>
Gogem has a pretty interesting art style
>>
>>171067790
How is it 3d in the gif?
>>
>>171067285
hmm ok thanks I'll figure something out to cut it down
>>
>>171067840
I used it as texture for a 3D mesh.
I'm going to build a small city scene this way
>>
>>171067946
Oh - so they weren't just flat polygons?
>>
>>171067713
Newest one doesn't look quite right because of how circular the leaf clumps on each branch are. The second tree has a more natural pattern.
>>
>>171068005
No, it's modular pieces of 124 tris.
Could have made it a lot less if I split the textures into different files, but the 3DS isn't fond of textures (but can a handle a good amount of polygons)
>>
>>171068202
Ah I getcha. Neat!
>>
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>>171067840
>>171068005
>>171068202
Here's the wire
>>
>>171060829
it already is.
>>
>>171068387
Thanks anon. Looks really good.
>>
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>he makes 3d games
So you really want nobody to play your game, huh?
>>
>>171067713
middle is better
>>
>>171068810
No problem - And thanks a lot!
>>
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>>
>>171059910
I did not

>>171060625
>Octrees and distance fields would be two good candidates for that.
I have seen almost no information as to their actual implementation in shaders... When it comes to the restrictions of shaders I am super retardo, how would I even get octree data into a shader or calculate it per-frame at an acceptable rate?

>>171063563
The empty space between the clouds.
>>
>>171068539
Well if you're just asking whether or not you should leave it in, of course you should if it's fun.
>>
>>171068830
people play 3d games though
>>
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I think we got something going here.
>>
>>171069072
Nice meme vomit. I'm sure there's a market of 15 year olds so good luck.
>>
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Question about Unity here

So after a lot of work today I was able to get my weapon model to change depending on what weapon I had. However when I went to change the animator so that the animations would change, it only changes the animation of the weapon, not the hands despite the hands being seperate.

So if I press reload the shotgun will reload in a way similar to the AR15 along with the hands, but if I force the pump animation on the shotgun will only move and not the hands.

Is there a better way to doing multiple weapons that I'm not aware of?

The idea I have of how it works is that you are just swapping out the weapon that is still assigned to the overall hierachy of the animation.
>>
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>>171069072
>do you're chores
>you're
That by itself is enough for me to think that you will never be successful.
>>
>>171069072
sensible chuckle
>>
>>171069072
Instead of 'Dad' give the player character an ambiguous gender

should sell millions
>>
>>171069229
im no expert but are u using enums for that shit
>>
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>>171069347
I don't even know what an Enums is nigga.
>>
>>171066990
I just want to make something people will enjoy playing that will maybe pay my bills for a little while. No interest in becoming a millionaire or changing anything.
>>
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>>171069167
I'm probably not going to keep the dragon dildo thing, it's just to test out the dialogue system.
Also I'm pretty sure "Chicken Farts for the Butt" is from Whomp.

>>171069239
Your retarded

>>171069269
I'm thinking about adding more dads, including a transdad, but I'm not sure yet.
>>
>>171068906
H:ZD generates their clouds using a low-frequency signal and a high-frequency signal. Now, this isn't anything special, of course, this is just Perlin noise. What they do that is special is determine values of the low-frequency signal for which the final signal will always be less than, i.e. isosurfaces from the low-frequency signal that always contain the clouds.

Then, when ray marching, they start with a larger separation between samples and only sample the low-frequency signal. When they hit that boundary of the low-frequency signal, they start sampling more often. When they exit the boundary, they go back to sampling less often. They also stop the rays short when the sample is fully opaque.
>>
>>171069612
cAN YOU MAKE A MUSTACHE DAD?
>>
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>>171069535
enums are like a list of stuff

public enum currentWeaponType
{
ak47, smg, rifle, shotgun
}
>>
>>171069673
With those proportions, literally no.
I should probably double the resolution and make the sprites more detailed, but I'm trying to finish a game over spring break.
>>
>>171069612
Ok did you make Shower With Your Dad Simulator?
>>
>>171069912
mAKE HIS WHOLE HEAD A mustache then
>>
>>171065041

New common core teaching technique.
>>
>>171069938
Brother, I LIVED shower with your dad simulator.

>>171069956
Maybe
>>
>>171069981
There is literally nothing wrong with common core
>>
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>>171069845
wait hold up it should be like this
>>
>>171070358
what can I do with these enums? I don't get it!
>>
>>171070406
imagine them like types in pokemon like fire or grass
>>
>>171068882
nice
>>
>>171070406
I use it solely for the sake of readability, though there are other uses.

e.g. instead of having something like:
equip(inventory[0]);
where inventory[0] stores the ak47 object, you could have:
equip(inventory[weapon.ak47]);
>>
>>171056801
FUCK, my DICK IS SO HARD
>>171067703
this so much
>>
>>171070472
>>171070625
why wouldn't I just have a separate class for each one since those guns are all different and make objects of them all through a constructor instead of enum?
>>
>>171057282
Finally a game with a font that doesn't look horrible! except for those zeroes.. cmon m8
good progress, brah.
>>
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JUICY
>>
>>171070834
i assume all the guns have 60% of the same code so you gonna just be copy and pasting alot
>>
>>171070834
the enum is used for referencing and lists
enums are basically just ints with a readable name
>>
>>171070898
oh shit is that 6e6e6e?
I thought he was dead
I backed that game and I'm still waiting
>>
>>171070905
pretty much I just copy and paste code from all over the place and configure it and edit it here and there for my game
>>
>>171070905
>so you gonna just be copy and pasting alot
>what are functions
>>
>>171061860
noice
>>
>>171063409
C++
>>
>>171070905
I would also have a super class called gun which has reload and fire option

and subclasses of all the guns and based on the type of gun modify and override the methods speed of how fast the gun shoots and reload etc
>>
>>171065431
noice. found my rival dev
>>
>>171059828
Right

It's saying that stretching the pixels into rectangles makes them look better.
>>
>>171067054
engine dev + map dev = not gamedev
add tiddies
>>
>>171071303
Ignore the trip, forgot to take it off
>>
>>171067790
>>171067325
Good job
>>
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Got my refraction shader working ingame. Probably going to tone down the distortion, as well as the opacity of the triangle pattern, but for now I'm just happy to have everything working together.
>>
Roguelike dev here again. Why is my game running slower on editor and on android device it goes way faster, as in smoother without any delays.
>>
>>171071612
Btw im using unity.
>>
>>171071612
Simple. Java is the fastest programming language
>>
>>171071535
looking cool.
>>
>>171066996
>>171065431
Could make it into a feature

Fulfill a certain set of conditions and rats flee
>>
So what's with the 3d game disrespect lately?
>>
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not sure about the font colour, but I'm happy with the shape and layout now
>>
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This is the main-menu / house for Squirrel Sphere. When you hover a menu button, the camera scrolls to the appropriate area (like in Banjo Kazooie)

Still needs more work/detail
>>
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>>171072209
>>
>>171070257

What? It's basic logic, learn shit=Get to shit post.
>>
>>171067713
middle is cutest. trunk could be better
>>
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help me feel motivated please
>>
>>171072763
there is no such thing as motivation just force yourself to do it
>>
>>171072763
if you die without achieving something of note literally noone will remember you even a year after your death
>>
>>171072835
>if you die without achieving something of note literally noone will remember you even a year after your death

I've realized this years ago. Try something better.
>>
>>171072763
Start a new project! :^}D
>>
>>171072763
If you start working on something today you might wake up excited to continue it tomorrow.

Then you won't sleep until 1pm and then laze around in be for 2 hours lacklusterly masturbating because you can't even be fucked to do that properly
>>
>>171073278
I worked on my game a good amount of time yesterday.

Working isn't that much of a problem compared to beginning to work. That is the real issue.
>>
>>171072763
if you dont feel motivated to make a game maybe that means you dont want to make a game, aka being nodev
>>
>>171073504
No, I'm just a master at procrastination
>>
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>>171072896
If the constant lashing of days rushing past that you'll never get back isn't enough MOtiVAtiON then you can just go on and accept being a nodev for life.
>>
>>171073618
We all know death is approaching, give me something that really hurts
>>
>>171072763
If you don't make your game, no one will be able to play it
>>
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>>171073829
Good point, I feel motivated now.
>>
>>171073731
if you don't become a yesdev cute women won't cosplay as characters of your game that you can have
>>
>>171072763
>motivation
oh boy it's story time
>have a team
>teams falls apart
>member A now plays mmorpg and watch anime all the time
>member B has now severe depression and on suicide watch
>member C went back to his boring life and his normie hobby
>member D still works on devving game didn't achive much in meantime but he's the happiest of all 4
can you guess which member doesn't operate on "motivation"?

member Bis getting better after member D pull him right into gamedev,2 days in member B is feeling alive again because he feels "motivated" and his life has a purpose again
>>
>>171074264
>Making Gamedev the main purpose in your life

Anon...
>>
>>171074359
There is literally nothing wrong with that.
>>
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>>171068201
>>171068864
>>171072668
So should I just edit the first one to be a more natural shape like the second? The second tree doesn't look too great ingame, in my opinion
>>
>>171074359
no bully
>>
>>171074473
use all 3 u tard

variety > one good sprite
>>
How the hell do you unity UI and why is the canvas system so shit?
>>
>>171074473
middle suits better because of the lower detail of your characters
a simple aesthetic will work better for you
>>
>>171074473
i like the middle one for the shading, actually. the left one has a kind of pillow shading.

for the shape, you should make 3-5 varieties with less circular shape.

>>171074563
10/10 shitpost
>>
>>171074359
>making [football,basket,anything] the main purpose in your life
i think some people went to places with that attitude so there is nothing wrong with having passion for something
>>
>>171074604
>>171074624
Interesting. Learning more about art every day.
>>
>>171067054
stop messing around with actual assets

get legos and lego men or something similar and go into the mind of a lego man. try to make the bases optimized for defense while also porous as is reasonable

only after you have a great design should you mess with assets and the editor.
>>
>>171074637
>making anything other than sex and settling down with a woman the main purpose in your life

Fucken neckbeard virgins.
>>
>>171074975
konami really did a number on you, huh
>>
>>171069229
I'm not an expert by any means but my first thought would be to make a struct for each weapon containing a reference or pointer to its model, name, max ammo, reload time, animations, and other stats
>>
>>171075083
(you)
>>
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>>171074232
>cute women cosplaying as my characters
My purpose in life is clear now!
>>
>>171069229
The hands probably have a separate "reload shotgun" animation

make it play that one
>>
>>171075110
I never read or heard anything from konami

I went to design school

I think I still would've said that before school though

I have a ton of legos that I plan on using for designing dungeons. I don't need them for my current project, which is a bit of a let down.
>>
>>171075202
EXLAMATION POINTS AREN'T YELLING
LEARN TO FUCKING INTERNET
>>
>>171056159

Anyone know how to split a sprite into pieces in game maker for debris effects and sstuff?

I've tried using draw_sprite_general for it and while it works it keeps drawing parts of other sprites from the texture page for some reason and I can't figure out why
>>
File: SquirrelSphere_MainMenu.webm (2MB, 1280x720px) Image search: [Google]
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Rate this main menu so far
>>
>>171075363
that's because gm:s cropped your sprite when it was adding it to the texture page
you need to either account for that when picking the coordinates to draw the part from or use the "no cropping" setting on the texture page or something else
>>
>>171075485
camera moves pretty jaggedly. maybe it would be better if it just slowly panned around the house with no regard for which button you're hovering over

>>171056801
please leave the wiz himself in 3d. I feel like making him 2d messes with the aesthetic.

really if the entire menu could be 3d (rotating triangular prism buttons for example) that would be totally wizard

that kind of stuff reminds me of the N64. The moving background is nice
>>
>>171075485
too slow
>>
>>171075485
>minigames doesn't focus on the gamebox
also that wall texture looks weird
>>
>>171056801
>hat1
oh boy here we go

>>171075485
shit doesn't feel like it goes together, quite
>>
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>>171075202
Only sluts would cosplay Charlotte or Vampire Bits.
>>
>>171074473
I think that looks good.

I agree with anons saying you should make a few more to keep it from looking to samey.
>>
>>171075814
>Charlotte or Vampire Bits
demoless devs get out
>>
>>171075991
they had demos for previous demodays though
>>
>>171075991
Both have demos though
>>
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>>171074232
>>171075202
>become yesdev
>become successful yesdev
>get payed literal USD to attend a convention
>find a qt cosplaying your character
>fuck her senseless in your hotel room
>>
thanks for the feedback
>>171075645
ill work on the cam.. But i prefer having it correlate with the selected option
>>171075681
its worth noting that you can still click and select any option, you dont have to wait for the pan. I may speed it up a bit
>>171075707
ill be adding a separate arcade machine for minigames. the first second of that clip was supposed to be cut out
>>171075776
ill update some textures and stuff. thanks
>>
>>171075485
Would recommend applying an easing function to your camera's movement. Would prevent it from feeling so jagged.
>>
>>171074590
By brute force.
>>
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>>171076098
i doubt that last box ever got ticked
>>
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>>171076098
how many cosplayers do you think hussie fucked?
>>
>>171074590
DFGUI is a free UI solution, used to be $90 or something then when opensource

Its not on the asset store however, you have to mess with Github to get it
>>
>>171076648
didnt he meet his girlfriend becuase she was a fan
>>
>>171076648
How many of those are (female)?
>>
>>171076965
onechoose wisely
>>
>>171077353
get a job and your own place mang.
wage slaving will give you the flight or flight to gamedev your lfe away from that hell.
>>
>>171077618
>implying wagies can make it
that's a cruel lie to tell him
>>
>>171078514
How do you survive, googem?
not from game sales obv.
>>
>>171078514
im a former wagie who saved up years of neetbux.
Although it was easier for me because i was still at home with next to no bills. It will just take him longer.
>>171078587
his family.
>>
>>171057217
>>171061632

that sounds like a neat problem. I think it might make more sense to build a map of all stairs/ladders/elevators/floor jump points and the shortest paths between them. then do a standard dijkstra search to find the fastest combination of floor jumps to get to your target destination. once that is established, then you can do traditional pathfinding for your character on each floor. Honestly I don't think a heuristic that takes verticality into mind would be very helpful when you can only hop floors at a couple of specific locations
>>
>>171078587
from game sales
>>
>>171063409
Processing
>>
>>171077618
I did java dev for a couple years, quit to dev, and now its three years later
>>
>>171078587
restricted RPS was the best selling indie video game of 2016

and won multiple awards for its many innovations
>>
>>171070898
Literally Grain: The Game
>>
>>171078854
its a very cheap trick

but does it means its bad?

it looks good and id play it
>>
>>171078930
>>it looks good and id play it
it looks awful, god i hate nu-devs and their shitty aes taste over gameplay.
>>
If you want me to do art for your game, don't bother wasting our time if you are too embarrassed about your code to talk about it
>>
>>171070898
>player does one thing
>screen explodes
the worst kind of juice
>>
>>171079041
you are still not telling me why it looks bad

i think it looks pretty good because it does look very juicey
>>
>>171079041
shut the fuck up faggot ive been dev since before u were born
>>
>>171079192
>ive been devving since 2005
oh wow big woop? you were probably a flash dev
>>
>>171079129
>you are still not telling me why it looks bad
Grain doesnt give it "grittiness" or "authenticity", it looks embarrassing fake,cheap, and tacky.
That with all the brown hides clarity.
That non'hud is not readable and probably just their for looks.
The exaggerated hitstop is too long as is the explosion.

its not juice, its just a hasf'dozen unneeded effects plastered on in order to mask the probably very dull game.
>>
>>171079301
>>171079320
i dont know which post is more sadder
>>
>>171079320
also with all those flashing lights, the lighting is embarrassingly absent.
And youd think hed add a fake glitch to top it off.
and the floor is confusing
>>171079373
why
>>
>>171079320
I agree with most of what you said, but I think grain can tie together assets that otherwise don't feel similar. That gif is way over the top with it though.

Wish me luck aggy daggers, my AI is about to try something new and difficult
>>
>>171075595

Thanks a ton anon, Finally got this shit to work thanks to you
>>
>>171079192
post you're game
>>
>>171079076
post you're art
>>
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>>171078830
>~700 owners
>best selling indie video game of the year
>>
>>171080035
To be fair it has much more striking art than SimCSPAN that he's making now
>>
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>>171080117
Who gives a shit, this still holds true.
Why can't ACTUAL Yesdev come here to share his wisdom with us?
>>
>>171080035
are u fuckin daft cunt? its a good game
>>
>>171080274
>he wants the wisdom without the failure
see >>171068882
>>
>>171080415
Why don't you post in the recap or demoday, namefag?
>>
>>171080586
Gaggem doesnt actually make games and the only theme he can adhere to is memenu sim
>>
>>171080586
because those are specifically designed as a way to identify whodevs so they can be shadowbanned
>>
>>171079494
>I agree with most of what you said, but I think grain can tie together assets that otherwise don't feel similar. That gif is way over the top with it though.

Any kind of fullscreen filters that touch most pixels on the screen have this effect.
>>
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>40C fever
>fuck ton of shit I should be doing
>decide to just take a sick day, not go eating with friends or nothing
>just chill at home and JLMG
>beautiful day, like +10C and sun is shining
>make great progress
>take a short break because fever and shit
>fap to the new leaked emma watson pics
>feels fucking good man
>feel like not-absolute-shit for the first time in a long time literally like 3 years
>go take a shower
>continue vidyadev
>decide to leave worrying for tomorrow
>today I chill

How's your day going?
>>
>>171079494
I think the main reason why he used so much grain in this game was, because grain can be good to make black spaces look more interesting.
The game looks very black, and grain can give black a more interesting look.
>>
>>171080698
Haven't seen any of your progress in roughly 4 months now, except for that link to a youtube video, where you only talk about gamedev.

>those who can - do, those who can't - teach
>>
>>171081375
buuurn

>>171081296
>How's your day going?
Its 4am but good, converting code into visual scripting. It feels awkard at first, but its nice to be able to visualize whats happening and when instead of a bunch of status bools
>>
wheres the recap?

whats the jam?
>>
>>171070898
the grain is at a level below the size of the pixels

so this is literally grixels

it's just fake detail and also covers it up a tiny bit, allowing your brain to imagine about the image better.

kind of like a girl silhouette in the misty shower can "look" hotter than actual clear visual in some cases
>>
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Progress

Gave NPCs a way to connect to SSH servers and run commands, so they can frame the player, hooked up using the new scripting asset
>>
Huh, since when where functions supposed to use camelcase? I don't think they used them at my job.
>>
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Earlier on today I had implemented a go-online command so that the game doesnt ask for network access unless specifically needed, rather than happening automatically at start up.

I also made it remember the mouse position between grab / ungrab needed for the good menu usability.

Then I started scrubbing off the rust on the exercise equipment parts using brass bristled brush and wd40, and re-assembling the equipment, then it got dark so i stopped.

Now I will make additional progress.
>>
>>171082125
different languages and communities have different standards
>>
Sky rogue is from here?

It is always advertised on the itch.io homepage
>>
>>171081690
The recap started later than usual this time so it might take a little longer

There are two jam pages https://itch.io/jam/rush-hour-jam https://itch.io/jam/gameplay and supposedly a loli jam will start on april 1st
>>
>>171060350

I have no use for those now, but I have a future project in mind that will require a lot of this stuff. I'm saving the link for the future, thanks.
>>
>>171082638
>loli jam
>april 1st
agdg always being crazy
>>
>>171082304
There is a list for AGDG games released on steam here http://homph.com/steam/
As you can see, Sky Rogue is on it
>>
>>171076648
third from the right is an obvious negress in white face, er white body, why is this allowed?
>>
>>171082849
greyface
>>
>>171081562
We're all gonna make it, brah
>>
>>171069845
I'm so glad I stopped playing Zelda games after the N64. I don't want to live in a world where Hyrule has Elvis impersonators
>>
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>>171068882
if you're successful, you have failed.
>>
>>171056159
What's the cost of denuvo? I would like to have in my next game.
>>
>>171083178
It will cost you more than you'll make with your game.
>>
@171083178
>memeuvo on a noname indie
Youre going to get even less sales than the G man.
if your post were serious
>>
>>171083178
you should put it in your game, but then release your game for free or pay what you want.
>>
Denuvo is a good idea for the first month or two to protect against piracy since that is when you'll be making the bulk of your sales. Then after numbers have dropped, you can remove the additional DRM and announce it, which will give your game a quick spike in sales. I think that's what Doom and Witcher 3 did?
>>
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Less Click anon are you here?
>>
Can anyone repost the knee deformation tutorial gif? Can't find it anymore.
>>
>>171083567
Witcher never had it, and actually proved how worthless it is.
And Doom removed it because of backlash.

STOP trying to aggressively prevent pirating. It ALWAYS brings the streisand effect. Playfully make pirates aware, youre aware, maybe fuck with them a bit, but thats it.

Its not like anyone here can afford it anyway.
Any game I see with it anyway always makes me feel the devs arent confident, thus making me avoid it
>>
>>171083783
nvm found it
>>
>>171083790
>Its not like anyone here can afford it anyway.
It's actually very cheap
>>
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>>171083936
>nvm found it
don't be a fag
>>
>>171083949
Maybe if youre a 1MA who already has all the legal licenses.

But most people here cant be fucked learning all the skills. So they probably wont have funds for it after everything else
>>
Is this correct agdg?

>god tier:
>borncg (cover all the basics, is also a certified blender trainer)
>oliver villar (more advanced, learn by example. also the author of the bestselling blender book.)
>darine lile (the only guy in youtube that have industry tier knowledge on making characters and he also have an excellent part on texture painting)

>good tier:
>blender sensei (more about tips & tricks that might be useful down the road)
>cg geek/ tutor4u (if you like to fuck around and make nice renders)

>shit tier:
>blender guru (andrew price is overrated. alot of his tutorial involves downloading external stuff when in actuality you can create them in blender
>>
>>171083790
They removed it because it exists to stop pirates in the first few months when all the sales happen
after that they couldn't give a fuck
There's literally no reason not to use it. Only babbies give a shit about it, and all the negatives were unproven
>>
>>171084231
>and all the negatives were unproven
By nature it will make games run worse.
>>
>>171084337
False
>>
>>171060350
Saved. Thanks, anon!
>>
>>171061860
I was missing your progress. I'm happy you still around.
>>
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>>171075814
Implying that's a bad thing.
>>
>>171076317
Why? Why wouldn't they want to breed with their favorite yesdev to bring his child to this world?
>>
>>171062469
he obviously was stupid
part of being a friend is being honest
>>
>>171081296
Nice, man, I hope you'll get better soon.
I'm also having the day off, wonderful vidya dev is ahead, but so far I was just chillin' in bed with Link Between Worlds, and I'm planning to hit some Gravity Rush later.
>>
>>171084932
some chad cosplayer gon come up to them dressed as senpai and say "i noticed you" and take all of them to his room.
>>
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>>171081296
>literally crossed a life threatening threshold for fever
>decides to do fuck all about it

good job I guess
>>
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>>171085081
Awe yee
>>
>>171084974
>part of being a friend is being honest
not if youre a cunt
>>
>>171085294
nah, it applies to Australians as well
>>
>>171085253
40C -> basic
41C -> go to the hospital
42C -> probably gon die if you're not in the ambulance already
43C -> bye
>>
I'm making a little game where you play a blob, and I don't know how the character will attack (I mean, will he attack straight forward, all around them, with projectiles, etc).
Anyone can propose something?
>>
Is there a name for hex tetrominos?
>>
>>171085442
>blob
submerge your enemies inside of your blobness

>>171085493

Yes, they're called hex tetrominos
>>
>>171085493
Hexomino
>>
You are old school win9x ms paint.
you have coem to show these upstart painter's palettes
that it is still you who rules the 2.5dverse

You are going on a scribble-spree to destroy all the palettes
you have a pen bucket with up to 3 pens (a blue, a red, and a yellow).

You will throw your pens like darts to kill the palettes.
The palettes will throw their ink at you. It will cover your screen.
The palettes will run towards you to try and touch you.
If they do touch you then you turn metro and loose your start menu and die.

You will have to use the mouse cursor to wipe their ink off the screen
using your eraser so that you can see.

When you kill a palette they may drop either 1 or 2 pencils. Sometimees
they will drop a powerup like the spray can tool or the selection tool,
which you can use to destroy many at once.

The longer you live the higher the score.
what you think, agdg?
>>
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I'm helping Less Click dev with sprites and since he's not present, I'm gonna ask your opinion on my new take on laser turret (the one with green beam, red ones are the old).
>>
>>171085719
>You are old school win9x ms paint.
I was hoping this was the result of some kind of personality test famiru
>>
>>171085719
Not enough anime
>>
>>171085719
sounds interesting although you gave me an idea for something else. thanks
>>
>>171085493
tetrohexuals
>>
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>>171056159
this is what i did over the last two days

1/2
>>
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>>171085905
>>
>>171065094
You really need to add color to the numbers. It makes it a shit ton more readable when you don't have to "read" the number but can instead act on the color.
>>
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>>171085987
fullscreen mockup
>>
>>171085987
is that orange thing a tree?
>>
>>171086081
does it not look like a tree

i'm just trying to see what looks right
>>
>>171086148
It does, just a little wonky.
The perspective looks off, like you accidentally shrank its width in paint.
Maybe try making it more like a willow?
>>
>>171085905
Stealing sprites? Well good job.
>>
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>>171085767
or this one?
>>
>>171086296
stop this

i didn't steal anything
>>171086264
what like this?
>>
>>171086374
that's one fucked perspective m8
>>
>>171085767
The turret is hard to read, and the beam doesn't look any less clunky / any more satisfying to watch
>>
>>171086374
Maybe, try making the trunk thicker and show a little more of it first
>>
Why does Unity's continuous dynamic collision detection mode do literally nothing to fix the problem it's meant to fix?
>>
>>171086408
got any examples of good perspective i can draw inspiration from?
>>171086480
that's not my sprite btw
>a little more of it first
a little more of what?
>>
>>171085513
>>171085591
>>171085896
Original poster here. I found the answer. Apparently they're called polyhexes.
>>
>>171086536
nah, i meant for your dr seuss tree
>>
>>171086671
wider trunk and showing more of the trunk?
>>
>>171081296
>40C fever
>take a shower
Are you retarded or something? Fapping probably wasn't the best idea either.

>How's your day going?
I just woke up but today I'm supposed to go test a VR game a couple friends are making but social anxiety is making me question it.
>>
>>171086718
yeah.
>>
How do you feel about n-gons?
>>
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>>171086765
>fapping in a fever
literally amazing
>shower in a fever
feels good man, expecially if you're sitting there for 2 hours
>>
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>>171086846
>n-gons
b-gon
>>
>>171086853
But it's not good for the fever.
>>
Anyone in Sydney going to the NSI game jam? Are events like that worth it?
>>
>>171086926
>he hasnt started taking cold showers

Hot showers are literally an invention of those disgusting Romans.
>>
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>>171086671
>>171086770
how's this?
>>
>>171086926
fapping (not too furiously) acts as a great analgesic. feels good if you've got a sore throat and/or fever.

>showers are not good for the fever
not if it's a hot shower. who said you need to take a hot shower?
also, who gives a shit if it's good for you
>>
What's the Blender game engine like? Is it a viable alternative to Unity?
>>
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touhou lads.
>>
>>171087091
Literally nobody has made a game with that.

Use your imagination to figure out the rest.
>>
>>171087091
>Is it a viable alternative to Unity?
No. Stop looking for greener grass and JLMG
>>
>>171086976
I liked the banding, bring it back.
Maybe give it a haircut and some branches though. The leaves being that thick and low to the ground is a little jarring. And it might make the perspective a little better
>>
>>171086063
>>171086976
It's amateurish. Nothing more, nothing less.

If anyone tells you that it's great or nice he's just lying to you out of courtesy.
>>
>>171087142
>java
Stop while you can. All I hear from Java devs is how they wish they wouldn't start with it, but it's too late to switch.
>>
>>171087159
But that would take effort.
>>
>>171087158
>>171087159
Are you sure?

Why does it exist then? Surely Blender has a logic editor for a reason.
>>
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----[ Recap Complete ]----
I fixed a recent bug in my scraper that sometimes caused new games to not be added to the recap. I believe the only game affected by this last week was "Good Night, Knight" so I have corrected your score. Sorry about that.

Also someone asked earlier what fonts I'm using in this recap, so if you happen to read this, here they are:
http://www.dafont.com/pixellari.font (titles)
http://www.fontspace.com/style-7/thin-pixel-7 (everything else)

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy

-------- FEEDBACK
Notice something wrong with your entry, score, or anything else? Let me know and I'll look into it.
>>
>>171087207
t-thanks

can you say anything more than that, being told something is amateurish doesn't really help me especially when we're in the amateur game dev general
>>
>>171087305
Blender was considered a game engine in 2008, before unity.
>>
>>171087305
It exists because someone wanted to make a Blender game engine.

It is in no way any kind of focus of Blender and it's nowhere near the quality of actual engines. Just the fact that no commercial games have been made with it should speak for the entire shitshow.

Seriously just pick an engine in the OP if you don't have any previous experience with one. If you do then go with the one you have experience with.

And then JUST LIKE MAKE GAME

It is literally the best advice we can give you on this topic.
>>
>>171087347
infraction had a pic, the dev posted it as a reply to his recap post
https://boards.fireden.net/vg/thread/170903801/#q170908010
>>
>>171086846
I have been reading through https://www.amazon.com/Tilings-Patterns-Second-Dover-Mathematics/dp/0486469816 this very excellent book so I am deeply appreciative of n-gons
>>
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>>171086853
>fapping for two hours in a hot shower with a fever
>>
>>171087207
please don't just say that and stop talking to me, what can i do to improve this
>>
>>171087142
Damn you just reminded me of how awful java is.
>>
>>171087207
It's like we are not in an amateur game dev thread. Other than that, even if the three is out of place with that shading, the rest look cool in my book. The character is especially badass.
>>
>>171087863
feels fooken gr8, brah
>>
>>171087940
Nodev faggot just wanted to put you down for kicks.
>>
>>171087940
Not him but is that tree supposed to be final sprite?
>>
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How does /agdg/ feel about Panda 3D? I heard it's a pretty excellent 3D engine written in Python.
>>
>>171087940
>>171088084
Is your chara inspired from Hyper Light Drifter? I can only think of that game when I see you mc.
>>
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>>171088325
nothing here is final

if the tree sucks i can just remove it, i'd like feedback on something that isn't the tree honestly
>>171088426
yes
>>
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>>171088368
>written in Python
>>
>>171088368
>3D engine written in Python.
saved me a google search
>>
>>171088447
There's a difference between "inspired by" and "traced over".
>>
>>171088447
your protag is going to get compared to hyperlightdrifter.
>>
Is there a way to make Unity's trail renderer not make new tiles from the object itself? I want the textures to all remain in the same place as new ones are drawn rather than the sliding back and forward thing that happens.
>>
>>171088447
I really want to talk about the tree though.
It would be good to know if it's your intention to have all objects in your game to be super symmetrical exotic geometric shapes or if you still didn't decide or if you don't know how to break the symmetry and add detail.
>>
>>171084231
>They removed it because it exists to stop pirates in the first few months when all the sales happen after that they couldn't give a fuck

Why implement some expensive Denuvo solution during that time? Why not do "online checks" for the first few months and then remove the system in a patch?
>>
>>171088525
Eh it should be fixable, maybe try changing the silhouette a little?
>>
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>>171085262
Today starts good, anon. I've got some time to finish my random dungeon generator. Nothing fancy yet like items or monsters, but at least the basic layout algorithm seems to be fine.
>>
>>171088860
post algo
>>
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>>171088525
i traced over the starbot sprite not the drifter sprite
the actual game sprites only look like the drifter because they're the same size
>>171088538
every game in this general is a clone of something else; i fully admit that a lot of it is inspired by hld

hopefully the gameplay and scale will differentiate it, this game uses a different aspect ratio and i'm going to have cool backgrounds n shit and hopefully different gameplay
>>171088589
>or if you still didn't decide or if you don't know how to break the symmetry and add detail.
what kinds of detail and symmetry
>>171088790
the silhouette is different and the game aspect ratio is different

the fullscreen shot is meant to be seen fullscreen
>>
>>171088860
Lookin' good, brah.
ASCII roguelike? game, or just a representation of map data?
>>
>>171088790
here is a drifter screenshot for comparison
>>171086063
>>
>>171088926
I was just implementing this, basically:
http://www.roguebasin.com/index.php?title=Dungeon-Building_Algorithm

>>171088970
Thanks!
The latter. It's just the map data, but I would like to swift it into 3D later.
>>
>>171088928
>every game in this general is a clone of something else;
Thats literally the attitude that keeps the wheel turning.
Dont settle for mediocrity anon.
>>
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>>171089014
it's weird to see that artist clearly can come up with nice looking objects and patters and then completely shits the bed and makes everything flat as fuck
>>
Post more algos that generate things
>>
>>171089014
What a ugly mess
>>
>>171088461
>>171088465
The engine is actually written in C++, but the game development language is Python, which can make for some interesting mechanics. The engine has some amazing shaders too.
>>
>>171089091
why don't you do that with your game then

maybe i'll be inspired to follow you
>>
>>171089014
>people use this vomit as an example of good pixel art
I want to die
>>
>>171089269
>why don't you do that with your game then
im trying, 1MA is a climb, and having lots of hobbies sucks
>>
>>171089014
I like this a lot except I want it to be basically a 21st century Sierra point-n-click, but I know it's not. Still, I've heard good things about it and will try it if I'm ever in an action fighting mood.
>>
>>171089260
that ugly mess got 600k dollars
>>171089319
oh so my stuff is amateurish but an actual game that sold tons of copies looks like vomit

also most of you aren't even looking at in in fullscreen, make sure it fills the broser then you'll know what i'm competing with
>>
>>171089449
It's still a mess of uneven detail and gradients.
>>
>>171089539
can you give me any examples
>>
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>>171089449
>oh so my stuff is amateurish but an actual game that sold tons of copies looks like vomit

Complete fucking non sequitur.
Minecraft blocks have 16x16 textures and game still made billions.
>>
>>171089449
There's so many things wrong with HLD's visuals that I can't bother to list them all.

Fullscreen does not fix shit "pixel art".
>>
>>171089601
so what you're telling me is that graphics don't matter
>>171089602
that's the point it looks even worse in fullscreen
>>
>>171089601
>Complete fucking non sequitur.
its not.
People donated BECAUSE of the flashy vomit.
People didnt love minecraft because of the voxel look.
>>
>>171056841

Make an entire game out of it.
>>
>>171056841
this looks like the kind of meme game a streamer would make meme videos out of

considering that memes are the path to success i'd make this the focus of the game
>>
>hating on the only thing Hyper Light Drifter has going for it
jealousy is the ugliest visuals of all
>>
>>171089596
Pretty much every flat surface is bucket filled or a fucking gradient while every point with complex geometry is much more intricate.
It meshes poorly.
>>
if you unironically use the "my game is allowed to look shit because a more popular game did it" logic, chances are you don't understand how that game managed to have a special kind of shit look and your game will end up looking like just shit
>>
File: pygame-logo.png (33KB, 400x118px) Image search: [Google]
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Thoughts on Pygame?
>>
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>>171089596
If there wasn't a character standing on it in that screenshot, you would have a hard time telling if that thing is floor or a wall, the perspective is nonexitsent on it.
There are tons of complete garbage single color smudges with no shading whatsoever, including grass, rags and also water.
Characters could be much more detailed as indicated by assloads of empty spaces and poor use of shading.
Gradient on walls are just fucking lazy.
I could go on. For damn long.
>>
>>171089803
Jealous girls are moe
>>
>>171089889
the name was overly ambitious
>>
>>171089803
>ugliness and eye cancer is the only thing HLD has going for it
Modern art truly is a plague for our society.
>>
>>171089950
those are some hot opinions you got there, Diedrick
>>
>>171089803
HLD's got great composition, a lot of the scenes are well-framed, moody, got nice colors, etc, but the individual assets are p. ugly and unpolished. they lack detail, shape, shading, aliasing, texture, the gradient shading blends everything even more where it really shouldnt and a lot of finer abstract details that are usually implied in good pixel art are substitued with crude lines or dots. it's really, really not good pixel art, they just use it really well for what it is.
>>
>>171089946
Fuck off you worthless, talentless idiot.
>>
>>171089889
Not great. If you want Python-like scripting use Godot.
>>
>>171090014
At least now I understand why your games look so hideous.
>>
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>Panda3D is a game engine, a framework for 3D rendering and game development for Python and C++ programs. Panda3D is Open Source and free for any purpose, including commercial ventures, thanks to its liberal license. Go ahead and grab it here. To learn more about Panda3D's capabilities, visit the gallery and the feature list. To learn how to use Panda3D, check the documentation resources. If you get stuck, ask for help from our community, which is very active.
Why aren't you using Panda3D. anon? Why are you sticking to overrated engines like UE4 and Unity?
>>
What happned to art is subjective
will we always have these nodev art bullies
>>
free software is built on top of lame puns
>>
>>171089838
so don't mix complex details with flat surfaces?
>>171089910
>If there wasn't a character standing on it in that screenshot, you would have a hard time telling if that thing is floor or a wall, the perspective is nonexitsent on it.
that's why i use the columns
>There are tons of complete garbage single color smudges with no shading whatsoever, including grass, rags and also water.
ty, that's something i can adress
>Characters could be much more detailed as indicated by assloads of empty spaces and poor use of shading.
that's honestly because the resolution is so low, all those edges are one pixel apart btw
>>
>>171090149
>liberal license
Sorry, I don't use liberal software
>>
>>171090149
>open source
>liberal license
Might actually have to look into this now.
>>
>>171090149
Panda3D devteam get out
>>
>>171090153
>art is subjective
>but only if that means good

love this meme
>>
>>171090217
Yeah, that or don't go for mediocrity and add some detail to flat surfaces.
>>
>>171090149
I'm already using ncurses with python.
>>
>>171090248
Liberal license means no royalties. By virtue of that alone, it's already far better than Unity and UE4.
>>
>>171090153
>>
>>171089889
I've used it. It's garbage. Even I could write a better game SDK, and I'm no John Carmack.
>>
>>171089014
gradients reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
>>
>>171090039
>this pixel art is not good because it lacked detail
but thats literally what pixel art is
>shape. shading, aliasing, texture
i can tell what everything in hyper light drifter is conveying, it's good pixel art.
meanwhile what is this list of things meant to convey? your argument is the true bad pixel art.
>>
>>171090270
>unity gets shilled far more here
>i-it's ok because it's unity
Fuck off.
>>
@171090398
>as long as the art is readable its good
wow googs, i really hope youre drunk or something.
>>
>>171089243
This is the best resource I can think of:
http://pcg.wikidot.com/

Even if the thing on the site is not the best, at least it gives you some basic explanations you can go googling with.
>>
>>171090445
Stop replying to worthless trash.
>>
>>171090270
The Godot shill is 10x more annoying tbqh, I give a warm welcome to the Panda3D shills.
>>
#171090473
Im not giving him a (you) so its okay
>>
>>171090357
you can always spot the artlets, they're the first to bring up abstract paintings
wonder how tiny they are irl
>>
>>171090448
I know how to find things like this, but thanks also it looks like a good resource.

But in this case I just want someone to post an algo they particularly like or have recently been using or something.
>>
>>171090321
got any examples of details on flat surfaces?
>>171090518
stop height shaming
>>
it seems people here just dont understand what makes good pixel art
>>
>>171090558
>got any examples of details on flat surfaces?
>>171089014 >>171090357
>>
>>171090518
>art and quality is subjective unless you prove me wrong, then you're just dumb
>>
my next game is about pee-pee and doo-doo
>>
>>171090642
how do you expect to grow as an artist if you just keep making the same thing over and over again?
>>
>>171090149
Why would I use this when I could use Godot 3 which has PBR and other modern rendering techniques?
Why would I use this when Godot's community is even larger than Panda's?
>>
>>171090626
in pixel form so i can draw inspiration from it
>>
I want to finish this image editor already so i can make art for my game
>>
>>171090637
you didnt prove anyone wrong, just sad
>>
>>171090731
>LALALA I CAN'T HEAR YOU
>>
>>171090502
Unity shills are 100x worse.
>>
>>171090717
I hope you built your own operating system anon
>>
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I think I'm done with the handgun mechanics for now, time to work on the shotgun
>>
guys, you should all check out /r9k/'s gamedev discord for wojak's journey. maybe you will learn something about pixel art.

https://discord.gg/PWqthJK
>>
>>171090801
>tfw rust unironically has its own OS now
>>
>>171090502
>>171090690
Like clockwork
>>
>>171090760
nah nigga we heard you
you think no one appreciates abstract art because you think everyone is an artlet child like you... if that were the case art wouldnt be subjective but the fact that your tastes are shit proves it is.
>>
>>171090809
This going to be good. Needs blood though.
>>
>>171090829
stop shilling your discord gogem
>>
Reminder: All engines are shilled, no one actually uses them. Real devs make their own engine.
>>
i ate a sesame bar last night, and today, i could see the sesame seeds in my shit
>>
>>171090862
That's cute. Rust will never get out of beta though.
>>
Godot is shit.

Post ONE good game that was made with it. Pro tip: you can't.
>>
>>171090321
stuff like this?
>>
why cant any of you make a good game?
>>
>>171090398
>this pixel art is not good because it lacked detail
>but thats literally what pixel art is
a literal non-argument, I would welcome you to provide a source for that claim.
>shape. shading, aliasing, texture
>i can tell what everything in hyper light drifter is conveying, it's good pixel art.
>meanwhile what is this list of things meant to convey? your argument is the true bad pixel art.
ok.
>shape
squares. i would like you to take a look at >>171089014 note the square building, with a square roof of stacked squares resting on a square aqueduct supported by square pillars, made of square bricks decorated with squares and adorned with hanging patches of square moss, in front of which stand two square statues with square braziers aflame with some pretty blocky, square fires. the main character is standing on a floor of square tiles, atop a square decoration of squares of diminishing sizes, inside which are two figures with limbes bending at square 90° degrees. the benches are square, the pots are square, if you took a black outline of every object on display you'd end up with a fucking boxstack.
>shading
there's only 2 shades of light for every single thing on display - the bright side where a hypothetical light source falls from above, and a dark side where it doesnt. note how only about half the objects cast a shadow. tents do, benches do, you do, but the building itself doesnt, even though there is an overhang, the poles dont, the statues dont cast any shadow under their features, there is no soft shading, things just snap at sharp, jagged color angles most of the time.
>aliasing
going on from before but absolutely nothing has any kind of anti-aliasing, everything is sharp and jagged, even if it's not supposed to be. the tents use the same basic shading as the statues, it's p ridiculous.
(Pt. 1/2)
>>
>>171091024
We learned from gogem
>>
>>171090986
https://w84death.itch.io/tanks-of-freedom
>>
>>171090801
There are more immediate things to make (like a text editor)
>>
>>171091037
just shut up already, you are just talking out your ass here
>>
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>>171090887
Thanks. Blood is actually ready, just need to do some research on how decals work in ue4 first
>>
>>171091037
>petting this much effort into what is either a bored impersonator or gugem just starving for attention/mentions
>>
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>>171090558
Just google pixel *type of surface*
EG pixel grass.
>>
>>171091082
Looks "eh" at best.
>>
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>>171091037
>>171090398
(Pt 2/2)
>texture
im pretty sure thats the reason there's a gradient filter on everything. there's barely any natural pattern on anything, everything is just filled in with a solid color, if they get face they erase a few features or add lines or squares. this is not even hyperboly, almost every surface area is like that.
also specifically.
>i can tell what everything in hyper light drifter is conveying
pic related. explain this shit to me spatially.
>>
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>open source
>liberal license
>NO ROYALTIES
>up to date
>plenty of documentation
You know what to do, Rico.

Panda 3D >>>>>>>>>>>>>>>>>> Unity, GMS and Godot
>>
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>>171091108
>decals in UE4

Oh boy...
>>
>>171091154
does that actually look good to you
>>171091196
looks like a u-shaped pipe
>>
>>171091196
it's the bottom of the torch... come on dude...
>>
>>171091207
The name is stupid
>>
>>171091323
>rpgmaker
they're using game maker now, apparently
>>
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>>171091207
>look it up
>pic related is literally used as an example screenshot on their website

L
O
L
>>
>>171091320
It's the obvious thing to name it if you're a Chinese state-sponsored cultural enrichment task force.
>>
>>171091302
wait it is

what's the green shit around it then
>>
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So...this...is the power of...Panda 3d
>>
>>171091415
That's just because they haven't bothered to change their website layout much. Panda3D has been around forever and that's an old pic.

Last update was a few months ago, and it got some sick new shaders.
>>
>>171091154
i like this honestly

is this acceptable?
>>
>>171091504
The shadow of the thing thats holding the torch...
>>
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>>171091543
No.

This is.
>>
>>171091037
>>171091196
>I would welcome you to provide a source for that claim.
pixel art is low resolution art. it is by pure definition of it's defining concept lacking in detail.
>i have a problem with rectangles, the most perfect shape in pixel art
oh ok, cool opinion
>anti-aliasing
should never be in pixel art, it should not even be a concept in pixel art. anti-aliasing is a post-effect for movement which falls in between screen pixels it is NOT a drawn effect ever. the concept of emulating it for drawn images is just retarded on top of being ugly and completely goes against the core concept of pixel art as being low resolution art.

....and the rest of your complaints are just stylization opines you have that not only apply to HLD but to like all of cartoons, anime, etc
>>
>>171091649
that does NOT look clear at all

i preferred it when i thought it was a pipe
>>
>>171091716
>pixel art is low resolution art. it is by pure definition of it's defining concept lacking in detail.
Please stop embarrassing yourself, I'm getting some second hand embarrassment from reading your posts
>>
>tfw you started all this pixel art autism
i just wanted to post progress and get some feedback
>>
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More proof that Panda3D is a far better engine than Unity right now.
>>
>>171091829
>fuck reality
Trump's America
>>
>>171091949
>I define reality
Hillary's legacy
>>
>>171091716
goofgum you dont know shit about pixel art
>>
>>171091278
It's one of the best pixel art from one of the best snes you fucking piece of shit shitposter.

How about you permanently fuck off from agdg and get a fucking life instead of wasting everyone's goddamn time in every thread with your bullshit?
>>
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>>171090541
Ah, in that case, I was experimenting before with the midpoint displacement algorithm. I couldn't make as good results as the example, but I was happy with it at the time.
http://stevelosh.com/blog/2016/02/midpoint-displacement/

I would like to get into stuff like Perlin noise once.
>>
Settings (bottom right) > Filters & Post Hiding > tick Filter and highlight specific threads/posts

Edit > Add
Type = Name
Pattern = gogem.pro

Save

If you all did that, /agdg/ would be saved.
>>
>>171090996
Damn, that's nice. Thanks for posting!

Do you have anything for cave walls?
>>
>>171092140
>It's one of the best pixel art from one of the best snes you fucking piece of shit shitposter.
it's a fucking SNES game you autist of course it doesn't look good
>How about you permanently fuck off from agdg and get a fucking life instead of wasting everyone's goddamn time in every thread with your bullshit?
how about you neck yourself you nostalgiautist

i bet you're the one whose been giving me shit this whole time anyway, if you think THAT muddy mess looks good then idc about your opinion
>>171092230
no but google does (it's where i got it from)
>>
>>171092214
im not filtering shit
>>
>>171092294
Sure you're not gugum, but other people should. Nobody wants to read your stupidity over and over again.
>>
>gamers who actually pay money for games
wow hyper light drifter looks good! i can't wait to buy it!
>poor losers from AGDG
MUH DETAILS, GRAPHICS PEAKED WITH THE SNES
>>
>>171092346
theyre adults. they are capable of deciding what they want to do by themselves. stop acting like a nanny
>>
>>171092478
Not really. If they knew better, they wouldn't waste their time replying to an idiot like you. Can't hurt to prompt them.
>>
>>171092534
Why are you replying to him then?
>>
>>171092443
stop projecting

>>171092534
they can reply to whoever they want. this is not for you to decide
>>
>>171092578
hes an adult and can reply to me if he wants. stop acting like the nanny's nanny
>>
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>>171092597
>gives suggestion
>IT'S NOT FOR YOU TO DECIDE!
>>
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>>171090217
>that's why i use the columns
have you ever considered to make the floor tile one or two pixels shorter than its width like pic related?
>that's honestly because the resolution is so low, all those edges are one pixel apart btw
bnolloks even though that screen is clearly 4x zoom I could squeeze more detail out of it with right pixel size

once you star getting solid squares, you have already too much
>>
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Getting real sick of Unity's bullshit. I can't get lighting to simply work, it keeps making all these fucked up patches and artifacts. I have no idea what I'm supposed to do to avoid this.

This is a room shading mode set to Irradiance you can see it doing weird shit.
>>
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This shit any good?
>>
>>171092752
It's time to try Panda3D.
>>
>>171092707
voicing what you think isanother persons opinion for them when you have no way of knowing it is not a suggestion. its treating them like a baby
>>
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>>171092752
And here it is in regular mode. Look at this shit, what the fuck.
>>
>>171092821
No, it's treating myself like I'm the most mature person in this thread and my opinion is important. Which is all true.
>>
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>>171090217
>>171092717
>>
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>>171092870
Cluster Lit mode.
>>
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>>171092717
>have you ever considered to make the floor tile one or two pixels shorter than its width like pic related?
that's a good idea ty
>I could squeeze more detail out of it with right pixel size
i think that the reason there isn't that much detail on the character is that there's a fuckton of frames used for animating it and the side views are different
>>
>>171093034
neck yourself is a common phrase outside of autismboards
>>
>>171092891
even if that was true it does not give you the right to impersonate opinions. in fact in that case it would weaken your argument, an "appeal to lack of authority" of sorts since in that case the opinion would come from supposedly immature persons
>>
>>171093034
neck yourself is the kill yourself to bongs/irish and aussies.
>>
Do you only import object models into engines like Unity? Should I not worry about creating a sky in Blender?
>>
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>>171092987
>i think that the reason there isn't that much detail on the character is that there's a fuckton of frames used for animating it and the side views are different
you haven't seen a fuckton yet
if what you posted is the whole spritesheet for that character that's literally few hours of work
if you had to do a sheet for 150 pixel character you would pull your hair out
>>
>>171092904
that looks much better
>>
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look at what i found lads

http://uru.patchallel.com/textures.htm
>>171093464
that's for a fighting game though where that's like pretty much where all the work goes

you're not even posting the KoF XIII sprites which were pure autism
>In an interview with Fighters Front Line, Kukino replies that each character took 16~17 months to complete with a team of 10 different designers. Additionally, the sprites were personally checked by Nona for quality. Due to the time demands of drawing such detailed frames of animation, as well as the decision not to incorporate older assets as previous games in the series have, there will be only 20 playable characters, the lowest number ever in a game from this series.
>>
>Panda3d
What do you think about Urho3D?
>>
Is GameMaker 2 worth buying at the discount?

I'm about to redo my entire project because it got way too messy after I tried to convert my tech demo into an actual game
>>
>>171092163
Neat thank you
>>
>>171093859
Is it worth to you? Are you a poorfag who would care?

If you spend all your time making games in that engine, then you would be spending all the time from now on with an upgraded engine.
>>
your game is RAW
>>
did 4chanX just stop working
>>
>>171094075
nope
>>
>>171063841
What's the title and what's the game?
>>
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>tfw to stoopid too get my head around making a smooth online game experience using client prediction, server reconciliation, entity interpolation and lag compensation with multiple game loops
>>
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>2017
>not developing your own physics for your engine
really hope you guys arent doing this
>>
>>171094438
start with a square lad
>>
>>171056980
You can't have them 10 units a part, there is a small space in between units, push them together to fill that space.
>>
>>171094445
>not developing your own stochastic programming language based on MCMC and forward inference for a proper statistical mechanics engine
>>
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>>171067054
I like the theme you've got going on but the map itself looks a little basic. For similar layouts look at maps like Facing Worlds from UT and Narrows from Halo 3.
Those maps are similar two bases, walkway through the middle, but they both add depth in the way FW has height and teleports and Narrows has the underpass and man cannons to quickly boost to either side.
Look to things like those for inspiration in things to add. You might want to look into Egyptian pyramid layouts for example with false doors and such.
Hope this helps. You've made a good start but you can make it much better.
>>
>>171059227
Broski, the frame size is different than the window size, just set the frame size to 854x480, you'll find this option by clicking your level, a little "settings" thing will pop-up in the Properties box.
>>
Why are triangles used for in-game 3D models rather than squares or ngons?
>>
>>171094829
because those things can be made with triangles duh
>>
>>171094445
Did you make this with Unity?
>>
>>171094829
Squares and ngons are made up of triangles too.
>>
>>171094829
Triangle is the most basic shape.
>>
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added better help message for ls command

because i forgot what my colour codes meant i looked at the source and added it to the help
>>
>>171071535
This is neat and all, and I'm happy for you, but the clean edges mesh horribly with the amazing pixel art you've got going.

You think applying some kind of pixel overlay, or messing with it's resolution would make it fit better?
>>
>>171094829
http://stackoverflow.com/questions/6100528/why-do-3d-engines-primarily-use-triangles-to-draw-surfaces
>>
>>171094829
because a square (or higher) can have one of the corners moved in 3d making it curved, so tri is the simplest

but there was some hardware that couldnt do tris and had to do squares i think it was sega saturn

probably some software 3d as well
>>
RIP thread
>>
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DID I EVER MENTION UNREAL'S SOUND ENGINE?
>>
Thoughts on applying anti-aliasing to pixel backgrounds but keeping enemy/player sprites/menus crisp?
>>
>>171095650
Thief 4 was shit.
>>
>>171095650
eh
>>
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>>171091716
>pixel art is low resolution art. it is by pure definition of it's defining concept lacking in detail.

Its main purpose is to cram as much detail as humanely possible into least space, you mouthbreathing fucktard.

I will be forever ashamed for taking your shit seriously in the past.
Get gangraped by Emus.
>>
>>171095741
No, it was a great game. That ran on a great engine. This engine I speak of has a great SOUND ENGINE. SIMULATED 3D SOUND, SO FUCKING AMAZING!
>>
>>171095872
>No, it was a great game
Not compared to its predecessors.
>>
There is literally nothing wrong with being a black gamedev
>>
*171095971
literally cant thinx of one semi-prominent one
nice (you) bait though
>>
>>171095839
>Its main purpose is to cram as much detail as humanely possible into least space
if that was the purpose, why would you want a lower resolution and not a higher resolution?
>>
>>171095872
>SIMULATED 3D SOUND
That's like common dude.
>>
>>171095913
>compared

You don't measure how good a game is compared to it's predecessors, you compare how well they continued the series by comparing the game to it's predecessors. Plus, I don't think they should make every game in a series like the last, it gets fucking boring, making variations of what story can come from that universe is the best way to make a series. Thief 4 was great when you stop comparing it.
>>
I want to allow the player to level abilities.
I can't scale the effects of the abilities because all of the numbers are very small.
How about scaling the cost and cooldown? Is that ever fun?
>>
>>171096050
Because at low resolution, you can create illusion of detail by simple clever pixel placement.
refer to
>>171092904
for example
and it could be done MUCH better than that at same resolution
No need for 4k photo textures, 100k triss models, SSAO, downsampling and other gizmo shit that isn't even realistic for a single dev to pull off.
>>
>>171096283
>that's like common dude
Have you not been here for the last few days? There is a bit of a sound engine meme going around, some guy was preaching about Unreal's sound engine, how is was simulated 3D, creating a simulated soundwave-traveling effect. This is common now-a-days, but Unreal does have a phenomenal sound engine, it does 3D sound correctly and the sound awareness you can set in your AI characters is fucking amazing.
>>
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So I'm working on a source based co-op zombie survival.

What would be a fun feature to add?

rn it's wave based. People dying wait for next round. If everyone dies its reset.
>>
>>171096538
MAKE THE FUCKING NUMBERS BIGGER
>>
>>171091908
Does is have adequate documentation?
>>
>>171096625
>There is a bit of a sound engine meme going around,
God damn it is this the lfo meme all over again.
>>
>>171075991
hownew.ru
>>
>>171096638
>So I'm working on a source based co-op zombie survival.
i was honestly joking when i said that every game in this generaled is a ripoff of something else but now i'm not so sure
>>
>>171096638
Scrap everything and make a game where you are a team of zombies trying to kill a group of NPC survivors.
>>
>>171096538
>I can't scale the effects of the abilities because all of the numbers are very small
your game is fundamentally shit then
>Is that ever fun?
for five seconds before you realize how cheap it is
>>
>>171096852
>pikmin style game where you control one big horde
>each individual zombie is like 1 hit point in the horde that you control
>plague inc. style level-up mechanics
>you can level up the zombies at the front to be thick-skinned, while zombies at the center spew ranged attacks
>>
>>171096852
change kill to survive and it's golden
>>
>>171095740
That would just look like two different art styles, it wouldn't look right. The best thing to do is keep backgrounds low saturation, low contrast, darker, cooler colors, and with fewer details. The opposite for near objects. This way there's more of a clear distinction between the background and foreground.
>>
>tfw Blender is actually fun to use
>tfw you all lied to me
>>
>>171097167
F E W E R D E T A I L S
U
C
K

O
F
F
>>
>>171097167
Thanks anon. I guess I need to relook at the solution I was thinking of.
>>
>>171097315
Uh, is this some meme I don't know about?
>>
>>171097405
If it is then I don't know about it.
>>
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I found what Im gonna do.

Furbait
>>
>>171097167
not that anon, but how does my game mockup look
>>171086063
>>
>>171096619
>confronting guug with realistic gamedev
are you trying to kill him??
>>
post your worldbuilding
and post your maps
>>
>>171096619
ok but literally all of that conflicts with your definition of pixel art as
>Its main purpose is to cram as much detail as humanely possible into least space
because the way to do that is to increase the resolution, you literally put more detail in less space by doing that.
maybe dont use bullshit metaphorical definitions, use actual definitions.
>>
>>171097573
Looking good, I like it.
>>
>>171096638
A fun feature to add could be called "Dawn of Defeat" or something like that. and it's WW2 zombies, if you don't get the joke it's a reference to the WW2 Half-Life mod turned official Valve game, Day of Defeat. The maps for this mode would be gory, dark, rundown versions of popular Day of Defeat maps. The zombie models can be edits (or remakes if your willing to go through that work) of the character models from Day of Defeat: Source (Source was the remake they made when Source came out, I suggest remaking or editing those models since the graphics were way better than the original's) but look like zombies instead. You can re-use or remake the weapons from Day of Defeat: Source as the weapons for this mode.

>>171096852
Don't listen to them, even though L4D1/2 were both made in Source, I believe what you are making is worth time. Don't make a game where you are the zombie.
>>
>>171097725
what do you think of this comment then
>>171087207
>>
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>>171097531
>mfw this would probably sell pretty well
It's kind of depressing how easy it is to exploit fetishistic weirdos.

Good luck anon, if you actually follow through with this I really think you'll make some money.
>>
>>171097069
>>171096642
>Sure just let pawns move an extra space each turn what's the worst that can happen?
>>
>>171097954
chess is old and busted
>>
A N G E R Y

I made an array variable in my Unreal 4 blueprint that will contain target points, but it won't let me add anything to it, it keeps saying "Editing the default value is not allowed". What the fuck?
>>
>>171096538
>fun
>>
anime jam when?
>>
>>171098067
>gewgum
>>
>>171092870
You don't have overlapping UVs, do you?
>>
>>171097775
Who cares about that comment? In the context of that art being early work in progress, yes, it looks good and has plenty of potential to be great.
>>
>>171096538
How about getting more effect at the cost of increasing cost/cooldown?
>>
>>171098051
array ~= new_thing
wew that was hard, good thing im not an engine baby
>>
>>171096538
fewer ability levels
more levels to reach those abilities
>>171098140
got any advice to help me reach that potential?
>>
why is the Rendering in Blender such ass?
>>
>>171097775
what did you use to make that sprite if that's you obviously
>>
>>171098251
paint
>>171088447
>>
>tfw writing a specification for a binary network protocol
>>
>>171097719
did you literally not read what he wrote?
>>
>>171098160
I could script it out in C++ but i'm lazy, just fucking help me.
>>
>>171098324
>paint
[i]shivers[/i]
>>
Gogem is the only successful gamedev here
>>
Anyone else in here too afraid to post progress to avoid people stealing ideas?

I swear I\m a YESDEV.
>>
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>>171098593
>Gogem
Get out.
>>
>>171098593
>googem
>succesful
pick one
>>
>>171098643
no because no one here can execute it anyways
>>
>>171098643
Same, you're not alone. It's a very real risk, although what we're creating probably is shit and isn't worth stealing, it's still a possibility that someone is desperate enough to steal our shit ideas.

This is 4chan, after all.
>>
>>171098525
>I could script it out in C++
then do it.
>>
>>171098593
You have a weird idea of success.
>>
>>171098541
i downloaded paintshop pro today

what does everyone think of doko roko, i'm probably going to get some inspiration from this
>>171098643
what's there to steal
>>171098593
>3 stars on steam
>>
>>171098796
I am too lazy to do that, since I already created a blueprint, that would require me to completely recreate the whole blueprint in C++, it won't let me go in and edit the C++ code of the blueprint.

Just help me fix my blueprint.
>>
>>171098857
>Just help me fix my blueprint.
I dont deal in visual sciddie shit.
That will teach you to make your game properly
>>
>>171098593
>101 of 120 people (84%) found this review helpful
>You control where the eyes are aiming.
That's it.
The joke gets old fast.
Each scene is really short, and there are only like 10 scenes. Within 10 minutes, you've basically seen everything the game has to offer.
>Not only is the game way to difficult and random, The effort put in to complete it is useless. This is due to how the Devs put in an achievement you need to directly contact there email and pay them in order to 100% the game. Not only untrustworthy, it is also sleazy and shows how both the Devs and steam don't care about their customers. Dont buy this excuse of a game
>UPDATE: So the developer fixed the bug that made the game unplayable and I proceeded to beat the rest of the game in a matter of minutes. Yeah, in my opinion, the game still offered very little content for a ridiculous price. I have also been hearing that this game requires you to contact and pay the developer in order to gain one of the achievements. Seriously what the actual f? I also see how the dev acts towards their customers in the discussion page and it's very unprofessional indeed. In conclusion, the game is good, but not worth the price. Do not buy this game. If you would like to experience it, go and play the free version on GameJolt. It lacks a few of the levels from this version but you will enjoy the experience a lot more. I will be refunding this game myself. Very disappointing.
>>
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Why is this thing here?
>>
>>171099035
It's a competent engine.
>>
>>171094445
>it doesn't properly simulate the quantum mechanical nature of each atom in the game

Its fucking shit.
>>
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Where do I find fonts with licenses that actually let me use them in my game?
>>
>>171098840
>what does everyone think of doko roko
>floating weapons
Fucking lazy
>>
>>171098997
>that will teach you to make your game properly
First of all, I am a lazy little shit who knows several different scripting languages, but never use them if I have an alternative. I shouldn't have learned, honestly. Just wasting my time if i'm not gonna use the skill. I know C++, Python, JavaScript and Lua. With that knowledge, I could create a fucking game without an engine all by myself, creating my own physics, lighting, sound, event system, everything. I plan to learn Java, even if it is a shit language that is slower than your grandparents having sex, people make a big deal about it being needed to make a game. The Unreal 4 nodes are exactly like C++ scripting, but it takes a faster time to create. So, is it really the incorrect way? It's literally the faster alternative to C++ scripting, and turns out the same damn way. So really, if it gives you the same exact fucking result and is quicker, isn't it the more efficient way? So it is actually the proper way. So fuck you.
>>
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Thinking about doing it so each wave has a unique theme
1. Shaders
2. Music / Ambiance
3. Enemies
4. Weapons players have
5. Other Game-play elements
I always loved special waves in survival games as it tends to make people really get those
>"Oh hell yeah!"
and
>"Ohhh fuck me. Strap in boys"
moments.

>>171097843
Thanks.
>>
>>171099370
isn't the point that you swing them with the mouse or something
>>
>>171099438
stop making excuses and just make game
>>
>>171099335
the layering is bad
what's the foreground?
what's the background?
>>
>>171099335
the trees in the background are kinda shit, but otherwise that's extremely well done
please don't tell me that thing down right is the main character or I will take it all back
>>
>>171099480
Still a lazy way to avoid doing animations.
>>
>>171099510
Let's see your product, faggot. What are you doing that's so great? What are you doing that's turning out better than what i'm doing?
>>
>>171094445
>Karistys
Karistus would mean punishment/penalty/sanction in Estonian.
>>
Do any of you guys know something about Javascript and WebAssembly?
Or any good resources I can read about those?
>>
>>171099561
it's a platformer
>>171099582
it is
>>
>>171099725
I know a lot about JS, what do you need help with?
>>
I want to make a Castlevania 2d type game

How does the combat system work in that game?
>>
>>171099772
Do you not fucking know? I believe you shouldn't be working on that if you don't know how it works. Seriously, if you haven't played Castlevania, just stop working on that project.
>>
>>171099772
You might want to play the game before trying to make a clone.
>>
>>171099772
Maybe you should go fucking play them.
>>
>>171099772
play hollow knight and owlboy for recent examples of the genre
>>
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>>171099772
fucking shitposting faggot
>>
>>171099725
Look up "Jake Wright - Learn JavaScript in 12 minutes" on YouTube.
>>
>>171099846
>>171099849
>>171099875
>>171099923
I played it before but executing it in actual game maker studio code is much different than just theory
>>
@171099438
>i know c++ i swear
>i could do thing
>but im lazy
>but im going to learn this shit language even though i already """"""know""""" c++

sort your life out m8
>>
>>171099764
>>171099948
JS isn't really the problem, it's WebAssembly. Already got my JS WebGL renderer, I wanna do all game logic and interaction in WebAssembly for multithreading, but I just can't seem to find decent tutorials/articles on WebAssembly
>>
>>171099994
You might want to learn how to code before trying to code.
>>
>>171099994
Well, it should be easy. There's a whip, make an event to where if the whip sprite comes into collision with the enemy (only during the whipping animation, mind you), the enemy takes damage. Damage can be calculated as a number, there is a variable named "HEALTH", it can be set to whatever number, and just subtract a certain number from the grand total of health, and do this for the player too. Then make a new event for every entity that has a health system where if HEALTH <= 0 than the entity gets destroyed.
>>
>>171100293
how does sprite collision work though?
>>
>>171100092
Look up Jake Wright or Derek Banas on YouTube, one of them should have a tutorial on WebAssembly.
>>
>>171100373
This is like one of the very first things you learn in GM, read the fucking manual and do tutorials.
>>
>>171100373
There is an event that makes something happen upon collision. Just go into the event editor for your enemy object and set an "upon collision" event and it'll ask for collision with what, click the whip object. You know where to go from there.
>>
How to fire a bullet relative to the view instead of the world in game maker?
>>
>>171100915
Why not relative to the end of the gun? Oh, by the way, just set the origin of the bullet's spawn.
>>
>>171100915
instance_create(view_xview[0] + view_wview[0]/2, view_yview[0] + view_hview[0]/2, oBullet)

That would create the bullet in the center of the screen unless I'm misinterpreting your question.
>>
File: output.webm (2MB, 767x540px) Image search: [Google]
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Level generation:
So right now I'm doing something retarded and the level generator is a "spawner" GameObject that simply runs left/right/up/down and poops out tiles, where there are none yet, then I fill the rest with walls.

Now I'm thinking of how I could build more complex levels where I'll have some say in what gets gen'd. I'm thinking I'll have a "MasterGen" GameObject that I can feed parameters as the scene is loaded and It'll decide how many of my "generators" to spawn, and ensure the tiles they spawn are connected, as well as spawn pre-built sections, enemies etc.

Does this all sound needlessly complex or am I on the right track? I know my "spawnwer" is inefficient but I kinda like it's results, shape wise
>>
>>171101014
He's asking how to spawn it relative to where the player is looking, but it should be relative to the end of the gun in his sprite.
>>
>>171100915
view_xview and view_yview
>>
>>171099264
DaFont

BitFontMaker2 gallery
>>
Looking for art guy, anyone interested?
>>
>>171101073
Well, if your asking how to spawn the paths you can walk on too, then it's easy, just set it to spawn the ground tiles in random areas that are authorized, but they can only spawn connected, there can't be any gaps between them. I highly suggest you set a limit to how many of these ground tiles can be spawned, so these random pathways can be as skinny as the ones in your webm.
>>
AGDG will consider this bad because it lacks detail
>>
>>171101461
Sure, are you ideas guy or music guy? Will we need a coding guy?

I'd show you my portfolio but I can't figure out how to upload zip files on 4chan.
>>
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>>171101014
>>171101106

>>171101096
This is what im trying to do. to elaborate bullets already fire from the end of the gun but my problem is that since I have a moving camera bullets appear to not be flying towards where the cursor is but slightly behind/above it when firing diagonally.

Pic related is what I want. I tried adding the players velocity to the bullet every step in the end step event and got a similar effect but moving in the opposite direction after shooting makes the already fired bullets slow down or behave a bit oddly.
>>
>>171101563
Now THIS is good pixelart
>>
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>>171101201
Thanks!
>>
>>171101073
>Level generation
how about you just make the levels yourself you autist
>>
>>171101614
I'm the programmer guy. I made a fully functioning netcode for a real-time online action game if you wanna know I'm capable. I'll also try my hand at design but I haven't designed a full game before.

Do you have a discord?
>>
>>171101648
it shouldn't be difficult to convert this into pixelart tho
>>
>>171101687
If you need another programmer guy, we can split the work.
One of us makes the server, the other makes the client/game.
We agree on the protocol.
>>
>>171101626
OH, well, that's simple, just set the direction of the bullets to be location of the cursor at the time of firing.
>>
>>171101789
It might work out, I still have absolutely no security or lag interp. It'd be handy if someone made the client-side game while I worked on those.
>>
>>171101774
To convert it to good pixel art on the other hand is not that simple.
>>
>>171102002
Considering it wasn't good art to begin with, I agree.
>>
>>171102091
that is a classical and iconic style of illustration you autist

can you geta trip so i can just filter everything you say from now on

also someone make a new thread
>>
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>>171101614
>I can't figure out how to upload zip files on 4chan.
>>
>>171101961
Server V-Sync should fix lag. Just add server v-sync and your work on that is done.
>>
>>171102469
Unload the fucking file before hand.
>>
>>171102379
Sorry, I didn't realize The Family Circus is considered high art now.
>>
>>171101917

Already have that too im afraid. it fires to where the cursor was and not where it is currently which is my problem though.
>>
>>171101668
(You)
>>
>>171101961
Perfect. I've got a lot of experience with rendering, both 2D and 3D, writing shaders and low level optimizations for maximum fps.
I can take the protocol you write, the stuff the artists give me and render them in real time efficiently.
>>
>>171102645
Try adding the player's horizontal speed to the bullet's speed only if the player's moving? Seems a bit hacky but it could work not sure (at work can't test it).
>>
>>171100379
thanks mate!
>>
>>171102645
What? That would make no logical sense for the bullet to follow the cursor, sounds like a flash game. It literally makes more sense for it to just go to the cursor's location at the moment it fires. If you want that though, just make it to where your function for the bullet's direction to update constantly so it'll continue to track the cursors X and Y.
>>
>>171102469
It used to be possible
>>
>>171102702
you're going to end up with levels that either all look shit or all look the same

this is the fate of every game that has randomly generated levels
>>
>>171102746
>adding the projectile's velocity at rest to its velocity after being fired
>Seems a bit hacky

Isn't that how physics work?
>>
>>171100092
If you just want multithreading, use a webworker.
https://developer.mozilla.org/en-US/docs/Web/API/Web_Workers_API/Using_web_workers
>>
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Does this new laser turret look OK guys?
>>
Well, for everyone who wants GM:S they took it off the Steam store, and put GM:S 2 up. Funny thing though, you have to pay for it.
>>
>>171103151
1990 as fuck, but it works I guess.
>>
>>171101073
Why are you using a GameObject that way? Why not write a function that fills an array with a number indicating tile type, and then generate the entire map from that array? Then you can do whatever you want in your generator function, instead of being forced into this weird incremental approach.
>>
>>171103151
Looks neat. Hard to say what to improve on at this stage, since its one of your better sprites.

Really disliking the solar panels.
>>
>>171103372
I dont see any solar panels anon
>>
>>171102735
Sounds great, do you have a discord or any other form of contact?

>>171102474
Oh lag isn't currently an issue, I was just thinking of writing an interp mechanic that'd make higher pings playable.
>>
>>171103227
Good thing I installed GM:S a long time ago. It's another good thing that I bought Clickteam Fusion 2.5.
>>
>>171103302
I'm a shit tier coder, and got this method from a tutorial is 90% of the reason. The other 10% is - I feel as though I actually understand whats being generated and how right now, and while I also understand how gening it from an array would work, I probably wouldn't have any idea as to how to add to it (same as now).
>>
>>171103576
Yeah, add v-sync. The higher FPS other players get will cap your servers. If you lock it at 60 fps, it'll give less packets to the people with high FPS counts since they won't be getting 120 and won't need a lot of refreshing from the server, and your server can give me packets to the people with high ping, making it more playable.
>>
>>171103254
Thanks!
Do you have any tips how to improve it?

>>171103372
Thank you. Do you think panels would look better if they were angled to the side?
>>
>>171103867
Probably. Or if they looked like solar panels. Possibly both. Right now all I see is a mechanical butterfly. Sorry.
>>
>>171102791
If you mean the bullet should not follow the cursor like some kind of homing missile then yeah, you are right. but that's not what I mean


>>171102746
is saying. I tried adding the players speed to the bullet before but it didn't work. Like i posted originally I think it's because the bullet is fired relative to the player/world/whatever than the view. If I lock the view x and y aim is perfect, but as soon as it starts moving things start to look weird.
>>
>>171103789
The game already has a v-sync tho, I have a 60-fps fixed process running for networking and a regular process for input and rendering. So even though the client performance looks better everyone will be sending packets at the same tick.
>>
>>171103973
Evaluate more.
>>
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>>171103867
The solar panels should be angled and not too fancy
>>
>>171104058
Wait, you capped the whole game off with v-sync? That's not right, v-sync should be optional in singleplayer. In multiplayer, it should have v-sync built into the servers to automatically cap players off.
>>
>>171104221
I don't have singleplayer yet m8. The multiplayer has v-sync that is only used for networking.
>>
>>171104221
?????
>>
>>171104354
>>171104354
>>
new thread
>>171104361
>>171104361
>>171104361
>>
>>171102469
Anyone who has ever posted confusednigger.jpeg should be killed.
>>
>>171104351
Okay, you thought of good ideas beforehand. V-sync is really the only fucking thing you need for multiplayer servers to not have a lag issue, besides having good servers. Everything else will just be user-issues.
>>
>>171104374
>>171104384
ITS HAPPENING AGAIN
>>
>>171104519
Feed the one you want to survive. (Hint: Probably should be the one without the bullymeme as that's really just shitposting)
>>
Why does everyone constantly try to migrate to new threads, you should only do that when the thread officially 404s.
>>
>>171104374
I find pictures like that in the OP to be really embarrassing. Like you could have worked on making a game instead of making that shit.
>>
>>171104440
At later stages I'll still need to add a lag interp for better gameplay. See : https://www.youtube.com/watch?v=6EwaW2iz4iA
That would be really useful for high-ping players.
>>
>>171104678
it's on page 10 m8
>>
>>171104678
Because then everyone suddenly makes a new thread and we end up with several

jej
>>
>>171103973

I think I know what your issue is?
so basically aim is 100% precise when the camera isn't moving, but doesn't look like it is when it is moving, right?

It's because your bullet is travelling to where the cursor was the moment you fired. but since your cursor is constantly being updated and tracking with the view it looks off. Im not a physics expert but I think that's how it should be, so you have to compensate for aim while moving
>>
>>171104678
Because if you don't try to populate the decent thread early, the one with dedicated shitposters/shitposting is the one that'll become the officially new thread.
>>
>>171104624
I will personally bully anyone that posts prgoress on the bully thread.
>>
Who are the engies who always start arguments over which engine is better? I want to bully them.
>>
>>171106841
me

>unity
>>
>>171056465
The JavaScript spec was made in a few weeks. Check mate.l
>>
>>171056465
Also, no it doesn't take fucking around in assembly code. In fact, it doesn't require a single line of assembly. This leads me to believe that you don't know anything about developing a language or assembly.
>>
>>171106890
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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