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/agdg/ - Amateur Game Dev General

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Thread replies: 755
Thread images: 173

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An amateur game development thread for amateur game developers

> 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
> WebM Resources
OBS: https://obsproject.com
Webm for Cirnos: https://gitgud.io/nixx/WebMConverter

> Previous Thread
>>171174476

> 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
>>
FIRST FOR CHINESE FOOD THE BEST DEV FOOD
>>
https://www.youtube.com/watch?v=nkosGBfzVig
post devmusic
>>
>check googums twitter
>hes retweeting sarah silverman, michael moore and bernies sanders
hmmmm . . .
really jogs the ol noggin . . .
>>
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Is it possible to talk about fucking GAME DESIGN without you faggots shitting the bed over 'hurf durf not REAL dev get a game idea guy, etc.' and all the other shit memes?

Game design is a legitimate concern and, based on the bullshit you see in these threads, is sorely needed so you people can actually start making good games.
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style testing for a 2048xCiv game Im making with my dudes from school
r8,h8,deb8?
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>>171235030
https://www.youtube.com/watch?v=hjqk2vlkAno
>>
>>171235191
The trouble is it often requires a deeper than surface understanding of anon's game to decide whether some piece of design is a good idea or not.
>>
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I can't stop shitposting at myself in my text boxes and I broke the enemy fighter's AI by fucking up his animation indexes, but it's PROGRESS!
>>
>>171235191
Sure, I wouldn't mind talking about it. I'm always up to discussing game design. Not expecting that one anon who enjoys shitposting nearly 24/7 to try and stir shit on your post though is just ignorant.
>>
>>171235191
Shitposting has zero (0) effect on your ability to post ideas
>>
>>171235191
give it a shot
>>
>>171235213
I mean, they're cute and the watercolor aesthetic works, but you're pretty much asking us to rate some nice concept doodles, unless you're gonna be watercoloring the entire game.
>>
>>171235213
zug zug
>>
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>>171235306
its furry but it doesn't make me want to throw up.

good job!
>>
>>171235665
Look at it this way: If you ever want a game that lets you punch furries, I think I'll have you covered.
>>
>>171235213
the eyes look too "reddit"
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did a screencap in case anyone missed the last incredible thread

someone please immortalize this in the Google Drive
>>
>>171235782
is a furry an animal character or someone who likes animal characters
>>
>>171235919
danke
>>
>>171235957
Both, I guess?
Either way, there will in fact be punching animal characters once I unfuck the animation indexes so the enemy animates and spawns hitboxes like he's supposed to.
>>
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>>171235527
that's the goal for now anyways.
Individual sprites are pretty small so I can get away with being bad
>>171235792
This better?
>>
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progress:
playing around with different views, still not completely sure which one looks best.
>>
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>>171235792
kys
>>
How do you strongly tie progression and exploration? As in; if you want the players to explore the world but also get stronger doing it, do you just make all the progression gear based and let them go find good shit?
>>
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Started work on the last major character subsystem in Dixie, which is reloading (I guess technically I haven't 100% finished ground pounding yet since it doesn't do impact damage but still).

Ironically, I did so by doing something that only works for melee weapons and doesn't involve reloading: throwing!

Like in Mayhem League, if you hold reload, you "prep" your magazine as a throwable weapon (a grenade or some other lobbed projectile, usually) for when you press shoot. However, since you can wield melee weapons in your "gun hands" in Dixie, I've extended this subsystem to enable the throwing of melee weapons as well.

Most melee weapons, when thrown, will actually be removed from Dixie's inventory. They can be reclaimed from the ground/wall where they land later. I can envision some having boomerang-like properties, but for the most part this is the system. However, when unarmed, there's nothing to throw, so I've implemented a special system for "throwing" one of your fists (that disables unarmed gun-hand combat until the animation is over). This has very little actual use in combat, since it does fairly moderate impact damage and has no splash (and a small collision sphere) though it can be used when no other ranged options are available.

The main function is to provide Dixie with SOME sort of projectile for those pieces of level geometry (like the bullseye drawbridge switches in the first level) which require it, even if she doesn't have a gun equipped.

Still to come, camera fixing for the "grenade aim" as well as a dedicated toss reticle which shows the in-air arc.
>>
>>171236367
hue
>>
>>171236586
how did you make the model characters in your game?
>>
>>171235213
Boring and uninspired. Not trying to be a negative shithead or anything, but I've seen the vacant-eyed cutesy potato look a million times already.
>>
>>171235306
I can already imagine the street fighter ko shout in sheep form
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new meta game discovered
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Illustrator crashed far to many times making this.
If you can't think of a better name, work with what you've got.

I know the buildings still aren't fixed, one thing at a time
>>
>>171236647
Just cobbled them together in Blender the usual way (edge loop splitting, extruding, and vertex manipulation)
>>
>>171236715
cool neo tokyo
>>
>>171236669
Guess you're gonna get hired by Rockstar.
>>
>>171236715
https://www.youtube.com/watch?v=Ofr8qqdZ_f0
>>
>>171236715
It looks great. It feels so sharp.
>>
>>171236580
Depends how much exploration/items you can have.

On a bigger and more boring scale you can let the player find generic stuff which gives XP or money for upgrades.
>>
>>171236768
any good blender tutorials you recommend?

right now I am on learning loop cuts for Blender
>>
>>171236715
project pulseman
>>
first for python
>>
>>171237346
Lua is better
>>
>>171237075
I didn't really follow any, except one I don't recall the name of in the VERY beginning which was on the basics of blocking-out.

It's a good process; get together a 2D image of the object you want to model, set it as your background, press num3 or num1 (side-on orthogonal views) and use extrusion to get a 2D silhouette of the object. Then you use loop cuts to thin and thicken segments to model the object, and subdivision/smoothing to round out the edges.

For Dixie herself I use like 5 separate meshes, though; she's low poly so her legs and torso are disconnected, and the skirt covers that. Her hands and head are also separate from her body. I get away with a lot of tricks like that which lets me avoid having to use rigging-conscious geometry (adding tris in areas which deform most heavily) because a lot of the key joints are just disconnected entities that intersect.

I cheated with my N64 art style specifically to avoid having to develop good models, because I have zero talent for modeling and rigging. My only real knack (I think, anyway) is animating, which I think I'm pretty alright at for an amateur.
>>
>>171237553
>starting indexes with 1
>>
>>171237553
the only scripting language you should be using is a functional one 2bqh.
>>
>>171237643
Why does everyone make a big deal out of this
>>
How do I balance an RPG without fucking everything up?

Or basically; how do I make sure the enemies aren't too easy or hard? How do I tell how fast the player should grow in power and how to balance the combat around that?
>>
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>>171236837
>>171236903
That's the idea. The design doc is essencialy a list of anime and Technosoft games.

>>171236957
Thanks anon!

>>171237085
There's no mans to pulse and I don't think gamefreak would be too happy about that.
>>
I can't launch Gamemaker unless i'm offline, how do i fix this?
>>
How hellish is it to use Git with Unity and multiple contributors? (It has to be Git because reasons.)
>>
>>171236715
i can just hear https://www.youtube.com/watch?v=mMXEsII85C0 [Embed] playing in that webm right now

god speed shmoopdev
>>
>>171237767
lots of trial and error iteration
RPGs are really a planned genre and not something you should just make as you go and decide a stopping point randomly.
>map out all the areas and their general difficulty
>map said difficulties to a level range
>then play with the transition progression from area 1 & 2
>>
>>171237875
I would probably change the colors a tiny bit but I really love how good your game looks
>>
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http://pastebin.com/sD6h65ih

So this is my reload script

I need to add in incremental reloading (aka shotguns)

Here's the deal though, I need the animation to replay over and over until the shotgun is loaded.

Ideally I'd like to have this flow chart, is this standard for the incremental reloading or is there an established method?
>>
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Two weeks until Rush Hour Jam
https://itch.io/jam/rush-hour-jam
>>
>>171237767
The correct answer you don't want to hear: playtesting and iteration.

What I'd suggest is determining how many concrete "sections" your game has. I'd then divide that number by roughly half the level cap (if it's 99, the player should be clearing the game at level 50-60; if it's 50, the player should be clearing it at 25-30) to get how many level-increments, roughly, the player should progress through.

So if there are, say, 8 dungeons, and your level cap is 99, you'd have 60/8 or roughly 7.5 levels to be gained per-dungeon This might flex a little bit with a non-linear XP curve but whatever.

So you then want to determine, through iterative testing, about how many fights the player will encounter between each segment. So if the stretch between dungeon 1 and 2, for instance, has 100 fights for a player taking an average route (i.e. not exploring every nook and cranny, but also not running from every encounter), he should be gaining enough XP from winning to grow roughly 7 levels, which is about 35%-distance-to-level-gain per fight.

That's not exact since XP needed should increase with each level, but it's a decent way to start approximating.

Then, you playtest. When you find that one segment seems to leave you underleveled, you reduce the levels of ALL following enemies to compensate. Etc. etc.

There's no strict formula, unfortunately. Just play and tune over and over until it feels right.

t. someone who has no experience developing an RPG, but this is how I'd do it.
>>
>>171237762
Why do the USA still use imperial units?
>>
>>171237957
You should stop pirating.
>>
>>171238434
That's exactly how I'm gonna do it for Dixie
>>
>>171238610
laziness in not wanting to convert everything.
thats literally it.
>>
>>171238636
>It's the 1.4 free version
Thanks for the insightful reply anon
>>
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I've finally got puzzles loading from external files.
>>
>>171238610
Because metric is not American enough for them, I guess
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i made my hotbar too good now I have to redraw everything!
>>
>>171238881
>Ruby
That's a new one
>>
>>171238881
>Powershell
>Ruby
I see you're trying to give /g/ a heart attack.
Also I like your artstyle.
>>
>>171239060
We already have someone making this game, NEXT
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>>171238753
I assume it's some kind of dumbshit thing with the steam version 'cause you're a dumbshit who gets his game development software through a digital distributor rather than directly through the source.
>>
>>171239985
Nah i got it from the site, anyway fixed it by disabling "show news on startup"
>>
>>171240215
Sorry for calling you a dumbshit then.
>>
>>171237957
>GameMaker
Found the problem.
>>
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I'm not sure if I should tone down the amount that the player moves or tone up the amoung that the enemy fighter moves (or both). My eye's being drawn to the player character instead of the enemy and that's not good since in games like this you need to keep your eyes on your opponent.
>>
>>171240492
pls no bully
>>
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>>171240730
The problem is that the player is almost completely in front of the enemy, in Punch-Out the player is just a tiny guy.
>>
>>171241084
Super Punchout had a transparent view like that dev's
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>>171241084
And my game is a clone of Super Punch-out, where the player covers a lot of screen space and is transparent. I can totally rescale them though so that they're larger than the player.

The enemy player is going to need to be moved either lower, closer to the player, or the player needs to be moved higher, closer to the enemy, to make sure that the punches line up, too.
>>
I'm about to get my masters degree in software engineering. I would rather kill myself than become a mindless drone and work on shit I hate as all friends and relatives expect me to. Which of the paths do you think would give me the best chance of becoming a successful yesdev?

1. My current savings would allow me to stay afloat for around 6 months without working. Those 6 months would be my deadline before I release/kickstart or go to support myself part-time.
2. Return to parents' home (from UK to a third-world EU country) and start gamedeving in their basement. Blow all savings on assets and marketing instead.
3. Get into any gamedev company for any wage to get experience on a working gamedev pipeline, possibly some contacts and then leave in a year or two and dedicate all resources to my own project.
>>
>>171242008
>6 months
I have serious doubts that you will be able to stick to that deadline.
>>
>>171242008
4. Discard those options and follow this simple advice.

https://youtu.be/YcS7ZIS_sG0
>>
>tfw you're not sure if your engine is finished
>>
>>171242008
0. Get a job, London is one of the best places in Europe to be a software engineer.
>>
>>171242298
should of bought clickteam fusion 2.5
>>
>>171242473
what?
>>
>>171236669
Time to make a frog game Anon.
Battletoad reboot
>>
>>171242008
>1. My current savings would allow me to stay afloat for around 6 months without working. Those 6 months would be my deadline before I release/kickstart or go to support myself part-time.

I did this, and let me just say that things never go as you plan. I'm actually still "in it". I quit my job and had 5 months of living expenses, 6 if I was tight. Before I quit I laid it all out, how long everything would take me, down to aprox how long each model would take to make. I'm at month 4 right now and nowhere near done. I estimate I have maybe another 5 months. I would do a kickstarter but honestly I don't have a lot to show, stuff just kept happening in the development cycle and I had to force myself to start taking breaks because I was starting to get health issues. Luckily I won a smaller prize in the lotto here that landed me 4k which will let me develop those extra few months. Almost seems like fate.

ANYWAY, take your estimated time to finish, then double it.
>>
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if Nintendo won't make F-Zero, someone will have to
>>
>>171237767
Math

"Playtesting" is just for polishing. RPG systems must rely on coherent math
>>
>>171243576
Isn't that just Wipeout?
>>
>>171242008
If you decide to work on your game rather than getting a job then you need to make your game your job. That means working on it 8+ hours a day regardless of if you feel like it or not otherwise your just wasting your time.
>>
>>171242170
That's mainly the reason why I think it's the poorest choice.

>>171242207
>>171242452
I know that London is a great place to be a wagecuck (and a brown-infested shithole to live in). But then what? I already have an offer from my previous internship (not London but good salary) and during that 6 month employment of fixing bugs (I was basically a full-time programmer that got paid less) I got a clear understanding that it's impossible for me to work on a personal project while having a full-time job.

>>171242787
Thanks for the life advice anon. I hope the day I'll be able to play your game will come. Godspeed.
>>
>>171243576
They funded a SS of srts for the wii-u and switch though. Its just no body fucking knows about it because they did 0 advertising for it.
I honestly have no idea why they didnt just do atleast a remaster of GX

ez sales
>>
>>171242008
3 if you want to go AAA and actually make money, but be forced to work on garbage until you can luck your way into a decent company
Mindless drone job if you want to spend half your time hating yourself but being able to work on anything you want

I'm the mindless drone option, and boy does it drain your motivation over the years. My friends are 3, and while they fucking hated grinding through shit companies they're getting into some decent companies after 4-5 years
>>
>>171242008
>I would rather kill myself than become a mindless drone and work on shit I hate as all friends and relatives expect me to

Hey, I know exactly how you feel. I think your plan sounds reasonable, though I too expect you to fail at meeting that deadline.
That's not a bad thing, though. Having a goal and a plan helps motivate progress.

Maybe you shouldn't take advice from me, since I'm being even more stupid in my pursuit of this dream, but I'd go for option 3 (minus blowing money on advertising) or 1 if I were you.

I have a degree in moonrunes, and for about 1 year I've been living on saved up student loans while trying to make a game. Now I'm taking up a 3D/animation course so that I can get more loans and grants (studying is free in my country) just to fuel more gamedev. I think it's going to work well because I pretty much know everything they teach, so I'll have a lot of time to make progress while "studying".

Whatever you do, I don't think it'll be a big problem, seeing as you have a proper education in a profession. You should never have trouble finding work if you run into money problems.
>>
>>171243809
the webm doesn't really show it but you can drive over any surface
>>
>>171243960
>saved up student loans
Won't you need to pay those back at some point?
>>
Medieval peasant simulator?

Thoughts?
>>
>>171244076
Not before I stop studying.
Interest isn't added before that time either (and is generally very low compared to normal loans).
I can also get up to 36 months of extensions, no questions asked.
>>
>>171244207
[uncommon, often mundane, vague idea with nothing else]
Thoughts?
>>
>>171244209
Just be careful anon. The interest might be low now but I don't trust govts not to hike it up in the future.
>>
>>171244207
Farming Simulator 2016 is doing well, don't see why Farming Simulator 1016 wouldn't.
>>
>>171244370
heheheh, good one
>>171244207
I'd play it
>>
>>171244362
Oh yeah, but I literally would rather kill myself than be a wagecuck in an office. I tried an internship once in Japan, and it was pretty much the worst experience I've ever had.
So, if I fail I'll either kill myself or just live on NEETbux.
>>
>>171244370
kek'd out loud

>>171244343
You could till the fields, harvest crops for the landlord, drink beer and stuff.
>>
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Ok so Im trying to work on the gui a bit, and the way I have it is there are 10 abilities to choose from, so I thought I could make 10 orbs, each numbered 0 through 9 (excuse the fact that in the screenshot some of them are the same color and are all numbered "1"), and you could just hit the numbers 0-9 on your keyboard to choose the ability. So lets say you wanted to choose the wind ability. So you would look at the orb, see the green orb, know that's wind, see a little "3" next to it, so you know you have to hit "3" to equip it. Once you equip it that Orb will glow or some shit to know you currently have it selected.

Is that good? Or would that be too much information on the screen? Keep in mind you would only get a new ability at certain intervals of the game, so you would only start with 1. So the player will also have time to learn that hitting a certain number will result in a certain ability, like muscle memory.
>>
>>171237875
Cant see the turrets, need to be red or something
>>
>>171244545
Japanese office worker culture is insane, anon. Yeah, working for a living sucks, but it's nowhere near as bad in Europe as it is in Japan.
>>
>>171244601
So Stardew Harvest Crossing: Ye Old Edition?
pass

I'd rather just play Stronghold
>>
>>171244732
I'm certain it isn't (I worked 9-10 hours a day doing mindless work, with a 2 hour commute on a tuna-can tube, getting scolded randomly for the most random shit all the time), but it has made me realize that it isn't possible to find fulfillment in life that way, so why even waste so much effort on it?
I'd rather spend that time chasing impossible dreams. Failure doesn't even seem like failure in the light of that revelation.
Better to try and possibly fail, than to just be a slave and die.
>>
>>171244853
>Stronghold
I don't understand how the series isn't dead yet. Every single game after Crusader was rightfully shit on in the ratings, yet they keep releasing new attempts.
>>
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I made the player's animation less pronounced, increased the player's opacity, and made the enemy's animation more pronounced and less evenly spaced. Does this do a better job of drawing the eyes upwards?
>>
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left or right?
>>
Crazy Uber Driver?

Rush Hour Simulator 2017?

Stuck Behind A Truck: Platinum Edition?
>>
>>171245024
Is this a VR trick?

>>171244989
Get a 9-5 with a 45 minute commute. That way you have several hours a day you can use for gamedev.
>>
>>171245024
left
>>
>>171245008
All they had to do was just change the environment of 1 and mafbe throw in a gimmick or two. But Firefly are fucking idiots
>>
>>171245018
can you make the player just slightly more transparent?
>>
>>171245024
Neither is great
>>
>>171245208
>Get a 9-5 with a 45 minute commute. That way you have several hours a day you can use for gamedev.
Or just spend all day dev'ing?
I'll keep going as long as I can support myself, after that I guess I'll consider a part-time job.
>>
>>171245024
Left
>>
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>>171245313
How's this? I set it to 180, which is in the middle of where it was before.

>>171240730
was at 168
>>171245018
was at 191.
>>
>>171245024
Left for sure. Wouldn't it be better to make some frame for a beam, instead of painting it white? It's looks bad.
>>
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>>171244645
Or would something like this look better? (excuse the crude mockup, just imagine some nice looking orbs on a belt-buckle type of graphic) Or does that still use up too much of the screen?
>>
>>171245701
You could probably go a bit lower, but it certainly looks better. I feel myself looking at the enemy more than the back of the player character's head. The bobbing motion is fine too.
>>
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>>
>>171246316
I like the wheel but I think whichever one you decide to go with should fade out slightly. This way even with the space they are taking up it won't completely obscure what is happening in that area of the game.
>>
>>171246316
juggling 10 swappable abilities is a little much. Most people will just default to the 2-3 they like the most.

Consider a DMC/Bayonetta style system of equippables ables with an upgrade tree

Hotbars are fucking gross no matter how you skin them
>>
Artist and writer trying to find a programmer for an RPG. Best place to look these days? Used to use NG and Kong, but it's harder to find there now.

Released a couple of moderately successful Flash RPGs (and other genres), the earlier ones are primitive and kind of mediocre, but people liked them.
>>
>>171243839
The difference is that I would be working for myself. I can live with that.

>>171243909
Eventually, I want to create my own IP that will be able to rival with big titles.sky should be high but I think you are right that even working on garbage (albeit related to games) will be able to give me a much clearer view on how to structure a gamedev process.

I can totally feel you. In those 6 months of full-time employment I got to feel the terror I never want to experience again. I hope you get out of this loop of insanity and get to do with your life what you enjoy doing.

>>171243960
It's always great being able to absorb life experience from others. I appreciate it.

I agree that I would most likely fail to meet the deadline which is exactly why I thought returning to parents sounds sane. Interesting how nobody said that was a good choice though.

I'd be more wary of loans if I were in your shoes. I really hope you don't get crushed by their poison. Good luck and thanks for the write-up.
>>
>>171210152
how does one do this and live with it/not lose face? i'd feel so ashamed to have made something like this, and i'm pretty sure everyone i know would judge me very harshly for it as well.

i guess you could always just keep it a secret but that seems tedious
>>
>>171246773
>going back to parents
That just really depends on your parents, I guess.
Mine are terrible, so I wouldn't want to live there, and they'd never allow me to do so either.
>>
>>171246695
Well the thing is that they're not just abilities like in Diablo where like you said, you pick 2 or 3 of your favorite and use those almost exclusively. It's a puzzle game where you're going to be needing to use all your abilities (as you get them one by one), so there isn't really a thing where you pick your 3 favorite and just use those.

I was also thinking maybe if you press and hold shift, the game pauses, and a menu is brought up on the screen with the abilities that you can choose from. You then click on it, then it returns you to the game. But I was thinking this may be too intrusive and annoying.
>>
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>>171246530
Thanks for the feedback!
The challenge is trying to get the opacity to the point where the enemy is easy to distinguish but where it's not too hard to see the player; It's why the player character has the darker-colored horns and wrist-strap, to try and help me incase I ran into this problem.

Here's what it looks like with the opacity back at 168, which is where I started. I'm reluctant to go too much lower than this because that's when it starts to get harder to distinguish the player.
>>
>>171246974
At $500 it's an embarassment. At $10k it's a business.
>>
>>171246974
Are you kidding? I'd be the envy of everyone I know. I get paid 10,000 a month to sit at home and basically make porno for fun. I don't know anyone who wouldn't be jelly
>>
>>171239084
Eversion and RPG Maker VX Ace were made with Ruby
>>
>>171247151
>. But I was thinking this may be too intrusive and annoying.
it is

>It's a puzzle game where you're going to be needing to use all your abilities

Consider trying to condense the abilities into less and add more puzzle variables.
Sounds like youre going for a "hit the target with its color coded elemental spell" thing. Which is just boring.
>>
>>171247151
No reason not to do both at the same time, like the new Doom. Selectable by menu and also by the number keys.
>>
>>171247156
Yeah, getting opacity just right can be a little difficult. I didn't think about it until just now, but what if you were to make the player solid the second a hit connects? It might give a cool looking effect.

Also, do you post your stuff elsewhere? I'd like to follow your work.
>>
>>171247606
I don't post my stuff elsewhere although I'm thinking of making a tumblr or something for it to blog about progress and stuff.

I'm reluctant to make the player solid when the player connects a hit, but I do plan on making the player solid when either the enemy connects a hit on them or the player is put into a state where they lose control (Grabbed or pushed if I decide to do either of those) or are KO'd to give a clearer visual indication that the player has lost control of their character. As an added bonus, making the player more opague in these moments make it harder to tell what the enemy is doing, which should help in reinforcing that if the player is in any situation where their body turns opague they're about to be in for a world of hurt.
>>
>>171246546
this is a much better gameplay gif than the one you posted in discord earlier
>>
>>171235068
He's still shitting out those godawful "yesdev" youtubes for some reason. They get like 10 views I don't understand why he's even bothering.
>>
>>171235919
xD EBIN
Everyone involved in attempts to force memes in agdg should kill themselves for making the rest of us cringe so hard.
>>
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I decided to work on my planet terrain generator for a while
>>
How does anyone learn Blender?

There is so many shortcut keys and so many menus it's ridiculous
>>
>>171249175
stay mad friend
>>
>>171247898
Sounds good! I think I like your idea better about combat tells, I want to see how that looks in practice. I'm interested in seeing more in the future and will follow you if you decide to do a tumblr/twitter later on down the line.
>>
>>171246546
What are the watchers supposed to be?
>>
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https://conceptiongames.itch.io/bokube-alpha-demo

If I could get some feedback from those of you that have NOT played bokube yet to try the kickstarter demo, (Before I release my kickstarter) and get some feedback on it that would be great.

Reminder I forgot to mention Left shift or RB and LB on a gamepad is to sprint roll/roll boku fast without key tapping. (I will update that to be mentioned in-game soon).
>>
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What's that? You haven't watched gogem's new youtubes yet? WHERE IS YOUR GAME?

Look at his wicked progress and awesome game
https://www.youtube.com/watch?v=HOhTMFbeeyg

Heed his professional proven gamedev advice
https://www.youtube.com/watch?v=dlD9K5mY5n8
>>
>>171249567
>tfw still haven't appeared in YESDEV[int]
might as well just end it all
>>
>>171249631
same tbqh
one day...
>>
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>>171249567
>https://www.youtube.com/watch?v=HOhTMFbeeyg
>actually sharing this and thinking anyone will find it interesting
>https://www.youtube.com/watch?v=dlD9K5mY5n8
>unironically still pushing marketing advice on agdg when he has no followers on twitter youtube or tumblr and atrocious sales
I ... but...

This man is a fool.
>>
>>171249567
I am only gamedeving so my game can appear in one of these videos
>>
>>171249567
At least he isn't stealing progress posts from agdg anymo-

>https://www.youtube.com/watch?v=dlD9K5mY5n8

I give up gogem. I give up on you.
>>
>>171249895
He actually has first-hand experience about what he's talking about in his video though.
>>
>>171235919
you missed the initial "how are my pixels" post and the "I'm stealing those eyes post
t. reading the thread now
>>
>>171249567
>ironically talking like a heroin addict
Sasuga our very own edgy mongoloid.
>>
To the other programmers here, how do you guys get your music and your art? Did you get it from a kind anon who offered to make some for you? Do you have an artist in your team/contacts? Are you using free assets? Or did you learn to make your own? If so, how did you learn and what do you use?

Asking to get an idea for myself because programming is my only real relevant skill so I'm worried I won't have good assets for my games. I can make basic art like logos and maybe tiles but I don't think I'd be able to make characters. Likewise, I've looked into making MIDI music but it seems like a lot of work for something that would sound better if made by a real artist.
>>
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spooky alyum

having trouble with the hands a little bit, they're a bit too darkly shaded. it's hard to suggest a high level of detail and make the hands appropriately threatening without sacrficing the minimalist aesthetic

anybody got any tips?

also, should i make the border around his main body / arms thicker? maybe that would match the hands better?
>>
>>171250726
My own art and an artist on my team. I don't have any music since I'm still looking for a composer to pay for some tunes.
>>
>>171250726
I make music by putting some notes into my DAW and being disappointed at how bad it sounds and never putting it in my game
>>
>>171250726
I make my own music and I'm currently using shitty MS Paint assets. I'll probably find an artist to make a few assets for me when the rest is completed.
>>
>>171250726
>music
Talented friend does it for free. Get you a musicbro.

>art
Collab with an artist for very short jams.

For other projects, I make games with an aesthetic that requires no real art, only a bit of visual taste and shader knowledge. And for the love of god learn some color theory.

If you go the 1MA route, you have to realize that the WORST artstyle is naively trying to be good, "programmer art". You can make ironic shitty art and find an audience, but you have to put some intention into it.
>>
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>>171250726
>music
I make it myself
>art
uhhhh
>>
>>171250726
been doing """""music""""" since i was 13 and cuurently learning art

1MA is the only way
>>
>>171250726
I do all art, music and programming

Learning how to make music was a bitch...but I somehow made out with decent results.
>>
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I can't fucking understand UE4 Blueprint Communication at all, I just want to get a boolean from a different blueprint.
>>
>>171250726
learn to draw it's not hard to draw well
>>
>>171251169
1MA? Explain.
>>
>>171251564
Uno homme army
>>
>>171251527
>it's not hard bro just grind for 4 hours a day for a year and don't forget your loomis
>>
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>>171250726
1ma 1ma 1ma 1ma 1ma 1ma 1ma 1ma
>>
>>171251564
1 man army/ doing everything yourself.
>>
>>171251459
Do you have a reference to the object?
>>
>>171251459
l2program
>>
>>171251667
>>171251717
Mildly concerned of my IQ now but thanks.
>>
>>171250726
Also a 1MA here. If you're wanting to make your own music, look into soundfonts. They're generally a step or two above MIDI in terms of quality, just as easy to use, and there's a ton of free ones out there.
>>
>>171251679
1 hour a day max ez
>>
>>171251726
In the blueprint I want to access the boolean from? The whole problem I'm having is trying to get a valid reference to the blueprint in which the boolean is located, I just don't understand how blueprints interact with one another.

>>171251947
I'm trying.
>>
>>171252306
There are lots of ways to get a reference, what sort of thing are the two blueprints?
>>
>>171247156
I like the look of your tummy kissing game, anon.

Will there be a raspberry combo multiplier?
>>
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>>171252950
>>
>guy actually says a lot of worthwhile things about good game design
>CANNOT STAND HIS FUCKING VOICE AND THAT RETARDED SHIT HE EDITS IT WITH
>>
>>171252469
Basically I have a pawn being controlled by the player and I need to read a boolean from the pawn's blueprint from the player controller blueprint in order to enable/disable the mouse cursor. It shouldn't be difficult, I want the space bar to lock the player camera and enable the mouse cursor, mouse handling is done in the player controller, not the pawn, so I need the player controller to be able to know when the player has enabled the "camera lock" (which is just a boolean) so it can know when to enable the cursor also.
>>
>>171253103
Extra Credits fucking sucks, though.
>>
@171253103
>>guy actually says a lot of worthwhile things about good game design
he literally regurgitates common sense like its some meditated wisdom.
>>
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>>171253103
>guy actually says a lot of worthwhile things about good game design
>>
>>171253164
'Get controlled pawn'
>>
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>>171253103
>>171253254
prove it
>>
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>>171253394
>>
>>171236370
this shit is clearly broken
>>
>>171253532
Gave me a good laugh.
>>
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>>171253807
it's alright, could be better
>>
>>171253985
nah its broken
>>
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>>171253807
Looking good over here
>>
>>171254290
Well that's just misogynistic.
>>
>>171235919
I hate how the funny shit happens when I'm taking a nap
>>
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>spend 2-3 days working on sprites
>wake up today
>realize they look like shit
I hate this.
>>
>>171238519
Sort of a weird theme. I never watched that movie, so I wont be participating. But I hope other anons have fun.
>>
>>171254737
They probably aren't that bad. Let's have a look.
>>
>>171254737
Post one
>>
>>171254926
I want to join the gameplay jam instead
>>
>>171255282
i forgot about that, i scheduled it to start in 3 hours
https://itch.io/jam/gameplay

is anyone actually making a game for it? we should cancel or push it back otherwise
>>
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こんにちは。私たちのウェブサイトは急速に進歩していません。
(圧縮は気にしないでください)

私はここに投稿できますか
>>
>>171254305
>car
>>
>>171255485
what the fuck

you didnt even decide on assets

no I wouldn't be joining
>>
>>171255485
Sorry man, I'm busy with putting this game together now that I've got the game's script outline mostly written.

I've got a lot of typing ahead of me to do and not a whole lot of time to do it in.

>>171255604
Yeah, I'd love to see what the AI was thinking with that tag. I bet it's something trippy.
>>
>>171255620
>>171255732

cancelled then. it's a good idea, push for it as the post dd14 jam
>>
>>171255282
A jam about gameplay sounds a lot better than a jam about a movie. I'm in.
>>
>>171255486
And a ching chong nip nong to you too
>>
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>>171254939
>>171255128
The shading looks bad in motion and the silhouette sucks. Probably gonna scrap these and start over.
>>
I could only understand konnichiha
>>
>>171249264
>How does anyone learn Blender?

Step one is that its 2017 and nobody uses shortcut keys Grandpa
>>
>>171255486
オイオイオイ
なぜ日本語で
このところにみんなは英語だけの悪い奴ら
>>
>>171256225
私は英語を話さない。私はアメリカの文化が好きです、私はTHEWEEKNDが好きです。

I will might try english to speak
>>
>>171256725
>私はアメリカの文化が好きです、私はTHEWEEKNDが好きです。
wwwwwwww
>>
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>>171256725
>I like American culture
I like this guy.
>>
>>171255486
>>171255817
>Konnichiwa. We aren't making progress fast on our website.
>(Please don't worry about the compression)
>Can I post here.

>>171256225
>Shitsureishimasu
>Oioioi
>Why are you writing in japanese
>Everyone here are english-speaking bad dudes

>>171256725
>I don't speak english. I like american civilization, I like THE WEEKND.

>>171256991
>kek lol lmao rofl XD
>>
>>171255990
just fix the red scarf and the white orb on top and it's all g
>>
>>171256725
There are not only Americans, just so you know.
>>
>>171257203
>There are not only Americans
WHAT
>>
>>171256725
>>171257237
Polish people also talk here
Maybe even French people
>>
>>171256725
>implying i'm a pig disgusting american
>>
>>171257357
we have swedes, aussies,bongs, frogs, and huehues.
>>
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>>171256725
OK
がんばって
>>
>>171257357
very cool!

>>171257203
yes ok

>>171257076
i am a you friend

>>171256991
:)

look this >>171255486 information about this you talk
>>
>>171257465
Don't forget the cheeki breeki arujiobros
>>
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>>171257237
he's joshing
theres only us american joes here
>>
>>171257572
I like your art!
>>
>>171238881
Dude, you should make steve/goal/cube placement in the map itself, not by coords. Just assign them a letter and it will save you a ton of time and get you a ghetto editor.
>>
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>>171257357
>>171257465
>frogs, slavs, and swedes in my /agdg/
>probably mexicans too
We need an /aagdg/.

American Amateur Game Dev General
>>
>>171257763
Go on to /pol/ and you can have exactly what you'd like.
>>
>>171257763
>tfw no freedomchan where only americans are allwed to post and the rest of the world has to lurk
>>
>>171257701
But it's true. Desertdev is from Poland
>>
>>171250726
I do everything except Music.

For music I go to Looperman. It's like 10-20 second loops that people make, royalty free. What I do is I search for music that fits the scene, then look through that persons profile for similar sounding tunes. Lots of artists tend to have their own sound that stays familiar across their music. So I find 3 -5 similar loops, open up my shitty music editing program, and literally blend the loops together into a coherent melody, with only minor editing.

Yeah, all royalty free. Shit, I don't even have to give any credit If I don't want to.
>>
>>171258021
>tfw 90% of the posts would be about fast food
>>
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>>171256725
>>
>>171258204
Do you get good results doing that? I'm interested on trying.
>>
>>171250726
>how do you guys get your music and your art?
bought premade stuff

$10 for character portraits, $20 for UI, $250 for a bunch of vector assets, $100 for sound effects, $20 for music

All premade so its a little limiting, and also kind of a trap because now the game has to be within the bounds of whatever art there is. But its also helpful to have limits
>>
>>171258408
Honestly, yeah. Most of it is cutting and blending the cuts together (which most of the time I do with a quick decrease in volume followed by a quick rise).
>>
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>>171258063
no i assure you, everyone here are American Millennials who are familiar with great taste of P.B. Crisps.
>>
>>171258559
Neat, I'll give it a try then
>>
nice
>>
>>171250726
>how do you get your music
Don't have any.

>how do you get your art
Don't have any but my shitty placeholders.

Either you get lucky and find someone willing to team or just face it, you will have to buy or do everything by yourself.
>>
I made my first-ish real game. It's a Tetris-clone with 5square pieces instead of 4 square pieces and currently no sound. It's coded in Lua for use with Love2D. Here's the code: https://bitbucket.org/M3cha/pentominus/src tell me why it's terrible
>>
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i warned you about stairs brah
>>
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So due to personal reasons, my partner cannot work for a few months. I can't match his art so I've decided to go back to 2.5D (again) and continue this project solo. I'm trying to go for klonoa/prinny style environments. Curious as to what you guys think
>>
>>171259735
>I've got this
>I've got this
>Don't got this
>>
>>171259735
>IT KEEPS HAPPENING
>>
>>171259735
Is your game called Wobble or something?
Everyone is always so wobbly.
But seriously keep up the good work
>>
>>171259782
The fate of all collabs. I like it but I've a major nostalgia hardon for the era (and Tomba especially) so I'm biased.
>>
>>171236715
looks cool. although if the buildings get redder as they get farther back, the 2nd layer of bluish buildings throws that off
>>
>>171259782
Old frog sprites still look better.
2.5D's cool though, but I don't fully understand, when your artist can begin work again won't you just end up switching back to a normal 2D environment?
>>
>>171259864
i guess im sticking with Dreggs for now. thats the working title.
>>
>>171259982
He's kicking that trash by the wayside because he's smart enough not to be chained to someone who can't commit (I ASSUME).
>>
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Soon.

https://youtu.be/FPp4qb-phrA
>>
>>171259782

jumping doesn't look fun at all
>>
>>171245208
>>171245214
>>171245340
anything specific you can point out as being terrible?

>>171245024
thanks for the feedback all

>>171246084
what beams do you mean?
>>
>>171260139
>what beams do you mean?
I think he means the planks.
And I think he means making an outline (yellow/orange? that's standard "selecting" colors) around the selected plank instead of changing the color of the plank when it is selected.
>>
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Does it look better or worse when running on a lower resolution?

>>171259910
Same, I love that era. And I think the 2.5D would help me stand out, especially since there aren't any indies going for this look.

>>171259982
I'm continuing the project solo.

>>171260057
what do you mean?
>>
>>171260759
Do you think maybe it would look better if you only did the squish on medium/big falls? And smaller ones just an extremely light deform or none at all?
>>
>>171260759
>And I think the 2.5D would help me stand out, especially since there aren't any indies going for this look.
Aren't there other 2.5D projects even within agdg?
>>
>>171260921
Blade of Blood and the strange/interesting Terraria game thing, at the very least, but none that use 2D sprites on a 2D plane with 3D environments.
>>
>>171249382
>>
>>171261048
*as far as I remember

>>171261061
lookin good lil nigga
>>
>>171260759
I dont get why youre trying for 2.5d, doesnt even seem like youre doing anything extra to benefit.
Your game looked so much better at 2d.

Freddy just doesnt look right and your art-style doesnt either.
Stop Leto'ing yourself and go back to 2d.
>>
>>171261061
>>cult classic<<
>>
>>171261404
>I dont get why youre trying for 2.5d
We've been telling him that for ages but he won't listen, give up.
He's just trying to impress god knows who by making 3D in gamemaker.
>>
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I'm having a weird issue with slopes. I'm very new, working off of tutorials, and I am getting some but not everything. The code at the top of my pastebin (http://pastebin.com/fPufjB8q) is what I think is in question. Basically, I can move down a slope just fine, but my character can't negotiate going back up.

I try and break down this code to understand but I get lost at the part where it says while(!place_meeting(x,y+1,pobj_floor)). If we just said && place_meeting, how can we say while !place_meeting?

And how do I do this/restructure this to go back up slopes?
>>
Should I bother attempting to make a game with a small amount of coding experience? I took a course on it and we did basic garbage about ten years ago. I would like to use unity but, I'm not sure if jumping into it without being experienced is something I should even do.

I've already seen some tutorials and reading code isn't difficult seeing as I've made very very basic text adventures in C++ in the past.
>>
>>171261838
A dumbfuck who doesn't know anything can make a game.

>should you bother
"If you want to"
>>
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>>171261151
What do you mean it looks good it looks like trash
>>
>>171260759

You stay in the air far too long(even on a drop) and the jumps themselves give you an insignificant boost. The dust clouds are a nice touch but froggo looks like he's moving at a brisk pace, and I agree with what >>171260901 said about the squish, but I also think the squish animation needs to play out much faster, because it seems drawn out as it is. which All of these things together give the game a floaty and sluggish feeling, when platformers should generally feel tight and fast.
>>
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>>171261926

Where can I find artdevs willing to make me boxart/game logo/commission them?
>>
>>171261926
I don't like the outline thing going on either, but aside from that, it's good.
>>
>>171262074
>>171261926
Who even are these devs and what games are they making?
>>
>>171261926
>>171261061
I actually thought it looked kind of nice. Gives me early PS2 game vibes.
Just, for the love of god throw some AA on
>>
>>171243889
Can you rewrite this in English?
>>
>>171261838
Its okay, 90% of unity users dont even know C# and just skiddie everything from store assets and SO
>>
>>171260901
I just reduced it.

>>171261404
>>171261723
If I go back to 2D, it'll have to be the style I originally started with, and I'm not happy with that. I just want to make a 2.5D platformer.

>Your game looked so much better at 2d.
only in agdg do I get this response.

>He's just trying to impress god knows who by making 3D in gamemaker.
when have I ever even bragged about doing 3D in gamemaker? It isn't even difficult to do, so who could it even impress?
>>
>>171262151
>fleech
The game with the physics box men
>russian
a shitty platformer and unity asset store shit
>>
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does this look like fire or jello? never mind the walk animation I am too lazy to work on it right now
>>
>>171262151
Shout:
>Furry tetris backpack simulator RPG
Thumbtack:
>Megaman Battle network ripoff
Scarf:
>Some game about throwing robots
>>
>>171262409
It looks like a bunch of leaves taped to a sword.
>>
>>171262279
Nintendo have Fast Racing Neo which is basically a spiritual successor to FZero.

But no one knows about it.
And i have no idea why they didnt just make a new one or at the very least a GX remaster
>>
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>>171261920
And just like that I've become more powerful.

>>171262293
I figured. I guess I'll give it a shot. I'm just more so worried about hitting a wall when it comes to quality but we'll see how it goes. Thanks anon.
>>
>>171262409
It looks like a sword made of coach McGuirk's hair
>>
>>171262314
>only in agdg do I get this response.
Where else have you posted?
2.5d is extremely hard to make look and feel good. Thats why its not nearly as popular.
> I just want to make a 2.5D platformer.
doesnt seem like it considering you just have a 2d game with a different camera.
> and I'm not happy with that.
then improve it.
>>
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>>171262191
>Throw some AA/camera effects on.

I see.
>>
>>171260139
The title aesthetic clashes with the menu aesthetic, really badly and the title looks pretty squished and also blends in with that unfortunately placed poster.
My advice would be to put the title over a part of the background that is less busy and has better colour contrast and also make it more dominant in terms of size and position. Also consider making the menu bars more synth wave; that detailed woodgrain doesn't mesh with the room behind it, let alone the title style.
>>
>>171262717
>got rid of the jaggies finally
praise jesus
>>
>>171261729
I've never done slopes before and I'm tired as fuck so maybe this is retarded, but for going up slopes you could do a placemeeting with your xspeed and if you're gonna hit a slope then you set your height based on the proportion of your distance across that slope tile. I'm too tired to help debug code, sorry.
>>
>>171262717
I actually liked the outlines, I just wanted them smooth
>>
>>171262717
Have boku sit or lean over mp spikef who's spike is facing straight down.

You have too much asymmetry.
>>
>>171262717
I feel like there's nothing in the center but to the sides is just bombarding me with information
>>
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>>171234774
Here's a logo you can use for demo-day.
>>
>>171262409
Came to say it looks like leaves too. The leaves falling doesn't help.
>>
>>171249217
Talk about this please
>>
>>171259782
Tough break. The current environment looks dark and lifeless. But you should keep doing the best you can.
>>
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>>171263073
Ok il place him in the center with his friends then!

>>171262917
:( I cant get outlines to be smooth so il just add even more AA

>>171263040
Hows this pic related? I figured having him and his friends riding on eachothers heads and he jumps off to get the puzzle cube. (cough the puzzle cubes of the game etc etc bla bla bla).
>>
>>171262409
Looks like a $2 halloween prop made of thin fabric.
>>
Have boku sit directly on the spike lol
>>
>>171263671
bad.
Get rid of bokube and spike man and just slap the logo in the center.
>>
>>171263671
The top is just empty
>>
>>171263821
>not showing off your MC
lol
>>
>>171263671
Do you actually think the spike cube in the foreground looks good?
>>
>>171263671
Put Bokube/the cast in the logo itself - you don't need to show him separately.
>>
>>171263671
Perhaps a cuter 2D bokube + friend would be better...
>>
>>171263671
yea move the spike way back and the other character foreward.
>>
>>171263870
Plenty of posters dont have the MC. And 2bph, bokube is not a good or interesting MC
>>
Bokube dev abandon thread. There is nothing good for you here.
>>
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with a little editing it fits right in!
>>
>>171264265
>. There is nothing good for you here.
Weve been helping him for ages now, fuck off
>>
>>171263935
this
>>
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Added in a hand model, I've really duct tape and WD-40'd the current implementation though.

I think I'm gonna actually write out on paper the way I want the different pieces to talk to each other in a more robust way and redo it, before I make all the animations and particle effects.
>>
>learning 3d modeling
>for the 10th time

How do I stop myself from giving up again? I always learn for a week or two but I never feel any progress
>>
>>171264339
what kind of hellish toaster are you on mang
>>
>>171264708
he's clearly devving at us from the year 2007
>>
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Finished the shmup and platformer Game Maker tutorial from that Benjamin/heart beast guy. From here which tutorials or reading material should I follow to learn more about making a platform game in GM to get the knowledge to cobble together my own shitty platformer?

Asking for myself of course.
>>
I'm currently playing
The Witcher 3
Deus Ex: DLC Fiasco
Doom

I'm purposefully dragging my feet on Doom because it's so good I take it in gulps. Witcher 3 feels like a giant game that will last forever. Deus Ex is exactly what I always wanted gameplay wise but the story is totally watered down bullshit compared to the original.
>>
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>>171263821
Noted

>>171263836
Time to start meme shitting some title fonts bare with me.

>>171263872
I have no idea how to make boxart but im trying.

>>171263879
Noted I may do this later if I keep failing.

>>171263934
Need to find someone to commission for this so Idk I do want some 2D box ar/a new logo commissioned though.

>>171264001
</3

>>171264265
But you are here.
>>
>>171265294
kay
>>
>>171264708
why?
>>171264809
this computer is from 2014, recently got it
my last one, the one I started devving on, was from 2009
>>
>>171265505
correction, it was from 2008
>>
>>171265505
He was teasing you about your framerate during what looks to be a fairly simple game.
>>
>>171265354
best one yet

the title should be white, maybe with a subtle second color
>>
>>171265573
oh that's because of the capture program, without it I hover in the 105-120 FPS range
>>
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made an item that lets you fly, and god damn it these fucking shitty shadows are biting me in the ass again...

debating of dropping them altogether or replacing them with circular ones below the units.

but i really like the look of the on the terrain and such... but somehow on that flying character it looks like a giant dark blob that follows you around or something.

any opinions of this?
>>
>>171261926
>>171262717
>>171263671
Get that giant pink rhino dildo out of your game and stop being silly you know it looks like shit. Cmon bokube straighten up and fly right.
>>
>>171265354
Bokube N E E D S to be smaller and farther away with your current concept.

Or else scrap it all and just do something like pic related.
>>
>>171265746
maybe i just made it too big? but it follows the same way i used for everything else.
>>
>>171265805
It's like looking up reference material is beyond him. Either that or he just likes (You)s.
>>
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>>171234774
Did I ever tell you guys about Unreal's SOUND ENGINE?
>>
>>171265916
Hes as dense as cristian but he tries so i do too.
>>
>>171236669
Truly the toribash sequel
>>
>>171265354
Cramming every level into the shot like that is super desperate. All you need is a good framing of a single level with maybe another in the distance to illustrate that there are multiple worlds. You don't need to spoil the entire game for them before they even get to play the levels.
>>
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How many draw calls does your game make per frame, anon?
>>
>>171266317
57
>>
>>171266317
double
buffer
>>
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>>171266065
Thats not even half of the game right there!

>>171265805
>>171265827
>>171265990
Just trying my best senpai.

>>171265787
I'm not homosexual sorry if that upsets you.

>>171265672
Hows this senpai?
>>
>>171266501
>Thats not even half of the game right there!
Still too much spoilers and too busy but I think you get the point.
>>
>tfw Blender is too hard to use
>>
>>171267065
Fuck off blender is easy you're just a lazy piece of shit shitposter
>>
I would love to make art for your game. Lets talk.
>>
>>171267229
no it isn't not to make good models
>>
>>171267387
Do you care what engine your art will be used on?
>>
>>171267387
Fuck off too with your piece of shit pattern of shitposting
>>
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>>171266501
red text is illegible.
>>
>>171266501
nigga just look at your thumbnails. blur your eyes
>>
>>171267452
>literally Unity cube
>>
>>171267452
teach me your art ways
>>
>>171267430
Not really? I want to know about the game of course.
>>
>>171267797
Go to sleep artist-looking-for-engine anon.
>>
>>171265117
I suggest reading the documentation for a not-shit engine.
>>
>>171267797
A slow opening. Subtle.
>>
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>>171250726
Pretty much in the same boat as you are. I'm completely inept at anything artistic. No shit, I can't even make a simple 8x8 rock, and it kills me on the inside.
>>
>>171267936
Textures are hard anon
>>
>>171267865
hue
>>
>>171267854
>>171267867
Wat
>>
>>171268126
post portfolio :^)
>>
>>171268218
Do you have a game?
>>
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>>171267936
here is my rock
>>
>>171268390
Let's skip the part where you ask about the project and proceed to the part where you refuse to post your portfolio and state that you don't understand the hostility/why you can't be picky about projects you want to work on/etc.
>>
>>171268390
You fucked up here. Poor show.
>>
>>171268457
I think you're mistaking me for someone else
>>
>>171268457
cool nvm good luck
>>
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Yeah baby this train is going now. My shitty fangame might actually become a thing.
>>
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Drew a few more.

Will start coding actual game soonish...
>>
>>171268540
Show me how mistaken I am by posting your portfolio. If you don't have one, get one, and then get back here.
>>
>>171268540
Here's a tip: next time include some tumblr rando's portfolio at some point in the routine.
>>
>>171268605
>fangame
Who should I contact about copyright infringement?
>>
>>171268659
Everyone my man, I'm already resigned to the cold truth of the cease and desist.
>>
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>>171268413
>>
>>171268703
>not changing names of all the characters/places
alternately
>not releasing your game in an 100% anonymous fashion so they don't even know where to send C&D to
>>
>>171268902
it's easy anyone can do pixel art
>>
>>171268935
>100% anonymous
That's the plan. It's less that it involves any specific characters and shit and more that it uses a setting I really love. I'm redoing a fangame attempted by a guy ages ago before the idiot got C&Dd for trying to get a patreon, I plan on just making it and tossing it out somewhere whenever it's done.
>>
>>171269043
http://www.gamasutra.com/view/feature/131623/myths_and_facts_in_avoiding_.php

I haven't actually read this yet, but I'm going to read it now and link it here anyhow...
>>
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>>171268935
>>not releasing your game in an 100% anonymous fashion so they don't even know where to send C&D to

Not the same anon, but I'm working on a Metroid fangame and this is exactly what I intend to do. This is, of course, assuming the damn thing ever gets done. And it won't, because I have the attention span of a fly.

... Speaking of, putting Samus against, like, eldritch outer god things isn't the worst idea, right?
>>
Heh. Bunch of scruds.
>>
>>171269237
There have been worse...

But that's a setting and not a gameplay idea so whatever lol.
>>
>>171268413
it's not bad per se, just wrong colors
>>
>thing requires python
>python cant install because an update is missing
>the update cant install for [reasons]

Ah yes.

Every day im closer to moving to linux
>>
Thoughts on 001 Game Creator?

http://store.steampowered.com/app/347400/?snr=1_4_4__128
>>
>>171257753
The numbers are specifically for terrain placement, not entity placement. I wouldn't, for example, be able to have the player start on top of an ice tile.
>>
>>171269150
>1997
Oops.
>>
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>>171269491
>$60 for literally WHO: the engine
>>
>>171269491
It's alright, but its best aspects are pretty niche and you'll be going through a bit of a wringer to figure out how to get things done in the engine at first.

Its scripting is pretty esoteric at times. Still if you want what's sort of best described as a 3D Game Maker shoved in to RPG Maker with a okay-ish UI editor shoved into it, 001's not the worst choice you could make.
>>
>>171243576
I'm already on it anon
>>
>>171269491
I have no comment on its technical quality, but there are advantages to using a tool that has a large community and lots of questions and answers online. If you're using a propietary engine, I can name a few that are larger and better supported. Bottom line, you could make something in it, but there are likely better options out there.
>>
Post maps
>>
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are there any good books/longform anything on godot 2.1?

half the docs are 404 and I hate youtube tutorials
>>
>>171270016
>half the docs are 404
quality software.
>>
>>171253164
the easiest thing is to get controlled pawn and cast to its class and save that as a reference at beginplay. then you can just use that reference whenever you need it, which will probably turn into dozens or hundreds of times
>>
>>171270130
I still like what I'm seeing so far, it's like game maker's non-retarded brother.
>>
>>171269237
>putting Samus against, like, eldritch outer god things isn't the worst idea, right?
It screams fanfic and will divorce people of the idea that your game is something that could conceivably happen within canon. Metroid's canon is pretty poorly built though.
>>
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making chess in game maker studio
>>
>>171270516
>It screams fanfic
>what is MP2: echoes

Its better than Whacky Space Pirate Adventure #323423432423432
>>
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>>171270645
>>
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Making a Visual Novel.

It's gonna be through Patreon, updated every month or two. How much content / how long should the playtime be for an update?

Anybody know how much content is added into any of the VNs already on Patreon?
>>
>>171270516
Maybe. In truth, the eldritch things are alien in origin, being native to the planet they're encountered on. The whole insanity thing is explained via pheromones and subsonic noise. Kind of a... I dunno, less supernatural look at them, I guess, which might be pointless since Metroid isn't known from shying away from that kind of shit. (Phantoon, Chozo ghosts, etc.)

Having said that, I really don't want to handwave the story. It's just too bad I'm terrible at writing.
>>
>>171270645
from brown rocks to chess in 40 minutes
by noon you will be making Crysis 4
>>
>>171270740
>Anybody know how much content is added
wat
>>
>>171270702
That's why I added the last sentence. The Metroid universe wasn't really designed and documented beforehand so with different developers jumping into the series it's gone all over the place. Metroid Prime Hunters was even worse.
>>
>>171270952
>into the series it's gone all over the place
like literally any other nintendo IP
Metroid isnt really any different than mario or zelda or kirby in the way of being open to pretty much anything.

I honestly dont get why Metroid has to stay in a shitty box.
>>
>>171269991
post it anon, I love f-zero style games
>>
>>171270918
Number of new drawings, roughly how much text, etc.
>>
>>171271169
Oh, makes sense now. Unfortunately I'm a useless shithead and don't know the answer.
>>
>>171270740
>Anybody know how much content is added into any of the VNs already on Patreon?
Most porn VNs have abhorrent progress.
Months of waiting for ~10 scenes.
>>
>>171271345
What's a 'scene' entail?
>>
How necessary is IK rigging for game animation in 3D space?
>>
>>171271415
lad if you don't know this then maybe you should actually read VNs and cook off a few fun projects before you start getting notions of patreon and shit

making bank on patreon is winning the lottery tier, for every degenerate tumblrist pulling six figures on patreon via genius marketing, high skill, and massive luck there are a bajillion fags earning $0 per month. focus on just like making game first.
>>
>>171270740
Man, wish I could throw away my dignity and just make a Patreon nukige.
>>
Got City Night working - Mac n cheesies will now be able play city night on DD14!!
I learned a thing: I really, really fucking hate OS X.
>>
>>171271415
what do you think?
he said porn game
naturally, they will be fighting scenes
>>
>>171271663
Congrats, anon! Looking forward to it!
>>
>>171271415
A better metric is possibly ~30 minutes of playtime per update or one minor version bump.

If you're going to release a vn with patreon, separate it into FULL episodes .
Its a chore for most having to go through all the scenes over and over after each minor ass update and hope you dont accidentally skip over an addition.
>>
>>171271649
>dignity
>>
>>171271663
>really fucking hate OS X.
Weird you just learned this now.
Not even OSX devs like their shitty platform
>>
>>171271805
Yeah, really inconvenient thing.
>>
>>171271663
>mac n cheesies
why did this make me kek so hard
>>
where is recap?
>>
>>171271641
I've gone through a few of them and hate the bloody things, but I want money.
>>171271797
That's helpful, thanks. It's gonna be about 12 updates for the full VN to be done, but there'll be a save system that carries over. The updates shouldn't ever affect the previous ones.
>>
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>>171271937
Here you go, anon
>>
>>171265354
You should really make a high poly Boku for prerendered stuff like this.
>>
>unity engine 5
>unreal engine 4

remind me again why your engine is " " " " superior " " " "
>>
>>171271956
>I've gone through a few of them and hate the bloody things, but I want money.
Not a good sign 2bh. Even though they're pretty formulaic to a degree. You should still be pretty confident with what makes people love them. And a game out of shekel fever rarely goes well.

Dating My Daughter is a recent one ive really enjoyed even though it suffers from the same rail-roading you away from anyone but the main girl problem.
>>
>>171272232
Why don't you just make a game instead of stroking your hate boner for the two best engines?
>>
>>171272232
more megapixels
>>
>>171269237
>>171268609
>>171269043
Fuck, looking around now it seems like copyright/trademark shit for characters is a wide net, if someone sues you it just has to pass a "common sense" similarity test.

How the fuck do all those shitgames on Android get away with it? I guess I have to cancel my game since I was hoping to make $$$ on it.

I'm a piece of shit, sure, but it would have been an interesting game...
>>
Anyone looking for an artist?
>>
>>171272454
I am.
>>
>>171271132
It is like other Nintendo IP's except it's a "serious" IP so they can't just "end up" in a magically different setting and ignore everything else that's happened canonically. Zelda obviously has a nice loophole for that and it also hasn't really strayed from being overseen by Aonuma and friends. Nintendo hasn't come from a place where it's important to build a massive, cohesive world beforehand where all their games would take place like some game devs do now. Especially coming from NES roots. It's always been gameplay first for Nintendo, obviously. So Metroid is like their one IP where that's actually become important but the foundation isn't there.

It's nothing to do with being put in a box. Metroid had a really cool thing going with the Chozo being this mythical, noble, hyper-advanced species that was only recently extinct. Then Retro decided that was cool but they had to do the same thing with their own noble, hyper-advanced species on the brink of extinction as if it was going to be just as cool the second time (it wasn't). And then with Metroid Prime Hunters NST did literally the exact same thing for no good reason. It just takes away from what was originally created. There's more wrong than that too. Metroid Prime 1 had chunks of story elements that broke canon. Metroid Prime 3 is the only game in the whole series that includes sentient species besides humans, space pirates, and the aforementioned hyper-advanced races. The official Metroid manga shows tons of different bipedal species living together, but it just shows how poorly fleshed out the world featured in the games is. Also, a rather massive detail, Metroid Prime 3 blatantly suggests that Mother Brain originated as a human-built "Aurora Unit" organic supercomputer that was stolen by the Space Pirates, while the official manga indicates that Mother Brain was created by the Chozo to basically run Zebes while they were there. There's really very little solid underpinnings to Metroid canon.
>>
>>171272235
I've drawn stuff I don't care for for money, seems to go alright. Knowing what other people like doesn't require you liking it yourself.
>>
>>171272454
What engine do you use?
>>
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>>171271887
More like you're a little bitch who - when faced with a task - loves to come up with million elaborate reasons why it cannot be done, instead of a single solution.

Get a fucking pen name. Make alt social media and email accounts. Don't be a cunt to people, so that some butthurt aspie doesn't dox you.
>>
>>171272420
>How the fuck do all those shitgames on Android get away with it?
Its literally not worth the time or money. Android almost always has substantially lower sales.

>I guess I have to cancel my game since I was hoping to make $$$ on it.
Were you trying to patreon a fan game?

Just be creative about it like akabur did.
>>
>>171272482
What's your game?
>>
>>171272568
It's a western JRPG with light action elements.
>>
>>171272674
Huh interesting. 2D? What sort of style were you envisioning?
>>
>>171272512
>It is like other Nintendo IP's except it's a "serious" IP so they can't just "end up" in a magically different setting

Literally just spawn a new planet or solar system that the space pirates are corrupting or Samus got a ping about.

> and ignore everything else that's happened canonically.
LITERALLY FUCKING RIDLEY

> just as cool the second time (it wasn't).
man fuck you, the ing and light and dark aether were neat.

Metroids problem is it has no head director who cares to enforce. Its a step-child to Nintendo but I honestly dont know who id trust it to.
>>
>>171272752
Something whimsical. I don't want to take myself too seriously. The plot will incorporate meta endings and encourage multiple playthroughs
>>
>>171272854
Sounds pretty fun. Any character ideas, setting, etc?
>>
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trying health bars
every previous attempt was way too detailed so I scrapped them, now I have this blocky mess
will only have them display when holding shift, when you have someone targeted, or when you're about to attack someone... combat stats will show directly above
I can try rounding the edges of them but then it might be hard to get the pixel perfect borders, I have no idea what im doing
>>
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>>171272550
>>171272568
it's called "JUST FUCKING DO IT FAGGOT"

It's a continuation of the series: "Beggars Can't Be Choosers"

Seriously, this is why these conversations never get anywhere. Picky as fuck spoiled brats left and right.
>guys where can I get FREE EVERYTHING for my game?
>uh, anon, most people who bother crating asset packs big enough for a full game, usually sell them
>I'm an artfag though, I can work with you
>post your art
>pffft fagot post your game
>Good luck on your future endeavors
>>
>>171272561
I wasn't planning on making an Android game, it's just that the android market is fucking flooded with such games.

>Were you trying to patreon
ya

>fan game
Well, I was planning on using characters from all over. No settings/etc would be used. Hell, even their personalities would be stripped.

>akabur
Hmm, a lot of his stuff looks like clever "inspired by ___ but not at all copying", but then some shit's like straight up Jasmine/Aladin lookalikes.
>>
How would I go about randomly generating something like a tunnel? or even just winding walls.
>>
>>171272931
Woah the bait actually worked. Sorry for being a cunt.

I was just going to say "lol nevermind" regardless he said which tool he used.
>>
>>171272902
Well. It begins and ends in the real world, of course. But the meat of the game takes place in another world, like ours but a little different. The rules are just a bit off.

The MC is an average child, androgenous of course. It's a coming of age story, so xe will change sprites over the course of the game, and will change depending on the choices you make.
>>
>>171273016
Not enough information.

It could be something as simple as hollowing out random lines from a point and then slapping walls on adjacent tiles, to something much more complicated.
>>
>>171272786
>LITERALLY FUCKING RIDLEY
You're like proving my point my man.

Also I like the Ing but I was referring to the Luminoth.
>>
>>171273086
I can work with that. What engine?
>>
>>171273089
Oh right. I mean in 3d space.
>>
>>171273136
Up to you my man, whatever you're most comfortable with. I can share my design doc with you, what's a good gmail where I can reach you?
>>
>>171273002
>lookalikes.
They're the actual people lad. He even mentions their official disney lore/attributes.

The key is to make them your own. I doubt CTN would give a shit about EE&E at this point. MLP would probably bring too much heat. I say just stick with 90s/early 2k CTN characters. Lots of nostalgia which is why the trainer market is so ripe.

The worst that happens is you get C&D'd, but your fans (assuming you dont fuck up) will follow you into your next project
>>
>he thinks he's the one doing the baiting
>>
>>171273230
Well since I have so many characters... I was thinking that I could just collapse characters that get C&D'd and then keep pushing forward with the others.

Guess I'll keep at it then, thanks for the ideas, Anon.
>>
>>171273248
Oh fuck
>>
>>171273185
I'm not interested in Gmail sorry
>>
>>171272056
thanks bro
>>
>>171273170
So... 3D lines lol.

Personally I'm a fan of human made chunks, and then slapping them together. Wouldn't be too hard to connect interesting rooms randomly with hallways and whatnot.
>>
>>171273347
lol
>>
>>171273347
That's cool, nevermind gmail then. What's a good platform that we can use? With luck we can find a solution!
>>
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>>171273347
>>
Friendly reminder that THIS is a person you share this thread with
>>
>>171273602
is that a laser targetting system he is holding to his own head for the bomber to attack?
>>
>>171273685
no hes taking a picture but the guy taking his picture told him about the jet, he thought it was cool and thats why hes so happy
>>
Looks like Captain Sperg is back.
>>
>>171273753
damn lol not sure thats a camera though it has too many lenses

it takes a sepia and a night vision and a moonlight shot all at the same time.
>>
>>171273663
But slow doesn't come here anymore?
Does he only do furry porn now?
>>
>>171273834
it's a VR camera
>>
>>171273663
I'm unfazed about somebody spending their time drawing something like that.
What drives me up the fucking wall is the people who pay for it and fap to it.
>>
>>171273596
Anon, you are being memed. It's just the usual "artist looking for programmer" sketch. There's many iterations for it.

For project managing Confluence for design and Jira for issue and task handling is pretty sweet, but they are not free. For the latter problem you can use whatever version control you use, most of them has an issue tracker (some even a wiki).
>>
What monster should i 3d model
>>
>>171274083
No anon it is you who has been rused. You witnessed that anon beating the canus minigame and failed to even recognize it.
>>
>>171262561
DVD PLAYER
>>
>>171274261
medusa
>>
>>171273663
Is this slows? What the fuck
Nothing is sacred
>>
>>171274447
don't listen to this anon, last time I tried to model a medusa my computer freeze
>>
>>171236367
Spooked
>>
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There, I think this'll do for now. On to continuing to outline stuff and adding more content to the game.
>>
>>171274804
Make text readable pls

In b4 some jokester conflates "possible to read" with "good enough"
>>
>>171242008
Number 3 seems like the most realistic choice. You'll have a relatively stable income and you don't have to rely on your own spine or your parents spine to lift the heavy load of no-dev
>>
>>171273663
is that a diaper
what
>>
>>171274804
I'm with this guy
>>171274921

make the text box more opaque or something
>>
>>171274804
Give me the full examine text so i can rewrite it for you.
>>
Is this true, /agdg/?

>>>/3/555907
>>
>>171275505
Why don't you tell us, anon who posted that post in /3/ and are using that post to try and bait a lot of responses to your post?
>>
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>>171235919
This is worse than 3D devs.
>>
>>171275505
Just because you live to shit up this thread all day doesn't make you 99% of the people in this thread.
>>
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Hey guys, question for ya, i've had an idea for a possible business venture, with motion capture.

My idea is to rent out a large studio, built a nice fancy mocap setup, basically get all the hardware and software done and done, and then rent the mocap studio out to locals that have a desire to use mocap for their college assignments, that way they can get used to the workings while not investing thousands of dollars into everything.

Of course the biggest hurdle is money, but i'm just curious as to your guys' thoughts on it. Would you use a service like this if it were offered locally? What would get you to use it if you weren't already interested? Of course price is a factor, but what other things are there that would make or break it for you?
>>
>>171275731
I personally would use it (as long as is not too expensive) because I suck at animations and mocap would help a lot on that.
>>
>>171275696
I will take that over ironic shitposting about good luck any day
>>
what does tender eyes mean anyway?

it reminds me of having a illness that makes your eyes red and sore
>>
>>171275731
I doubt that renting the studio alone would be enough. As a dev, if I'm shelling out for mocap, why not just buy the animations and save myself some work?
>>
>>171275731
hope you live in a big fucking city
otherwise I don't see you realistically getting a return on something so expensive
>>
>>171275985
ten·der1
ˈtendər/
adjective
adjective: tender; comparative adjective: tenderer; superlative adjective: tenderest

1.
showing gentleness and concern or sympathy.
>>
>>171275993
>>171275731
you want it built as a semi-permantent tent that you can unbolt and packup and move from city to city

because there is not a year-round need for continous access, people will do 1 bought of mocap for a several-year project probably

so you can have a website where you book it in advance by up to 6 months in your state and you spend like a month in each major city or area and then all those who had a booking can come
>>
>>171276073

>Semi permantent tent
>>
How can Blender's Python script be so amazing?
>>
>>171276073
So become some kind of nodev carny?
>>
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some new spells and items
>>
Here are the official Blender tutorial rankings of /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
>>
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>s(he) makes 3d amateur games
>>
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added handbrake turning and boosting, and starting fucking around with rapidly prototyping level layouts in blender
collision detection needs some work
>>
>>171277840
Why road so bumpy
annoying
>>
>>171277939
it adds excitement
>>
>>171277976
i have a bumpy road 4 u little boy gegehehe
>>
>>171277840
wew, /v/ are gonna love you.
keep it up
>>
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All the loading screens in my game are completely artificial
>>
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>>171275696
>nodev can't handle a meme that involves actually having a game
>>
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>>171259980
That'll probably get fixed when the perspective weirdness on a couple in the back does, since it's just serving as the title screen for now it's kind of low priority.

>>171244687
Another anon mentioned that a few days ago; I was going to try and coloring the brown part orange but I forgot about it.

>>171238401
Thanks anon! Another anon mentioned the art's a little noisy, so I've added in the option to draw the hitbox in various colors and an option to dim the backgrounds.
>>
>>171278504
>makes fun of nodevs
>while being a nodev
TOPEST KEK
>>
3D Games have a far greater chance of success than 2D by virtue of not having to compete with such an overbloated volume of games, at least to the extent of 2D games; particularly 8/16bit pixelshit.

3D also offers much greater flexibility with regards to model design, whereas if you want to make good 2D art, you need to be an extremely good drawer.
>>
>>171278523
I love your BG's and spritework, especially some sof the parallax maps looks fucking beautiful, it's just a that goddamn spinach green that rapes my eyes for some reason
>>
>>171278657
>particularly 8/16bit pixelshit.
undertale
shovel knight
>>
>>171278681
Risk of Rain
Anything from Söderström
>>
>>171278657
>>171278504
t. 3d nodevs
>>
>>171278660
Gotcha. The level transitions to an orange later (so far anyway), so that might play better for ya.
>>
>>171278681
I never said you can't become successful with 2D, I'm saying you have a much better chance of success with 3D.

>>171278759
t. idiot with absolutely no hope of becoming successful so he spends the rest of his life in this thread calling people nodev
>>
>>171279147
>I'm saying you have a much better chance of success with 3D.
you really dont.

Much more work, and standards go up by appearance to not instantly get written off by appearance.
>>
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>>171279147
Hello retarded nodev. How's that nonexistent 3d game going?
>>
>>171279147
>you have a much better chance of success with 3D
>top 8 most successful agdg's released games are 2D
>>
>>171279249
>you really dont.
t. based on nothing.

>Much more work
No. This statement shows you understand nothing about 3D or how it contrasts with 2D with regards to workflow

>and standards go up by appearance to not instantly get written off by appearance.
You figured that one out huh? I never would've guessed.

If only the exact same didn't apply to 2D.
>>
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>>171279409
>top 8 most successful agdg's released
>agdg
yes, i should aspire to be a great dev like all the ones agdg has produced. everyone should strive for that!
>>
>>171279424
>you have a much better chance of success with 3D.
>you really dont.
>t. based on nothing.
>no, t. based on nothing.!
>no, prove your claim!
>no, back up your claim
holy shit kill yourselves or at least stop wasting your godforsaken time and make game or some shit i just don't really give a fuck anymore
>>
>>171279520
>100k+ players
as opposed to your
>0 players
>>
>>171279523
I've only worked with facts, idiot. Fact: the 2D Indie Market is far more bloated than the 3D Market, and as a result, 3D Games will naturally stand out more in the catalogs.

By all means, continue making your retro styled jrpg at your leisure; failures like yourself will never have any hope of making it.
>>
@171279424
thats not how you use t.
please go back to wherever shithole you came from
>>
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>>171279582
>100k+ players
>mommy! mommy! my game will have wun hundwed thawsand pwayers and i will tel all my fwends about it on ayjeedeejee!
>>
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>>171279594
>>171279520
>3d nodevs being this assblasted
>>
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i can't stop making tracks and the driving code is barely functional, please help
>>
>>171279678
ironic shitposting is still shitposting
>>
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>>171279672
t. idiot who doesn't know how to quote properly.
>>
>>171279424
>t. based on nothing.
what
>>
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>>171279686
>2d nodev who's been visibly asspained by 3d for ages calling other people assblasted
It would be funny if it wasn't so sad.
>>
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>>171279891
>replying to me
How does it feel being this mad, 3d nodev?
>>
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>>171279945
>replying to me
Sure better than being an utterly hopeless 2d nodev.
>>
>decide /agdg/ has too much shitposting
>try to go on /r/gamedev to see if it's any better
>everyone's doing mobile shit
I'm sorry for ever leaving you /agdg/
>>
>>171280043
The correct place to escape to is 8-

(user was banned for this post)
>>
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>>171280035
>being this much of a 3d nodev.
How does it feel being inferior? I am literally swimming in 2D dosh and there's nothing you can do about.
>>
>>171280043
in spite of the current /v/ meme spam you will probably miss some people that actually resemble gamedevs as you're reading a 246th self-pitying post mortem from some loser idiot who thought making millions on google play is easy and now he spends his time making memes for r/funny
>>
>>171280128
>dead and unironically pedo
no thanks
>>
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>>171280043
you came back just in time a fucking bout of explosive diarrhea
I could literally choke everyone who posted in this thread in the past half an hour and not feel bad about it
>>
>>171250726
I make my own art. Wouldn't feel right otherwise.
>>
>>171280043
>>171280135
*would
i misread your post
>>
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>>171280134
>How does it feel being inferior?
superior*

Pretty good. I have a lot to look forward to.
>>
>>171280128
>going to infinitychan like it's good
lel
>>
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>>171280243
>I have a lot to look forward to
You mean like 3d coding books since you're an amateur nodev?
>>
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>>171280330
I get it now, you're such a stupid idiot you can't even learn basic code.

Just so you know, the game I'm planning is a sidescroller with 3D visuals, so a lot of it will actually be 2D code.
>>
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>>171280404
>gets rekt
>no argument

Top kek. Typical 3D nodev. Stay braindead with that 2 digit IQ of yours
>>
>>171280263
Are they the ones hosting loli jam?
>>
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What the fuck are you idiots shitflinging about this time?
>>
anyone have that unity lighting tutorial image?
>>
>>171280548
we're stuck in an endless loop of forty keks and NEVER EVER

wake me up
>>
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>>171280490
What am I arguing? Your mindless shitposting? I'm just humoring you.

Your brain is so tiny you can't even comprehend basic 3D code. Honestly, you lost ages ago.
>>
Guys, we have a /v/ thread now:

>>>/v/370784225

Get in there to avoid the shitposting here.
>>
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>>171280664
>you lost ages ago
But I am not a 3d nodev.

UH OH, I think you just got burn'd. I think it's okay since it's not the first time you get shitted on in a thread.
>>
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>>171234774
new mockup, rescaled to game view
>>
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>>171280730
>when thread on FUCKING /v/ has less shitposting than this one
this is just sad
>>
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>>171280806
compilation

also what's with all the autism itt
>>
>>171280806
Looks more pleasing to the eyes than hyper light drifter, so I'd say you're on the right track.
>>
>>171280893
>also what's with all the autism itt
how new are you senpai?
>>
>>171280938
yeah but what can i improve
>>
>>171280981
barely even a week here but i've been on /vg/ for 6 years

this is almost as bad as /scv/, i bet this facebro shitposter is from there
>>
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>>171280783
You've only been burning yourself, idiot.
>>
>>171281109
Just be glad we don't have Trissfag from /wtc/
>>
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>>171281402
>replying after an hour
get gud faggot, you already lost.
>>
>>171281498
nothing is as bad as OG sc2 shitposters

NOTHING, they'd literally get on skype calls and coordinate spamming attacks, entire fucking threads filled with the same image with one changed pixel

i never filtered anything until these guys came along
>>
>>171281109
It comes in waves. It'll go away, but believe me when I say it could be even worse. However usually this is a comfy place, especially trough Monday-Wdnesday.

Nice improvements, nevertheless.
>>
>>171281839
any suggestions for what else i can improve?

sorry to be rude but saying "nice" doesn't really help me
>>
>>171281804
Accelspammer from /a/ and Steamgruppe from /gsg/ were pretty close desu.
The first especially, since he was literally ONE GUY who stirred so much fucking shit that the reason we have captchas and post timers can be halfway traced to him.
>>
>>171280893
The big tree is nice but the flatness of it in the last picture makes it difficult to tell it's supposed to be a tree, add some colors or just have it be three-frame animated to be swaying in the wind or something.
>>
>>171281926
I'm not an artfag, anon, so sorry, I can not give you useful feedback other than I like what I see.
>>
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This is what awaits you if you do it.
>>
>>171235191

Sure.

Here's one: What is game design? I used to think it was all the features and mechanics of a game combined with art but it gets thrown around by everyone so often I don't know what it means anymore.
>>
>>171282528
>This is what awaits you
>finishing the game
Thanks for the motivation
>>
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exampletree.png
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>>171282061
do you really like the tree
>>171280806
how's this for shading
>>
>>171282828
Much better.
>>
>>171282714
"Design" is a functional word. You have a goal (explicit or implicit) and you bring elements together to achieve it in the best way you know how. That can apply to overarching concepts or the nitty gritty details.

It's probably more correct to say "game design" considers visual art, audio, etc. in more of a functional light as means to progress gameplay. But from an "artistic" perspective, art is basically "emotional design." Videogames are kind of a fusion of functional gameplay design and artistic emotive design. There's no reason to attempt to divorce the two.
>>
My school project involves writing a game from scratch and I have some refactoring to do. Should I use MVC? Is it ok to define draw functions in entities that aren't purely used for drawing if we only call the draws in the right places?
>>
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>>171280893
>>171280806
I like the character. The shadows going straight towards the camera is a bit offputting. I'd say try to make those going towards the bottom left of the screen diagonally. This will also open up for adding shadows on things like the pillars instead of being flat colors. You probably won't want to go too crazy with it but here's the first example I see off google of how to give those more depth and personality. Same for the walls though at that angle the sun won't be shining on them as much as some bounce flight of the floor will mildly illuminate part of them. Also remember bounce lighting transfers the color of the object it's coming off. So in this case you'd have that sand color bouncing up onto those walls.
>>
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Can you guys give me some feedback on my sprite work? Left is the NES original and the right is my version.
This is pretty much my first "pixel-art" work so it's probably shitty, but it would be nice to know what exactly makes it shitty
>>
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>>171284232
Stop connecting the pixels of diagonal lines horizontally or vertically.
>>
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>>171282828
Maybe add some details to your tree? Leaves pattern or something.
>>
>>171284480
NICE tree
>>
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>>171284232
For your first attempt at pixel art? Not bad at all!

Do some research on pillow shading and how to avoid it. It makes your sprite look really flat and just really messy. Also try to clean up your outlines. You should really really try to avoid pic related (which I can see a lot of in your sprite)

To also really spruce up the sprite you may wanna look into colors and how to vary up your palettes. For example, instead of a darker red, add purple into the darker red. Instead of a grey for the cloth, throw in some desaturated blue.

Keep at it, though, anon! Not bad for your first shot.
>>
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>>171284109
'll try that out

what i'm thinking of doing is using exteriors and interiors like pokemon anyway and this pseudo isometric thing like pokemon gen 3 did on the edges

i don't think that complex shading will scale well so i'm trying to limit the number of colours used on the widgets like the pillars, especially when they're that small
> Also remember bounce lighting transfers the color of the object it's coming off. So in this case you'd have that sand color bouncing up onto those walls.
nice, didn't know this
>>171284480
i'll try making it look more like a pokemon tree, ie top down
>>171284510
s-shut up
>>
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>>171284553
:^)
>>
>>171284510
https://en.wikipedia.org/wiki/Tree_(installation)
>>
Is /v/ right, /agdg/?

>>>/v/370788436

>>>/v/370790234

>>>/v/370790476

>>>/v/370786947
>>
>>171284709
^ yeah what this guy said
I'm at work and couldn't find a better image quickly
>>
>spending a day and a half on a seemingly large problem then realizing the answer is stupidly simple

wew i love gamedev
>>
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>>171284559
It's called color bleeding, here's a pretty good example of it.
>>
#171284964
most of those seem like bitter idea-guys that got shit on
>>
>>171284964
100%
This place is a fucking shithole.
Progress gets ignored and while shitposts get tons of responses.
>>
>>171284964
Only way to prevent it is to post progress.
I can't do it right now, though, so instead I posted a picture of a giant buttplug.
>>
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>>171284964
>/v/ saying /vg/ is bad
>>
>>171284964
/v/ AGDG is higher quality because there are fewer people there

If there was a migration then /v/ AGDG would be shit again
>>
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>>171284709
;^^^^^)
>>
>>171285216
/v/ is a fucking shithole but you should actually browse the game dev threads there rather than lumping it in with console war threads. It's like night and day compared to this one.
>>
>>171285273
indeed
>>
>>171284232
basically what this anon said >>171284553
your colors are way too saturated so fix that as start,remove black and white from your mind,use dark blue as black and a very desaturated yellow as white,your shading isnt that terrible,as first time i rate it 7/10 pretty good
>>
>>171278523
>>171236715
Man, every time I see this game I get an urge to drop what I'm doing and make a SHMUP. Looking awesome.
>>
>>171285287
>It's like night and day compared to this one.
Only because most of the devs here repost progress that carry it.

But for the most part vdev are mostly idea guys asking how to get started
>>
>>171285287
Whining about the thread is literally shitposting. It is really not hard to just look at and enjoy the progress and not become impassioned by every passing retard.
>>
>>171285273
I would say that concept is good for a general rule but there might be times when you want a carefully placed pixel to add more shape to a spot. But that's an exception not the rule.
>>
>>171285398
I was minding my own business and giving some feedback to other posters. But if people are going to bring up the subject and pretend that this place has no problems then I'm going to have to disagree with them. I don't consider that to be 'sitting around whining'.
>>
>>171284964
Definitely.

It happens because a lot of people have interest in this thread, but you only make progress so often, so there's a lot of downtime. Attention vultures have learned to take advantage of that fact and bait people to giving them attention.

There's this online paint chat called "sketchpad" or in a website called Lunchtimers. I was there many many years ago, and still visit it every now and then. There's this guy who draws stereotypical asian bucktooth faces, and he's been going there nearly every single day, drawing the same faces over and over every time the canvas refreshes (every couple minutes), for literally YEARS. If you go there right now and sit around in all the canvases for a day or so, you'll almost certainly see him.

There's some incomprehensibly pathetic people on the internet who seem to do absolutely nothing with their lives besides shitting up online communities for attention day after day after day after day. They don't do anything, they don't talk about anything, they don't want anything except the acknowledgement from other people.
>>
>>171285581
>they don't want anything except the acknowledgement from other people.
And apparently you're happy to provide. :^)
>>
dev music:
https://www.youtube.com/watch?v=0WKWZ9y-dvU
>>
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>>171286458
>vid
>>
>>171286458
What are you fucking gay?
>>
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Shamelessly asking for help with UE4 again, any clues as to why my projectiles don't spawn regularily ? The actor is using a timer so I don't understand why that happens.
>>
>>171286920
>>171286741
I didn't say "dev video," now did I?
>>
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>>171284445
Kek'd at image, but what do you mean by connecting diagonal lines horizontally or vertically?

>>171284553
Thanks for the advise man, I'm definitely more happy with the colouring as it is now; the colour scheme looks a lot better now, though it's still a process of messing around instead of deliberate actions (I'm trying to take complementary colours into account though).

Also looked up pillow shading. I was aware of it before and tried to take it into consideration but I can see how the image looked flat. It still does but I've tried to make the origin of light more defined.

Going to clean up the outlines now, but I'm having some trouble with it. Trying to get them consistent while still maintaining a clear outline is pretty difficult (sometimes colour seems to "bleed out", so to say).

>>171285339
Used your advise for the black and white colours, and while I didn't have any problems with saturation the black outline is improved. I'm not sure whether I like the change in white colour though (opted out of yellow to prevent colour mismatches).

>Keep fucking up the shadow on the left leg
>Halp
>>
>>171287223
This music is extremely gay.
>>
>>171286458
https://youtu.be/_6HT_AqXL-o
>>
>>171287257

He means follow this >>171285273 rule. Last two are arguable, they're different shapes, but generally you want your lines to look like the far right. Right now a lot of your lines are the far left. All the diagonal connections are chunky instead of precise
>>
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>>171287216
Found some clues, turns out the projectiles move inconsistantly, so either it is just that or both of them.
Regardless, here's how the movement component of the projectiles look like, velocity doesn't change during the projectile's course so I don't understand why they move in some sort of jittery way.
>>
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>>171287257
>what do you mean by connecting diagonal lines horizontally or vertically
Exactly what >>171284553 shows.

Never do a 90 degree turn with pixels unless you're doing a sharp corner.
>>
>>171287827
Never say never.
>>
>>171263519
OK
I wrote a program that generates an icosphere mesh, subdivides it until the average face area is smaller than a certain threshold, and then samples heightfield values at every vertex so it can bake a texture I can import into Blender
The texture baking part isn't working just yet
Heightfield generation is based on this http://www.diku.dk/~torbenm/Planet/PSIslides.pdf
>>
>>171288056
Show me an example that proves it wrong.
>>
>>171288262
I'm not him, and not going to give an example, but in cases of subpixel details sometimes you can/have to fudge the rules a bit.
>>
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>tfw can't work for longer than 5-10 minutes
>>
>>171289115
Gotta physically separate yourself from distractions.
>>
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Hello mates, Im trying to make a good camera on unity but i have this problem with raycasting.
As you can see in the video, raycasting only returns a collision when it goes all through the box and not at the start of the box. The blue line is camera position to player and red line are the collision detected when I try to go beyond the cube.
tl;dr: raycast seems to only hit when collider exit and not on start.
Somebody know something about?
>>
>>171277840
What engine is that?
>>
So when it comes to 3D modeling for games, do you model exclusively in quads before triangulating the entire model then importing, or do you need to do some work modeling the triangles?

Also, what's the absolute maximum number of vertices a character model should have? What should I be aiming for here?
>>
>>171289115
Talk to a doctor about potentially having ADD/ADHD.

I did and holy shit ever since I got prescribed meds I can focus so clearly. Being serious about this too.
>>
>>171287257
>I'm not sure whether I like the change in white colour though
right now is like your character is living in a planet with a blue sun nothing wrong with that but keep that in mind when picking colours if you are happy just add a little bit of blue to every color and you should be fine
>>
>>171289636
>do you model exclusively in quads
In very low poly models you'll want to work directly with triangles to minimize the poly count.

Engines usually don't really care if you have quads, AFAIK they convert to triangles anyway.
>>
>>171289757
But I'm scared of psychoactive drugs.
>>
>>171289961
Do you drink caffeine, sugar, or alcohol?
>>
>>171289757
Been there done that.
Using stimulants is detrimental to your health in the long run. I warmly recommend you try to manage without them.
>>
>>171289961
As well you should be. Way too fucking large a percentage of our population is doped up on ADHD/depression meds. Doctors will prescribe medication for basically anything. Don't take some anonymous fuckhead's word for how you should alter your own brain chemistry at face value.
>>
drunk devving y/n
>>
>>171290129
n
>>
>>171290054
>comparing caffeine and sugar to fucking ADHD medication
Yeah man totes the same thing.
>>
>>171290054
Yes but I wouldn't compare the occasional soda to a medication that used to treat a mental illness.
>>
How can I rotate the screen orientation in Unity?
I tried adding this code to the main camera, but it didn't work.

void Start() {
Screen.orientation = ScreenOrientation.LandscapeLeft;
}
>>
>>171290270
2 liters of poison per day isn't occasional.
>>
>>171290342
Where did I say the amount I drink?
>>
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>>171287476
>>171287827
Thanks guys, think I'm figuring this stuff out (especially the avoid 90 degree turns). I tried cleaning up my lines and while I'm not happy yet, let me know what you think.

>>171289820
I'll probably have to adjust the colours of my char to the backgrounds and visa versa. For now I'm happy with it I guess.
>Luckily I don't have a sun to worry about

Going to work on a walking cycle shortly, wish me luck
>Shit's gonna suck.
>>
>>171290231
There's obviously a difference, but the point here is you're a fucking idiot if you think you're free of psychoactive substances just because you don't get them from a prescription.

You have a stomach first and a brain second. Your diet and your fitness have an enormous influence on how you think.
>>
>>171289845
Give me an example of why you would ever work with triangles? Why is it a viable alternative to working in quads, then triangulating?

Modeling triangles seems like it would be asscancer.
>>
>>171290231
Caffeine in large doses is definitely in the same category as Methylphenidate or Amphetamine in moderate doses.
Granted, caffeine has some notable differences ,too (such as half-life).
But you'd have to be terribly naïve to think that caffeine use is in any meaningful way different from "hard stimulant" use, except for the legality.

But the point that anon made about sugar. That was retarded. Sugar is a mild sedative, if anything.
>>
unreal or unity or something else for someone who hasn't coded properly before but used computers semi-proficiently for 20 years?
>>
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>>
>>171261729
One thing people do is use a circular colider for the bottom of the character.
>>
>>171290568
Neato. I might suggest making the outline of the interior star shapes ever so slightly fainter, but that's a nitpick and I think it looks good either way.
>>
>>171290460
>psychoactive drugs != psychoactive substances
>moving the goal post
>>
>>171289115
What is working for me is having rest time. Seriously. Go to bed in a reasonable time, and before or after devving have some leisure time. When I just arrive home and sit down at the exact moment I'm useless and I'll just start to browse 4chan when I lose focus. However a half hour of vidya before devving just cleans my mind from the stress of the day and makes me ready to dev for hours after that.
>>
>>171290773
I'm a NEET that sleeps 11 hours a day
>>
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If you had to pick around 6 emotions for a character to show in a visual novel, what would they be?
>>
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>>171290848
>>
>>171290460
>You have a stomach first and a brain second
Oh no it's retarded
>>
>>171290848
character-specific neutral/idle emotion (smug, excited, tired, thoughtful), excited, angry, sad, surprised, awed/in love
>>
>>171290848
:thinking:
>>
>>171290054
I only drink sugar because if I don't I get headaches
>>
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>>171290895
>>
>>171290994
>sugar addiction gives me headaches
ftfy
>>
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>>171290848
.
>>
>>171291052
I'm not additcted I can stop anytime
>>
>>171291159
>>171291081
>>171290848
Stop wasting time Nodevs and make progress.
>>
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post the tricks you fell for when starting out
>>
>>171290994
It's sugar giving you those headaches man. Luckily sugar is real easy to get off of.

>>171291230
You chose a real curious thing to get butthurt about.
>>
>>171291267
Black Shell Media
>>
>>171291323
can someone explain to me what this black shell media shit is?
>>
>>171291378
literally google it
>>
>>171291284
But my glicemic index was low it can't be the sugar's fault
>>
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more puzzles

sped up so you don't have to waste precious seconds with mediocre progress
>>
>>171291594

QT witch, dude!
>>
>>171291378
Game publisher that aggressively recruits indie developers, takes a big cut of their revenue, and makes a weaksauce token effort (like, one tweet and some Youtube comments) at promoting their games. Most people consider it a scam.
>>
>>171291698
Basically a publisher that makes a living grinding the naive souls of beginning indies into paste.
>>
How can I rotate the screen in Unity?
Would I have to rotate the whole fucking camera for this or how does this work?
I need it for a top down shooter to be able to play it in portrait mode too.
>>
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Haven't been here in 4 years with 1 day of come back I believe (pixelated space combat guy, if anyone remembers)

At any rate, I'm almost done with a game of mine (think release round summer), have a now dated demo on twitter. But explosion animation that need to fit into a flat rectangle fuck me up big time. Anyone any tips?

(picture of game's death splats and CRT emulation filter)
>>
>>171292336
Forgive the obviousness but, bigger rectangle?

Alternatively, central explosion plus details or subexplosions rendered via particle effects or any other method you choose.
>>
https://my.mixtape.moe/eceevm.webm

Shotgun reloading works now.
>>
>>171292336
Also, nice splats.
>>
>>171236669
just need slow down and you will have the best max payne clone
>>
>>171289636
>>171290461
You shouldn't work entirely in triangles but especially when doing very low poly stuff you often need to use SOME triangles to make the mesh work better.

Also sometimes it makes sense to triangulate some bits yourself because the engine might triangulate them all weird which might lead to shading artifacts.

Most engines have some maximum vertex count a mesh can have but it's probably going to be more than you'll ever have to worry about.
>>
>>171289115
You have to set some reasonable goals, don't just jump in and work until you're bored, you'll just quit the moment you hit a bump. When you start deving, tell yourself not to stop until you have a working prototype of x feature or whatever, even if it takes all night.
>>
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>>171292691
Thank you, we created a system that automatically can generate different splats. Far better than our old splats that we rotated 90 degrees randomly

>>171292486
The issue with a bigger rectangle is that that fucks up game balance. Central explosion with sub explosions might be a decent idea though.
>>
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>>171290895
>>171291032
Suomi mainittu
>>
As a good programmer that is good at C# and Unity should I make a 2d fighting game/platformer with an arena mode as a stretch goal, a 3d fire emblem clone, or a diablo style multiplayer survival game? All 3 ideas I know I can do, but I have trouble comitting to one thing. I know the platformer/fighter is easiest but I dont know if people would like that most

I have no art skills.
>>
>>171293171
Why do people keep posting here in Japanese?
>>
>>171272056
wait why isnt my game there
i did reply to the recap on monday
>>
>>171293271
If you have no art skills what are you going to do for art for any of those projects?

Work on the one you have an art solution ready. Alternatively work on what has the smallest scope. Also cut down the scope of all of those projects.
>>
>>171282528
Oh god.

Good for him for finally finishing that thing, I remember playing a demo 6 fucking years ago and it was great.
>>
>>171293271
Build something small that you know you can handle artwise. Than expand from there. All of your idea's are quite heavy artwise.

Remember, you're only as good as your weakest skill as lonedev.
>>
>>171293365
The #1 reason for being left out is you fucked up the format. The crawler doesn't automatically check all replies to the post, and sometimes the recap guy doesn't notice them and forgets to add them by hand.
>>
>>171293303
さあぁ…
>>
Gogem your yesdev youtubes suck.
>>
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>>171285273
>>
>>171293271
If you are just making clones of stuff then no one will like it.
>>
Is there any tools for extracting resources from Unity 5.4 assets? or is everything locked down as of now?
>>
>>171293303

>本年
>日本語読まない

どうゲーム展開さえするの?
>>
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>>171293807
>>
>>171293382
How do I cut down the scope of my platformer idea?

Also I havent heard of any platformers with heavy combo systems similar to fighting games

It seems small enough already.
>>
>>171294861
Also shouldnt I just use placeholder art and when I am feature complete beg for a competent artist that will do it for free after showing her the gameplay and design?
>>
>>171293589
Why are you tripfagging?

>>171293789
What youtubes? They all got copyright struck. Gambling is illegal in North Australia and googem used YesDevs' videos without permission. He's fucking done.
>>
>>171295000
This is my old tripfaggery from 4-ish years ago.(If not longer)
More nostalgia than anything.
>>
How does this make you feel?

https://my.mixtape.moe/nptrmf.mp3
>>
>>171295184
Like a Sonic boss fight in a casino themed level
>>
>>171294953
>Also shouldnt I just use placeholder art and when I am feature complete beg for a competent artist that will do it for free after showing her the gameplay and design?

That's a sure fire way to be dead on arrival. As most people rather work on their own shit than someone elses.

As for scope, think of it in the scope of amount of art. Combo/strategy stuff tend to be heavy on the art side.
>>
>>171295184
Reminds me of Adam West Batman

KAPOW
>>
>>171291594
>>171291658
I agree.
Can we see her pantsu?
>>
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>>171295386
she doesn't wear pantsu
>>
>>171265827
Well, using circular shadow could help to see on which tile you're currently over at least.
>>
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>>171287216
>>171287628
>tfw your posts slip by unnoticed and googling the problem doesn't give any results
>>
>>171295000
>>171295735
>being this triggered that someone brought up your boyfriend
Hey sourcefag don't freak out just go back to your garry's mod map.
>>
>>171295831
I noticed it
>>
>>171295858
>don't reek out
ftfy
>>
>>171295695
What a slut.
>>
>REEE INDIE GAME DEVS REEEE
>>
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http://mattya.github.io/chainer-DCGAN/

wtf I love programmers now!

artists BTFO.
>>
>>171295897
thanks maybe that'll lead me to noticing the problem

>>171296119
>ZUN portrait generator
Not even kidding I'm using those as a placeholder.
>>
I came up with a neat game mechanic but it makes absolutely no narrative sense
To hell with the simulationists?
>>
>>171296270
It only doesn't make sense because you didn't think of an in-universe explanation hard enough.
>>
>>171296270
>>171296383 is probably correct.
But also yes, gameplay > logic
>>
File: Unity_2017-03-17_17-03-39-40.webm (452KB, 864x670px) Image search: [Google]
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Started working on this game a while ago.
It's a farming game where grow dicks for a living. For now, you can place pots but not seeds, so for now, I can't show more.

>inb4 immature
>>
>Chatfags are attacking the thread from Discord again because they're triggered we mentioned their boyfriend

Many such cases. All in the archives. Sad!
>>
File: images.jpg (5KB, 259x194px) Image search: [Google]
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GAMEMAKER 2 IS OUT!!

SHOULD I BUY IT?? IT'S $60 FOR PEOPLE WHO OWN GM:S

I DIDN'T MAKE A SINGLE GAME WHILE I OWNED GM:S BUT I THINK THIS TIME WILL BE DIFFERENT
>>
>>171296119
Why is it so tiny
>>
>>171296902
let others betatest it first.
>>
>>171296685
Can I eat a bag of dicks?

But seriously, make the main character a girl and have a short cutscene of her having fun with each kind of fully grown dick, erotic writing should be the focus here.
BAM instant million-dollar idea.
>>
>has never made a game
>will never make a game
>spends years camped out in /vg/ agdg getting triggered over everything
>even a trained squirrel would have made a game by now just by having yesdevs rub off on him
>still has nothing but fake-ironically bad shit that he hates everyone for not praising
>still does nothing but sulk around in chat rooms and in the thread
reeeeeek
>>
File: gen.png (28KB, 96x96px) Image search: [Google]
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>>171296119
Wow
>>
File: (PNG Image, 96 × 96 pixels).png (28KB, 96x96px) Image search: [Google]
(PNG Image, 96 × 96 pixels).png
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>>171296119
>maximize akariness
>this results
Also why is it so tiny
>>
>>171296949
Are you a low test beta or something?

>>171296902
Nevermind it. Just get Unity Pro. It's the only way to make a game.
>>
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>>171296119
>>171297104
>>
>>171296961
>erotic writing should be the focus here

In fact, i want to remove the erotism factor of dongs. The dick you'll grow will have different skins, and, even if I'd love to make lewd games, they do not fit lewdness.
And, because the game is supposed to be played by anyone, adding erotic scenes would force me to remove these for younger players (obviously, the play store will not even allow me to post the game).

Thanks for the feedback though !
>>
>>171296902

Rollback to 8.1.
>>
>>171297325
kek
>>
What's the proper way to do video cutscenes in GameMaker? Making each frame a sprite? Or is there a proper video playback?
>>
File: Trogdor2.jpg (29KB, 350x432px) Image search: [Google]
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>>171294848
>>
>>171296902
Afaik GMS2 is just a reskin, stick to GMS.
>>
the only way to be a faildev is if you prefer life on shit creeek to making games
>>
>>171297104
>>171296934
>>171297325
>>171297378

Where is your game, chatfag pedophiles?
>>
You can always identify two shitposters during these episodes. One uses proper capitalization, many emoticons, and phrases like "where is your game", "Unity is the only way to make a game", and overuses "literally" and talks about the "2 years" that he has been samefag shitposting. The other writes in lowercase without punctuation and generally follows the other one.

>>171297385
>>171297574
>>
>>171297598
Stop posting, Reek.
>>
>>171297505
>no dick
>>
>>171297361
Oh, so it's just low-effort YouTuber-bait.
>>
>>171297778
>he is now this easy to trigger and throw off balance
So much for false flagging eh reek?
>>
>>171297929
No it's yes_____
>>
File: myamazingcode.jpg (16KB, 512x194px) Image search: [Google]
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Guys. Check this. I COULD pass an index by locating the gameObject (Unity) i'm spawning and assigning it a local handle, but I figured, I'm naming these "Entity No#: X", X being the Index of the object (putting them in an array). So instead I decided i should instead truncate/substring the name of said object and convert it into an Intiger.

This totaly wont bite me in the ass later.
>>
>>171298290
Whatever you say Reek.
>>
new thread
>>171298406
>>171298406
>>171298406
new thread
>>
>>171297545
>>171297367
>>171296949
thanks for saving me some bucks, when I get the shopping craze I often make purchases I regret.
>>
The only thing more triggered than a neverdev in a gamedev thread is a neverdev who is told to be quiet.
>>
>>171271163
Not posting anything yet. Look for me some time this summer.
Thread posts: 755
Thread images: 173


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