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/agdg/ - Amateur Game Dev General

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Thread replies: 763
Thread images: 152

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Never give up edition!

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

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

> Previous Thread
>>171234774

> 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 I'm making a visual novel.
>>
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POST PROGRESS
>>
Second for making a RPG
>>
Languagedev
>>
Third for nodev.
>>
I've got a ton of ideas that I want to make, but I have a hard time focusing on completing just one. I keep wanting to switch and work on some other idea part way through.

How do I dedicate myself to finishing one idea?
>>
>>171298557
>>171298540
FUG
>>
>>171298628

>corrupting your ideas by making them into games
>>
>>171298594
Does anyone still have those link resources that were posted here about language development?
>>
>>171298685

>a fucking leaf
>>
>>171298540
Looks like there's a problem with collision detection.
>>
>>171298628
I made peace with the fact that I will never be able to create all of the games I want before my time on this earth is through.
I made peace by promising myself that I would make as many of them as I could without sacrificing quality but also not becoming obsessed with perfection.
I will make a game to the best of my ability at the time, hopefully become a better dev in the process, and then make the next with this increased skill. Rinse and repeat.
>>
>>171298512
Hello there anon. Making a Kinetic novel here.
>>
>>171299067
Yup. Current implementation is just an absolutely horrible and unoptimized piece of shit. I just wanted to have a visual indication of my progress, for a change.
I'm currently working on making it not shit.
>>
>>171299076
>without sacrificing quality
>not becoming obsessed with perfection
Nice oxymoron, by saying you won't sacrifice quality you are already falling for the perfection meme.
>>
>>171299308
I mean I won't rush through it and be satisfied with placeholder boxes, broken mechanics or stolen sound assets. I will do my best, with my current ability, and won't become obsessed with going back and redoing something if I get better at it during the process.
>>
>>171299235
>a visual indication of my progress

Carefull. Shit leads to heaps of bad, rushed code that you'll end up not feeling like rewriting later and potentially scraping the project. Happened to me before.
>>
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Making an Advance Wars clones. Will PCfags get butthurt if there is no mouse support? Keep in mind, the movement path drawing from Advance Wars feels a lot better with d-pad/keyboard control.
>>
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>>171298512
>>171298540
Oh? So am I. I think. I'm not sure what the official designation is for this game.
>>
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What do you guys think about using this kind of weapon transition? I'm gonna be using abilities which I have 10 of, and I was going to map them to the 0-9 keys and just have permanent little icons on the screen that show which one is being used at the time. Would something like what zelda is doing here be better?
>>
>>171299530
Why wouldn't you support mouse? It's ridiculously easy to program.
>>
>>171299492
I hear ye. My solution is pulling an all-nighter the day after doing that; night-coding is always motivating.
>>
>>171299530
You don't actually draw a path in Advance Wars, though. You choose a goal tile and the path is the shortest path to the tile. No mouse needed.
>>
>>171299530
>>171299829
Er, what I mean is that the mouse works just fine. Not sure how that came out as "no mouse needed".
>>
>>171299829

You can draw paths, too.
>>
>>171299987
Why would you ever want a path that isn't the shortest path?
>>
>>171299591
I have sort of mixed feelings about it. On one hand opening a menu to switch weapons/use items/whatever can kind of break the flow of an exciting battle. But on the other hand it's super useful to have so you can make switches without having to worry about misclicking and fucking up.

Of course it would also be fine to have both as an option. And in some games instead of pausing while the menu is open, they simply slow time down. That could be a good compromise between real-time switching and paused menu switching.
>>
>>171300043

To avoid fog of war which might cause a unit collision.
>>
Why are you still making a shitty 2D pixelshit game to bloat an already heavily saturated market?

Be smart and learn Blender.
>>
>>171299530
>frog
>question
when will devs finally start posting their games along with their questions?
>>
>I'm still getting a few views and downloads here than there from my DD13 game
I'm gonna make it fãms, I will be the next Notch.
>>
>>171300178
Presently and for the last several years. Welcome to /agdg/.
>>
>>171300125
I'm waiting for Godot 3 before I start making a 3D game. But my dream game is 3D, so I will be making one.
>>
>>171300125
Video games in general is an ovetsaturated market
>>
In unity, raycast only hit if the ray cross the object complety?
>>
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>free
>open source
>liberal license
>consistently updated
>can run scripts in both C++ and Python
Why aren't you making your game in Panda3D, anon? Why are you letting yourself be cucked by Unity, GMS and UE4?
>>
>>171300125

We done have the several million to spend on making it not look like complete garbage.
>>
>>171300370
Both C++ and Python are awful.
>>
>>171300125
It's not the amount of dimensions that will define your game's chance at success.
>>
>>171300248
Is that a bad thing? Most of it are shit bad games from bad indie devs that will eventually quit the industry.
>>
Do you think video games will get to a point where there genuinely won't be any real original games at all and all games are just rehashed ideas and whichever one looks best does well?
>>
>>171300473
Use a droplet of creativity and pick an art style that doesn't require AAA realism.
>>
>>171300210
It's just me.
>>
>>171300557
Obviously
>>
>>171300492
For talentless hacks like you, sure.

For anyone with a working brain, some genuinely interesting mechanics can be written.
>>
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I love particles.
Slowmo on purpose.
>>
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>>171299598
>>171299829
It's not about difficulty, the game actually works with mouse exclusively right now. But I was playing the original and realized the movement path drawing worked different and it doesn't feel as good with a mouse.

This:
>>171300104
It's small, but important.

>>171300178
Fair point.
>>
>>171300574

Then you'd complain it looks like SNES 3D.
>>
>>171300681
>(You)
>alive
Neat. Where's the demo?
>>
>>171300661
Wannabe devs that have flooded the industry and will die out in the next couple years and eventually lead to a "crash" with people not wanting to make games because "it doesn't make money" will be perfect for us with autism enough to stay in the industry and survive.
>>
>>171300547
It actually does to an extent. Your pixelshit will just drop into the ocean of them.

3D has a smaller market and a larger appeal base.
>>
>>171300570
No because I'm not a myopic minded retard who only sees games for their boiled down similarities. You can do that with all media, thankfully if you don't see enough original ideas out there you have the chance to make your own. Instead most people just complain.
>>
>>171300679
"Genuinely interesting mechanics" can be implemented in anything.
>>
>>171300687
You're a fucking idiot.

Wind Waker Link looks great, and is extremely easy to model.
>>
>>171300570

No, because the number of potential game ideas is effectively an infinite value.
>>
For a turn-based RPG should I hardcode skills like "Attack", "Defend", "Wait", "Use Item" or should I try to create a modular system that would allow me to create any skills including the Attack,Defend equivalent? Is it worth the hassle?
>>
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>>171300687
I'm not the original baiter but why does your mind immediately regress to pixelshit?
A game like Thumper is attainable by a one man dev using shaders and blender. No AAA textures and animations needed.
>>
>>171300881
>it's easy to make a game look like Wind Waker
Ok nodev. Try taking a Unity tutorial some time.
>>
>>171300681
Can you give Shroomo some Tums? He looks like he's on the losing end of taco night
>>
>>171300570
No because current generations are forgetful/naive and view things in a completely different light to how older ones did with the same media.

That and you can mash old ideas or mechanics together and see what you get new out of it. E.g mash Intelligent Qube, Q*Bert and Persona together and if you squint you might get something that vaguely resembles Catherine
>>
>>171300125
Polishing a 3D game is much, much harder than polishing a 2D game. But I'm only in gamedev to have fun. I don't have a goal to support myself from this. Obviously if it ever gets to that point, great. But I don't expect it and don't plan for it.

If you really want to make money doing game dev, just make a porn game. You can EASILY make 100k a year if your art isn't dogshit.
>>
>>171300881

It doesn't look how you remember.

Many technical limitations of the gamecube become hugely apparent.

It isn't the timeless art style that people used to assume it would be.
>>
>>171301014
The only difference is that you override a virtual method instead of switching on an enum. When in doubt, go with the virtual method approach. Then it will be really easy to add more skills in the future if you need to, whereas with the enum approach you have to go through and modify all the switches.
>>
>>171300370
You have convinced me. Though their name is bad the logo is okay. I will give it a shot.
>>
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>>171300737
>Neat. Where's the demo?
Soon™
Gotta make new enemies and player animations

>>171301098
Kek
>>
How do you feel about turn timers in single player games?
>>
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>being a neverdev
>>
>>171301451
Just...why?
>>
>>171300125
One of the reasons that I make game is that AAA turned the genres I like into 3DPD or 2D with skeletal animation.
>>
>>171301548
Force players to make quick decisions based on estimates instead of brute-forcing a solution, which is the best way to play but is also kind of boring.
>>
>>171301668
Why even make it turn-based, then?
>>
How do you make First person melee combat fun?
>>
>>171301628

3D ruined platformers, imo.
>>
>>171301715
Why play Chess with a timer instead of a real time action game? The answer is that the experience is different.
>>
>>171301746
Mount and Blade.
Dark Messiah of Might and Magic.
>>
>>171301451
I feel like the main point of turn based games is having time to think about a move. I can't really think of a reason to have turn timers in single player.

You can add other real time mechanics though. Like the rolling health meters in Earthbound. A character wont die if the health bar animation is still going down, so if you're quick you can save them with healing.

>>171301668
How can turn timers reduce players brute-forcing a situation? Wouldn't that make them want to brute force it more? Because they wont have time to think of strategic alternatives, so they'll just go for the easiest way.

Limiting the number of turns in some way could maybe work though.
>>
>>171301818
Chess isn't fucking singleplayer.
>>
>>171301818
Chess was designed to be turn-based and the timer is just to prevent games from lasting for hours.
>>
>>171301451
Depends on the sort of game you want.

It's like the difference between realtime roguelites and roguelikes, do you want it to be frantic or deep?
Personally I'd really dislike having a time limit in a roguelike.
>>
>>171301746
Do literally anything except make melee weapons have one attack that's just a short hitscan in front of you.
>>
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reminder
>>
>>171301023
Not him, but pixelshit is tried and true, and its been done, it has tutorials, communities and a following.

On the other hand, coming up with something like your pic - a unique style and pleasing aesthetic (not that all pixelart looks the same) can be challenging and may require planing and hard work, which is beyond many of us aggydaggs.

Also, whats with the "t." thing? I've been away for a while.
>>
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>>171301265
>Though their name is bad the logo is okay
That isn't the real logo, this is the real logo.
>>
>>171275731
I think this is a great idea. I've thought about this and assuming my company isn't big enough to where I would just want to buy the mocap stuff, I'm hoping to need a service like this in 8-10 years.

If you seemed sharp and competent, I would invest in you (in a theoretical world where I had money to invest).

Two things will determine your success in such a venture:

Your ability to generate awareness in the different local groups that need such a service (small devs who are biting off more than they can chew, small filmmakers, whomever else)

Being in a city that actually has enough population/creative need for this. I don't think this would fly just anywhere. LA would seem like the ideal market, and beyond NYC I don't know how many other cities across the country could support it. Probably less than 10 in 2017, maybe just 2 or 3.
>>
>>171302373
I know right? What a reektard (You) are xD
>>
>>171300125
>Why are you still making a shitty 2D pixelshit game to bloat an already heavily saturated market?
the only thing saturated is pixelshit platformers

pixelshit RPGs are a relatively untapped market
>>
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>>171300370
HIGH-TECH GRAFIX
>>
>>171301873
>How can turn timers reduce players brute-forcing a situation?
It prevents players from going over all possible answers because there is no time to do that, forcing them to use a heuristic.

>>171301903
It could be? This is a really odd thing to say.

>>171301934
The way you play Chess with a timer is very different from the way you play it without one. The purpose is not just to make games shorter. It is to alter the way you play them.
>>
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>>171302252
>>
>>171302662
Are you for real?
>>
>>171302474
I feel lied to
>>
What's a game with a good flaming sword I can use for reference? At the end of my rope here.
>>
>>171302750
name some pixelshit RPGs

go
>>
>>171302749
poetry
>>
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>>171302816
>>
>>171302510
I don't think so.

Professional mocap systems are about to become obsolete. We have depth cameras and inexpensive chink sensor-based systems that can be bought for under $2k right now.
>>
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>>171302816
>>
>>171302816
>>171302904
I should have specified: 3D only
>>
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>>171302828
Oficcial RPGmaker site hosts 3994 games
go read their titlesw fag
>>
>>171302691
>It prevents players from going over all possible answers
It forces them to go for the simplest solution. If they don't have time to think of a more elaborate way to beat an encounter they're going to just brute force the simplest solution.
I guess if your game has no strategic depth then it wont matter.
>>
>>171302510
>great idea
no it isn't

Mocap is extremely cheap nowadays, you can simply use a repurposed Vive and trackers for example.
In 8-10 years it will be literally everywhere.
>>
>>171303050
why is he dancing?
>>
>>171303153
>Mocap is extremely cheap nowadays, you can simply use a repurposed Vive and trackers for example.
where are your mocapped animations then
>>
>>171302816
Just make it a normal sword with an orange tint and some particle effects.
>>
Reminder: if you are making pixelshit you will NEVER make it. And even if you do, NOT A SINGLE PERSON will want to play your pixelshit game.
>>
>>171303050
Thank you this looks pretty good
>>
How can I rotate the screen in unity, for a top down shooter?
>>
>>171303248
Indie game studios are already using them.
https://www.youtube.com/watch?v=9R0TVLGne3U

A mocap studio aimed at indies is a dead-on-arrival idea unless you make it pathetically cheap or something.
>>
>>171303086
>2017
>le reddit viper man
hang yourself grandpa
>>
>>171303086
name some pixelshit RPGs that are actually playable and that people actually buy

like there are tons of pixelshit platformers that are good and that people buy but the market is still oversaturated with them

for rpgs there's like undertale and nothing else
>>
>>171303392
https://www.youtube.com/watch?v=Khoer5DpQkE
>>
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http://journals.sfu.ca/loading/index.php/loading/article/viewFile/73/72

>tfw agdg is too pleb to implement this
>>
>>171303458
LISA
>>
>>171302749

>reading turns you into a fat white tumblrite

noted
>>
>>171303336
Good thing I am making pixel art instead of shit.
>>
>>171303392
If anyone here is planning on buying it, make sure to do a research first. Some people say Perception Neuron is not as perfect as people claim it to be.

https://www.youtube.com/watch?v=HDXXFnoDJvU
>>
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>>171298329
Allocating new strings is a really really bad idea.

Something like this should work.
>>
>>171303392
cant you just use kinnect?
>>
>>171303360
Furries and Gays need to get the fuck out of my thread.
>>
>>171303650
ok there's LISA but that kinda blends into the oversaturated pixelshit platformer market anyway

just don't make it a sidescroller and your game will look different from most pixelshit
>>
>>171303858
at least 50% of 4chan is gay/in denial
>>
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>>171303458
I'm not going to name shit.
First you say the market is saturated with platformers and that pixel RPG's are untapped market, now that you got cockslapped with 4000 pixel RPG's you want those which sell good and are popular, as if the whole fucking world was waiting for you to make one, because the rest is just mediocre, but yours will be like a shining diamond in a pile of pig shit.
Right.
>>
>>171303138
Any solution is a solution. You're just trying to win. If finding the simplest solution isn't challenging then the challenge was artificial in the first place.
>>
>>171303392
>>171303153

thanks for the info. I'm guessing this still isn't as good as the professional-level stuff, and primarily I was actually thinking about the tech that captures all of the subtle factial detail with cameras as seen here

https://www.youtube.com/watch?v=CmrXK4fNOEo

I guess I should think twice next time before I try to provide business advice to an American Anime Board.
>>
>>171303960
>50% of the general population is gay
kys fag
>>
>>171304023
>got cockslapped with 4000 pixel RPG
4000 pixel RPGs that nobody fucking buys you autist

it's called developing an argument genius
>because the rest is just mediocre, but yours will be like a shining diamond in a pile of pig shit.
you say it like that but yes that's going to happen

i'm also not using fucking rpgmaker so suck it
>>
>>171301023
I've just gotta say... I ran into a demo reel of this game running at Frys the other day when I was buying Doom (2016)... WOW. This is my design aesthetic to a T. I'm gonna buy it as soon as I'm done with Doom.

What are you guys playing these days?
>>
>>171303597
I was considering this once pucks come out - IKINEMA have an indie license for UE4 for only £99 so theoretically it should be fairly straightforward to record animations. The only problems I have with this solution is that you can still see the solver is not perfect 1:1 at all times and no way to record hands either. I am starting to think that investing into Perception Neuron might be better considering that this Vive solution would still cost me £500 on top of a headset (I already own one) compared to perfect full-body tracking for 1500USD.
>>
>>171304221
Where is your game?

>>171304445
Nice blogpost. Do you even have a game?
>>
>>171304221
>4000 pixel RPGs that nobody fucking buys you autist

yes, exactly, remember that, because that is what awaits you
because it's a stupidly niche genre nobody fucking plays anymore

thinking you're going to climb over all competition and on first try at that is pretty fucking delusional
>>
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>>171304612
i have a mockup
>>171304616
>because it's a stupidly niche genre nobody fucking plays anymore
>>
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>>171304616
>s(he) makes 3D games
>>
hey senpais /agdg/ :3

c-can you umm.... make me art for my game please??? ):
i'm just a cute programmer girl lol


..):
>>
>>171305150
post game
>>
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>>171305150
I'm tired of your bullshit
>>
>>171305150
Post code
>>
>>171305150
>i'm just a cute programmer girl lol
post face
>>
>>171305029
I do. Now what? Are you gonna ask me where is it?
>>
>>171305150
can you do voice acting?
>>
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>>171305261
>>
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>>171300682
Just support both. There's no reason not to. Some people will prefer a mouse. I agree that directional buttons feel better though.

im making the same game, but I keep getting pissed off and progress stops because I can't get the AI right
>>
>>171304612
Yes I do. Not posting anything yet but it's going pretty well.
>>
Does anyone who has ported to Mac with GM:S know if your game key rebinds work 1:1 with it or do you have to make a Mac specific set because of some weird way they handle their keyboard logic?
>>
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What's an every day bit of furniture which could function as a start/end/tunnel for a toy train?
>>
Sorta unusual post but if anyone needs a male voice actor I gotchu. I'm not talking potato mic, I mean actually good stuff. Want to get some extra credits under my belt.
>>
Yey, i made the most boring mall ever.
https://youtu.be/Ag8cckj-l2o

maybe they will hire me to do the next dead rising.
>>
>he thought he was a game designer
REEEEEKEK
>>
>>171300370
>Keep horrible ugly screenshots in your gallery
Why? It'd be like Unreal having Unreal 2 screenshots in their gallery or Unity having a gallery.
>>
>>171307487
build it out of blocks or books or w/e
>>
Remember, Reek. Your name is and always will be Reek.
>>
>>171303743
Thanks. Don't get it, but saved for later. Apparently I could also be using TryParse instead of Parse, but I'm shit at code so...
>>
>>171307308
Why aren't you using Unity?

>>171307935
Wow. You're really in a tizzy now. And it's all going to be archived. Enjoy having it shown off in court when the FBI finishes building their case on you. :^)
>>
>>171307487
Couldn't you just use the box that the toy train came in?
>>
Reek is fully in meltdown mode now. Just watch that proxy slut go. Fucking trannies, so easy. :^)
>>
>>171303647
18 pages of bullcrap.
Shittiest prototype ever.
Never even ponders if an implementation of NPCs this way would break the game because of NPCs attacking each other or not being where they are supposed to be (it totally would).
Doesn't ponder what happens after a long term simulaton when everything balances out and the players start behaving in the most deterministic manner possible.
Crappy paper written by an idea guy with 3 months of programming lessons under his belt.
>>
>>171308271
Okay reek.
>>
>>171307308
I believe keys will work fine but macOS reads gamepad input differently so if you have controller support then you'll need to change some of the button values. I may be wrong though I'm not sure.
>>
>>171307487
yo >>171308484 is a ffucking genius use that
>>
Riiiiiiicolaaaaaaaaa!

Hahahahaha. I own you. Riiiiiiiiiiiiiiiiiiicolaaaaaaaaaaaaaaaa!!
>>
>>171308493
how would you implement a game about realistic NPC behaviours?
>>
>>171308885
I do own you, Reek. For 2 years so far. Make it another 2.
>>
>>171307487
A couch with an arching base
>>
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>>171307487
book ends would make for really cool portals if you wanna get into changing worlds since this is a pretty common kind of bookends
>>
When will the "unity looks like shit" meme die?

https://www.youtube.com/watch?v=-6rR-890Gb4
>>
>>171308970

They walk in a random direction for a random time period, or stand still for a random time period facing away from the nearest wall, unless they hit an object which will reverse their direction and they will stop for a random period of time before walking in the direction they're facing for a random period of time, unless they've collided with objects before the timer runs out twice, in which case their new direction will be set to 90 degrees from the old one.
>>
Riiiiiiiiiicolaaaaaaaaaaaaa!

I own you and I own this thread. I am the puppetmaster! You are going back to jail, you and googem. That's what you get for making threats against my family. :^)
>>
>>171308970
Are you saying it's hard?
First of all define realistic, that paper considers realistic the fact that the NPCs react to each others statuses and act accordingly, triggering changes on those statuses. This can be really crappy if you have 4 actions, or it can get interesting if you have 200 actions available for NPCs. It's not really hard at all, the complexity comes when you need NPCs in a game where NPC interactions with the player are necessary to beat the game, in that case you just implemented something that is almost non deterministic and will probably break your game in a thousand different ways.
This system could be applied to games like the sims, where actions with other NPCs are not crucial to beat the game (there's actually no 'beating' the sims anyways).
But yeah, nothing innovative or particularly hard about that paper.
>>
>>171309460
At the time the "ms paint looks bad" meme dies
>>
>>171309513
but rpg maker is crap anon.

>>171309571
but the SIMS is garbage.

I want to make a game about NPCs doing NPC shit.
>>
>>171309691
Welcome to the bad opinion zone.
>>
>>171309460
When steam direct happens, and unity isn't synonyms with scam devs.
>>
>>171309691
>but rpg maker is crap anon.
what did he mean by this?
>>
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>>171307487
>>171308484
Just adjust the art however you'd please.
>>
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>>171309460
when you make a good and good looking game using Unity instead of something like pic related
>>
>>171309538
>he says while unironically dancing on strings for 2 years
What a nigger lmao
>>
What makes your game unique?
>>
>>171310254
Unprecedented levels of retardation
>>
>tfw drawing good pixel art is too difficult and making good looking 3d models in Blender is also difficult

How do you even make good assets for your game?
>>
>>171310385
GITHELP
>>
>>171310385
keep practicing until its not too difficult
>>
>>171309691
You lost me there anon, not sure where you are going.
I initially answered to the dumb frogposter that claimed it was hard to implement (he said agdg is too pleb for it). My response was that it's not hard, it's just a stupid idea for most games.
Then I explained in which kind of games you could use it without turning it into a game breaking nightmare (you can use it in any game that does not rely on interactions between the player and NPCs, or you need to make sure that they can't be killed and that they still interact with the player no matter what).

You need to be more specific about your question unless it's just smooth shitposting.
also the sims 1 and 2 are great games, fuck you
>>
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>>171298406
I would say thing are getting pretty serious.
>>
>>171310686
have you played Dwarve fortress anon?

compare DF to the sims and tell me how great is the sims.
>>
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PROGRESS

>implemented basic SSO for my custom string class
>idle FPS is 2-3x what it was before
>could optimize further, but will probably do so only when performance becomes an issue
Next is optimizing Map and/or Entities. Gonna get that FPS towards 4k again.

After I get that done, I'll probably start creating a proper input handling system.
>>
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>>171309106
that's fucking cool
>>
>>171310316
Looks like someone is triggered
>>
>Buy decent asset from unity asset store
>Never use it because I always get bored and switch projects a month in
>>
>>171310984
2 more years :^)
>>
>>171310731
what's that? Mig 23?
>>
>tfw trying to fix a bug for 10 minutes
>the problem was I was using Pi instead of 2Pi
I keep forgetting that a circle is 2Pi. Tau just needs to become the norm already, Pi is shit.
>>
>>171311286
>#define Tau 2Pi
>>
how to model butt and tiddies
>>
>>171311368
I'm using an engine.
>>
>>171311286
Don't blame Pi for your faulty memory
Also norms are memes you can use whatever you want on your code. Why aren't you using Tau if you want to use Tau?
>>
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>>171311439
>>
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Welp. Heres my """""progress""""".

Visually it's not much different from how I did my level generation up till now, but this is just a bad generator. The thing is, I can now have the Master Generator object spawn a bunch of pre-defined spawner objects that will act in different ways. For instance, I can spawn one who's job is to turn the map into an island, or draw a road, a lake, a boss arena, etc... Still need to write those obviously. And write some basic logic that makes sure they all connect to the main level branch. That comes tomorrow though.

Yes. I'm aware I could be generating the levels way waaaay more optimally.
>>
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>tfw you realize you're going to need to enginedev
>>
>>171311243
Yeah.
I dont know if I should go full autist and try to incorporate all parts in a single layer.
>>
>>171300232
>waiting for godot
mild kek
>>
>>171311635
What kind of game idea do you have that requires you to enginedev?
>>
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Good morning agdg
>>
>>171311816
Intergalactic Dwarf Fortress
>>
>>171311834
Now show us your pussy.
>>
How bad is using if/else in shader code?
>>
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>>171300370
>https://www.panda3d.org/reference/cxx
>Obsolete version. Do not use.
>>
>>171311926
"very bad" but I do it fairly often and don't take any performance hits.
>>
>>171311926
twice as slow than not using any
>>
>>171311926
It's probably fine. Depending on what you're coding in, you'll have hidden branches and conditionals that you don't even know about.
>>
>>171311926
Branching is not inherently bad in shaders. What you want to avoid is having multiple invocations in the same group branch differently. In a compute shader this is pretty easy to figure out since you decide what the groups are and how they split up the work. It's also easy in a fragment shader since shader invocations are grouped into tiles, so you want your branches to be as spatially coherent as possible (i.e., if you graphed the branches taken for each fragment, you'd end up with a picture that is mostly big blobs of the same branch). I'm not sure what the standard grouping for vertex or other shaders is but typically you only use branching in a compute or fragment shader.
>>
Anyone familiar with this error in GML?
>Push :: Execution Error - Variable Index [1,0] out of range [14,0] - -1.unit(100119,32000)

How the fuck is [1,0] out of range of [14,0] ?
>>
>>171311926
>>171312275
Also, if every invocation takes the same branch (i.e. you branch on some uniform expression) then it should be basically free.
>>
>>171312312
Never used GameMaker shit in my life but it sounds like the 2nd part [0] has NO elements in it. It should probably have at least one. [14,1]
>>
>>171312312
Can't have an index with zero height sonny.
>>
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>>171310837
>>idle FPS is 2-3x what it was before

Good man. Bravely posting progress, attempting to save aggydag. And they say people don't believe in heroes anymore... You and me Max. We're gonna give them back their heroes!
>>
Why did the volunteer stop deleting Admin's posts?
>>
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>>171312614
>>171312483
I dont know if I understand right. so [0,0] would be invalid but [0,1] is not ?
>>
>>171311926
what is your conditions? what are you trying to do? i find that when needing an if/else there's usually a way to do it with math
>>
>>171312989
Coordinates start at [0,0], the [14,0] tells you the width and height of the array, not its coordinates.

If the array is [2,2] then its only coordinates are [0,0], [0,1], [1,0] and [1,1].

You are making an array of zero height so it can't have any data.
>>
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I guess I should unit test my code
>>
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>>171312792
>>
Is depth of field a meme? Should it be avoided?
>>
>>171313402
It can look good. It's great for allowing the players to pause the game and take bullshots, but that's when players are in control of the focus. If you fuck up the automatic focus adjustment, it will look bad.
>>
why is wrong to enginedev if you're in CS in a college?
>>
>>171313402
It has it's place, like any graphics effect
>>
>>171313402
Use it in moderation, what this guy said >>171313573
>>
>>171313402
Depending on the game type, it can be difficult to use well. You never want to blur something the player needs to see. But if you have a specific use case in mind you can give it a shot.

Point being, don't just plug it in and expect it to look good. Use it only with specific intent.
>>
>>171313649
Moderation? What's that? Some sort of new-fangled shader library?
https://www.youtube.com/watch?v=jJc41uYDPk8
>>
I'm making high fidelity 3D games.

Should I abandon Unity and take the time to learn Unreal?

Every single "feature" in Unity works fairly poorly and I am tired of coding things myself. The only reason I haven't switched yet is I like C# more than C++ and I like the quicker compile times, but is it even worth it at this point?

Unreal devs please share your experiences.
>>
Depth of Field NEVER EVER looks good.

Prove me wrong.
>>
>>171313402
It looks acceptable in real time cut scenes and such but generally I turn it off cause it feels too blunt in the vast majority of games.
>>
>>171312312

Probably "1" is actually less than the integer 1 due to MUH FLOATS

Try using the round() function.
>>
>>171313841
I'm short sighted. Depth of field is great when you have to talk in front of a group, but can't bear to see their face.
>>
>>171313835
Yeah the compile times are a shame, thought it has gotten much faster in a recent update and you can use blueprints for that kind of quick iterative testing anyway.

Personally I can't see myself going back to Unity.
>>
You're all always talking about doing a tight game with quick placeholders and then hiring an artist to do the art.

Is the opposite possible? Making a minimally functional game prototype with fully done art and then hiring a coder to do the code?
>>
>>171313835
>I'm making high fidelity 3D games.
>Should I abandon Unity and take the time to learn Unreal?
yes
>>
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>>171313841
>>
>>171314326
that looks terrible

the realistic textures clash with the cartoony characters too
>>
>>171314246
Sure, as a coder having all the art ready from the start would be lovely.
>>
>>171314107
Can you sell me on it a little bit?

For example, I see things like "master materials" sometimes when people are working with UE4, do you know what those are? Also I hear it has a built in node based shader editor which is pretty cool too.

The thing is I really want a compelling argument to switch because I have a ton of C# code that if I want to continue to use, I'll have to port to C++.
>>
>>171314246
Depends on the game. For a visual novel or a mystery game that could work just fine.
>>
>>171313835
Whether or not Unreal is "better" in terms of workflow, it is certainly better in terms of visual fidelity.
>>
>>171312312
>>171312989
I have had a lot of problems with arrays in GML, but now I have "tamed' them. Can you post code that makes that problem? I will probably help.
>>
>>171314326
>falling for the "literally anything you respond with I'm going to say you're wrong" bait
>>
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so turned up the force recoil by 500%

pretty much what you would expect.
>>
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>>171314778
>pretty much what you would expect
>arm literally rips off
>>
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Is this true?!
>>
>>171314990
No.
>>
>>171314990
how many times are you going to post about crossdressing?
>>
>>171315203
until you stop responding
>>
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Got some basic neighbor-aware tiles thrown together for making farmland, although I think I'm going to make the middle tiles totally solid dirt rather than having noisy edges, so its a solid shape with no grass poking through.
>>
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Google Drive folder update, what a wonderful world edition.

https://drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE

Demo Day is over and it was marvelous! We've got a chance to finally play all those games what we were excited about, and on top of that, we got to see many wonderful fan creations based on them. I've updated the folder with ~70 new items, so that's a lot of things to browse, and a lot of content to say thank you for!

- Cube-chan: some images I only got in thumbnails now added in the original resolution
- A kind anon drew concept art for those who asked for it
- Bokube got a clay figure (or marzipan?), and some other… things…
- Art infographs, game design etc.
- The girl from Traveler got another reaction pic
- Group pic from ages ago
- Fun, misc., etc.
- Mishima from Towards The Pantheon got a nice drawing
- Proof was posted that the Demo Day 9 painting is still "hanging" on a wall in a room on this planet in our reality
- Battle Network Clone fan art
- Theonian got a 3D printed /agdg/ logo with some hearth warming message
- Demo Day 13 group pictures from 5 different artists (if I can distinguish the styles correctly)
- The MoGiSho fan art I've mentioned earlier got finished
- Frost fan art
- Girl in blue with the skull, you know, from the game where everything explodes got some fan art (and edits)
- An anon posted some eyes as a free resource, and other anons went wild with it
- Pantsu harvest fan art
- A music bro shared a free album to use
- Moth girl fan art
- Cyber-Vania fan art
- Umbrella Warriors fan art
- An anon modeled a bookshelf with books recommended by anons from the thread

Thank you for the wonderful games and the motivating creations! See you at the next DD!
Have a nice day!
>>
>>171315712
Remember to split tiles into quadrants. It reduces the complexity a lot.
>>
>tfw agdg is full of gamemakerlets
GameMaker was a mistake.
>>
>>171314578
Master materials are just materials which have a set of exposed parameters (variables basically)
You can then create a material instance (child) from this and change the values of these parameters in the instance.
The instance will update with any changes you make to the master and do so without needing to recompile multiple materials. So if you need 4 different colors of wood, you'd just make 1 wood master and then make instances of it with different shades.

The material editor, animation tools and UI editor are all top notch, good landscape editor, sexy and diverse graphics, I feel every little thing is just nicer to use than the Unity equivalent.
>>
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What weapons or shields should I make next?
>>
>>171315856
The most complex and polished games here are the in GM.
>>
>>171315976
>Hmm how do I add ____ feature in my game
>_____ feature gamemaker asset store
>nice my game is gonna be so good and polished
>>
>>171316124
Name one agdg GM game with assets.
>>
Anyone looking for idea guy?
>>
>>171316408
post idea
>>
>>171316408

Sure.

Tell me how to update the combat system of a Bethesda-like game (open world RPG, first or third person). Basically so it doesn't play like total ass. How to make combat more satisfying then just spammy light attacks, power attacks, blocks?
>>
>>171316664
Impossible
Next
>>
>>171316664
Dark Messiah of Might and Magic
>>
>>171310828
Both are great and yours is a false dichotomy.
>>
>>171315763
>Have a nice day!
y-you too
>>
>>171315763
Best post ITT
>>
>>171316956

Could you explain WHY that game has good combat instead of just posting it?

I've already downloaded the game since last time and while the combat is certainly faster and more dynamic then Skyrim but it doesn't feel that much more controllable. Enemies never die unless you kick them into shit or use magic or the carefully scripted big barrel drop shit, you just attack them with your sword until you get full adrenaline and then finish them off with a slow mo so epik fatality.

The fuck is the game so overrated, I'll never know.
>>
>>171317396
Git gud
>>
How do I design a good combat system?
>>
>>171316664
Try playing one of the Dark Souls games with a first person mod. It works quite well, and would be even better if it was designed that way instead of being hacked on with a Cheat Engine table.
>>
>>171317785
Define "combat" in this context
>>
>>171313295
I feel like I understand what you're saying but what's happening doesn't make sense. I must have a fucked up for loop or something or data is being passed incorrectly
>>171314740
dude if you can figure this out i will love you forever

http://pastebin.com/gkk5UYUS

It's probably something simple because it always is for me, but i'm not seeing what I am doing wrong here
>>
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Need/want a sprite? Give me a (You) and maybe you'll get it.
>>
>>171317906
I don't even know where to start. Do I want my game to be fast paced? Slow paced? Turn based? Do I want to include dodging/rolling? I don't know how to brainstorm this shit and I don't know how to make sure what I end up with is fun.
>>
>>171318084
do you even know what you like?
>>
>>171318084
Nigga, what is your motivation to make games?
>>
>>171305348
depends, what engine are you using?
>>
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How's this for selecting your ability? You'd press shift, hold it, and select your ability that you want to equip to use. Either clicking on the ability or letting go of shift takes you out of the ability select screen. Time is slowed to 10% of the original speed while selecting.
>>
>>171318032
Arrays in most languages start counting at 0. When you have an array of size [14,0], it has an array of 14 elements. (0 through 13] wide and none [none!] long. Not even [1,0] is valid. A length of 1 means you can access element 0. A length of 0 (which is what you have) means there are no valid elements.
>>
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>>171318041
Make a 16-bit representation of this (yes, that's the best I have)
>>
>he's making a pixel platformer
>>
>>171316664

Mount and Blade combat system that has been use in a few games since.
>>
>>171318041
Milana Vayntrub is a fuckin goddess
>>
>>171318165
I-I like a lot of games
>>171318217
I-I don't even know ;-; I want to make something people enjoy and I want to tell a story
>>
>>171318041
MUH DICK
>>
>>171318041

>normies find this 3D shit arousing
>>
>>171318041
this woman is ugly
>>
>>171318416
>Arrays in most languages start counting at 0
Okay, I know that.

>When you have an array of size [14,0], it has an array of 14 elements. (0 through 13] wide and none [none!] long. Not even [1,0] is valid.

This is what I don't get. First of all
>for(i=0;i<participants;i++)
If the number of participants is 2, how the heck am I getting 14??

Then
>with(instance_create(irandom_range(0,room_width),irandom_range(0,room_height),unit[i,0]))

Just so im sure I understand this right, for 'unit[i,0]' "i" is my length, and "0" is my height, right?
>>
>>171319002
>>171319004
Her physical form is irrelevant. I get off from imagining the sound recorded by that mic when its rubbed on her tits
>>
>>171318032
Okay, it's hard to test without some testing in GM:S, but let's try that.

You have that "other.creator.participants+=1". Assuming there are 8 units around square, that counter would become 8.

Than go with that loop "for(i=0;i<participants;i++)".
It will check for number 1,2,3,4,5,6,7,8 AND 0, so it's more than those 8 you wan to check.

Simply try "for(i=0;i<participants-1;i++)" instead of "for(i=0;i<participants;i++)" and write if that helped. If not, we will try other things.
>>
>>171319002
People who talk about women in terms of "3d" or "2d" disgust me.
>>
>>171319250

I forgot to add in my post

When it comes to info like " //Push :: Execution Error - Variable Index [1,0] out of range [14,0] - -1.unit(100119,32000)"

GM:S tends to post some random number in those arrays if ther are wrong, at least that's what heppened to me a lot of times.
>>
I'm bored but I don't wanna work on my gamd
>>
>>171319346
Why?
>>
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>>171319346
>he loves 3d women
>>
>>171319531
When I get bored I play 100% Orange Juice, it never doesn't make me not bored
>>
>>171319604
It's so... Out of touch with reality.
>>
>>171319781
That's the whole point
>>
>>171319531
It's St. Paddy's. Go out and get hammered.
>>
>>171319346

Yeah, true, m8.

We shouldn't grant the badge of honour that is 'woman' to these 3D abominations.
>>
>>171319995
Its St. Patrick's Day?
>>
>>171319995
I don't have any friends to drink with. Also I got drunk once and I felt incredibly sick the next day.
>>
>>171319346
Right? 2D should be the only way since they're perfection. 3D "women" are just overglorified sex toys.
>>
>>171320140
>I got drunk once and I felt incredibly sick the next day.
That's called a hangover, anon, it's natural.
>>
>>171318032
>>171319250
>>171319454
Almost forgot - also you can try to start loop with "for(i=1;i<participants;i++)", so it will start counting from 1 and you will have those 1,2,3 (...), 7,8.
>>
>>171320254
>normies poison their bodies thinking alcohol will make them more sociable
kek
>>
>>171320445
You sound bitter anon. Who hurt you?
>>
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>>171310731
I will stop here my back hurts
>>
>>171320445

It's worse.

They get addicted to poisoning themselves.

Truly a sub-species.
>>
>>171320535
What is it
>>
>>171320282
>>171319454
>>171319250

Thanks, I gave it a shot, using i =1 and I don't get a crash, if there is only 1 unit surrounding the square, however they aren't spawned ( I dont think the loop runs?) If there are more than 1 it runs but crashes with the same error message.

on the plus side my debug message is counting up the participants up correctly and giving the correct names for them..i just don't understand why that isn't being read from the array.
>>
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Not much visual progress yet but this is how the windows look so far.
>>
Bye Reek.
>>
>>171320445
>thinknig
it does
you just have to know your limit, otherwise you will either go off the fucking rails and do some stupid shit you will barely remember next morning, or quietly drink yourself under the table, both of which tend to leave a massive hangover and a feeling of regret and anxiety in introverts
>>
>>171319781
>2D girls aren't real

you're blowing my mind here
>>
>Anon tells me to learn c++ and sfml for 2d
>It's hard
>Quit and use gm
>it's easy
Did I get memed on? Is there a single reason to use sfml over gm?
>>
>>171321765
>using C++
>without proper formal education in CS
>>
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What does it need agdg?
>>
>>171322041
>tiddies
>signs(?) are too sharp and not affected by the fog(?)
>more AA
>tiddies
>something below the world
>>
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OK, rasterization is working great and it only took me the entire day
I decided it would be neat to have it output each step of the process and make WebMs of that nonsense, so I did that too
Now I have to do UV unwrapping, and I guess figure out why my tetrahedron subdivisions are fucked up
>>
>>171322208
>>something below the world
some horizon blur or (whatever it is called when things are more blue and blurry when they're further away), and some islands should do the trick.
>>
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>>171322367
>>
>>171322041

delete it
>>
i want to fucking die
>>
>>171322367
Muh dik.
>>
>>171322719
there is a 100% chance you will experience this one day!
>>
>>171322719
>try to develop a game
>develop anxiety and depression instead
>>
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>>171322959
>>
>>171322959
>try to develop a game
>realize how stupid you were to think that you can do it
>carry on with your life having learned from that experience

wow that was hard
>>
>>171320782
Loop runs for sure, the problem must be somewhere else.

Things worth checking:
1." for(i=0;i<ds_list_size(units);i++) // while there are still units in the list" - if we have 8 items on the list, it will check from 0 to 8 (so 9 positions) - same thing as before
2. Your alarm event works like this right now:
>create loop
>create instance of unit
>take stats (like hit_points) from current object.

Shouldn't those stats be taken from creator?
So basically
hit_points = other.creator.unit[other.i,4]
instead of
hit_points = other.unit[other.i,4]
?
>>
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>>171323074

>being a quitter
>>
>>171322957
Unless it's instantaneous and you don't get a chance to feel it.
>>
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>tfw you suck so much art art you can't even do pixel art properly
>>
>>171323435
Just needs some shading.
>>
>>171323435
>you talkin' to me?
>>
>>171323597
I don't understand this pixel art how do you draw really good pixel art compared to what I have
>>
>>171315974
You should figure out an actual style instead of reposting this shit in every thread.
>>
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started working on chapter 4. still need to improve the breakable walls sprite and particles
>>
>want attention and praise for game
>no game
What do
>>
>>171324204
Just like...

Make game.
>>
>>171324204
just like..
>>
>>171324204
Make some pixel art gifs
>>
>>171324204
collab
>>
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Ok I added some blur when you choose your ability to make the gui pop out more but I'm not sure if the brightness increase is overkill now or if it makes it look better. This is with the brightness. I'll post the one without the increase in brightness right after this
>>
>>171324293
And pretend it's game?
And get Kickstarter bux and never show up again?
Brilliant
>>
>>171324204
shitpost in the thread for 3 years nonstop
>>
>>171324362
I feel like it should get darker, not lighter
>>
>>171324204
Repost progress from a random tumblr blog and pretend it's yours, a guy does that here with anubisdev.
>>
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>>171323435
>>171323694
this place is so shit I don't even know when someone's serious or just another epic prankster anymore
>>
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>>171324362
Why not just go with the Crysis approach?
>>
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>>171324362
And here is without the brightness increase. Also increase the rapid speed increase when you get out of the ability select, I don't know why its doing that.

Which is better?
>>
>>171323109
Still get the same issue changing 1.

For 2, the alarm is called from the creator which is why it is just other. instead of other.creator
>>
>>171324574
>>171324437
I think that's fine, don't change the brightness.
>>
>>171324476
Wait anubisdev that posts here isn't real? Wtf
>>
>>171324204
find an easier way to get attention
>>
>>171324204

Stop being female.
>>
>>171324763
he at one point was, a shitposter here got his sprite into the game but i dunno about at present
>>
>>171324823
I'm a guy :/ should I crossdress?
>>
>>171321765
>C++ to make 2d games

kek if you're just starting out you got hella meme'd. the reason people quit so much is because they try difficult shit and see no results. learning something and actually getting good at it is about instant gratification, you want to be able to do something simple and see a result so that you can guide your behaviors. in music, you start out playing twinkle twinkle little star, in art you start out drawing a shitty picture of your hand. an analogy to this in game dev would be starting out with a simple scripting setup like using GML in game maker.

>start with C++
>6 months later you haven't even touched GUI and still can't make a screen with a pixel move on it
>>
>>171324823

>he drank the /r9k/ and /pol/ kool-aid instead of realizing that everyone wants attention and women are not especially 'attention whores' for going on his secret club website

Just pathetic desu. kys.
>>
>>171324984
anubis demo was posted to dd11 and that's relatively recent
>>
>>171325120
yes. post pics on reddit and say you are afraid to crossdress because your dad beats you whenever he catches you, but you do it anyway to embrace your true feelings. way easier attention than gamedev
>>
>>171322367
>tfw agdg makes fun of engies because they know engies are on the top
>>
>>171325257

Yeah, but men generally want to actually earn attention.
>>
Has anyone actually used both unity and unreal for a nontrivial amount of time, and can fairly compare them?
>>
>>171325572
unreal is better
>>
>>171325572
I did my CS degree thesis with Unity, I prefer UE4 greatly.
>>
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rate my axe knight

I am this guy >>171323435
>>
>>171325659
>>171325717
That's cool, but can you give me some more actual reasons?
>>
>>171325763
good enough now start making a game
>>
>>171325884
I was thinking of a knight combat arena type of game where you just battle different enemies
>>
>>171326129
ok
>>
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Looks like I mixed up an add and a multiply somewhere

>>171322445
>>171322941
>>171325459
Cheers anons
>>
>>171326294
i wish you would just die
>>
>>171326452
Me too buddy
>>
>>171326294
Looking even sicker.
Noice work, m8.
saved in my inspo folder
>>
>>171326452
>being so jelly he can't do that
>>
>>171325875
Each and every tool in UE4 ranges from slightly to astronomically better than the equivalent in Unity, and that adds up to it being much more enjoyable to use.

Unity became complacent and started relying on the asset store to patch the aspects which they seemingly have no intention on bringing up to scratch, even going so far as to officially package and recommend certain assets.
Meanwhile each UE4 update (while adding lots of cool features) also adds little bits of functionality out of the box which 99% of people don't even need like mesh slicing, blur UI elements, which shows the complete opposite attitude.
>>
>>171326745
I don't want all this shit I won't use bloating my game.
>>
>>171326835
Better than having to buy/make things which should be there already.
>>
>>171327292
Let me guess... This is a tranny penis right?
>>
>>171320718
MiG 23
>>
>>171327365
Was going more for bara
>>
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Does this animation look ok? Trying to do a soft flutter thing.
>>
>>171326745

Doesn't UE4 have a bigger barrier to entry and steals more money from developers then Unity though?

What about that meme panda engine?
>>
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PROGRESS

Thought I'd start optimizing/properly implementing the Entity and/or Map classes, but ended up making the String class a bit more robust. (heh)
As a result, the function where I draw the main borders of the window is no longer a huge bottleneck. FPS boosted 3x (again). Now fluctuating at about 5k on idle.
>>
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progress.

;^)
>>
>>171326581
Thanks
It fucks up on certain frames though, I guess because it's consuming a shitton of memory and the OS punches it in the dick when it's trying to write files
>>
>>171327931
How long has unreal been 5% even? Unity changing its pricing model so often might be a reason to stay away
>>
>tfw too afraid to start working on the next big feature because it will require a substantial rewrite of several aspects of the game
>>
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Progress since dd13,
cos of feedback, rework whole gun system.

Player won't be able to customise their guns, they'll just collect the parts through the game, and whatever gun it makes, will become highlighted/selectable at the bottom.
What you see in pic related is all items collected.
Will put a gif/webm on later.
>>
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>>171327946
>class
>>
How hideous is your code? Because mine is pretty hideous.
>>
someone produce this spicy hot videogame idea
raccoon survival sim in which you have to open trash cans by completing puzzles and not get chased by dogs
>>
>>171328585
my code itself is meant to be an enjoyable experience just as the game is

if somebody somehow gets through 9000 layers of l33t obfuscation, they will be greeted by an ascii mona lisa surrounded by a bouquet of the freshest period piece memes, which doubles as the code. between each line is a comment that makes up what might be the next great american novel.
>>
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fire sword version 2: better? should I add heat distortion?
>>
>>171328585
I don't know. This should give you an idea of how hideous it must be.
>>
>>171329029
that fire is never not going to look like leaves. if you are going for realistic fire, you are going wrong.

however I think it looks cool, he kinda looks like a festive halloween-themed enemy, looks like something you might find in jersey devil etc.
>>
how hard is to get 1k tumblr followers?
>>
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Redid the system for projectiles.
Since characters no longer "own" these objects any character can spawn any type of projectile.
It can also attach it's ID if necessary so the projectile dies when it dies.
Going to be using this for fireballs/poison/gas etc
>>
>>171329376
slightly harder than getting 999
>>
>>171329029
Looks like a stick with a bunch of Canadians glued onto it.
>>
>>171328585
I am unironically making my game in lisp. Once you see my game's code, you will realize you were programming incorrectly the entire time and everything you thought was cool was really lame.
>>
>>171329029
It looks great from far, but kinda funny on closeup. As >>171329306 said - it's not going to look not like leaves.
>>
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>>171328585

I'm still in pre-planning and haven't even started coding yet
>>
>>171329029
I seriously thought he made a sword with leaves from those trees when you zoomed in anon.
>>
>>171329484
>dynamic types
>>
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>>171328585
r8
>>
>>171327907
its alright. though its a a little hard to tell with something like that without seeing it in game.

wind doesn't really blow like that, and if it was raising its shoulders or something the animation would look a bit different. its not really clear whats happening basically.
>>
>>171329306
>>171329470
>>171329504
>>171329552
It sounds like damage control but it is supposed to look kind of like leaves. I'm more worried about the particles looking realisitic. But obviously without them it looks nothing like fire.
>>
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>he doesn't make games in functional languages
>being a pleb
>>
>>171329903
You know what's the plebbiest thing?
Worrying about entry-level shit like which language to use instead of making game.
>>
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>>171328585
Can't top this shit
>>
>>171330009
>tfw FP is taugh in first year in my college to weed out POO plebs like you
>>
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>>171330009
please tell me about your pixel platformer, GML weenie
>>
>>171330213
Unbelievable.
>>
>>171329029
Just take away the leaves and it's perfectly serviceable.
>>
How do you plan your games?

Or do you just start making shit and hope it turns into a game?
>>
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>>171328585
My normal code is usually fine since I clean it after checking if it works.
My debug code on the other hand.
>>
>>171330490
Brief synopsis of the basic idea and themes I want to work with.

Then I think about mechanics that could work with that.
>>
>>171330490
I write down the controlls first. What kind of weapons the player has. Basically the core gameplay, scoring mechanics etc.
>>
>>171330490
>"This idea seems fun"
>Quick 1-2 day prototype

not fun, scrap
done and get do my own twist, scrap
seems fun, never finish.
>>
>>171330490
Make prototype with no planning.
If it's not fun -> ditch
If it's fun -> turn it into a proper game and do some documents to put your ideas in place
>>
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Well this took a lot fucking longer than I expected. I'm nowhere near done with this run cycle but it already took up half a day so I'll finish it tomorrow.
>p-progress becomes faster after a while...r-right?

It's my first walk/run cycle and I know it's shit, but as with the sprite work any feedback that helps me understand what parts specifically make it shit is welcome.
>I know the shadows are fucked
>>
>>171330490
I have a bunch of ideas then start making shit and then stop before it turns into a game
>>
>>171330980
he does some weird kick forward instead of having momentum downwards. it looks like he's going backwards t b h
>>
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>>171329383
My horoscope said that I'll be jealous of somebody, but I should rather turn that into creative energy, and I guess I'll do just that.

In other words: you always motivate me to be a better engine dev every day. Godspeed!

By the way, any guides on that C++ scripting which you would recommend?
>>
>>171330980
you need a shadow under him and cross hatching designs on the pixel character

also a few more colors to the color palette
>>
>>171330980
hair only moves once per cycle, and like the other anon pointed out his run is doing a kick with one leg
it needs to be more symmetrical
>>
>>171328585
I keep it tidy, because if I don't, I come back after a few weeks/months of doing other stuff and then I can't understand what the fuck is going on
>>
>>171331163
>my horoscope
Here is your (you)
>>
>>171331163
I'm not even that good considering my engine is just 2D anon.
But anyways C++ scripting was actually really really easy to do, easier than integrating Lua actually since you can directly call functions/access variables since it's C++ on both sides. With lua/other scripting languages you have to go through a few hoops, like the stack in lua.

First you need to learn how to load DLLs or SOs (linux).
Once you do that download Filewatcher so you can watch the folder where your DLLs are.
Then design your interface, you want to have your scripts use this interface to do stuff in the engine without knowing anything about the engine.

Links:
https://blog.molecular-matters.com/2014/05/10/using-runtime-compiled-c-code-as-a-scripting-language-under-the-hood/

He also added this which is helpful:
https://gist.github.com/anonymous/c0e01ac70493ef4cdec5
>>
3d modeler here

I will make you a 3d model for your game
>>
>>171330490
make a GDD which has everything from how the art will be to ideas for level design to random tidbits I want in the game, make prototypes until the game is fun while editing the GDD accordingly, then add assets. once I'm in a good place where I know some things won't be changed, I add the player's sprite so I have a better feel for the game than just controlling a random square, and gradually other things.

also since I started learning to make music, I realized what toby fox said was kinda true. it's really fun to just listen to music you like (or made, in his and hopefully my future case) and design your game around the songs.

>make sweet jam
>have idea for how the title screen will be with this song

"just start making shit" is a retarded way to do anything, there are hipsters and virtuosos who say just b urself and create on the fly, but the reason there are so many abandoned projects in this world is because newfags naively think they are one of the people who can just push shit into existence with no solid plan. you are probably not such a guy. it's beneficial to at least try planning so that when it works you will realize you were being retarded by trying to wing it.
>>
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>>171331493
>Rust
>>
>>171331847
post pics of your models

I only take the top quality models
>>
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PROGRESS

Did some VERY basic optimizations to the collision detection. It's still shit, but now I got like 10-20x FPS boost while moving.

Gonna read up on ways to implement a tile-based map with dynamic elements in a way that would satisfy my needs. Then I'm gonna do it.
Currently the map generation is pretty horrid.

If I get bored I'll implement time-based movement, instead of the FULL PROCESSOR POWER SPEED MOVEMENT I currently have.
>>
>>171331831
Thanks, anon!
>>
>>171331847
Only if you can make anime models.
>>
>>171331080
>>171331434
Yeah I know it's like he's equipped with groin-kick functionality or something. Not sure how to fix it, but I guess I'll start with reducing the max height of each leg/foot. I know about the hair, things started to take longer and longer so I started recycling (the cycle isn't even finished desu). Good to know those things are noticable though. Can't really see the backwards part though, what makes you see this and how would you fix it?

>>171331178
But anon, how can I put a shadow under him if it's a character in a sidescroller?
Also do you mean dithering with cross hatching designs? Wouldn't that make everything more clustered?


If anyone wants to post some examples good or decent walk/run cycles for examples I'd greatly appreciate it
>I'll give you a (You) for it
>>
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So I'm testing out some dismemberment, how does this look?
>>
>>171332087
what engine do you use to get 293820938723 fps
>>
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>>171331847

Your model will clash with ally my shitty models though.
>>
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>>171332012
>>
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>>171332012
>>
>>171329663
The else clause on 74-75 is indented too far.
Also your life would probably be easier if you defined a 2D vector type with appropriate operator overloads instead of using fooX/fooY everywhere.
You have good taste in colorschemes at least.
>>
>>171332297
As my sides leaving to orbit.
>>
>>171332314
Not sure if you can call it an engine, but I'm making everything myself.

I think I get like ~6.5k FPS on an empty window, so I'm pretty happy with the ~4.5k I get with over 500 entities and a VERY unoptimized drawing/movement/map generation.
>>
>>171332314
>>171332626
Wow, holy shit. I tried turning off the window border drawing..
I got like 19k fps on the main menu. Guess I still have a lot of optimization ahead of me.
>>
>>171332896
Unity and Ue4 BTFO
>>
Out of curiosity, how many of you guys actually write Technical Design Documents and do UML and stuff.
>>
Why is everyone saying PROGRESS for their progress? It's kind of obnoxious
>>
>>171333320
where is your game?
>>
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PROGRESS

Okay, I've made some slot-machine-like menu for rolling skills, from which you can choose when you level up.

You get two choose one skill from each row.
So, basically, one new skill from "learn" tab and one skill upgrade from "improve" tab.

Skills that you choose are highlighted of course (it's not seen on the gif).

So, should I add something more to that menu, besides real skill names and real descriptions?
>>
>>171333410
Not related to the question. What is the purpose?
>>
>>171333290
UML is completely useless.
>>
>>171333583
>UML is completely useless

This is why you'll always be an amateur.
>>
>>171333708
Dude just don't use inheritance lmao.
>>
>>171298406
Should I pirate Game Maker?
>>
>>171333290
Well, I do. Sometimes I like to see the workflow of my code and the overall game on paper before I implement it.
>>
>>171333827
Just use something that's free like Unity
>>
>>171333487

Nice, love the effect of the slots and random progression is always good. I'm assuming you're making a Roguelike or action-RPG style game where character building is meant to be frequent and often.

As for adding new things, I'd say no except maybe a space for another button. I say add some space for a button in case later in on in development you want to add something like 'reroll these skills' as its own reward, but you may not do that so forget it.
>>
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>>171333290
For indie development those type of documents are too high level, simple personal design docs are sufficient.
>>
>>171334206
That ass is too high level, those pants are not sufficient.
>>
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>>171334000
Action-RPG actually. And it's not exactly as you said - I want players to not level up really fast, but I want them to have easy access to "all skill reset", so they can try playing something totally different. Also, there are items in game, which can be used to form some kind of synergies with skills.

When it comes to reroll button, I plan to add reroll passive skill as one of skills that player can get while leveling up, so it's not necessary on start.

Anyway, thanks for suggestions!
>>
>>171334206
I agree with this, but I still do them to see the flow of my game, and also it's practice if you want to get in the industry.
>>
>>171333290
UML is useless. If you need a diagram, then just draw a diagram. If you try to draw it in the "official" UML style, then you're just going to waste a bunch of time on details that don't matter for whatever you're trying to figure out.
>>
>>171331847
make me a fighter jet
>>
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testing out room placement in game maker studio I have no idea how you should place objects or backgrounds etc
>>
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>>171334695
It can help solve problems.

>>171334446
I agree too
>>
>>171333890
>Unity
>free
wew lad
>>
Does the protagonist in your game crossdress?
>>
>>171334974
Yes
>>
>>171334974
He can, but he doesn't.
>>
>>171335209
Why? Is it forced?
>>
>>171334974
pls go to
>>>>171333036
>>
>>171335292
No. You can choose your clothes.
>>
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Rejoice! The Nier: Automata PC port was so bad I had to refund it, so instead of dicking off for 8 hours playing vidya I actually made progress.

Implemented Reflex (bullet time) properly; currently, it's specified by a per-anim window (dodges, backflips, long jumps, some launchers) or can be made available at any time by certain guns. I may add some other functionality as well; I'm considering making it always available when you have Zen (Witch Time).

Also implemented a feature sorely missed from Mayhem League: Lerp Step. If you attack right after a dodge (while still in the animation), the punch animation will lerp you back toward your attack target. This lets you dodge mid-combo without flinging yourself outside of melee range.
>>
>>171335285
Why not?

>>171335414
But must you crossdress, or can you choose an outfit that is not?
>>
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>>171335471
Because he doesn't want to. The player cna dress him up though.
>>
>>171335468
Looks pretty cool, senpai
>>
>>171335468
>The Nier: Automata PC port was so bad
Glad I bought it on PS4 and completed the game fully so I don't have to deal with that BS.
>>
>>171335567
https://www.youtube.com/watch?v=DiIoWrOlIRw
>>
>>171335468
Shit. What was wrong with it? I bought it a while ago but I haven't played it yet.
>>
>>171335719
Look at Dixie and you will understand why I didn't buy it on PS4; I didn't want to have to aim with a controller. Hard mode removes lock-on (which is cool, actually) and the need to aim manually goes from "fun challenge" to "fuck this dog shit" when using an analogue stick.

Imagine my surprise when you couldn't even use the mouse to aim on PC.

Automata's PC port is a study in everything NOT to do with Dixie; bad KB/M controls, zero scalability, shit optimization.

Good thing the demo was meh or I'd really be heartbroken; I'm just thirsty for good action games and I'm getting tired of replaying Transformers Devastation for the 999nth time.
>>
>>171336023
Shame because Nier is absolutely amazing. Sucks that you'll be missing out on a near 10/10 game.
>>
>>171335836
It's optimized unbelievably poorly (the game looks like MGR but you can't run it 1080/60 without a MINIMUM GTX 1070; my mediocre 780 can't even hit 60FPS running 900p on Low settings due to scalability fuckups), it's got a massive bug where 1080p fullscreen is forced upscaled 900p, the KB/M controls are god-awful (you have to double-tap movement for dodge, there is no assignable dodge button, and the mouse is literally disabled outside menus, it only uses keyboard keys for camera control).
>>
>>171335567
You are biting into it too hard,start with the mid portion of the torso and work your way up.
Dont forget to use front and profile reference pictures.
>>
>>171336178
Rebuy it when the port is fixed and it is $25 on a steam sale.
>>
Are there studios who exclusively do PC ports?

I think it'd be fun getting paid to fix the incredibly simple things that some developers seem incapable of doing correctly.
>>
>>171336023
What is it about Devastation that means you go back to that over one of the more critically acclaimed ones?
>>
>>171336178
Eh. Unless they fixed what was wrong with the demo (and I have it on good authority they didn't) it's a 7/10 at best. Still worth playing, but not if it's a bad port.
>>
>>171336601
Whoever told you that is a moron.. The only actual issue with the game is the poor optimization. The game's combat, music and writing are immaculate, if you're going by the demo alone then you don't even know enough to go on yet.
>>
>>171336584
That it's the best action game of the past 10 years, except MAYBE Bayonetta 1.
>>
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>>171337090
I think you're probably the only person to think that.
>>
>>171336819
Is the dodge still broken and OP? Is the attack pool still shallow?

My understanding is yes.

I don't really care about the story, there are games with more interesting tales to tell. I'm only into the game for the gameplay and I have found it somewhat lacking.
>>
>>171337228
>Is the dodge still broken and OP?
The dodge has never been broken or OP, if you think it was you absolutely did not put any work into understanding the combat in the game and likely mashed the fuck out of it which punishes the fuck out of you later in the game.
>>
>>171337220
Well, Saurian Dash (the guy who wrote the strategy guide for Bayonetta and basically singlehandedly developed the Wonderful 101 advanced meta) thinks so and keeps urging Yoshesque to play it.

Vehicle Attack chaining (https://www.youtube.com/watch?v=QiUWV5jGzao) is probably the most interesting juggle meta since the original DMC and I love the way range attacks and RPG elements are incorporated.
>>
>>171337228
And no, there are Five types of weapons with a whole plethora of moves to each one. Are you one of those people who didn't try different combinations and mid set switching during the demo? It doesn't have DMC depth, but not even Bayo has that.
>>
>>171337439
I literally beat the demo on hard by standing still in every encounter and doing nothing but mashing dodge, holding shoot, and aiming.

The dodge is literally broken. It can be cancelled into itself, it has a million-mile-wide i-frame window, and there's no cooldown limit on using it too often.
>>
The best game developers are women and Chris Avellone.
>>
Pixel artist here

I will draw you an asset for your game. Taking requests
>>
>>171337625
>and doing nothing but mashing dodge
That's all I needed to see.
>>
>>171337615
Four types. Fist, shortsword, greatsword, spear. You sure you played it?

and "plethora of moves" is not how I'd describe one combo per slot with 3 useful command specials, but okay.
>>
>>171337756
So they did fix how broken that was in the full game, then?

Nobody else seems to think so but of course I didn't play the full game very long.
>>
>>171337767
Fist, Shortsword, greatsword, spear, And Pod(Both magic and Gun in a single weapon).

>1 combo per slot.
So you didn't put any work into learning the combat. Gotcha. Because each weapon has four separate combos minus the gun/magic that has no combos at all. The guns/magic have multiple applications depending on how long you hold them for and whether or not you just use it or have multiple pods to facilitate the higher level uses. Each pod also has a different gun with much different functionality along with being able to equip it with magic, which is the whole point. And that is without even getting into Taunt Combos, Rage mode or the other two characters.

Seriously, bro. If you're gonna complain, research it first.
>>
bob is wrong. skill is pursued interest. talent is how quickly and how far you can get with developing and applying your skill.
>>
>>171338092
>four combos
two. One for heavy, one for light. Unless you count 9S's combos, but come on. That's not variety, it's just a different character having different anims.

There's also the crossover attack, the dodge attacks, and the jump+heavy attack. That really isn't much.

Also, this isn't gamedev.
>>
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>>171338203
>>
What do the kids play in their computer classes?

Is it still bad flash games?
>>
>>171338321
if you consider hearthstone a bad flash game, sure
>>
>>171337716
Draw me a snuggie. A lime green one. Extra comfy.
>>
>>171338321
it's on-line games, so Javascript, Unity, some Flash, and one or two other kinds
>>
>>171335471
>can you choose an outfit that is not?
Yes
>>
>>171337716
a 32x32 gargoyle statue for a 2d sidescroller, please!
>>
>>171338321
literally whatever they want probably
they had wow on the school pc's 6 years ago
>>
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>>171337716
>>171337716
an enemy sprite concept art based on this icon
>>
>>171338321
Counter strike.
>>
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>>171338321

Who /cartoon network/ here?

Loading this beast used to take about 40 minutes.
>>
>>171339334
Having two lines use the same entrance effect is not good. And your TOO BAD text is not HAPPY FLASHY NINTENDO like the level.
>>
>>171339703
I still need to find a way to play that TBS Toonami ARG game again.
>>
>>171339703
Man, I fucking loved Cartoon Network Resort.
>>
>>171339703
Looks like Frank's Adventure

People played that a lot in my class.
>>
>>171339334
I know damn well you got the idea from Mario Sunshine so why don't you rip off the text more? I'm seriously asking. If you are gonna ripoff don't halfass it.
>>
>motivation at absolute zero
>all prototypes are failures
>make progress then throw it in the garbage two days later
help me
>>
>>171340390
At least you made some progress.
>>
>>171340390
https://youtu.be/c1eh6VY26tg Here's a little something.
>>
>>171329029
Fire isn't supposed to point downwards, make all of that point at least upwards-ish and it will look more like fire
>>
Thanks /agdg/, browsing this thread just filled me with the motivation I need to make progress.
>>
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>>171339792
Would you like my gameover/death text if I used multiple colors over the letters like the sunshine gameover that i ripped off of.

>>171340108
oh hey speak of the devil, I tried multiple colors but the agdg discord told me it was shit to not use just RED because death is suppose to not be colorful.
>>
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>>171338618
>>
>>171340920
>s but the agdg discord told me it was shit to not use just RED because death is suppose to not be colorful.
What a bunch of dumb nu-devs.
Youre making a happy game, not dark souls.
Please stop listening to them.
>>
>>171340920
I'll model you something for your game for fun

What do ya need?
>>
>>171340920
I guess you can follow Nintendo's lead or the agdg discord.
>>
>>171337716
I'd appreciate seeing your attempt a symbiotic robot. 64 x 64 if you're up for it but, I'm not picky.
>>
>>171341319
I don't know what a symbiotic robot is
>>
>>171340920
>Agdg Discord
Are any of them actually successful devs?
>>
Somebody give a link to this discord
>>
>>171340920
Wanna pass a link to the discord?
>>
I NEED a link to the discord nao
>>
>>171341471
Robot suit. Think human sized mech that can be attached physically. Doesn't need to be that specific though.
>>
>>171341571
>>171341638
the discord is shit

but it has had a lot of actual devs like boku, vine, etc.

not sure on current status
>>
>>171341861

hi boku
>>
>>171341861
Give a link and let me see for myself.
>>
>>171341861
>actual devs
>boku, vine
>>
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>go on twitter
>see amazing artists
>get jealous
>>
>>171341861
We still need a link tho
>>
>>171342404
Stop procrastinating on turdbird, they didn't become good artists stalking people.
>>
>>171342181
>>171342506
I literally googled "agdg discord" and the 3rd result was the steam group page for /adgd/, which has a link for the discord.
Why are you even here? If you aren't intelligent enough to do that I doubt game deving is your thing.
>>
>>171341571
I've launched 3 games; 2 of them are on Steam right now. I probably wouldn't have given that advice to Boku though - as others have stated, it's a happy game so it's allowed to be indifferent or even comically subversive to grim realities.
>>
>>171342404
do what I do draw everyday
>>
>>171343028
If you did all the work, at least post the link.
>>
>>171341861
>>171343129
guessing you wont post the names/steam links?
>>
>>171343174
Because anon, my web browsing activities are closed source. Guess you'll just have to do it yourself.
>>
>>171343129
how much money do your games make on steam?
>>
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>>171342882
even when i see improvement in my own work it's never enough cause i run into someone that shits all over me
>>
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it keeps happening
>>
>>171342181
>>171342506
>>171341692
>>171341638
>>171341768
https://steamcommunity.com/linkfilter/?url=https://discord.gg/invite/0g6DnnHCw7KsRvNA

There you go anons
>>
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>>171343393
imagine reading the shit you posted in his voice. does it sound right to you?
>>
>>171343262
Sure. Star Ruler 1 and 2. I also launched a jamgame a few years back called Ouroboros: The Sacrifice. It served as the foundation/inspiration for this more complete iteration/pondering on the concept I'm calling Metanoia: The Sacrifice.

>>171343320
I worked as part of a small 2/3 man team (depending on whether you ask about the team size or the studio size). We made enough to keep going for 8.5 years at fairly underpaid salary.

We sold about a quarter million units over the life of the studio (though a large number of these were deeply discounted sales)
>>
>>171343456
nice wipeout clone
>>
>>171343456
no idea you were making casual drive through the mountains sim

WHERES THAT SPEED
>>
>>171343393
you should welcome critism
if you think there's nothing wrong with your work, you're wrong, and you gain nothing by wallowing in self-congratulation
>>
>>171343481
>He posted the link with a steam community link filter
ONE JOB.
>>
>>171343456
cameras waaaaaaayyy too close to the player.
>>
>>171343584
>he
>>
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the discord link is on the demo day page in the fucking OP

you'd know this if you actually had a project to submit and contribute to this community. fucking nodevs
>>
>>171343456
If you're using a raycast then just have the raycast origin be higher (use layermask so it ignores the cube itself, assuming it has a collider). Also lerp those rotations so it's less jarring
>>
>>171343553
working on it senpai
I want to fix this "fly through curves at any semblance of speed" issue first
>>
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>>171343456
You'll be hearing from my attorney
>>
>>171343532
>SR2 is $25
Hows sales? That seems a little steep for a no-name.
But neat games though
>>
>>171343669
Sorry, I meant "it"
>>
>>171343519
goku is dumb though
>>171343572
i know my work is shit and can improve, what are you even talking about
>>
stop with the fucking wipeout clones

make a rollcage clone instead
>>
>>171343456
>>171343718
Collab
>>
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>>171343718
>perfectly flat
>>
>>171343519
Nothing sounds right coming from the guy who is going to be responsible for several universes being wiped out of existence along with an infinite number of lives.
>>
>>171340558
Shit, this fucking fills me with inspiration
>>
>>171343758
Custom, built-from-the-ground-up, engine powers it. That added on a few extra bucks on the ticket and deservingly so we felt - you're not liable to find a space game able to handle the sort of madness Star Ruler 2 can for some time.

The sales weren't enough though; ultimately the studio shut down in August last year and I've been independent since. We made a profit on the game I think - but our war chest wasn't large enough to handle another 2 years of development on a new game, so we called it quits and went our separate ways.
>>
>>171343393
>wojakposter and frogposter
not enough people shit on you to be honest
>>
>high-pitched little nerds doing an "epic raid" on AGDG discord

embarassing
>>
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>>171343849
That might be an issue
>>
>>171344125
Where? I'm on it and hear/see nothing.
>>
>>171344143
Get outta here grandpa.
>>
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>>171341290
I need boxart and a new bokube logo badly since pic related anything I do sucks since I cant make UI/2D art/box art/logos

Please someone let me commission you.
>>
>>171344125
WEW LAD
E
W

L
A
D
>>
>>171344480
Why don't you just get a drawn one instead? It'll look way better than your 3D.
>>
>>171344125
>tfw I joined just for the potato reaction
>banned
keke
>>
>>171344536
Gotta find an anon who I can commission. Iv been looking for days.
>>
>>171344204
it's probably someone who isn't on discord memeing about people on discord "raiding" the thread
the truth is most of them avoid the thread so much they barely even know about, for example, the lolijam shitstorm
>>
P=NP
>>
>>171300682
Dual strike supported stylus input which is mostly the same as mouse, I remember liking it but that was a while ago at this point

about the manually specifying paths thing, XCOM supports non-perfect paths, iirc you hit ctrl and then every tile you mouse over gets added to the path in order
>>
>>171344125
YOU FUCKING BANNED ME????????????????????????????????????????
>>
>>171344125
Next time don't invite your friends
>>
>>171344612
No, definitely the reverse. /agdg/ raiding the Discord.

Apparently some dudes jumped on to voice-chat and start yelling stuff about sucking cocks and whatnot 'for the lols'. I don't really get on voice much so I didn't notice until they were gone.
>>
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Here. Isn't that a mistake? Shouldn't it be swapped?
>>
>>171344587
Better check dA.
>>
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Made a door.
Gonna blow it up tomorrow.
>>
>>171344763
oh
then i'm not all that surprised that people who are on active crusade against some dumb chat are just nerds
>>
>>171344125
>AGDG discord
Why is it even considered "agdg" discord? Many of them don't post progress here.
>>
>>171344904
that's a really nice looking door
>>
>>171344806
yes.
>>
>>171344480
I'll do it for fun in Blender
>>
>>171344948
Most of them aren't even real game devs. They're just there circle jerking.
>>
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>>171344904

>tfw your oblivion clone will never be as good as oblivioncloneanona's oblivion clone
>>
>>171344948
Because 90%+ of them came originally from /agdg/, either through this thread or through the Steamchat -- which was made from folks who were part of /agdg/.

Most of the progress I see on the chat I eventually see posted to the thread. Some folks mostly keep to themselves, sure, but the majority are active posters - if infrequent at times.

It's just easier to get worthwhile feedback on the discord than it is on 4chan so some folks just ask the Discord.
>>
>>171344948
I wonder the same thing.
>>
>>171345032
thats why I did it.
>>
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When you haven't worked on something in a long time, coming back and working on it again is a lot of fun.

Can't figure out how to really sell the toss down though. Supposed to be him sucking the life out of a downed ally/enemy and then poisoning the ground around him. We'll see how it looks once it is implemented
>>
>>171345013
Do it and if its good il buy it.
>>
>>171342404
draw a sprite for me
>>
>>171345032
and this is different from the thread.... how?

there are advantages and disadvantages to an anon chan board and a chat with names, and i'm sure that people self sort by personality type as well.
>>
>>171343456
i think i figured out the issue
momentum is added to a vector3, then applied through transform.Translate. When there's rapid changes like the upward curves, there isn't time for the momentum to change to the new direction and it just goes through it.
The current speed is stored in a float them added to the vector3, which allows for momentum to slowly burn off when going around corners. The raycasts for collisions limit the current speed, but they don't limit the stored momentum
>>
>>171345112
Why you did what? Raided the voice chat?
If that's why you raided it not only are you wrong, that's the nerdiest thing I've seen since I worked at a comics shop and the owner dressed up as Batman to go advertise the shop on the street corner, handing out Free Comic Day books.
>>
>>171345268
"raided" is so generous. two kids came in and one of them starts off squeaking "is anyone gay in here? because i want to suck a cock? um, i code assemby, um, assembly in notepa(voicecracks) notepad?"

everyone just made fun of them until they got banned. one of them didn't even say much and got evicted because he had a retarded pepe icon lol
>>
>>171345032
>amateur devs

What the fuck do you want out of them?
>>
>>171345158
>life
I don't think pink was the right color, either make it blood colored or blue. Also where it gets sucked out of will make a difference, coming out of eyes and mouth may make it more obvious.
Alternatively have soul come out of corpse then have char consume that while its ascending.
>>
>>171345504
For them to fail more, I guess, so they're less salty about nonames having more success than they're having.
>>
>>171345590

do you know how to say anything that isn't a meme you copied from 4chan or no
>>
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>>171345665
>>
>>171345665
Be gentle, he's only 12.
>>
>>171345665
calm down, its over. You don't need to keep eating the bait.
>>
>>171345558
When characters die, their faces are where the stream would be. I kept it pink, because the explosion showing the poison effect elsewhere on the map is the same color, and I figured I should tie them together. I'll try it with a different pallatte though and see what I think.

Thanks
>>
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>>171345486
>um, i code assemby, um, assembly in notepa(voicecracks) notepad?
>>
>>171345732
13**
>>
>>171345032
>>171345603
i don't follow your train of thought
are you saying that you want some chat dwellers to fail only because they don't actively participate in popular thread activities like "artist here, looking for programmer to cooperate with", "2d devs are not real", googumposting, "tfw no gf to dev with", "remember to work out daily to dev healthily" and other pinnacles of entertainment and board culture?
>>
>>171345946
Board culture is all they have, anon.
>>
>>171346041
judging from your posts i don't think you have any actual knowledge of /agdg/ discord beyond its name and assumptions from memers in the thread
>>
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So is Steamchat in Discord now? Where do the AGDG namefags hang out?
>>
>>171346192
Aside from how I'm on it 12 hours a day 6 days a week, yep. I have no knowledge about how most folks on it are posting progress in #dev and #artdev if they post at all. Lots of folks just lurking in there too though - but the lurkers don't tend to post.
>>
How do I make my game more popular?
>>
I just finished Breath of the Wild.

I don't know if I feel like makegame anymore.
>>
>>171346331
Discord, mainly. Some on Facepunch.
>>
>>171346532

finish it
>>
>>171346532
Make something that has heart and soul.
>>
>>171346543
But I want you to make game, anon
>>
>>171346347
>Aside from how I'm on it 12 hours a day 6 days a week, yep.
let's assume what you're saying is true and you didn't find out about the channels just from mentions in the thread
how in the flying fuck do you manage to be 12 hours a day 6 days a week on a chat where you hate pretty much everyone on it and want them to fail?
>I have no knowledge about how most folks on it are posting progress in #dev and #artdev if they post at all.
channels serve their purpose wow big deal
>Lots of folks just lurking in there too though - but the lurkers don't tend to post.
there's a ton of people on discord who have 50 channels on their list and barely ever visit them

also there is no mention of the board culture in your post
you respond to my points very selectively, latching onto single phrases
face it - you're the autist
>>
>>171340558
>fal yuh
also
>a year is too long
confirmed for not making a game from the ground up, shit takes months and it's much more satisfying when you finish things
>>
>>171346543
How bad was it?
>>
>>171346532
contact appropriate mid range youtubers (above 10k subs but below 50k) and ask them if they're willing to play your game in exchange for a free copy. most youtubers have their email 'for business only' in their 'about' section.
>>
Is 30 minutes a day enough to make game?
>>
@171346880
>face it - you're the autist
says the guy getting heated over a shitposting chatroom
wwwwwww
>>
>>171346951
Sure, go ahead.
>>
>>171346993
>bad linking for no (you) meme
gee i wonder who got really heated up
>>
how do i make trading cards for my game? do i have to make everything related to them (wallpapers, emoticons, badges, etc'), also when you make badges as a normal user you sometimes get coupons for other games, how does that work? does steam randomly inserts those or do you have to pay to have them?
>>
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>>171346898
The game was fun, but the ending felt abrupt and shitty. You basically just get a "nice job for beating the boss."

Maybe if I'd done 100% of the side stuff it would be a different ending?
>>
hey this guy is asking for my game can someone give me a screenshot to show them?
>>
>>171347130
Why is he wearing a skirt?
>>
>>171347130
>"nice job for beating the boss."
so literally all the zelda games?
>>
>>171347169
did you just openly admit you have no game?
such honesty is rarely seen in the /agdg/
>>
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>>171347169
>>
>>171347208
Link is a girl (male) in that game.
>>
>>171347208
anon, I have some very bad news for you
>>
>>171347130
Who was the final boss? What is the plot about?
>>
>>171346880
I'm on the Discord that much because making this game is my full time job presently - so I can afford to hang out all day almost every day - and if anything I hope only for people's successes and freely offer my experience whenever asked.

My post was >>171345603, which was a response to >>171345504 - a hypothetical mocking analysis of what could drive them to do what they're doing.

If you're on the Discord, you'll see me post 'sup anon' on #misc in a few moments. I think that'll make it pretty immediately clear that I am pretty familiar with the AGDG Discord if you've also been on it for some time.
>>
>>171347432
W-what is it, anon?
>>
>>171347485
>Discord
Why do you use that trash?
>>
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>>171347461
Ganon came back and wrecked everybody's shit. You were badly injured in the fight, and so were put to sleep to heal for 100 years. Now you're awake and have to go fight Ganon.
>>
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How am I supposed to cleanly join these together

Also, general modeling question: is there a good book / site on best practices, like clean code for modeling?
>>
File: write games.png (4KB, 840x336px) Image search: [Google]
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Words of inspiration from Terry A. Davis.
>>
>>171347621
Posting keeps me motivated and there's generally less shitposting in the Discord than on the thread.
>>
>>171347627
>Ganon came back

...

No, thanks.
>>
>>171347485
alright, i can confirm that i know you and you have the knowledge about the discord, but i can't say i would've expected you to be as jaded about other shitters on the chat as you are
regardless of this you're definitely entitled to your opinion and in a way i'm relieved to see that i wasn't talking to a random thread-exclusive shitposter
>>
>>171347681
has he gotten his youtube back from the cia niggers?
>>
>>171347840
In 4chan years I'm as old as dirt. Can't be on 4chan this long and not be jaded.
Besides, I wrote that half tongue in cheek - as is how it's meant to be on 4chan.
>>
>>171341858
Like a sentient waifu suit?
That can control your body sensations at will?
>>
Why didn't you have this discussion in discord though
>>
>>171345946
I don't follow your train of thought.
If you enjoy shitposting that's your own problem. But when I come to /agdg/ I post progress and reply to other devs who are talking about games or at least gamedev related things.
>>
Back in my day you didn't have this GameMaker and Unity shit. If you wanted to make a game, you used BASIC.

Kids these days.
>>
>>171348262
Damn right. I made a shitty text-based freecell game in QBASIC for my mom's birthday back in middle school.
>>
File: golf_iso.gif (195KB, 680x415px) Image search: [Google]
golf_iso.gif
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Isometric golf, ya like?
>>
>>171348262
Yeah but people were okay with your games not having shadows or anything
>>
>>171348262
Basic
Nice high level kiddie shit.
Punch cards or bust
>>
>>171348259
Takes two to have a convo. I dunno his handle, I dunno what chat he's in. Besides it's not on-topic for any of the on-topic threads and there's no guarantee anon even watches #misc or #nodev.
>>
>>171348398
But it's on topic enough for this thread
>>
File: cn.webm (306KB, 1364x768px) Image search: [Google]
cn.webm
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got the web port of city night started and... it's not great. so far lots of shit i'm doing with the images flat out doesn't work
also HOLY SHIT obs dropped lots of frames, i don't even care though
>>
>>171348256
And can lock the suit so that it can't be removed?
>>
>>171347671
You can add a vertex to the bottom edge of the quad above it and triangulate the new polygon. Then merge the edges.
>>
>>171347671
not really search pintrest for topology references, and practice
>>
>>171348374
Aww yiss, those 2D golf games are my jam.

Just be careful if you have gaps and drops, judging isometric depth without a reference can be a bitch.
>>
>>171348616
>pintrest
That site is surprisingly useful for reference search
>>
File: warned you.webm (3MB, 500x280px) Image search: [Google]
warned you.webm
3MB, 500x280px
>>
when you have an image in Blender and you are extruding a cube to 8 sections to cover the shape of the image How do you scale the edges properly to fit to the shape of the image?
>>
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I fucking LOVE combos.
>>
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BokubeWork.jpg
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https://twitter.com/TheeWhiteReaper/status/842918991022755841

Hows my audio agdg?
>>
>>171348878
finally some progress, nice job my dude
>>
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Some more landscape lighting improvements. Severely reduced the normal intensity for some of the cliffs so the outline of the landscape is a lot clearer rather than a jumble of noisy cliffs and textures.
>>
#clean up agdg
>>
File: pixel side scroller progress.png (13KB, 736x478px) Image search: [Google]
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Some concept art for my game, opinions?
>>
File: 2017-03-03_01-03-20.gif (2MB, 912x590px) Image search: [Google]
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anyone have experience/tips with networking+physics in unity?
>>
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final-ts-for-now.png
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Tired of junking around on this title screen. I'll come back to it later.
>>
>>171349014
How did the sun buy sunglasses that big?

Also what do they protect him from?
>>
#operationprogress2017
>>
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>>171348739
Its fine dude, its Unity3D.
>>
>>171348878
I'm about to model you a character and model you proper level designs so I don't have to see cubes
>>
>>171348962
>>171348878
its a repost
stop that
>>
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Blender Rigging.webm
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How can I set this up so that the feet stay as they are?
>>
Musical progress
https://clyp.it/qo0izdow
>>
>>171348984
Is this BotW?
>>
File: stairs.png (30KB, 209x236px) Image search: [Google]
stairs.png
30KB, 209x236px
>>171348878
>>171348878
>>
>>171349170
How did you learn to model those robot legs like that in Blender?
>>
>>171349117
but i want to use cubes :(

not really but its complicated
>>
>>171349067
I like the broken glass here. Hope you can get the scanline shader working soon!
>>
>>171349170
I think you can set it so the foot bones don't inherit rotation from their parent bones
It's in the bone settings when you click on the bone.
>>
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file.png
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>>171347671
its something like this. i dont remember exatcly how it was
>>
>>171347094
>>
>>171349283
cool, nevermind, thanks!
>>
>>171349283
What do you mean? It's just primitives that are modified. The pipes are just extruded cylinders. Lots of cubers, and simple curves are usually using cylinders as a base.
>>
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1484724467488.jpg
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>>171349259

adding it to my fanart folder
>>
>>171349067
The text font and color doesn't quite match the rest of the scene. Something in white, with a cursive look to it, maybe semi translucent would look really good.

Everything else is looking good Anon. Keep up the hard work!
>>
>>171348960
is that literally a pikmin sample?
Its okay though, would probably mute or have other music on though.
>>
>>171347954
Nope. He's suspended for 90 days.
>>
>>171349170
https://www.youtube.com/watch?v=8mZtc33rQ3c&index=3&list=PLFt_AvWsXl0djuNM22htmz3BUtHHtOh7v
one of these videos in this playlist will show you
>>
>>171349283
Robots are the easiest thing to model. Most of it is just primitives that you mess around with. The mesh doesn't need to be all connected or anything.
>>
>>171349498
No its inspired nip music.
>>
>>171349362
Yeah I tried separating it by un-parenting it first (which obviously isn't the intended result) but I'll keep looking around. I found the bone property that lets you copy a rotation but none to ignore it.
>>
>>171349285
Is this a button mashing combat or is it going to be more detailed?
>>
>>171349487
Want it to look like it's a computer terminal but it's not reading right, yeah. Part of why I'm giving up and coming back later is I want to come back to it fresh.
>>
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aa.png
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>>171349384

I heard somewhere not to use triangles, is that just a meme? Unity converts everything to tris on import anyway
>>
>>171348952
oh fuck I haven't seen you around in forever.

Are you adding different colors of green ballman >?
>>
>>171349813
Some things on the human body are unavoidably round - and round requires tris fairly much.
>>
>>171349285
>all subredits
you cod

Also blueprint or c++?
>>
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Elbow.gif
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>>171349813
try not to if you cant.
put triangles only on the side of moving parts like elbows and knees. but there is a way to do that, i just dont remember how to do it
>>
>>171349813
I'm no expert but I'm pretty sure the warning pertains to parts of the mesh that you have to deform. If you're not animating something, the topology can be as horrible as you make it. N-gons aren't a concern.

But you are right that things are triangulated when Unity uses them.
>>
Can I play as a snake in your game?
>>
>>171349710
Go to Edit Mode, click on the bone, in the bone properties under "Relations" there's "inherit rotation". Uncheck that.
>>
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>>171349931
>Some things on the human body are unavoidably round
>>
>>171349813
You don't need to completely avoid triangles. Sometimes you do need to use triangles. You just shouldn't use them fucking everywhere, like some people end up doing. Quads are easier to work with in almost all cases.
>>
>>171349965
blueprints
>>
>>171335468
>The Nier: Automata PC port was so bad I had to refund it
Fuck I really wanted to play it.
What did they mess up in?
>>
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>>171350273
>>171350040
>>171349970
>>171349931
Thanks! I ended up needing more detail in the torso anyway so I didn't even need those tris.
>>
>>171350096
Oh wow. Completely overlooked that. Got the intended result now. Thanks anon!
>>
>>171350481
dat ass
>>
>>171349219
Sounds like heavily remixed Hexen music
>>
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>>171350481
good job
those tits/ass better jiggle anon
>>
>>171350616
I've had this saved on my computer for a while but I've never found the source. Do you know it?
>>
>>171350616
goddd why is Blender so difficult to get good at modeling?
>>
>>171350723
nop. saved from here about 2 years ago
>>
>>171350763
blender is fine, just learn the shortcuts
>>
>>171344480
Make a fucking hi-poly model for close ups, this looks awful.
>>
>>171347208
Nintendo wanted to fuck with everyone's heads
>>
>>171350860
> Just be yourself
>>
>>171349931
Not true. If you're working at a high enough polycount you can easily make everything out of quads.

>>171349813
Triangles aren't inherently bad and using them in correct places can even help the deformation of a mesh or shading. And when working lowpoly it's often necessary to use some tris to get the form you want.
>>
>>171349813
Tris are just going to happen sometimes, you shouldn't worry about it unless you start throwing tris everywhere left and right.
>>
>>171350981
Well, yeah, but I'm just going off his present model. It's generally bad to model in hi-poly too - makes everything harder.

Best to work from big shapes to small shapes.
>>
>>171350616
I like how the ears just kind of show up without warning like nobody fucking invited them
>>
>>171299591
Just throwing this out there, don't keep weapons hard-coded to 0-9. I'm an avid Doom and UT player, and everyone who actually gives a fuck about the game rebinds things to make it much more easier to hit around where your hand rests.
>>
Daily Daily Reminder

Shemales are the best gamedevs
>>
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death_flash.webm
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>>
>>171350607
huh, I've never played Hexen
>>
Does anyone want to be my gf? Please...
>>
>>171351519
I'll be your sf
>>
My game has shadows now, enemies can creep up on you and surprise you.
>>
My game also has fanservice now, you can press F while talking to an NPC to activate it
>>
new thread for progress posts
>>171352286
>>171352286
>>171352286
>>
>>171351621
The hell is an sf?
>>
>>171352075
>>171352301

post it or get lost
>>
>>171352334
semifriend, it's a friend without an identity

snekfriend, it's a friend who is also a snek
>>
File: dudesprite.png (557B, 32x64px) Image search: [Google]
dudesprite.png
557B, 32x64px
Making a Terraria clone, how do I into good people sprites (32x64).
>pic related is my attempt
>>
>>171352323

how about funposts?
Thread posts: 763
Thread images: 152


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