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/adgdg/ - Amateur Game Development General

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Thread replies: 758
Thread images: 154

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Just Like Make Game!

> 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
>>171298406

> Previous Demo Days
https://pastebin.com/KUSDs9vt

> Previous Jams
https://pastebin.com/8DFkkce3

> Engines
GameMaker: https://yoyogames.com/gamemaker
Unity: https://unity3d.com
UE4: http://unrealengine.com
Godot: https://godotengine.org
LÖVE: https://love2d.org
Construct 2: https://scirra.com/construct2
Your Own Engine: I don't know, google it

> Free Models, Art, Textures, and Sprites
https://opengameart.org
https://blender-models.com
http://mayang.com/textures

> Free Audio
https://freesound.org/browse
https://incompetech.com/music
https://freemusicarchive.org

> Chats
IRC: https://webchat.freenode.net/?channels=vidyadev
Discord: https://discord.gg/invite/0g6DnnHCw7KsRvNA

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

(embed)
>>
>his engine isn't dependently typed
>>
>>171409498
Soon™
>>
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>his engine consist in 3D developing
>>
>Risk of Rain
>I wanna be the tribute
>Xenoraptor
>Drift Stage
Any other completed vidya, longer than 10 minutes from here?
>>
>>171410924
Eh
>>
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https://webmshare.com/BObP1
added a new song, how is it?
>>
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>>
Is it too hard to work with 3D in GameMaker? I'm thinking about using models for easy sprite rotation and such.
>>
what the hell is this retarded badly drawn anime mascot?
>>
>>171411253
Fits the atmosphere well senpai.
>>
Yunity devs mayd manie a gayme,
Alas for they wer each onë the sayme:
Among them was but a syngel brayne,
That hadde writ hit each tyme agayne!
>>
Should i make my twitter account be the game name or my dev name?
>>
>>171411639
autism
>>
>>171410786
could you help me find the video where explain that technique or in which subsection is?because the guy has so many videos
>>
>>171411639
Where is your drawn anime mascot?
>>
>>171411712
Devname because you're supposed to make people care about you as a person and not just your game.
>>
>>171411639
newfag
>>
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>>171411485
My game is on steam now: http://store.steampowered.com/app/565490
>>
>>171411712
dev name, project name is like announcing you plan to be a one hit wonder
>>
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>>171411064

All I can do is offer this to you for now, anon. Maybe you can add a nice background to it for your desktop!
>>
>>171411712
If you have a fanbase: Devname
If you don't have a fanbase: Game name.

People are more liable to remember your game's name than your name - and you want to ingrain in their heads the name of your game anyway so that they remember it later.

But if you have an established fanbase, give it your name because people will be searching you up and may find you naturally -- letting you recover more of your fanbase for your next project.
>>
>>171411928
>pride in not graduating to bigger things than /agdg/
>>
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Turns out gloves are hard. They are somewhere in between hard suface modelling and sculpting.


>>171410112
>>an extreme convoluted and irrational method

Its what the big leagers do.
>>
>>171412045
>I'm beyond this thread lol
>still having an opinion on the mascot for the thread

You never moved on - you just gave up.
>>
>>171382921

https://www.youtube.com/watch?v=wLZbd0EvCs8
>>
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>>171411957
>that one guy Fox2-ing before taking off
fucking showoffs
>>
>>171412008
Thick.I like it.
>>
>>171395927
>>171395350
its not that they want to see the retro style, its that they want to see A style
Realistic and dark lit room is boring
>>
>>171412045
you should probably graduate back to r/gamedev where you'd graduate to r/funny or r/politics after you flop with your android game written in 3 weeks after studying tutorials and write a lengthy post mortem where you enlighten the rest of people with your grand experience exceeding that of long time gamedevs
>>
Pixel artist here

I will draw you something for your game
>>
>>171411957
>EA
Why.jpg

You'll just make a fuckton of people skip on the game and forget about it and not care if it ever comes out of EA.
>>
>>171411253
A+, got goosebumps from it
>>
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man, soon nuff we'll be a hitting a point where we don't wanna show things off. gonna be missing these webms.
>>
>>171411872
>>171411970
>>171412024

thx, i ended up choosing the devname even though the game name is probably the right choice.
>>
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>>171412269
I want to have a multiplayer mode before I call the game 'finished'. It's the only major feature left to add.
>>171412156
lel
>>
>>171412383
loved your demo. Who are we? how big is your team?
>>
Best way to save multiple types of variables for each character in Unity C#?

For example, say I have multiple characters. I want to store job, name, etc., for each character. How would I store that so I can save and load each character?
>>
>>171411261
You do it considering a standard gamer computer will have 4 to 8 threads, like normal human beings.
>>
>>171412687
Can't help you anon, nobody here uses Unity, this is enginedev central.
>>
For those of you looking for non-bitmap fonts:
Get SIL licensed fonts and you don't need to pay shit or get sued

https://fontlibrary.org/
https://fonts.google.com/
>>
>>171410824
What language is your engine written in?
>>
>>171411253
your game looks fucking awesome.
>>
Who else /enginedev in C/?
>>
>>171412687
I don't use Unity, but can't you just add a method that serializes the class? That means: a method that puts all the values of all the class' variables in a single string.
>>
>>171412776
>>171413047
>this is what enginedevs believe

99% of the time you spend 2 to 3 years making an engine and get so burned out making one you do not make a game afterwards
>>
>>171413047
No thanks, too much boilerplate code.
>>
>>171411253


that musics are pure dope my man.
>>
>>171413169
Yeah I have code to serialize and deserialize classes so I can save them or w/e but I'm not sure what the best way to group them is.

I'm actually using this for levels. Not sure why I used characters in my example there. Each level will have collectibles and I'm looking to figure out how to organize them/group them together to save all of them to my save file.
>>
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>be art fag
>stalk threads for months looking to join a project
>all the ones I really dig the theme of seem to have art handled really well already
>got 0 experience in programming myself
>still want to work at vidya
>>
>>171413219
Enginedevs are just shitposters, anon. Even an enginedev can post some progress once in a while. When was the last time something like that happened in agdg?
>>
Programming is too hard
>>
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forsooth on yonder bone head stand
when say ye to shotte yon lazer eyes upon me
>>
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>>171412258
Very hot anime grill 96x160 canvas, long dark red hair, purple eyes, ample tits, wearing a stylish lingerie set with garter belt and thigh highs, all black, pose of your choice, surprise me.
>>
>>171413360
>all the ones I really dig the theme of seem to have art handled really well already

Maybe find a project with no theme at all?
>>
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if you arnt part of the ex-steamchat discord bonk.io group you might as well just kys yourself and give up on gamedev.
>>
>>171413360
>>171413426
Download game maker or unity.
The barrier to entry for making games as an artist is 0 nowadays.
>>
>>171413047
This is how you make a good engine.
These guys got picked up by Activision and they published their game.
They are like 6 people total and 1 person was working on the engine from scratch.

>https://www.youtube.com/watch?v=SUumy8UQDSc

Oh and btw the game is amazing.
So stop dreaming and get to work.
>>
>>171412513
Your game is cool with ugly, pixelated on the sides, lasers and space-shivs.
>>
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>>171413461
niggith, cast thine game to yonder steam greelight.
>>
Anyone here made Enclave? Anyone else making a game like Enclave?
>>
>>171413360
you got discord or somethin? idk if i'd wanna work with you cause i got no idea what you can do but id at least like to talk gamedev for a bit
>>
a 3d bullethell mixed with a rhythm game
>>
>>171413780
Good luck I already have that in development
>>
>>171412687
Just save it to a txt file where the string is all 1 chunk of information with a separator delinating the different types of information.

IE chararacter 1 is -1-James-2-Dawson-3-Mage-5-600-7-434
character 2 is -1-Dorthy-2-etcetcetc

You may want a piece of information that is that characters id.

Then, each of those numbers line up to a piece of information that you were searching for, and you just run a loop that goes through the information and looks for "-#-" when rebuilding your characters at the start of the game.

Shouldn't be too hard
>>
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Posting this again because I'm proud of it. Finished yesterday.
>>
Who is else making a "pixelshit" game like The Escapists?
>>
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>>171413610
Thanks; the art looks like shit because I have no artistic abilities.
>>
>>171412848
It will be written in my own language.
>>
>>171413780
Furi
>>
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How embarrassing!!!

///
>>
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>>171413997
>>
>>171413902
nice!
that's pretty good!
>>
>>171413997
>briefs
That is the most embarrassing choice of underwear for a dude, yeah. Get ye boxer briefs or get ye gone.
>>
Completely and utterly failed at trying to procedurally generate cubes, as a programming exercise.

Now I know how retards feel
>>
>>171413997
why can't you put your art skills to use and make a really good looking nintendo or Disney type game you would make a ton of money
>>
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progress.
;^)
>>
>>171413946
You don't need artistic abilities. Just like... make game. (All you need to make a laser is a little end ball thing that is orange with a little trail following it that's the same color and is fading in opacity as it gets farther away)
>>
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>>171413902
>>
>>171414127
Ain't no guarantee anything will sell.
>>
>>171412513
>>171413946

i remember you from those ' how's your game coming along /v/' threads.

glad to see you're still working on this.
>>
>>171414156
>Trillian + mIRC
>In 2017
Ban this sick filth.
>>
>>171413770
Just downloaded it, is there a room or something?
>>
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>>171414156
>scripting in another language
Get out.
>>
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Finally finished the rig. If anyone's interested George Meastri got a great tutorial for 3Ds Max. It's a major pain in the ass and I swear all my future characters will be a lot simpler. But yeah I want the dude to be able to open his mouth too so time for some more modelling.
>>
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How many projects have died so far this year? Either confirmed dead or dev hasn't shown their face in a while so they might as well be?
>>
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>less than 30mins until my 21st birthday
>spending it on AGDG
>>
>>171414612
How long to be considered dead?
>>
>>171414632
Congratulations :)!
>>
>>171414612
Game dev is hard and makes us A N G E R Y, anon. Lone deving turns you into a pale neet.
>>
>>171414612
My project is still alive and that's all that matters.
>>
>>171414681
Thanks, senpai.
>>
>>171413902
When creating the shotgun reload loop, how do you prevent the shell from sliding back down the hand?

I've tried having 1 frame the shell is up and then the next frame the shell is immediately down, but later in game it still tweens.

is there a trick for this? Multiple shells?

Mixtape related, its where I am right now

https://my.mixtape.moe/eceevm.webm
>>
>>171412513
Why not finish the multiplayer before you put the game in steam?
>>
>>171414612
If we count people who post at most a few art assets and stop, probably hundreds.
>>
>>171414672
2 posts or less per month, if at all
nonparticipation on last demoday
>>
>>171414632
this isn't the most negative thing
what is one though is the fact that you're using this general for either half-ironic self-pitying or for shitposts like this
leave
>>
>>171414632
What time is it for you?
>>
Anyone here have experience using LÖVE + Tiled?
Or just using Tiled at all
>>
>>171414632
Happy Birthday man.
All the best wishes.

I also celebrated my last birthday here.
>>
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>>171414612
too many
>>
>>171414612

what happened to bokubu ? did he finally make it ?
>>
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>>171414778
The shell stays in the gun after it's put in, then at the beginning of the loop it starts below the camera. That way nomatter how the engine interpolates the animation it will pop down below the camera at the beginning of the animation and not interpolate it sliding down.
>>
>>171414632
a few months ago i spent my 21st considering taking my own life because absolutely nothing was going my way

but now things are somewhat better, and i'm making progress on my game! it's slow, and it's not much, but a few months ago i didn't think i had anything at all in me

idk if that means anything to you but i hope you have a better 21st than i did
>>
>>171414973
Still working on his game. Lately has been trying to get his marketing materials ready to go while adding in new levels etc.
>>
>>171414973
posted his twatter in last thread
still making it
>>
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>>171414778
>>171415004
Oh, another way to do it is to scale the shell to 0 after it is inserted (or in my case since Unreal doesn't play nice with 0 scale, 0.0001 or something not noticable) then scale it back to 1 when the shell is in the right place to start being loaded in again.
>>
>>171414830
truu, lmfao senpai
I've already posted progress earlier today and this week which is more than you can say for yourself :^)

>>171414832
23:45

>>171414865
Thanks, m8.

>>171415019
iktfb.
Glad you're doing better, and glad you're making progress.

JLMG, guys
>>
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>>171414632
>30th birthday was yesterday
>Spent it on AGDG and staring at a mosaic of code that I don't consciously understand
>Also no gf

Things could be worse, I suppose.
>>
>>171414468
good job. its really satisfying to finish an entire rig complete with control curves
>>
>>171414612
i haven't seen helleton around for a long time and last it was here, dev was talking about wasting time and shit
>>
>>171414973
man bokube makes me a bit sad

in /agdg/ standards it's some top of the mountain shit, really good quality overall and i really like all he does, from a dev perspective

but in industry terms and from a consumer perspective, i think his game is absolutely gonna bomb, it's not commercial enough to get enough sales, nor appealing, nor satisfying enough to go beyond 1 dollar steam shovelware
>>
>>171415241
you could be gogem afterall
>>
>>171415241
>30th birthday was yesterday
Damn, happy birthday, brah.
>no gf
Things could definitely be worse then.
>>
>>171415269
Thanks but man, I know now that I'm certainly not a rigger. Hopefully this rig won't need too many tweaks in the future. welp at least it turned out alright this far.
>>
>tfw no gf to gamedev with

Why don't women like gamedeving /agdg/?
>>
>>171415276
that's the loss that hits me in the gut
>>
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>>171414632
Thats because you spent the other 364 days of the year not creating the environment for that which you could do other things for your birthday!

>>171415004
Weird, I have a script that loops the animation but that is what happens here.

Basically if the ammo < the full magazine it loops the one part, and then once its done it ends the animation, but that loop is why its required the hand go back down the 2nd time you see here.
>>
>>171415504
They all avoid you because you're creepy, anon.
>>
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>>171415504
Erm, they do though?
>>
>>171415316

i think his game might be better suited to phone/tablet. maybe he should consider that.

if he can somehow get the right exposure.
>>
>>171415214
Ukraine?
Romania?
Greece?
Israel?
Finland?
>>
>>171415504
its called your other half for a reason. its probably best she has different hobbies and interests
>>
>>171415638
I agree. If he makes the game free and put ads on it he's gonna do great because it's a great casual game, but I don't think he'll have the same luck on desktop.
>>
>>171415632
>>
>>171414268
there's a link in the OP
>>
>>171415561
Guess you're right. But to be quite honest I don't mind it. I've spent most of my major holidays (NY, bday, christmas, etc.) on here or on some other digital community for the past X years. AGDG is a quaint little shithole.
It could've turned out a whole lot worse. At least I'm sober.

>>171415683
post progress
>>
>>171410723
Keep at it guys.

https://www.youtube.com/watch?v=S9EJd9ml4jE
Ignore the naysayers.
Work like hell.
Trust yourself.
Break some rules.
Don't be afraid to fail.
>>
>>171415878
Aye, joined the room. Name's Hessra, hit me up.
>>
>>171415241
Are you a wizard now
>>
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>>171415832
>>
>>171415638
Yeah that's exactly what I thought when I played the demo. "This would be much more successful if it was geared towards swipe controls on a tablet or phone."
>>
>>171415504
I do, but I'm already married.

He's the writer, I'm the programmer.
>>
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>>171415561
Oh, my animation sequence for shotguns (or anything single loaded) is In > Loop > Out so there's no skipping like that, and no required hand to go down and go back up if it's interrupted.

In: Weapon and hand go to position where the loop starts
Loop: Weapon gets loaded, returns to the same position the loop started in
Out: Weapon goes from where the loop starts back to the idle pose

It's not much more work (basically just splitting up the animation you already have would work). I use this same system for full auto firing. I also have firing animations and pump animations separated.

Here's a WebM showing the separated sequences
>>
>>171413902
You should probably adjust your curves some more, especially when he hits the rifle. It feels really low effort.
>>
>>171416076
Sadly no, I've made the sex before. In hindsight, I'd rather be a wizard.
>>
>>171416230
absolutely epic cryptomeme my man
>>
>>171416230
Literally (You).
>>
>>
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>>171416230
>I'm the programmer
show us your python shmup code, fag
>>
Anyone know where I can get a cracked version of Pyxel Edit?
>>
Do most professional companies use ZBrush or Mudbox?
>>
>>171416453
>needing a cracked version of a $9 program
>>
>>171416378
>tfw you realize you are drawn in a shitty tumblr style
>>
>>171416131

fair enough i guess.
>>
>>171416453
For fucks sake anon. It's $9. Either buy it or use something free.
>>
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you guys have less self control than a fucking heroin addict
and then you wonder why these threads are so shit, when every shitposts gets more replies than progress posts
>>
Artist here, looking for a programmer.
>>
>>171416608
>mfw im literally a heroin addict
>>
>>171416532
Zbrush

But mudbox is a very cheap alternative.
>>
>>171416532
zbrush. mudbox is a joke in comparison
>>
>>171414181
That's what I'm doing for the cannon shells now though...
>>171414229
>>171414802
I broke the rule where you're not supposed to make a singleplayer game then turn it into a multiplayer game. I'm not sure how long it will take me to convert the game, so while I'm working on that, I'll put the game on steam to get some sales and a group of followers.
>>
>>171416668
You should post one of your pictures to show your skill.
>>
>>171416608
This is the post of someone who actually feels that the """quality""" of /agdg/ has some kind of impact on progress. It's a shitpost, it's a nodev. There's no content here, not even a lore-expanding interlude, just pure garbage.
>>
>>171416608
oh boy, finally another post worth my (you)
>>
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In progress M60. Think the gun is a little small, gotta scale it up some.

>>171416292
What would you say if I told you I never used the curve editor once for that whole set?

My workflow consists more of manually placing/adjusting keyframes.
>>
>>171416278
Yeah, that could work, basically as far as the Animator in unity is concerned, I made partial and full reload animations work with an AR15 then created a shotgun prefab, added in the scripting for incremental loading.

The AR15 had a reload full and then reload partial, so if you are empty, you play the "put the shell in the upper chamber directly" animation then it moves to the regular animation, however the regular animation is what I posted above.

So in total, for procedural loading weapons I need to have :

In (partial)
In (empty)
loop
out

Makes sense.
>>
>>171416894
an accurate description of your post indeed
>>
>>171416878
It's my preference to hold off on that, though I'm very willing to do so and absolutely see the merit in such a thing. My reason being, I'd like to have some kind of understanding of the game I'd potentially be working with as a first step.
>>
>>171416668
programmer here lets collab
>>
>>171417096
post code
>>
>>171417130
>>171417096
>>171417080
>>171416668
get the fuck out of here
>>
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reposting now I'm back from work
fixed the flying through the ground at high speeds, now I just need to smooth it all out and it's all g
>>
>>171417130
Not him, but how would you understand it if you aren't a programmer?
It isn't the same thing as posting graphical art. Code has to actually function and hopefully it functions efficiently.
>>
>>171412128
>Its what the big leagers do
any video showing this process?i have no idea how to search this on google and is impossible to find on ctrlpaint with all those videos
>>
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Missed the progress thread, but I'm working on idles now.

Please ignore the MULTIPLE watermarks, and please never use screenpresso.
>>
>>171417130
public class Minesweeper {
public static void main(String[] args) {
int m = Integer.parseInt(args[0]);
int n = Integer.parseInt(args[1]);
double p = Double.parseDouble(args[2]);

// game grid is [1..m][1..n], border is used to handle boundary cases
boolean[][] bombs = new boolean[m+2][n+2];
for (int i = 1; i <= m; i++)
for (int j = 1; j <= n; j++)
bombs[i][j] = (Math.random() < p);

// print game
for (int i = 1; i <= m; i++) {
for (int j = 1; j <= n; j++)
if (bombs[i][j]) System.out.print("* ");
else System.out.print(". ");
System.out.println();
}

// sol[i][j] = # bombs adjacent to cell (i, j)
int[][] sol = new int[m+2][n+2];
for (int i = 1; i <= m; i++)
for (int j = 1; j <= n; j++)
// (ii, jj) indexes neighboring cells
for (int ii = i - 1; ii <= i + 1; ii++)
for (int jj = j - 1; jj <= j + 1; jj++)
if (bombs[ii][jj]) sol[i][j]++;

// print solution
System.out.println();
for (int i = 1; i <= m; i++) {
for (int j = 1; j <= n; j++) {
if (bombs[i][j]) System.out.print("* ");
else System.out.print(sol[i][j] + " ");
}
System.out.println();
}

}
}
>>
>>171417096
Cool sounds great. Do you mind if I ask you a little bit about your game?
>>
>>171417363
jesus fucking christ just use gifcam
>>
>>171417436
I am open to game ideas
>>
>>171417035
For the manual shell load I just have that return to idle in case the player interrupts while it's playing. So really it's Shell Insert > Idle > In > Loop > Out. But you could do it that way as well.

I'm working on a Kar98 soon and it will do what you said there. Since when there's a round still in, when he pulls the bolt, I'll have to have him catch that round and put it back. It'll also have two loops. For that it'll be this:

In (partial where the round is caught and put back)
In (empty)
Loop (clip)
Loop (single)
Out
>>
>>171417363
unironicaly she looks like she jerking off a massive cock between her arms
tone it down a bit anon
>>
>>171416968
What program is it that you're working in for animations? The background looks like some autodesk.
>>
>>171417518
Sorry, I'm not interested in working with someone who doesn't have a game already in mind. Best of luck to you
>>
>>171417562
It's Blender unfortunately. Just with the render background color adjusted.
>>
>>171417518
that sounds almost too good to be true
>>
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>>171417363

seems to loop a little fast, maybe slow it down a little.

also

>screenpresso
(pic related -> mfw)
>>
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>>171417674
>>171417538
>>171417468

Switched to gifcam, thank christ. Last one halved my FPS. Never ever use screenpresso.

Alright-- here's the ACTUAL progress
>>
>>171417373
What language is that?
>>
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>>171417528
If you have it go back to idle then how does it then go to the rest of the reload? 2 variables, one for the shell insertion and another for regular reloading so that when it goes back to idle it knows to go to the othe rreload?

>>171417648
>unfortunately

shiggy diggy
>>
>>171417630
>Sorry, I'm not interested in working
you could've ended your post just at this exact point and it'd be still true
>>
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>>171417769
I don't want to be a cunt, but that movement is about as wrong as it gets
>>
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>just discovered IK in maya
>spent years rotating the joints manually

remember to actually learn about your software
>>
>>171417663
lets hear your ideas

I am also open to all languages and game engines

>>171417791
Java
>>
>>171417080
Without a picture programmers won't be able to tell you apart from some "pixel artist" who hardly ever drew before, so you won't likely get any offers that aren't frankly shit.
>>
Talk to me if you need an artist && if you are actually serious
>>
>>171417892
Jesus man, how have you been making walk/run animations?
>>
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>>171417798
I don't do the programming so I'm unsure, that's the coders problem lmao

Blender is a pile of shit with the worst FBX exporter of all time. I cannot tell you the amount of problems I've had. And don't get me started on keying child of constraints for mag throws. Makes me want to die.

Also I've made a VZ reload set before too because I used to own one. Some time ago though so it's not that great.
>>
>>171416230
>I'm the programmer

Requesting "Girls who code" image
>>
>>171417934
show portfolio please
>>
>>171417914
The same could be said about a code monkey who's too shy to admit that they just use java or GM or something

Why would an actual artist want to get involved in such an obvious deadend?
>>
>>171417769
are those scars on her cheeks? Her neck ribbon looks like blood. Legs don't elongate like that, people bend at the knee. The black highlights could be more obvious from the shadows. Is that pure black? Try a dark blue or red ting
she's a qt though, what game?
>>
>>171417997
ever think maybe you just suck at Blender how dare you insult free software
>>
>>171418059
you are the one who claims they're looking for the cooperation so you are in the position to put out what you offer first
>>
>too shit to make a big game
>too advanced to learn much from making pong

what do I do now
>>
>>171418109
Maya is better for animation bro.
>>
>>171417769
Nice animation, I like that animation style, it's really bouncy to replace slow idle movements.

>>171417861
You're being a cunt. It's not wrong in anyway.
>>
>>171418109
It is decent, and great for free software. But for animation it is pure aids and pales in comparison to professional software.
>>
>>171418229
Some of us actual want to sell our shit, and not spend ridiculous sums of money on software to do that without being sued
>>
>>171417989
It's been hard
>>
>>171418325
>$50/month if you're paranoid
>Free if you're not a tard
If your game isn't worth $50/month to work on then you won't sell your shit at all.
>>
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>>171417997
>FBX

I haven't done much with this, this is the 3d Max/Maya file type right? I've only experienced it recently with my Unity stuff.

I'm still used to RTM's.

>keying child of constraints

Y-you don't set up controls that manage that automatically?
>>
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>tfw slowly coming to terms with the fact that you just don't enjoy making video games as much as you used to

All those years spent and nothing even came from it... jesus...
>>
>>171418324
didn't you say you make money on animations? why not drop the 30 bucks a month for maya LT?
>>
>>171412639
3 guys. coder, coder/artbro, musicbro.
>>
>>171418450
>Free if you're not a tard

You';d have to be a tard to try and sell commercial software using pirated software
>>
>>171418526
money.
>>
>>171418526
this is why you learn a useful skill like programming so this doesn't happen
>>
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>>171418303
>It's not wrong in anyway.
Have you tried fucking breathing lately?
Since when do your shoulders go down as you draw a breath, especially with your arms fucking crossed on your chest?
Since when does breathing shortens your neck and elongates your legs?
I'm not a fan of hyperventilating idle animations, no, but I don't dis them just because, tis one is just wrong.
>>
>>171418686
idle animations don't have to involve "breathing". it can just be an animation.
>>
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>>171418686
>>
>>171418646
I'm sure all those skills scripting game characters and events using prebuilt engines will come in use when trying to create enterprise software for companies

Or not
>>
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Sorry if this is a stupid question but, what languages are absolutely essential for someone who plans on being a video game programmer?
>>
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>>171418470
FBX is best (really the only viable solution) for animation exporting to Unreal.

As far as I know there's no way to toggle on/off mags following the weapon without using child of constraints. Link constraints in Max don't have the issue of deciding to randomly move the bone and having to manually place it when it decides to do that.

>>171418538
It's not a money issue, it's the issue of learning a new software and I'm so bogged down with client work right now that I don't have the time to switch over from a hotkey based program to a non-hotkey based program. I used Max to make a Fallout 4 mod and had a hell of a time.

>>171418613
Export it and run it through Blender then if you're so spooked.
>Implying Autodesk would give a shit about your game
lol
>>
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>tfw made a sprite
>>
>>171418686
It's not that, I like it because of the animation style. It makes the game flow feel better, like everything is still moving. It can do without certain body parts bouncing.
>>
can i use death grips in my game?
>>
>>171418908
congratulations now animate that moving and doing shit and realize you were way too ambitious for your first outing
>>
>>171417769

movement still seems overexagerrated. i'm also a little confused by the pose. the movement seems to suggest combat mode but the characters pose suggest that she is poised and static kind of like the static like the picture on the right.
>>
>>171418646
I already knew that. I learned art.
Now I'm mediocre at art.
So what now?
>>
>>171418850
Learning OOP design and structure in games will help you write Enterprise software nodev also noprogrammer either
>>
>>171418859
indie development (c# for Unity, c++ for Unreal, or Gamemaker/GML for 2D)

Working for a studio (bad idea by the way (c++))
>>
>>171418845
it still doesn't make any kind of sense, even if she was holding her breath, those bodyparts just aren't doing what they should
>>
>>171419041
try to make a mediocre amount of money using your art skills. continue until you can hopefully make more than a mediocre amount.
>>
>>171418859
ML

Everyone, gamedev included, is realizing that we made a mistake with C
>>
>>171419041
Create porn

There's a massive market for 3D animated porn by the way, and there's only like 1 person who is dominating at it (earning 20 grand a month on Patreon)
>>
>>171419312
>fun
gross
>>
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>>171417861
I guess that means I can only go up from here.

>>171418079
-It's freckles + blush on her cheeks
-I'm not done -- the full motion is bouncing from the feet but I haven't gotten to the feet yet
-She's wearing a black dress so I used a dark red, and then pure black for shadow because that's how the rest of the art is being done, esp in portaits like >pic related. Will probably end up changing depending on the color of the background of each scene like you said.
-Thanks, I haven't added myself to the dev thing yet, but its a decision/story driven RPG

>>171419142
>>171418937
>>171418686
Phew, its not a big deal yall, still needs work. I was using anime-ish references where there's lots of movement, but I'm having second thoughts with how I want it to look.

>>171419003
You might be right. I think I might keep relatively static animations in the future.
>>
>>171419320
>There's a massive market for 3D animated porn
no there isn't
>>
>>171419563
>yall
Go fucking die in a hole you dumbass Texan.
>>
>>171419640
This is why you'll never be a success. You don't understand the market

Carry on making your pixel platformer!
>>
>>171419701
He's not a Texan.

Any real Texan knows y'all is a contraction - and knows what it's short for.
>>
>>171419563
why did you make her face round?
You could totally pull off a pointy chin at that scale

anyway, that animation would be probably much better if most things went up together, not in opposite directions
>>
>>171419640
t. I literally know nothing about the market.

SFMporn and all the big bucks porn Patreon say otherwise.
>>
>>171419741
where is your 3d animated porn
>>
>>171419820
>yall
You all. Every knows that information. I'm from Cali, bitch.
>>
>>171419320

>>550693 this thread contains some interesting links to people who makes porn patreon pages.
>>
>>171418450
>$50/month

Try literally 5x that amount
>>
>>171419896
>Every knows that information
You are horribly mistaken. And Cali has plenty of hillbillys
>>
>>171419896
Which is why you ain't spelling it right - and why you ain't Texan.
>>
>>171419934
Maya Lt - $30
>>
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>>171419741
>>171419842
you fags there is MEGATONS of 3D animated porn out there
>>
>>171420005
>Lt

Please... we're professionals here
>>
>>171417648
Blender :(
Seriously though if it works for you then I'm sure it's good enough for most.
>>
>>171419958
>>171419990
Y'all. Everyone knows how contractions work, dipshit. I am not trying to be Texan. I was telling a Texan off. Fuck Texans.

-Can't, Couldn't, Wouldn't, etc.
>>
Good, I'm glad we're discussing porn patreons again, the discussion earlier today and yesterday and the day before didn't get to the heart of the matter.
>>
>>171420008
>There's a lot out there
>That means there is no market
Yes, you are correct.
>>
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>>171418871
>Link constraints in Max don't have the issue of deciding to randomly move the bone and having to manually place it when it decides to do that.

I've never had that happen, are you making sure to set the inverse?

old webm is old
>>
>>171419563

if your animation is only meant to convey breathing have a look at this guys animation >>171418848 -> just keep it in the chest area and slow it down a ton and use small movements
>>
>>171419958
Beverly Hillbillies is a fictional show, anon.
>>
>>171419320
How?

I know how to animate and all that?

I mean, I could always make a spiritual successor to SDT in unity right?
>>
>>171420134
Not sure you get what I mean. When you want the mag (or anything) to not follow the weapon, you need to set the bone up as a child of constraint instead of a child. When you key the constraint from 1 to 0 it moves the bone's position.
>>
>>171419828
Because the proportions between the pixel art and the portrait are different-- the pixel art is more chibi-like, so the head is bigger and rounder when compared to the rest of the body.
And cus it's cute anon.

The opposite directions are the result of the 'bounce' I was going for, like with a lot of scott pilgrim NPC sprite animations, but I'm thinking I might just go for a subtle breathing thing like >>171420190 (thanks) said
>>
>>171420096
>Fuck Texans
Yeah, y'all Californians'd like to do that, wouldn't you? Hollywood's got a whole fetish-genre built off stereotypes that worship our state so I can't blame you for wanting to I guess.

Stay strong, cali. Keep deving and maybe one day you'll be able to afford to move out here and buy some land.
>>
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>>171420110
Yes, faggot, take your soft drink and go compete with Coca Cola and its billion clones, I'm sure you will be the one to finally dethrone it.

People who are actually willing to invest in CGI porn are already drowning in it.
Your dreams of making it big in the pristine plains of some untapped market are laughable.
>>
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Got the "Crop" class of item set up, and you can properly plant on tilled soil now.

Also, I have no idea how Undertale got away with blatantly using so many samples from SNES games, but I don't want to take the risk of getting the pants sued off me, so I spent some of today building a new soundfont from scratch. Pretty happy with it so far, except my acoustic guitar is a bit "buzzy", so I think I need to go rework the loop points on the sample.

https://soundcloud.com/jasozz/ff-outdoors-autumn-custom-soundfont
>>
>>171420096
I'm not Texan lol.
And back in the day y'all'd'nt've gotten so mad at someone whomst'd've mixed up their contractions every now and then.
>>
>>171420451
the stench of your asshurt is nauseating. you already admitted you have no intention of developing a game at all. And I bet the "mediocre" art skills you picked up aren't even mediocre
>>
>>171420617
Shame you was so late with this anon

Missed out on the millions of dollaridoos
>>
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Skinned an enemy skeleton with parts cut from some fast sketch. Turned out better than expected.
>>
>>171420436
>defending Texas
I have taken a trip out there. I like sitting in a basement much more than being out in the country. Believe me, Texas is a beautiful state, but i'm more of a basement dweller. That's why I like... make game.
>>
>>171420617
I would love to help you with your game

What programing parts or 2d art assets do you need?
>>
>>171420756
You better have more living nightmares ready senpai.That's some Barotrauma tier shit right there. That game gave me some unnatural sense of anxiety.
>>
>>171420901
I appreciate the offer, but I've got all my bases covered with this project. Thanks though!
>>
Where did Rpg Maker go wrong?
>>
There is no way you can be a lone game developer and not be a basement dweller.

Prove me wrong
>protip: you can't
>>
>>171420949
I completely forgot about barotrauma. I wonder how it's doing.
It's pretty good comparison though, monsters design might be similar in some cases.
>>
>>171421183
32x32
>>
>>171421183
It didn't really.
It could have stopped a shitload of generic games from coming out if it didn't come with the in-box art and GUI.
>>
>>171421232
I go on dates with women a few times a month and like to go hiking and cook healthy foods to sell at the farmers markets I am pretty normal as you can get but I do enjoy to gamedev
>>
>>171421232
qt gamer gf has a fancy science job and pays the bills, after i supported her through college

feels good
>>
>can't afford to make it to the summer 2017 meetup
>too ashamed to ask N for help with travel expenses
you guys have fun without me
>>
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>>171420756
holy FUCK now this is something I wouldnt want to see combined with some creepy as fuck sound in a dark room
>>
>>171421338
>I got on dates and 4chan both
Liar. You just lied a metric shit ton.

>>171421370
You're lying too.
>>
Holy crap, where did these past hours go?

>>171406665
But his art is high-fidelity, not creative. It does look good but it doesn't inspire wonder or other emotions. Maybe if he could create sets that are more evocative he could survive on art alone.

>>171406384
>What do you show people?
You start by having an intention of what you want to accomplish with the game that people have reason to pay attention to (a "hook"). Once you have that you can go about figuring out how to communicate it.

Saying "how do I go about getting people interested in my uninteresting game" is really not asking the right question.

If you're hellbent on the style of game you had in mind with little or no twists to the established concept added in there, at least you can identify those aspects of the design you decide are most important and find ways to emphasize those things in the design. Then you can better get those things across e.g. in the context of a trailer.

Ex: if finding secret passageways is important to the overall experience then make some really snazzy animations that reveal said passageways. Make it memorable. Make it feel good. Make it "pop."
>>
>>171421236
It's pretty inactive, no updates from the devs aside from steam greenlight since august 2016.
>>
What are yall twitters? lets do a gay followback thing
>>
Explain to me why I would ever show you my art without knowing what kind of a programmer you are
>>
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>quit gamedev forever
>go to sleep
>wake up
>unquit gamedev
>>
>>171421801
rotatedev pls
>>
>>171421795
Because either you want people to work with you or you don't. Don't like that? Cry a river.
>>
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>>171421795
because it's not like someone is going to build a fucking game with one sprite or model you fagtron

and you might actually attract more than one person with it
>>
>>171421795
No one cares about programming
>>
>>171420756
jesus that's fucking spooky
the way the character spinflips out of there is funny as hell its a nice contrast
like OH JESUS NOPE
i like this
>>
>>171421795

>implying I need artkin when I can make grafix in powerpoint
>>
>>171422432
post clipart
>>
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>>171420756
>those eyes at the end
>it follows you and it's fast as fuck
did you die anon?
>>
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>as long as I keep coming here, the dream is alive
>>
>>171422617
You lookin for an artist?
>>
>>171422538
I was desperately trying to close the window all the time, managed just in time
>>
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>>171412008
Thank you! Just what I was hoping for! You are great!
I'm not that good or creative with backgrounds, tho.
>>
>>171422760
what engine?
>>
>>171422779
I guess when dude who created the monster is shitting himself running away from it, it can be considered a real success.
Seriously man, that thing is fucking terrifying, especially how you see just two unassuming small eyes and that fucking thing emerges from the darkness, I hope you make more.
>>
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>>171422497
>>
>>171423219
what is that a phone screen?
>>
>>171423219
I am just glad you like the character! It lets me know that maybe I am not entirely on the wrong path here. Maybe sometime in the future as things get further along I can make a nice set of wallpapers with characters and one of them will look nice to you. Happy devving, anon, and thank you for continuing to believe in me!
>>
>>171420617
>tfw anon makes more progress in a few weeks than I've made in 2+ years
>>
>>171413735
is that a picture of a real dude? his face looks cgi as fuck
>>
>>171423860
it's a pretty low quality photo
unless you're referring to his silly grimace which is just that
>>
>>171423585
Chloe archives the memories and information that flow into the city. These are soaked up by the large tree at it's center and this data is engraved into the bark. There is a lot to actually explain about what is going on but I won't blogpost about it so the thread doesn't get weighed down. I will do my best to explain everything in game though!
>>
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>>171424182
Well, thanks for the lore lesson, I was asking about your screen, but no matter.
It's better this way.
>>
If a game has characters with customizable appearances (hair, outfit, etc), which is it easier to make animations for, 2d pixel characters or low-poly 3d characters?
>>
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>>171417769
The way her pose was draw it already looks like her legs are fully extended. So bouncing up and down like that is kinda off putting.
Try having her lean back slightly with the motion instead of just bouncing up and down.
Also, from the way she seems to be moving, it seems like it should probably just be her upper body moving, with minor forward and backward sway with her hips and legs.
Hopefully I explained this well enough to help
>>
>>171424515
Low-poly 3d.

You'll have to animate every single outfit otherwise. 3d lets you use the same rig.
>>
>>171424515
I'm sure you didn't make that but it looks like utter dog shit.
>kanji with skinnier arms than the others
>one fucking pixel
>>
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Not making a Final Fantasy clone

What is your excuse?
>>
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>>171424515
I would love to have characters with clothing you can change, even mix and match, but I have no idea how would I actually implement it in a 2D game.
I understand you have to animate literally every sock and bra and everything separately to do every single action character does, but how do you slap them on the character according to what the player picked, make it play all the animations as the body in perfect unison and generally stay in place, and keep it there, until he picks something else?
>>
>>171424967
you should never clone a clone, that can only lead to degenerative results
>>
>>171423585
Nah, I actually have a monitor with that as a max resolution. And a Windows 8.1. I would like to upgrade my monitor tough.

>>171423696
Thanks again, and godspeed!
>>
Gamedeving is just cloning other games and putting everything taken from all other games there is nothing new in gamedeving
>>
>>171424540
Yeah that makes sense, and I'm taking that into account while I bring down the bounce to a breathing animation. I'm having a bit of a rough time with figuring out *how* much animation I want in the pixel art. I could just remove almost all of it and just >muh art style
>>
>>171425154
there are tricks you use like putting things on different layers.

but the only sane option for customization is to render your sprites from 3d models.
>>
>>171425154
I would animate the character as a series of color IDs and replace the IDs with textures in engine. Details like shadows and highlights would be animated separately and multiplied on the character so the shading only has to be done once.

Hair and accessories can be attached as separate sprites.
>>
>>171425454
This is the arguement that is made in the art world "no art is new".

What matters is the experience the person viewing the art has, not the originality of the piece itself.
>>
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how do I reach this level?
>>
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>>
>>171414632
if you're getting shit done, it's all good
although, you don't need to necessarily get shit done today, it's a time to celebrate
>>
>>171414632
I just want to befriend all you self pitying devs and lift you up and give you a friend that cares.
>>
>>171426649
A lot of work and dedication. I wish I could find an artist that good to hire to make my models...I'd pay a good premium.
>>
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>dev the whole day several days
>still haven't figured out the engine enough to make anything original
>>
>>171427671
>days
Come back in a few years.
>>
Anyone have any tips on making a dash like one you'd find in a Platinum game or something like Bloodborne?
>>
Is fan art anon still around?
>>
>>171428186
no, and game dev anon left us too.
how the fuck should we know who you're talking about?
>>
>>171427021

Are those jnco jammies?
>>
>>171428067
Root motion is how I'd deal with any kind of special movement. (i.e. attack, ladders, dash, roll, etc)

UE4's montages are perfect for this kind of thing.
>>
>>171428332
It's the anon that was doing fan art for everyone a few threads ago you newfriend
>>
>>171428439
to be fair there were a few anons who did requests lately so it'd be far easier to identify them if you actually posted their art
https://drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
find it here if you didn't save it before
>>
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>>171428186

i never leave
>>
>>171427773
I don't even want to make a game to sell on steam I just want to make a game where you run and jump
All I accomplished until now is clones of shit like pong, space invaders and etc
But making a game in which there is a level and a camera and you can pause, each of those adds several layers of complexity I have to figure out but I always get so fucking mentally exhausted before figuring out any of those
I actually tried to get into game dev several times in my life but I always give up too soon and start from the beginning on the next try
Sorry for the blog
>>
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>>171427021
Anon was inquiring the day before about the speed of regenerating Burst because being low on power is no fun. This just quickly shows the current regen speed after losing 2 flames (the more flames you have the faster you regenerate lost ones and losing all of them really would have to be a personal decision since you cannot lose them after taking a hit now)
>>
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>>171428685
You will get the one day, anon.
Here, have a dog.
>>
>>171429064
That's a cute dog
>>
>>171429064
there*
>>
>>171428685
The structure of the code is usally what gets me. Do I give each entity it's own content manager or do I put it in the game manager and pass it in on content load? Do I put the audio manager inside of the game manager (and if so how do I access it through entities?) or do I make it static or singleton?

needless to say not much progress has been made
>>
>>171428673
How do I get included in AGDG images?
>>
>>171429609
Same for me. I spend more time thinking about code structure than actually writing the code, and when I start writing it I notice I overlooked something important and have to go back and think again
>>
>>171429770
Step 1: Make game
Step 2: Submit game to jam or demo day
Step 3: Hope someone makes group fanart
Step 4: If you don't get included ask for him to include you
>>
>>171429850
you can't be a long term dev?
>>
god you are all plebs at this all plebs
>>
>>171430134
If you don't even submit your game to discordday your chances of getting into group fanart are very slim
>>
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>>171425461
Pixel art is a delicate practice, even a single line moved can have a major effect. Just take your time with, and if you need more input, just post it here and ask for assistance.

But for a breathing animation, the lighter the motion the better, unless it's like a panting animation, in which case exaggerating it with more motion can help convey the whole thing better.
>>
I come into the thread and think maybe we will have a good gamedev thread


All I see...

Shitpost Shitpost Shitpost Shitpost Shitpost
Shitpost Shitpost Shitpost Shitpost Shitpost
>>
>>171430134
>Step 3: Hope someone makes group fanart
This is the most important step.

Even if you're a longterm dev, even if you post every day, even if you submit a demo on one of the demo days - You wont be in anything if no one draws a group image that demo day.

I always miss em myself, never been in a group image, but I like to draw fanart of others' characters more than getting my own anyway
>>
>>171429850
Step 0.
Have a waifu in your game
>>
>>171430364
>enter thread
>want to see progress
>only sees shitposts
>contributes with shitposting

this is why
>>
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i made it turn based on the x angle now to put enemies in

>>171413047
Me too!
>>
>>171430521
Step 0 is optional but I approve it
>>
Hello everyone. I need assistance.

I need examples of pure top-down character sprites.

None of that semi perspective stuff.

The top-down see the top of the head and both shoulder kind of thing.

Can anyone help me?
Just giving me the name of the game is enough but if you have example art I'd truly appreciate it.
>>
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Unity is better than UE4 is every way
>>
>>171431370
https://www.google.com/search?q=top+down+sprites
hotline miami
>>
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>he's not spreading bad memes here and across the web to poison the competition
>>
Unity is THE tool you should be using if you're not retarded and interested in gamedev
>>
>>171431623
Dude I appreciate that you gave me something but I am obviously already browsing google with simple keywords like top down sprites. top down 8 bit etc...

But at least hotline Miami is something I hadn't thought about.
>>
>>171431831
Top down is real hard to draw sprites for in a way that doesn't mangle details and make everything uninteresting.

There's a good reason it's not really used often.

Meanwhile something like Nuclear Throne is a lot more attractive and still affords the same gameplay stuff.
>>
>>171432019
So you're saying it would be easier for me to draw stuff like nuclear throne than simple top down stuff?
I tried drawing some stuff like in Titan Soul but it was either too close to the original or just absolute crap. I need to actually have outlines, it makes more sense in my mind with outlines.

Man art is hard. Fuck doing it myself. This is the worst.
>>
>>171411253
what'd you make the music in pandre ?
>>
>>171417363

what is this sprite supposed to be fore like a vn or something?

it looks like you just shifted layers around a few pixels and called it a day
>>
What's the link for the discord?
>>
where did rotatedev go wrong?
>>
>>171432257
I'm just saying top down makes it hard to be expressive, even good artists would probably be frustrated at their results.

Humans don't view stuff from that angle, so everything looks weird almost necessarily.

Anyhow: lots of practice + constructive feedback my man. Just remember that you'll always hate your own art even as you get better
>>
>>171432520
https://discord.gg/wxfYJ
>>
>>171432615
Damnit Anon I was about to dump on him for not reading the OP and then you go and spoonfeed him.
>>
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>>171411253
at first it sounds like something i could make

but then you blow the fucking door off at 4 seconds

how can i do this
>>
>>171432671
oh, is it back in the op? it was gone for months
>>
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Multiplayer is in.

It supports a potentially infinite amount of players each with their own color, fog of war and building list. It should also support multiple players per team but I haven't tested that yet.

All players play out their moves in order and then the turn is resolved simultaneously, hotseat mode might not be really adequate for a strategy game like this but online functionality is planned for the far future.

The interaction between units from different teams works like this right now:
The unit is completely invisible to other teams if it's at 0% building progress, other teams can place foundations in the same tile too. Once it has received at least one package it becomes a solid unit.
If there are multiple invisible units in the same tile the one who received a packet first becomes solid and the other ones are destroyed, if more than one unit receives a packet at the same time then all of them are destroyed.

The video is in debug mode so everything is revealed for clarity, but in the real game a player can only see enemy units within their own vision range.


AI is probably next, which will be mostly likely be a pain (the fun kind of pain) and I would appreciate if anyone here posted any resources and talks about AI on strategy games.
>>
>>171417363
Why doesn't she have arms?
>>
>>171414156
>Racket

Fuck off. One of my professors is a developer on that garbage language and he is one of the most pretentious, Mormon cocks I've ever met.
>>
>>171417363
Alternately, get licecap

Also, while you're grabbing shit, go buy Aseprite (or get it for free by compiling the source code on github).

Then remake your animations one limb at a time on different layers.
>>
Ok, let's be real for a second. Your game is going nowhere without actual art. I am an actual artist. Let's make a fucking game already?
>>
>>171433789
post art
>>
>>171433840
Do you actually have a game or are you just meming on me?
>>
>>171433916
I do have a game.
>>
>>171433916
do you actually have art or are you just meming me?
>>
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Made a couple of lockpicks
>>
>>171433982
Okay, are you even looking for an artist or what? What's your game?
>>
>>171433789
fuck off you retarded memespouting cunt
>>
>>171433789
post your art then we can discuss making a game
>>
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Got my core mechanics down, now im confused how to approach level design. Do you just doodle a concept and try to recreate it?
>>
>>171417363
Get licecap and obs anon
>>
>>171434178
So you can say "hurrdurr not interested"? Not interested, sorry. Post your game.
>>
>>171434208
steal from better games
>>
>>171434265
this is why we can't collab you aren't even willing to post any of your sample art
>>
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Progress
>>
>>171434363
Fuck off, I know how this goes. I post art, you say "cool nvm not interested good luck".

No. Post your game or go fly a kite.
>>
>>171434267
That is usually the best idea. If your game is a similar genre or mechanics as other games might as well start playing other games that are similar to know what could or won't work.
>>
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Pill is too big and the landing looks dumb, gotta touch that up. Gonna add a longer pause when it lands too.
>>
which gamedev do you think is going to make it from here?
>>
>>171434952
Not me
>>
>>171434952
me
>>
>>171434952
Me neither
>>
>>171434952
that guy with that game
>>
is Full Sail University a meme for game devs
>>
>>171435250
Literally worthless. Go to a tech school
>>
>>171435626
which one
>>
>>171435878
Honestly man you're better off calling game companies you'd be interested in working for someday and asking them what they are looking for in a candidate.

I assume you're a high schooler about to enter college, that is.
>>
>>171432797
is this a rip off of factorio
>>
>>171436059
No, it's a Creeper World ripoff.
>>
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How do my tiles look? Be brutally honest.
>>
>>171436323
too noisy
>>
>>171436030
thanks friend
>>
>>171436323
I'm assuming the gray stuff is background? Make it pop less. The highlights shouldn't be as bright as the foreground.
>>
>>171436767
I'm drawing them in a program that allows you to instantly apply normal maps. It looks super weird without them
>>
>>171436323
It's too grainy those tiles do not go well with the background etc Learn to see
>>
>>171436767
>Make it pop
hell
>>
>>171436323
like the other anon said that background is popping out way too much
>>
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>>171437086
>>171436897
>>171436767
Better?
>>
>>171424540
do you have the source for that image?
>>
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god i hate UI design
>>
>>171411009
>Drift Stage
>Completed
>>
Guys im going to start a project on unreal 4, what would you guys suggest for making models, blender or maya?
>>
>>171438334
https://www.youtube.com/watch?v=zOvawDOWqC4&index=1&list=PL9057AB8E3C66AE80
>>
>>171438334
Not an expert, but I've been researching this today, and it seems like maya is better, all else being equal.
>>
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Boolean operations are complete, time for sculpting.

If you are a modeller or animator, where do you find work outside of your own projects? For money and shit
>>
>>171438334
>$185/month or free
>>
>>171424540
Do you have the source for that image?
>>
>>171411253
Fuck dude that art style looks so cool
>>
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>deleted a model that I spent 5 hours on because of art sad
>realized now I could of just edited some parts out and salvaged it
I guess I'll post my wife to make myself feel better.
>>
>>171438469
Do you expect to get paid for work of this quality?
>>
>>171438693
Bait.
>>
I have learned how to into arrays, which has granted me a fine level of control over the enemy's animations. Not only has this let me make the jabbing animation for the test opponent really snap, but it'll let me do the same for other enemy animations, too!
>>
>>171438631
why post anime girls when you can go get a nice traditional wife who will act and be the same as the anime girl
>>
why do literally all artists on tumblr draw lewd/softlewd stuff
>>
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>>171438750
she's my only one
she can not be replaced
>>
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>>171438740
Forgot mah webbum.
>>
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>get sprite exploder script
>watch in glee as enemies shatter into pieces
>but causes 1-3 FPS drop

take a webm of it since i dont want to show what else i've been working on ):
>>
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hey is the T1 dev around? my friend is the composer you talked to and he lost your email.

i can't find his twitter or steam page, does anyone know what those are?
>>
>>171436323
n o i s y
>>
>>171438740

why are you using an array for animations instead of, say, a state machine
>>
>>171438156
mobile/10

>>171438631
>Dear, I'm off to work!
>ahghghhhhhhhhhhhhhhhhh
>bitch what's your problem...
>>
>>171438631
>>171438469

really glad im not (you)
>>
anyone want me to draw a 2d asset for their game?
>>
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>>171439726
Evil clown for a platformer pls
>>
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>good progress posts get 0-1 replies
>r9k shitposts get 5+
>>
>>171439992
know your audience
>>
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>>171439992
>complains about shitposts
>shitposts
>>
>>171439992
You can craft your game to appeal to this aesthetic.
>>
>>171436323
the background is decent
the foreground you can just let go of, you'd have to completely redo it
>>
>>171440029
>>171440072
>>171440106
Just look at all these easy (You)s.
>>
I'm considering taking a game development class at a local trade school. Does anyone have any experience with this kind of thing? I thought trade school was only for welders and shit.
>>
>>171439480
bait and I don't know why you replied to me.
>>
>>171440484
Gamedev classes are almost universally bad.

>trades
Computer science is taught as essentially a trade at most schools nowadays.
>>
The system is rigged against me and there's nothing I can do about it.
>>
How difficult is it for you to compile your game?

All I need to do is run make.
>>
>>171441350
transition to female and defeat the patriarchy
>>
>>171438750

Effort.

Extreme unlikelihood of finding.

Can't just ignore her 99% of the time.

2D is way more attractive.
>>
What are some intermediate games I can clone?
>>
>>171441481
Spyro
>>
>>171441481
world of pong craft

kerbel space snake
>>
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>>171420256
webm related on what i mean.
>>
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>>171439805
>>
>>171439231
nevermind i found them
>>
>make shitpost
>unending replies
>make Shitpost: The Game
>people pass on playing it
>>
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>>171442051
>>
>>171430575
literally the art attack logo
>>
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Well, new weapon works.
Gonna launch a new version today.
>>
Hi I'm new here. First day.

I have a background in programming, CS degree.
I've created games before but it was all dungeons and dragons style.

And I've written short stories and currently working on a novel.

I've always wanted to create games but I feel like I'v done just about everything related EXCEPT actually create a game. Im sure this is somewhere in the Op but, how would I get started, what engine do you all think is best?. I'd like to make an RPG, and I'd love for it to be very complex and detailed but I don't want to to get in over my head. I'm solo for now but I have a team that could step in to help if they're needed. I looked at some of the engines, are they particularly expensive?
>>
>>171443036
Are those scissors that bounce forevially in a room for no apparent reason?
>>
>>171443036
the thumbnail looks like mario shooting out of a cannon in shifting sand land
>>
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>>171443205
yeah, is a completly new idea and i totaly did not steal those from postal 2
>>
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>blackshellmedia liked your post
>>
>>171443563
more like blockedshellmedia
>>
>>171443621
>blocking free likes
>>
>>171443563
Smoking is bad for your health, Pepe.
>>
>>171428685
dude...try Unreal Engine

you can whip that stuff all up from "scratch" in like 40 minutes after watching maybe an hour or two of tutorials with the blueprint scripting system.
>>
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I have been working on this for 2 days inspired by After Burner and Star Fox. Just basic movement and I might still adjust some of the settings so its more smooth,/slower turning, or I might keep it snappy for faster reaction.

The rest like the model is still placeholder and the background stutters not because of the movement being stuttery but because the ground plane is scaled so big.
>>
>>171410723
>filling the OP with even more bloat
what is the point? I thought everyone wanted LESS links in the OP?
>>
>>171443097
Okay, I'll try not to write a novel this time.

What engine allows me to make a 3rd person rpg and is cheap if not free?

I want to do 3d graphics but thats probably too difficult for a first project.
>>
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In blender, is there a fast way to add another ring of edges like so? Knife cut works for now but wondering if there is another way.
>>
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Thoughts on pygame?
>>
>>171444664

"Loop cut and slide"
>>
>>171445287
functional but you'll hit framerate problems because python.
>>
>>171445287
Not viable.
>>
>>171444664
Isn't "r" loopcut? Or is it shift+r?
>>
>>171445309
thanks, didn't realize loop was that smart
>>
My game isn't fun...
>>
>>171445287
fine but lol python
>>
Any Chad gamedevs here?
>>
>>171445906
>tfw no qt chad gamedev boyfriend
>>
>>171445906
Not even memeing you here, Loli Rape Sim Dev is a beefcake Chad
>>
>>171445857
>lol python
>lol the most popular interpreted programming language on Earth
>>
https://blender.stackexchange.com/questions/41713/how-do-i-keep-blender-from-freezing

Thanks obama

>>171445906
Yeah, but Tyrone, not chad.
>>
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Choose your destiny
>>
>>171446019
you are a Black chad gamedev?

Post hand with timestamp
>>
>>171445998
>has to qualify it with "interpreted" in order to make a sentence that sounds good
>>
>>171445998
Node.js is popular as fuck and that shit is apex retardation
>>
>>171444612
anyone help please?

unreal and unity seem a bit too advanced
but I do like that they're 3d.
>>
>>171445287
A foundation of quicksand, perfect for building things that will slowly die.
>>
>tfw you need to draw hundreds of assets and it's repetitive as fuck

how do 1MAs do this without blowing their brains out
>>
>>171446314
unity or unreal. there might be assets that simplify a lot of your tasks on their asset stores.

but, doing a 3d rpg as your first game is a recipe for failure.
>>
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How do you model hands?
>>
>>171446498
so start 2d?
>>
>>171445287
I have to use this for my programming class I'm taking, I got stuck earlier just trying to get it to print words to the graphics window and hate it already.
>>
>>171414246
>not using mIRC
You must be 18 or older to post in this site
>>
>>171446686
yes, start small. if you can stand googs, this is a good vid on scope.
https://www.youtube.com/watch?v=iQ0e3QUADw8&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR&index=1
>>
>>171446754
It's not using mIRC.
It's not using Trillian.

It's using Trillian and mIRC.

I bet they still use AOL.
>>
>>171445998
Great for programming in, not so much for performance. Sometimes that's fine.

Rust looks promising though for "good to program in" and "fast".
>>
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What kind of shading does Overwatch use?
>>
>>171446923
might help, since i assume you want to emulate more than just the shading model.
http://polycount.com/discussion/170394/technical-study-overwatch-image-heavy
>>
>>171417363
I love her so much. Is good to see you work on her. Also get LIcecap.
>>
>>171447024
>more than just the shading model
Yes, but what is the shading model they use? The article doesn't cover that.
>>
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>>171446565
make a square
divide it 4 times
extrude
divide the big part
extrude once
>>
>>171445998
used mostly for scripting or quick programs, you hardly see complex stuff being built with it.
>>
>>171446565
boolean two object together.

>>171446923
pbr
>>
>>171415378
i understand my code. he has it worse.
>>
>>171448145
What do you mean boolean two objects together?
>>
>>171445287
One of my very first projects was a space invaders clone made with pygame. Python actually pops up a lot in the engineering world, so I'm glad to have had the experience; that being said I'd very hesitant to use pygame for any serious projects.
>>
what's agdg's favorite meme animal

is it still moths?
>>
>>171445906
>>171445989
he has a lil gf now so you've missed out.
>>
>>171446686
>>171446798
small doesnt mean 2D.
there's nothing inherently more or less difficult about having another dimension on screen.
>>
>>171449121
ActionScript doesn't count as code.
>>
>>171445989
post a pic i dont believe u
>>
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>>171449746
how do you figure?

>>171449750
>>
>>171449723
how come you haven't made a 3d game then in Unity or UE4?
>>
>>171444489
If you don't want to make it move like a plane then you might want to consider not using a plane.
>>
>>171450242
because i dont care to.
whats the thing about 3D that makes it supposedly so much more difficult than 2D that it's worth being a shit about?
>>
>>171450476
It's more difficult to program 3d games
>>
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Been working more on the inventory items.
I think I did a good job considering this was my first time working on something like this.
>>
>>171449919
CHAD GETS AWAY WITH EVERYTHING
>>
>>171450597
no it isnt.
>>
>>171450476
2d asset creation is simpler: just hop in mspaint.
There is an extra layer of complexity in the world, game space no longer maps 1:1 with screen space.

I wouldn't say that 3d is necessarily harder overall, but there are some barriers to entry.
>>
3x3 = 9
3x3x3 = 27

3D means is 3 times harder than 2D.
>>
>>171450742
>just hop in mspaint.
just hop in google sketchup
>game space no longer maps 1:1 with screen space
i dont even understand how this is supposed to be more or less difficult....having a camera is easier than not having one.
>>
>>171447056
Are you the same anon that always posts you love her whenever I post progress on her?

Thanks, and I have it now.
>>
>>171450656
124
down vote
accepted


3D is an order of magnitude harder than 2D:

Programming:

The math is significantly more complex for rendering, physics, collision, etc. Hope you like matrices and vectors!
Because of the previous point, good performance is much more difficult to attain. With today's hardware, you can make a nice-looking 2D game without having to think about performance at all beyond not being actively stupid. With 3D, you will have to do some optimization.
The data structures are much more complex. Because of the previous point, you'll need to think about culling, space partitioning, etc. all of which are more challenging then a simple "here's a list of everything in the level".
Animation is much more complicated. Animation in 2D is just a filmstrip of frames with possibly different positions for each frame. With 3D, you'll need to deal with separate animation assets, bones, skinning, etc.

Art:

The assets are, of course, much more complex. You'll need textures, models, rigs/skeletons, animation, etc. The tools are much more complex and expensive, and the skills to use them harder to find.
The set of skills needed is wider. Good animators aren't often good texture artists. Good lighters may not be good riggers.

Asset processing takes longer. Pipelines to convert 3D assets to game-ready format are complex, slow, and often buggy. This makes it take much longer for artists to see their changes in game, which slows them down.

Design:

User input is bitch. You have to deal with camera tracking, converting user input into the character's space intuitively, projecting 2D selections into world space, etc.
Levels are hard to author. Your level designers basically need the skills of a game designer and an architect. They have to take into account players getting lost, visibility, etc. when building levels.
>>
>>171451178
Using Unity or UE4 solves the majority of your gripes.
Having scope solves the rest.
>>
>>171450656

googum dont you think you sound like a rick and morty character
>>
>>171450626
You need to work on your punchlines. Also Fuck o's is a bit over the top for a ceral name, some sort of double entendre would probably be funnier.
>>
>>171450626
>This many heal items
Why
>>
>>171451609
For variety, they all mostly behave in the same way. Plus some of those don't have the proper item type yet.
>>
How necessary are texture painting programs like Substance Painter 2 and/or Quixel if you're making a 3D game?
>>
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okay i watch video i maek game now
>>
Does the difference between Windows Home and Windows Professional make a difference as a game dev?
>>
>>171452093
>necessary
you know the answer to that.
>>
>>171452338
The only difference between them is how much you paid.
>>
My computer has been dying for the past year or so and I need to just go ahead and replace it soon. Has anyone had any issues with GM:S/FL Studio and Win10? Would it just be better to get another Win7 disc and install?
>>
>>171452338
if you make money using windows you need to get Professional but most people buy a license right before release which is legal as far as I know
>>
>>171452628
I wasn't asking morons like yourself.
>>
>>171452692
pirate 7

im on 10 right now and i feel like it would be a tad faster if i went back to 7 but i dont want to delete all my shit
>>
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I feel like I'm working with too few loops, should I be using more? I'm not aiming for any particular low poly goal
>>
>>171452887
https://www.youtube.com/watch?v=DiIoWrOlIRw
>>
>>171453013
fuck off, I watched that and the cg one
>>
>>171452692
Windows 10 is fine and has (at least in theory) better performance and future proofing for gaming.
>works for me :^)
I guess.

Also the captcha thought that a flag was a kite. How's your AI coming along boys?
>>
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>free
>open source
>liberal license
>consistently updated
>can run scripts in both C++ and Python
and you babies are STILL using Unity/Unreal. Rather sad.

Panda3D is the best, most versatile engine by far.
>>
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>>
>>171453118
What has Panda3D made other than ToonTown?
>>
>>171453068
http://gryllus.net/Blender/3D.html

https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
>>
>>171453212
>continues spoonfeeding a rude
sad
>>
>>171453212
Do you think I haven't been watching tutorials? I literally started 2 days ago. I know that I am shit. I asked a simple fucking question: should I be using more loops at this point.
>>
>>171453136
Breddy gud progress there. Are you drawing the minimaps by hand?
>>
>>171453526
na its created from a tile map
>>
>>171453309
I gave you the best resources to learn

>>171453298
He has the chance to become a Blender master if he goes through the best resources
>>
>>171453608
Are you going full procgen for the levels then?
>>
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HOL UP BUT WE WUZ UNITY ND SHIET SENPAI
>>
>>171453169
Pirates of the Caribbean Online.
>>
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>several devs have tweeted at me with quirky ":^) nice game" tweets

>they're all working on similar games

>they're giving me a heads up that i'm fucked
>>
>>171454317
LUCKY for u it wasn't extremely painful
>>
>>171454317

which game?
>>
>>171453212
this shit is outdated as fuck you faggot
>>
>>171454513
No it's not

Lets see you list better ones

pro tip you can't
>>
>>171453309
Did you watch Darren Lile's tutorial? Make sure you get started:

https://www.youtube.com/watch?v=0QT1GNMevfc
>>
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>>171452887
Nice body my man
>>
why are all of you so bad at making games? its pretty pathetic
>>
The past few days were too busy to develop, but at least there is some progress.
+ Tweaked the camera a bit more and added 360 view when the player is standing still. When he moves, camera returns to follow mode.
+ Made a ramp (?) but can't figure out how to rig it. What are those round things called, because I keep googling it and it gives me no usable results (English is not my native language).
>>
>>171453970
probably procgen with templates if it works
>>
>>171454689
post one of your 3d games that are easy to make
>>
>>171454689
Your impersonation of gogem is low-tier.

Then again considering the shitposter, waste of air and loser in real life that you are we can't expect anything good from the likes of you.
>>
>>171454763
do you have a twitter?
>>
>>171454763
teach me your gamedev ways and gamedev secrets
>>
I have an amazing concept to work with that will definitely make money, but don't know how to code or make art.

Does anyone want to team up? I need at least 1 good coder, artist and sound guy.
>>
>>171454851
i need a pile of money
>>
>>171454851
2/10
>>
>>171454790
Why'd you empty your name field? Don't feel like posting as the moron you are anymore?
>>
>>171454810
No, not really big on social media.
>>171454848
I watch a lot of tutorials. Plus, I took programming classes in college.
>>
>>171454810
>>171454848
he bought scripts and models from the asset store. he's a fraud.
>>
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>>171454689
Oh, its not about making games, I'm just bad at most things in general.
>>
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How difficult/time-consuming would it be to create visuals like the ones in The Neverhood?

https://www.youtube.com/watch?v=On_p0JLNIN0
>>
>>171454763
Your walk / run animation is very nice, but the arms are pointed a bit far back in the idle animation, which feels a bit weird.
Also, did you mean loop de loop by chance?
>>
>>171454167
oh c'mon now!
>>
>>171454994

i keep forgetting to assume this by default. man the asset store really took the fun out of everything. i have no idea what took effort or not anymore.
>>
>>171455136
Why are you giving (you)s to an idiot? Are you one yourself?
>>
>>171455116
Real claymation is time-consuming af. I think it would be possible to emulate a clay look with shaders, though. Modeling claymation looking characters should be relatively easy.
>>
>>171454994
>>171455125
Nope. The tree is in Unity standard environment assets, the robot and the ramps are mine, the animation is Unity third person asset, and the scripts are hacked together from tutorials and stockoverflow.
>>
>>171455213

did you model rig and animate that robot?
>>
>>171455259
>loop de loop
That's it! Thanks.
>>171455321
Yes. It was rigged with Maya's HumanIK system, and the animations were retargeted in Unity from the Ethan avatar.
>>
>>171455116
3D animation would be your best bet. But getting animation to look like real clay would be hard. It would not be as hard as animating real clay though.
>>
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>tfw you implement a simple mechanic and it's so satisfying to use that you play around with it for a while instead of going back to coding
>>
>>171455116
>>171455256
i think it would be easy if you had a GOOD set up

like if you had a good dslr or mirrorless and a small green room were you can capture the poses and such and then import them as sprites or something from photoshop

could be easier then 3d modeling desu
>>
>>171455419
was meant for
>>171455125
>>
>>171455462
Yeah... no.
>>
>>171455536
dont be a tosser

it could be easier if you had your shit on point but that cost actual material vs free polys
>>
>>171420756
>>171419563
What are your games called or where can I follow?
>>
>>171455536
>>171455462
The actual photography bit would be pretty simple. But you'd also have to get good at claymation just to make this game. Also, I imagine the light would be incredibly hard to get right, but rendered 3d wouldn't have this problem. I think it's the kind of thing you could do if you were already a claymation animator and wanted to make a game, but a little stupid to do if it's your first time.
>>
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>>171454317
>mfw can't remember the last time another dev spoke to me
>>
>>171455615
You have no idea how hard it is to sculpt or animate real sculptures, do you?
>>
>>171455730
>>171455789
>he didnt hone his claymation skills from clayfighter and wallace and grommit
>>
>>171455116
Don't let us discourage you, anon. Just make a VERY simple platformer with one MC, three enemy types, and enough environment assets for all that. See for yourself how hard it is.

You can probably get some coverage on the small indie sites merely for doing this, too.
>>
How do I build discipline

I can't work more than 1-2 hours a day without getting distracted by other things
>>
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UE4 Spring Arm Issue

Tonight I implemented what could be thought of as inverted lag for my two cameras, telling the spring arm to rotate ahead of a turn essentially so that the player sees what's ahead of them instead of lagging behind and seeing less useful information

I have two cameras, and two spring arms (the set local rotation function is being used on the spring arms). Now, I got it working very well for the first person view, but for some reason it doesn't seem to work at all for the 3rd person view.

Details:
- I'm pretty confident that the reference to the active camera changed successfully when I toggled (I printed a string to confirm)
- Lag was working successfully with both spring arms previously, so the cameras are following them
- The third person spring arm actually has length, while the first person one doesn't.

Does anyone know what may be happening here? I did a decent check through all of the settings on both spring arms and both cameras didn't seem to have any different settings (discounting position and length).
>>
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Gamedev is about getting tough as fuck in a world full of shit.
>>
>>171455975
nicotine caffine and forcing yourself
>>
>>171455789
it can't possibly be that difficult, you have freedom to move the model in actual three dimensions
>>
>>171454994
>jealous of me
>jealous of someone who can make a characterand put it in unity
must hurt living like that
>>
>>171455746
hello fellow dev. whats up.
>>
>>171456420
Who would be jealous of a talentless hack like yourself?

You will never be successful.
>>
will you guys chill

post progress
>>
>>171456683
i-i cant because blue board
>>
>>171456683
I'm waiting for the next thread to post progress, got two tracks.
>>
Should I start my game in GameMaker 2 now or wait until they iron out the bugs?
>>
>>171457405
Might as well start now. Common features are probably pretty much bug-free already.
>>
Has anyone made money from their game?
>>
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>getting butthurt at fake googume
>>
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>>171412008
That is some sick tier pixelart.

>>171417315
Gonna go low-poly for this or whats the plan? Pixly low poly (fzero?) ships could look really sweet.
>>
>>171458315
Is it really necessary to unwrap the whole texture? What's stopping you from using Substance Painter or 3DP?
>>
>>171420756
>>171455651

Seconded.
>>
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>>171412258
>>171413470
>not even a "sorry it's too much for me", or "I can't be bothered"
>>
>>171427021
Damn, I love it.
>>
>>171421232
I work a shitty factory job including saturdays and still have time to post progress couple times a week.

>>171428851
Make sure the portrait jiggles dem tiddies while doing the special attack. You'll make millions.

>>171436259
You better finish this or i will find you swear on me mum. CW1 was perfection. Will this have "creeper" too?
>>
>>171457954
yes
>>
>>171434389
Very nice, anon. Keep up the good work!
>>
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>>171414632
Happy birthday, anon. May all your gamedev dreams come true. Have a good one!
>>
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>>171436323

1 - topmost line needs some darker gray. way too flat as is, doesnt fit with the rest of the noisy tiles.
2. make this line go darker as it reaches the inside.
3. make this black so it continues the inner line from left and right/top tile.
4.needs moss. probably.

Overall this is avery noisy tileset, (the mossy part) and it doesnt tile perfectly. I can clearly tell at a glance where the art starts looping. Mostly because of your double black lines, which you're causing by including one on both the top and bottom of your tile. For vertical I can tell because you have the same problem on a select few bricks. Try offsetting the double black line for both vertical and horizontal by moving the bricks up and down. If done correctly It'll give a more run down/less structured feel as well.

Hope that made sense...
>>
>>171412258
What art tool do you use?
>>
Is Donald Trump going to make things more difficult for amateur gamedevs?
>>
>>171458854
A lot?
>>
>>171459482
sometimes
>>
>>171459442
donald trump is a fucking idiot and cancer to the industry
>>
>>171459482
no not really
>>
Is it possible to import Blender physics into a separate game engine? Is it worthwhile?
>>
>>171459442
indiepocalypse is here thanks to trump
>>
>>171459662
>Blender physics
why
>>
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Do you like pandas, /agdg/?
>>
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upload keeps failing so here: https://my.mixtape.moe/exlngi.webm
This is the current issue. On curves the normals of the triangles go in crazy directions and even with lerping between the normals the difference is too extreme.
Separating the model and the hitbox then just straight lerping the model to the hitbox is much smoother, but the issue is finding the right values to get rid of the jittering but still be close to the hitbox. I think the solution will be to keep the "x" and "z" of the hitbox but smooth out the height changes, but fuck me the maths is doing my head in. Would anyone be able to help with the maths? I can go into more detail if needed

>>171458315
not sure yet. I've got a couple of themes in mind but I want to focus on the mechanics first
>>
>tfw 2 game ideas and not sure which to pursue
>>
Soon I can post progress of my game again, very exciting. Now I have a real home and I will have access to my real PC and my Cintiq and I will have some time to work on the game! Still need a chair
>>
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>>171459770
Only when they're making progress.

A look at my level generation. Finally had time to get the walls (trees) spawning again. Had to use coroutines. Means game is "playable" again.

What next? Work on gen some more? Bitmasking? Or I can attempt to add projectiles and work on the ability to fire the gun and blow up them crates?
>>
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animated health bars and now showing stats for the attacker, defender, and every potential defender when holding shift
stuff on the UI might change or go away completely
>>
>>171459931
Same here.

I ended up putting more effort into the one with the genre I love, and not the one which I know I would have a bigger chance finishing.
>>
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>>171460512
>unity 2D instead of GMS
HAHAHAHAHAHAHAHAHAHAHAHA JESUS FUCKING CHRIST
>>
>>171460767
how is it going to hinder him with that kind if game?
>>
>>171460767
>>171460908

Oh believe me, If GMS supported an actual language I wouldn't be using Unity.

Unity for (pixelated) 2D is painful for several reasons, most of which I've thankfully circumvented In this project. That's part of the reason why progress has been slow up to this point. Literally had to fight the camera every step of the way to get pixel perfection, offset sprites by 0,5 units so they don't jump around as its moving... etc. etc. (If you watch any of my other webm's you can still see the tanks turret jumping around while its moving.)
>>
>>171460767
>GMS instead of Ruby+Gosu

not sure if trolling or stupid
>>
>>171461174
>Ruby
wew lad
>>
>>171460767
Thanks to your shitposting I think I'm also going to make a 2D game too in Unity. What are you going to do about it, nerd?
>>
>>171460512
How is your level generation not freezing the game? When my unoptimized generation script took like 30+ seconds to run I had to just sit there lol.
>>
>>171459931
Prototype both then finish the smallest scope project if you still don't hate one or both of the ideas.
>>
>>171461618
hes probably using coroutines and allowing the game to move to the next frame every new tile
>>
>>171461814
Ah I see, that would make sense.
>>
>>171461618
>>171461884
That is exactly what I'm doing. Even though Generation probably wont be visible in the final version, so it hardly matters.
>>
Any tips on optimizing in VR for unity? Can't seems to crack 30FPS in Gear VR. Tris are averaging 100k and set pass calls are lik 95 max. Do i just need to make the level tighter than it already is? All these restrictions make me not want to do VR until it gets further refined.
>>
Who does the best Blender Youtube Tutorial and why is it BornCG?
>>
>>171462602
bitch 100k tris is not optimized

delete faces you don't need such as things the player would never see

clean up the scene
>>
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>>171459874
instead of doing some stupid maths I changed the normal check from just getting the current normal to averaging out four and it's much, much smoother
>>
>>171462812
Didn't say it was. So what 50k tris?
>>
Anyone using GM2 already?
Thoughts on whether I should upgrade immediately or later on the chance it gets a bigger discount?
>>
>>171462602
what do you mean 100k tris? Like the whole scene, or just what's being rendered? Remember that VR is a real piece of shit right now, everything from the hardward to the engines need some serious optmization
>>
>>171455651
>>171458549
The platformer is space dementia, but I don't have any devblog. Might make one since quite a few anons asked for it.
>>
Why aren't you developing your game for Vulkun, anon? Are you a faggot who can't see ahead or something?
>>
>>171463027
tumblr + twitter is bare minimum for building an audience
your game will not sell without an audience
>>
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what some other gear i can buy to help my game dev?


i got a midi controller and a intuos 4

what absolute must haves? i think i got everything to get me through the door or am i missing something really sweet?
>>
>>171462864
The discount's 40%, which is pretty good, but I can see it happening again.

The new camera and layer systems have ruined or messed with some well established Game Maker practices, so if you want to be at the forefront of reinventing things then get it, if you prefer to let other people figure out all the kinks and tricks then I'd wait it out and stick to the "working" Game Maker.
>>
>>171463202
Get a razer mouse, a wheel, a mixer, a second screen and a high quality camera.
>>
>>171463202
vr headset. xbox conrtoller
>>
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>>171463524
>Razer mouse
>camera
wat?
>>
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>>171463524
i actually have multiple razor mouses

i had 3 death adders

of course they all broke

fucking chink shit one logitech mouse outlasted all of them and logitech is literally chink shit too
>>
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Still wanting to make that dream game? Well, look at this. Really makes you think, huh?

>>171411957
>>
if I want to make a detective game similar to ace attorney, la noire, sherlock holmes, what's the best engine for that? can be 2.5d or 3d I don't care
>>
>>171463829
you nee te
>>
>>171463829
you can make this style of game in any engine although something like unity or there's a visual novel engine if you dont know how to code
>>
>>171463638
More buttons = more workflow flexibility

Good camera = texture creation

>>171463664
Any mouse with multiple buttons will do.
>>
>>171463882
>>171463887
thanks lads
>>
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>>171463664
I've had a Type-R for three years now.
Didnt even know it was a Razer until I brought it home (I was in a hurry and just threw the first mouse with actual physical cord that, didn't look like complete shit to the basket)
It's really not that bad as far as I'm concerned. Didn't have any trouble with it.
>>
>>171463202
2 or 3 screens
a big cup for your drink of choice
an intuos it's not a very logic choice if you don't already draw well, even the cheapest wacom gets the job done
I guess you already have a controller
>>
>>171463942
>Good camera = texture creation
No one uses a camera for texture creation unless is a specifically realistic game like The Vanishing of Ethan Carter. Most textures made of photos can be taken from textures.com

If you want to go realistic you either use substance painter and designer or go full photogrammetry.
>>
>>171463664
was it a mx518? They're fucking great mice
>>
>>171464190
Fellow 518 bro! I've bought my 518 when i was getting into call of duty: united offensive. I had to open it once and shorten/re-solder the cable, and its worked flawlessly since. Still sitting on my desk today.
>>
>>171464172
>from textures.com
And they're shit, along with any other free website.

Either you create your own high res textures or subscribe to a professional catalog like Poliigon or Megascans.
>>
>>171464308
I've had mine for 5+ years now, and recently cleaned out the inside for the first time
that was some disgusting shit right there, but it still works perfectly
>>
You're allowed to post progress now and repost it at the beginning of the next thread. You don't have to wait.
>>
>>171465020
Relatively speaking, it's still early morning for most people who frequent here. It's probably gonna be slow for a while.
>>
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>>171465154
i havent even slept yet

god help me
>>
>>171409498
Because almost nobody can make fappable art. Any retard can learn how to code and make a game but 99% of them will look like garbage and art is literally 95% of any game, it's all that matters, the costumer gives no shits about how poorly the game is coded as long as it looks good
>>
>>171444664
I recognize that belly button
>>
>>171434749
>Pill is too big
I think a pill of that size is suppose to go up your rectum
>>
>>171465681
you are not wrong
>>
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>>171410723
didn't do as much over the last two days because anons seem to like it and i've been doing a lot for over a week

i have been working on my design document tho
>>
>>171415316
he's basically trying to make angry birds for the computer which is probably a mistake, games like that are always phone games
people won't play it on pcs when they can play wow or cod and shit like that
>>
>>171454763
Do you mean a "loop" anon?
>>
Is Gamemaker 2 worth it?

I saw the release info on reddit and most of the posts there are complaining about the UI not being as good as 1.4
>>
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I have a quick question. I got this Gioteck wireless gamepad the other day, and I've gotten everything to work fine through x360ce except for the force feedback. Any clues?

I can dev without it but it sucks especially when playing Souls etc.
>>
God i hate making effects so fucking much. It's so tedious a boring. I wish i just had some slave artist gf to do that garbage for me
>>
>>171466009
I'm an artist, can you explain the process a bit more?
>>
>>171465797
Why are there Pokemon building there?
>>
>>171466065
Fucking particles man, textures, texture maps and then putting it together to animate and blend well with other effect particle systems, it's incredibly tedious
>>
>>171466114
so i can base my buildings off them

i'm aware that my buildings look like shit, i'm just trying to get the proportions right
>>
>>171465797
Are you remaking hyper light drifter?
>>
>>171463235
I'm a barebones scrub, so I'll just stick with 1.4 for now and wait for other people to figure it out, then. Thanks.
>>
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>>171465681
>>
>>171466308
>hyper light drifter with even less artistic understanding and even shittier perspective issues with a smattering of pokemon sprite edits
>>
>>171466440
>an amateur game that's not as good as another game I can think of
>>
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>>171466308
different scale
different gameplay
but yes
>>171466440
suck my dick you queer
>even less artistic understanding
i've only been doing this for a week
>perspective issues
idk what you mean by this
>>
>>171465972
>Any clues?
does it actually have rumble?
>>
>>171466526
> >>perspective issues
>idk what you mean by this

google linear perspective
>>
>>171466874
next you're going to be saying that pokemon had perspective issues
>>
>>171466874
>linear perspective
Not him but that doesn't apply here whatsoever. It's orthographic.
>>
>>171466613
Yes, it works fine when connected to my PS3.
>>
>>171466945
You're as ignorant as they are, then.
>>
All that work, all that effort... all those hopes and dreams you are putting into your game.. yet you know it will end up in one of two ways, you will either abandon it, or finish it but nobody will like it.

It's like if we are that cunt who has to push a rock uphill forever for no reason
>>
Reminder that pushing rocks uphill is good exercise
>>
>>171466874
>>171466982
Linear perspective has absofuckinlutely nothing to do with 3/4 projection.
You can't shrink the things on top of the screen or expose the sides of objects in a game where you can run in all directions.
It would literally have to be a 3D map.
>>
>>171467367
>>171466982
addendum
the only thing you can shorten is the vertical length of objects
>>
>>171467367
Is it wrong to be envious of your ignorance?

(`・ω・´)
>>
Why aren't you making a 3D Game, anon?
>>
>>171467454
Unless you have to say something of actual substance, go choke on a dick.
>>
>>171467548
It's one of those things where it'd be a waste of time to try explain to people who are too low level at art to even be aware of it.
Thankfully for you guys you don't need to know shit about art to make graphics like Hyper Light Drifter or Titan Souls. Normies like it.
>>
>>171467794
Good bait desu

I thought for sure that you actually had your head that far up your own ass but you sort of went overboard there
>>
>>171467794
>Thankfully for you guys you don't need to know shit about art to make graphics like Hyper Light Drifter or Titan Souls. Normies like it.
dumb poster do not respond
>>
>>171467794
name one game with pixel art that uses linear perspecitive
>normies
urgh
>>
>>171467794
So you're just a baiting faggot?
Good.
>>
>>171467868
GTA 1 and 2, but they have an actual 3D map with top down camera, I really don't know what the fuck is that faggot smoking.
>>
>>171467861
>>171467862
>>171467873
If you like the graphics in those games, more power to ya.
>>171467868
Do you think people can understand projections as something completely separate from an understanding of studying perspective as a whole?
>>
>>171468194
>Do you think people can understand projections as something completely separate from an understanding of studying perspective as a whole?
i'm sorry but what does that have to do with my question

name one game with pixel art that uses good perspecitive
>>
>>171467481
3D art is too hard for now
>>
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Let's just feed the troll until he dies. That'll show 'im.
>>
>>171468281
Its not if you plan for compromises ahead of time and I dont mean digging yourself into the low poly shithole.
>>
>>171413997
Oops!
What an embarrassing situation!
>>
>>171468243
>i'm sorry but what does that have to do with my question
Pretty much sums up the futility of trying to explain why an understanding of linear perspective would be important.
>>
>>171418848
That made me hold my breath.
Look at the quality of this background!
I'd love to draw like that...
>>
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I'll be your artist
Drawing out your true game's soul
We can make this game
>>
>>171468449
name one game
>>
>>171468194
>>171468449

I'm asking again.
How the fuck do you apply linear perspective in a 3/4 top down 2D game, without literally making the map a 3D model.
>>
>>171468406
>Its not if you plan for compromises ahead of time
What does that mean?
>>
>>171468643
It means having a concept in your head and cut you losses accordingly.
Example if you are making third person shooter does you character mesh has to be sculpted in Zbrush and has billion polygons while the camera is 20 feet always from the character?
Making FPS,does you character has to have detailed model even though player cant see shit ?
These traps are common and perpetuated by perfection seeking autists and should be ignored.

>BUT BUT ANIMATION
Look at Bioware latest release,that level of quality is now industry standard and is not hard to achieve.
>>
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>>171468931
>look at Bioware latest release,that level of quality is now industry standard

are you fucking shitting me?
>>
>>171468931
I think it is better to make a good looking 2D game than a bad looking 3D game.
>>
>>171469035
Yes well this is exactly what Im talking about,you and i can shit on in whole day but regular people dont care and will continue not to care while the game sells millions and you are perfecting your reloading animation.
Be smart,get a product out.
>>
>>171469092
But Andromeda's animations were getting a huge flak since December and even though bioware promised to fix them the trial version looks just as gross and it's already gaining traction on Youtube.
>>
>>171469229
Nothing of that matters,if buts and promises are only for show in the press.
Even bad marketing is still marketing .
>>
>>171469395
>Even bad marketing is still marketing .
This isn't so true all of the time these days. Look at Metroid: Other M. People are happy to experience bad games vicariously through the internet (read: never play them but make fun of how bad they are) these days instead of paying for them.
>>
>>171414845
I'm using Tiled w/ Tiled2Unity.
>>
>>171469395
You think Bioshit can afford another PR disaster, like ME3 ending?
>>
>>171469563
actually probably yes
>>
>>171469563
there were plenty of airships but you only know the name of the Hindenburg. Hindenburg had the best marketing.
>>
>>171469563
2bh, I dont think EA would can them over anything but low sales.
>>
>>171469048
Guess what? You aren't capable of a good looking 2D game.

In fact, good looking 2D games are harder to make than good looking 3D games, at least for indie developers.
>>
>>171469229
>But Andromeda's animations were getting a huge flak s
It sold millions of copies. If you game is getting shit it means you are doing it RIGHT because people care enough to complain
>>
>>171469729
I don't agree with you
>>
>>171469752
>If you game is getting shit it means you are doing it RIGHT because people care enough to complain
I honestly hope you arent implying quality means nothing as long as youre still miracle making sales
>>
>>171469807
You don't have to, you're still incorrect and likely a moron.
>>
>>171469729
>In fact, good looking 2D games are harder to make than good looking 3D games, at least for indie developers.

*steps into mic*
WROOOOOONG
>>
>>171469752
>It sold millions
So did No Man's Sky, and that will be the last game Hello Games ever made.
And Bioware's sales are tanking.
>>
>>171469938
Ok buddy, whatever you say.
>>
New thread for progress
>>171470303
>>171470303
>>171470303
new thread for progress
>>
>>171469980
>So did No Man's Sky, and that will be the last game Hello Games ever made.
That doesn't matter, you only need to make one hit to set yourself up for life and then you can quit game dev forever
>>
>>171469978
>no argument
No problem, idiot.
>>
>>171461071
C# is not an actual language.
>>
>>171470808
What better way to counter a non argument. Why waste the mental effort on someone farting into AGDG lol
>>
>>171444489
make it a dragon and go full panzerdragoon with it
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