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/agdg/ - Amateur Game Dev General

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Thread replies: 783
Thread images: 134

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You can do it!

> 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
>>171410723

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com
mayang.com/textures

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
first for linux
>>
second for arch
>>
Willing to do art for the right game. Let's talk.
>>
>>171470452
>getting into gamedev for shekels
wew lad, next youre going to tell me you do canvas commissions on the side for bill money.
>>
>>171470693
Not interested
>>
>>171470693
What tool do you use to draw?
>>
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Why aren't you using Panda3D, anon? You can script in both Python and C++, it's open source, free, and not loaded with DRM like Unity.
>>
What's some required reading about setting up an LLC? I don't want my personal assets (such as car, laptop, future wages) seized in costly patent litigation
>>
reminder that this is the kind of person who will be playing your game
>>>/v/371014056
>>
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>>171470452
>set yourself for life
Get your head out of your ass.
Bioware games sell in ~5 million copies range.
They are an EA subsidiary with 1200 employees, half of their revenue rolls in after discount sales, they probably make 10 cents on a dollar from every copy and that's being generous, actual profit after EA, Sony, Microsoft, Steam and physical retailers take their cuts, budget/salaries gets covered, something's set aside for future development, they are left with a fucking pittance.
>>
>>171470917
literally >>>/biz/
>>
why do I never get progress (You)s
>>
>>171471004
Show me the post, I'll give some feedback
>>
>>171471004
People are jealous most of the time or your work is so bad its not even worth commenting.
>>
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https://soundcloud.com/ryunocore/sets/cleft-knight-ost

Two tracks from Cleft Knight are up!
>>
>>171471004
Typically when progress is really good I'll have nothing to say. I don't want to post "Nice!" to every progress post. So I only reply when I have something useful to say.
>>
>>171470693
Any serious inquiries?
>>
>>171471276
what program are you using?
>>
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>oh boy, I can finally make some interesting and visual progress !
>end up making an actor to handle spawning and despawning enemies as the level goes on
hurray for geme devving
>>
>>171471276
>>171470693
Post art.
>>
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PROGRESS: Got the graphics settings working, with toggling effects in real-time.
>>
>>171471004
I usually only reply to progress if the dev asks a question. I usually don't feel like helping google identify lawn chairs enough to post unless someone needs help.
>>
>>171471534
That's already better than most AAA games.
>>
>>171471586
Is anyone else thinking Captcha is going way over the fucking line lately?
Not only are they forcing people to do some questionably legal shit, I've had to solve more than 5 in a row more than once. And no it wasn't "please try again kind", just more shit to solve.
>>
>tfw you realize your game is boring
>>
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>>171471586
>>171471742
>>
>>171471787
Speed everything up by 1.5x to 2x. Sometimes a game might just be too slow, and is more fun when it's faster.
>>
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Good afternoon fellow autists.
Its already looking better.
>>
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Stress testing the new animation system. Should feel pretty good, be efficient and not crash at all at some point.
>>
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Daily reminder: Stop making shitte Early Access games like
>>171411957
>>
>>171471931
upside down it kinda looks like an F4
>>
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>>171472094
>says anon, as he posts a picture of """"""""""pixel art"""""""""" made with shit geometry, flat colors and disgusting modern PP effects
>>
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>>171472284
>he makez 3d games
>>
>>171472284
I fucking love bloom in pixel art.

Debate me.
>>
>>171472357
>implying pixelshit is the only valid 2D style
>>
>>171472414
Found the nodev.
>>
>>171472390
You are entitled to your opinion
>>
>>171472108
Mean looking plane thats for sure
>>
>>171472357
Yes anon, I'm criticizing someone's 2D drawing technique, because I'm making 3D games.
Incredible deduction methods you've got there, retard.
>>
>>171472493
stay mad 3d shitter. The world has no place for no-talented people like you.
>>
>tfw I need to finish my game before the indie meme ends
>>
>>171472596
cant come soon enough 2bh.
Want all these faggots who dont even like games to go.
>>
>>171472591
I'm not making 3D games you fucking insane person.
>>
>>171472715
Ofcourse you're not, nodev.
>>
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Fixing bugs is progress, right?
>>
>>171472596
It's already dying. Poor white boy oma won't be able to compete with the upcoming VR headset boom, you will need to have studio which can push out AAA assets or you will be fucked
>>
>>171472596
By the time I finish my game my parents will kick me out of the house no one will be buying indie games anymore, I will have to pay 10000 dollars just to get on steam. All I can do is hope for HL3
>>
>>171472823
What's the game plan?
>>
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>>171472847
VR boom
>>
>>171472891
Small city builder.
>>
Stop obsessing over 'progress'. It's more important that you enjoy yourself.
>>
>>171472847
if it dies then definitely for different reasons than vr meme
>>
>>171472823
Or perhaps he's wondering why someone would generate a terrain, before having any gameplay.
>>
>>171472847
>VR
Shit, I forgot that existed. There truly is no salvation
>>
>>171472847
VR doesn't need AAA assets, probably the >BEST VR game so far is Budget Cuts and that has some pretty basic (but clean and well done) graphics.

>>171472963
Being in this for "enjoyment" is a great way to never actually finish anything.
>>
>>171472924
Oh great, it's the 2017 version of the idiot who used to to go like "lol computers? normal people will never use them, they are for scientists"
"lol portable phone? that will never catch on!"
etc etc
in a decade or two using a monitor instead of vr headset for gaming will be on par with using VHS tapes today to watch movies from
>>
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I'm getting kind of sick of GameMaker Studio.
Considering I'm an IT student now I'd be better off using C++ or Java instead and kill 2 birds with one stone (make gaem and improve coding language) right?

How would I even go about this? Are there engines to use for Java and C++? Or would I have to code things like level editors myself?
>>
>>171473246
Java is incredibly similar to using C# in Unity, and UE4 is C++
>>
My game will surely be the next Braid/Limbo!
>>
>>171473246
>C++
ue4
>>
>>171473229
Oh great, it's the 1996 version of the idiot who used to go like "lol computers? normal people will never use them, they are for scientists"
"lol microwave? that will never catch on!"
etc etc
in a decade or two using a monitor instead of vr headset for gaming will be on par with using cassettes today to listen to music from
>>
Imagine if Godot used a proper language that wasn't retardedly slow.

It would be the #1 2D engine for sure.

I know you are reading this Godot devs, stop making stupid shit like visual scripting.
>>
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>>171472847
>he makes VR games
>>
>>171473285
>>171473302
thank you

Am I right in assuming Unity would be better if all I wanted to do was 2D games?
>>
>>171473229
VR headset is a shitty gimmick that's been around since 1995 (literally longer than you) and so far it's sti still shit
>>
>>171473351
>in a decade or two using a monitor instead of vr headset for gaming will be on par with using cassettes today to listen to music from
or it's going to be like betamax, minidiscs and literal virtual reality headsets from the 90s

your expensive format that nobody uses is a disaster waiting to happen
>>
>>171473131
>Budget Cuts
The only reason why games like that can survive is because the big idustry animals haven't fully jumped on the vr wagon yet. Once you will start getting the battlefield and dragon age diarrhea in the VR market, indies will be fucked. Also don't forget that people who grew up with shitty graphics and don't mind them are entering their late 20s and 30s and will either stop gaming due to work/family or severely limit gaming, and the gaming community will consist mainly of, now grown up, cancer kids, who consider mass effect 1 graphics as absolute bare minimum to be playable and will prefer current cutting edge graphics
>>
>>171470303
Add pygame to your list of Engines! Pygame is a perfectly legitimate Engine and just as good as Unity.
>>
>>171473423
Better in the same sense that using an Xbox 360 controller to hammer a nail is probably better than using a curtain rail.
>>
>>171473426
90s VR and todays VR share only their names and that is it. The only reason why the 90s vr failed is because the technology wasn't there yet. Same reason why leo davinci's plane failed. But currently the VR technology is pretty much there, they just need to work out the kinks which will take mere years to do.
>>
>>171473569
I see what you mean
I've just heard people say that UE4 is too bloaty for 2D game development

I'll look into it more closely
>>
>>171473423
if you break 100k you have to give unity money

like that'll ever happen tho hahahahaha
>>
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Gasp!!
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>ue4 crashes without warning because it didn't have enough memory to allocate for textures
>I'm still using placeholder art
wonderful
>>
>>171473639
Will's willy
>>
>>171473617
Just like 3D TVs, right?
>>
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>>171473617
the "kinks", such as not making you squint into a tiny screen in front of your fucking face (literally same shit as 90's VR)

Until they can create a separate perception of reality inside the brain using electromagnetism or some such, VR is read in the fucking water.
>>
>>171473785
Just like color TVs
>>
>>171473507
Mass appeal isn't exclusive appeal, a huge hit doesn't kill smaller games as evidenced by the fact that indies and AAA coexist just fine right now.

>b-b-but only a handful of indies are ever popular while the rest of forgotten for all eternity
It has been like this since the beginning of recorded history and is not some new phenomenon.

>b-b-but look at the utterly abhorrent state of the android market! shitty cashgrab games everywhere and the few good games are never noticed!
That's Google's doing, they actively promote shitty practices like ads and IAP and it's not some natural order of things, they could easily clean up the Play Store with more sane practices but they are an ad company and ads are their business.
>>
>>171473008
There's also a lot of things already implemented you can't see on a screen: player controls are pretty much complete, pathfinding shouldn't be too far now either.
It's not a game yet, but it's taking shape.
>>
>>171473831
Do you even understand how VR works retard? The lenses on the thing make is so that the screen looks like it's far away and your eyes focus much farther away.

You are an ignorant retard.
>>
>>171473981
→the point

you


Unless you come with tech that sends information directly into visual cortex, fooling the person to think they are actually seeing things first hand, not on a screen, you have nothing to improve. VR is fucking dead.
>>
>>171474268
t. retard that never even tried a VR set trying to comment on shit he doesn't know about

Even the relatively low fidelity screens of VR sets today look utterly immersive and enough to fool you pretty convincingly, all it needs is a denser resolution and higher FOV and it would basically look like real life.

>IT'S NOT LITERALLY MATRIX WAAH IT'S SHIT WHY WOULD YOU WATCH A MOVIE IN A 2D SCREEN IF IT'S NOT EXACTLY LIKE REAL LIFE WAAH
Holy shit kill yourself retard.
>>
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This is what the VR haters actually think video games look like. Because they can't make games. Only """""""""levels""""""""" that look like literal tranny vomit. I guess because a tranny vomited them out. Lol. :)
>>
>tfw rewritting the same code for the 4th time
>>
>>171474478
>WHY WOULD YOU WATCH A MOVIE IN A 2D SCREEN IF IT'S NOT EXACTLY LIKE REAL LIFE WAAH

I totally prefer 2D movies to 3D ones and for a good reason
it's a gimmick
and your buyer's remorse won't convert anyone
>>
>Holy shit kill yourself retard

what did he mean by this?
>>
>>171471004
Where is your game?
>>
>>171474268
god you are dumb
>>
>>171474686
I don't even own a VR set but I used one, it's too expensive right now and the design and technology are still way too volatile.

I used 2D screens as an example to point out how fucking dumb your "it's not literally matrix so it's bad" argument is, if you ever used a VR set you would know it's far more than just a 3D screen strapped to your face.
>>
>>171474873
give it up, the vr meme is already dead
>>
>>171471138
(You)
>>
>>171474873
>it's far more than just a 3D screen strapped to your face
a screen strapped to your face with headtracking?
>>
>>171474687
It shorthand for "this argument is silly and not going anywhere, let's wrap this up and continue working on our games"
>>
>>171474873
Don't argue with autists, it's a pointless battle
>>
>>171471972
(You)
>>
Why are so many fucking idiots going 3D?

It's fucking retarded no matter how you look at it.
>>
Daily reminder that gogem has made multiple games and the rest of you are perma-nodevs
>>
>>171475334
There are just a handful of VR/3D games so what the hell are you talking about boyo.
>>
>sourcefam gets destroyed in a stupid VR discussion and now tries to falseflag and pretend his shitposting alter ego is a VR supporter
classic
>>
>>171475416
His art is bad
>>
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>It's the "I hate VR because it's not the matrix" and "VR is literally gods gift to the world fucks arguing again" episode
>AGAIN

Unrelated to this shitty argument, gas artist, I blame them for everything.
We should carry out digital pogroms against artist, put them into concentration camps and use them as slave labor to make assets while we develop AI to replace them.
>>
>>171475416
it's cruel to needlessly antagonize the eternally depressed.
>>
Do you neglect audio because it doesn't feature in progress posts?
>>
13 days to loli jam
>>
>>171475546
>while we develop AI to replace them.
soon
http://mattya.github.io/chainer-DCGAN/
>>
>>171475601
>Do you neglect audio
but i dont
SFX are hard and most people dont have the ear or patience for it.
>>
>>171475601
i neglect audio because my computer's sound is broken
>>171475546
>develop AI to replace them.
stop randomly generating things you shits

it doesn't work for levels and it won't work for assets
>>
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>>171475601
i neglect audio because it's annoying to have audio everytime you test

>>171475646
>>
>>171475601
I'm just bad at audio, especially music. So I use free music and some simple sound effects made with BFXR.
>>
>>171475601
I have some musical sketches but I feel no need to finish and implement them so early on in development when I haven't even figured out the general aesthetic I'm going for, same with sound effects.
>>
>>171475601
I neglect audio because I don't think it's a priority.
>>
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I would develop for VR in a heartbeat if I had the cash,as it stands I can barely afford cheapo ramen.

Let's go boys!
>>
Why is no one here making Pressure?
>>
>>171475546
what the fuck is YOUR problem?

>>171475663
wow an algorithm fed pictures made by people, set to make composites of their features and failing miserably?
truly awe inspiring
>set hair to pink
>get blue
LMAO
>>
I’m Hideo Kojima. I’m a game designer, and I make games like Metal Gear Solid at Konami.

I originally wanted to make movies, and I wrote novels and such, but I couldn’t get a budget, so when making a movie started seeming difficult, the NES came out, and I learnt about the world of games. I realized that you could tell a lot of different stories through games too, so I ended up entering the game industry.

Back then, you couldn’t play many sounds or voices, but there was a challenge within that simplicity. It was really fun. From about Metal Gear Solid 2, the sound became beautiful and real, so-called CD quality. And then I went to Harry Gregson-Williams from Hollywood, and got him to do real sounds, and broke it down digitally to play it like that, so from around that time I felt like we were making sound that was close to that of movies.

Games aren’t movies. But like movies, I think sound is 80% of it.
>>
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>>171475892
Fuck konami right guys.
>>
>>171475853
t. butthurt "artist"
>>
>>171475848
because Pressure was and remains a stupid concept for a game.
>>
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/whohere/ working on a waifu simulator?
>>
>>171475967
you're the one butthurt if you want to replace us with you RNG faggotry
did some artfag cuck you?
>>
>>171476019
HNNNNNGH
>>
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>>171476019
>tfw literally read this today
what are the fucking odds?

also
>she's head taller than the MC
>>
>>171475732
how is your hitler rhythm game coming along anyway
>>
>>171475115
>discounting actual progress
This is why the thread should just die. Discord devs are the only majority of yesdevs with minimal shitposting
>>
>>171476562
not believable for a second.
>>
>>171473394
>he doesn't make games
>he just shitposts in a thread about making games
>>
>>171476562
>being jelly because he got a you and you didn't
(You)
>>
>>171476454
believable for a second.
>>
>>171476562
>a couple people shitpost on /agdg/
>UGH THIS PLACE IS COMPLETE SHIT AND FULL OF SHITPOSTERS
>Come to Discord where the same amount of people shitpost!
>>
>>171476562
>going on discord at all
Too much shitposting too little work.
>>
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gonna give this one more try

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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>Discord
>>
>>171476642
>>171476657
>>171476741
>>171476751
all of you faggots proving my point by replying to a shitpost rather than actual progress. You will never finish a game
>>
>>171477105
Joke's on you I'm the person that repliies to most progress posts in this thread
>>
if i ever get from making games for my own joy to release a actual game i'm gonna put it on piratebay
>>
>>171477105
im certain i will
>>
>>171477105
Where is your game?
>>
>>171477105
Just finishing the landing gear what the fuck are you talking about.
If a threads stays up for 8 hours you bet your ass Ive been working the whole time instead talking shit on discord.
Replying to a post or two here has nothing to do with the autistic shits just discovering IRC in 2017.
>>
>>171477191
If I would see my game on a pirate site, I would:
- feel successful
- leave some keys in the comments
>>
>>171477375
Same.
Just go to pcgames-download.net and shift through the indie selection,they barely have downloads or comments.
>>
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i have consulted the greatest scientific minds to convert the time to microwave time
>>
Haven't been here in a year.
/agdg/ 16-17 season rundown please

>>171477582
This looks comfy af
>>
what programs do you guys use to make music anyway
>>
>>171477582
L-Lewd
>>
>>171477964
Famitracker for 8-bit chiptune stuff, FL Studio for non-chiptune stuff.
>>
>>171477964
I just find russian guys that are eager to promote their music.
>>
>>171477923
Thanks anon

>>171477964
FL Studio for composition, Audacity and OpenMPT for samples
>>
>>171478062
link me some
>>171478026
>>171478097
>he pays for software
>>
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>>171477964
>>
>>171478062
>previous game needed electronic/ambient stuff
>endless supply of music bros to pick from
>now I need orchestral and the choice of free artists is a wasteland
>>
>>171478026
>>171478097
Anyone have links or leads to some free "decent quality" soundfonts for FL Studio? Strings and voices etc? At least better than the default since all the nice stuff is super expensive right now. I would love to buy them eventually but the only budget I run on is personal time for now.
>>
>>171477923
check demodays
>>
I'm just starting and doing a small game by following a tutorial. So far done only in Unity and C#. How viable is C# in the long term?
>>
>>171477964
Composing into guitar pro because muh sheet, export into MIDI and use Ableton for actual sounds.
I might send the MIDIs of my finished tracks to my better musician friend though, not just because he's better but also since he has a massive collection of sound banks compared to me.
>>
>>171478021
Any more shitposters' death reported?
What were the cancelled titles since April?
>>
>>171478317
Are you looking for a particular style? Or just the highest quality/closest you can get to actual samples
>>
>>171478097
Why not use Edison inside FL?
Its so much faster and more powerful.
You can save as and export to the playlist in two clicks
>>
If I were to purchase FL Studio which version is the best bang for the buck?
>>
>>171478386
Only concerned with quality honestly
>>
>>171478397
I use Edison occasionally for it's superb pitching and stretching, but I prefer the UI of Audacity over Edison.

>>171478459
Ah I see. I have a good collection of SPC/SNES stuff but for high-quality free SF's, I'd just take to Google.

trisamples.com/free-soundfonts/
>>
>>171478021
you're my favorite shitposter
>>
>>171478636
Thank you anon! These will help a lot!
>>
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Some light bloom.
You'll have an option to disable it.
>>
>>171470303
I want to make a game called "Happy Little Clouds".
>>
anyone got a repository of good tutorials for unity and c#? I've just finished n3k's snake game tutorial and while I understand it I have no clue where to go from here. I mean like learning individual mechanics or learning enough fundamentals that I can start figuring out how to approach creating mechanics. Like I know how to make a player controller but where do I go from here?
>>
>>171478673
>literally insane shitposter gained a fan
a deathcult cant be far behind
>>
>>171478769
what will player do in it?
>>
>>171478370
Googs is going to jail soon for violating Western Australian law with his gambling achievements on Steam. They're also going to expedite him to the US for his work on the sandy hook simulator.
>>
>>171478828
I find it strangely entertaining because of how bizarre it is
>>
>>171478758
will there be a playable husbando? ;_:
>>
>>171478828
>>171478923
The orbs of light have preordained your death.
>>
>>171478269
>electronic/ambient stuff
link me some
>>
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>>171478953
My next game (in 10 years) will have a male mc, I didn't make this flexible engine just for this game. I want to make a metroidvania with combos and weapon switching next.
>>
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>>171478923
i wonder how mad it will make him once he realizes he's an artist
>>
>>171478792
do one thing at a time. google or ask questions when you need help.
>>
>>171478923
bizarre is an understatement
that dude goes into discord from time to time, acts completely normally until he randomly tries to direct the conversation into the subject of source and eventually pose as a victim of thread memes, all without a slightest hint of irony
this can repeat a few times until he gets kicked
>>
>>171478830
The player will be one of the happy little clouds. He'll go around chilling with other clouds and occasionally getting himself some cloud action.
>>
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>>171479336
do go on
>>
>>171479146
>>>/mu/soundcloud
>>
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It turns out I can just import my 200MB meshes into Blender without having to bake the textures myself
It renders a little slow but it doesn't chug like a dead turtle like I expected

Unfortunately I haven't figured out how to import the per-vertex altitude data and use it as a displacement map or something
Maybe I'll just displace the vertices before export
>>
hows the modeling going, anon?
>>
>>171479470
The first model is great, but how the hell am I supposed to fit my cock into models 2 through 6?
>>
>>171479430
i dont understand, how is this any more than a noise texture slapped on a sphere?
>>
>>171479336
I'm on the verge of stealing your idea, but keep going.
>>
>>171479430
your post makes your render sound much more complicated than your webm indicates
>>
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The doxxer is a terrorist
Now he's real upset
He's going to snap at every anon
Because of his regret

He wants to get away with it
He wants the mods to save him
But everyone knows he's a piece of shit
Going to live with Satan
>>
>>171479371
>>171479618
There isn't much else to say. I was thinking along the lines of "Animal Crossing, except with clouds instead of animals".
>>
How important is story in a non story driven game from a design standpoint? I talk about games like Portal or Binding of Isaac, where the game could work without any sort of set up, but it's a nice addition. When is the right time to start to think about the setting? How are you supposed to find one?
>>
>>171479915
Can angry people be storm clouds?
>>
What's the most common issue for invalid elements in an array ?
More specifically in UE4 but I guess it can happen in any engine.
>>
>>171479973
Absolutely. It just so happens that they're black. It's not a race thing I swear.
>>
>>171479950
Gameplay > plot > graphics

unless you're catering to attention-deficit adult children
>>
>>171479950
Ask people their favourite thing about Portal. I guarantee you that not a single one of them will mention anything gameplay. Story is important for leaving lasting impressions.
>>
>>171479995
What do you mean?

Like what can go wrong if you have invalid elements?
>>
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Before if you wanted to throw an item, you would have to awkwardly use the momentum of the Reaper movement to throw it.

Now I added where you can pick it up with LMB, then just point the line and drag it out how far you want to throw it. So it will get thrown with mouse distance and direction in mind.

Need to lose the programmer art though. How shitty will it look if I make an arrow, then stretch and rotate it in-game?
>>
>>171480039
>unless you want to make money
Fixed it for you, anon.
>>
>>171480070
Ask people their favorite thing about Tetris or Super Mario Bros.
>>
>>171479950
Depends on your game and audience

I never once got asked about story for a previous game, but the new one I do fairly often.
>>
>>171480145
Why would we do that when he explicitly said "I talk about games like Portal"?

Mongoloid.
>>
>>171479571
That's what it is
I guess in theory I could build the noise function into some kind of Blender plugin and just invoke it that way, but my intent was to put together a toolchain where I could batch render a whole bunch of planets from a handful of configuration scripts

>>171479657
OK, I'll fix it:
>Blender knows how to do colors. I didn't know that because I'm stupid. Now I know. There's other stuff to do that isn't colors. I still don't know how to do that. I am still stupid.
>>
>>171480083
Well, I want to make an array of elements to remove from the game but it seems a lot of them are not valid, I can't delete them.
>>
Lore is more important than story.
>>
>>171480221
Tetris and SMB are both games like Portal. They're both played on computers, and they both challenge your reflexes and hand-eye co-ordination.
>>
>>171480243
Maybe they were already deleted.
If you're doing something like particles or sound cues they will often destroy themselves when finished.

Also check that they were actually valid when you tried to add them. It might add nothing but still create a slot for it.
>>
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>>171480347
>Tetris and SMB are both games like Portal.

>they both challenge your reflexes and hand-eye co-ordination
>>
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>>171480145
>he thinks Tetris didn't have a story
you were an engineer working on AI autopilot of Soviet space shuttle
>>
>>171480279
"Story" is as vague a word as "consciousness" and gamedevs are hamstrung by continuing to talk about it
>>
>>171480438
Doesn't seem like it, they still show up on the list of elements.
I'll try changing the way they're added though, you're probably right about this one.
>>
Why do the best writers tend to have backgrounds in comic books?
>>
it's very clear none of you have any talent for making games
>>
>>171480689
Coming from a person who was born a shitposter that doesn't hurt my confidence much.
>>
>>171480689
You think you're tough shit but I can tell that in real life you're sheltered, risk-averse, and emotionally frail. Your tendency to hesitate will always be your Achilles' heel.
You will never be able to shitpost with the champs. You don't have what it takes.
>>
What about a game in which you make games in which you make games?
>>
>>171480635
is that really a thing?
>>
>>171476019
>>171476187
sauce?
>>
Younger brother asks what is the point and why I even bother to model things.
I have no response.
>>
>>171481220
Glamorous Nylon
it has only 9 chapters and ends abruptly.
Don't expect any miracles, aside from the girl's lingerie shots, the art is shit and plot is all over the place.
>>
>>171481367
meh thanks anyway
>>
>using GML or C# to make a game
Why limit yourself so?
>>
>>171481685
the only limit is your imagination and work ethic
>>
>>171481685
Because there no good 2D engine with a proper programming language.
>>
>>171481845
Sure there is, it's called make-your-own-engine.
>>
Does anyone here want to do few chiptunes for a stealth game?

I can't make it myself, i tried, im horrible.
>>
>>171483132
Stealth games should have moody ambient tracks, not bleeps and bloops.

This is not an opinion.
>>
>>171480089
First of all, looks pretty cool.

>How shitty will it look if I make an arrow, then stretch and rotate it in-game?
Not sure, I think it depends on how the arrow looks and whether it's animated. I think it could look pretty good. It might be even better to use something else that better fits the game's theme... maybe a ghostly arm?
>>
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>>171483132
Check out the MG2 OST for something close to chiptunes.

>>171483280
Like this guy said, you gotta be careful as it can break the atmosphere.

https://www.youtube.com/watch?v=htggdgOimqQ&index=3&list=PLCC6F3F3B7F841559

https://www.youtube.com/watch?v=4sMxmjW5CsU

https://www.youtube.com/watch?v=07MeA0yaEgM
>>
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>>171476019
>>
>>171483682
ditto this
>>
>>171483596
>Check out the MG2 OST for something close to chiptunes.
fucking lol
>>
>>171483132
Go on looperman, find ambient loops. Done.

I've found one that might work for you - Sneak Like Me by clinthammerMUSIC.
>>
Is there anything worse then Brazilians on the internet?
>>
>>171484297
Your game
>>
>>171484297
Venezuelians on the internet
>>
>>171484297
Your lack of game
>>
I like the time travel mechanic in Chrono Trigger a lot. I wish I could steal it without my game being called a rip off
>>
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Question to anyone:
What price tag your game will have(and why)?
>>
>>171484991
Free.

Money will be made with Patreon.

It's porn.
>>
>>171484991
20 dollars full release
No frequent deep discounts, maybe a 75% off every year starting one year after release
>>
so what sound formats do you use in your games?
You DO know that mp3 and 4 are licensed, right?
>>
>>171484991
5 to 10 leaning to 10
It's a small game and no one wants to pay more than 15 for indie games.
>>
>>171485368
FLAC best format any occasion
>>
>>171483472
Yeah, planned to use the ghostly tentacle thingie that can be seen animated on the ghost itself (at the bottom).

Thanks for input!
>>
>>171485368
ogg
>>
>>171485368
vorbis
>>
>>171485368
Opus or flac they are the best anyway.
>>
Trying to get into UE4. What is the best way to "select" an object so other blueprints can call on it?
For example when you click on an object a text will change.

Can you do like a "find object with X boolean set to true"?
>>
>>171485368
wav and mid
>>
>>171485368
ogg and wav
>>
post progress guys
>>
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>>171485412
>>171485501
>when you download 600MB platformer demo, because shitter just had to put in uncompressed everything
>>
>>171484991
60$, +40 for the season pass.
So I won't have to sell much to make profit.
>>
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>>171485739
>implying i will sacrifice high audio fidelity when there is no reason to do so
>>
>>171485626
You need a reference to actor, or a reference to that specific actor
either store it into an editable variable you change in the level editor, or use a get all objects in X class and take it from the array.
>>
>>171481845
Use a framework. Using an engine for a 2D game is very wasteful in terms of your player's PC's resources. Any toaster nowadays can run basically anything 2D if it's programmed correctly. Why ruin that?
>>
>>171485892
The difference between a wav and a high quality MP3 is imperceptible with a 10x difference in file size.
>>
>>171485982
the difference in file size is imperceptible
>>
>>171485982
>imperceptible
Speak for yourself.
The noise added after 44100 is unacceptable in mp3 files.
>>
>>171485982
mp3 is a licensed format, use ogg
FLAC is to fat
>>
>>171486052
From 30mb to 3mb is a big difference.
>>
>>171485626
There are a variety of 'Get all actors _____' nodes, and then you can use a ForEach loop to cycle through them and check the boolean (not great for performance with lots of actors/doing it very often)

You can use a Trace fired from the camera to the mouse location with 'Convert mouse location to world space'
Or an overlap sphere if you want to find nearby things

If both objects exist in the editor from the start and it's a 1-to-1 relationship you can give them an Editable reference variable and then you can set that from the editor.
>>
>>171485982
depends on your headphones and what range is being used (mp3 kills high frequencies)
mp3 is no flac
>>
>>171486094
ogg isn't a format, it's a container.
>>
>>171486129
teach me your gamedev ways please
>>
>>171486560
https://www.youtube.com/playlist?list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR
>>
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>>171486618
last fucking warning
>>
>>171486712
t. salty nodev
>>
>>171486535
Ogg Vorbis then
>>
>>171473426
t. hasn't tried modern VR or just played phone VR with retarded app "watch a movie in a theater!" tier shit
>>
>>171485368
What the heck kind of person would still use MP3 in this day and age for anything
>>
>>171486905
2000s music player that doesn't support glorious Opus?
>>
>>171486905
I could bet you even Greenlight is full of games stuffed with mp3 audio
>>
>>171486905
It's by far the best compression algorithm in terms of quality per byte.
>>
Is there a significant difference in workflow between sculpting in Zbrush and box modeling in Blender? Even when you're modeling something simple?
>>
>>171481367
>art is shit
The only thing shit is your taste.
>>
>>171487071
Formats with better quality / compression
- OGG
- Opus
- AAC
- Probably everything else
>>
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I want to make some sort of MMO/online game but I have absolutely no good ideas and don't want to make something terribly generic and actually fun. Please help me.
>>
You don't need graphics, as Undertale and countless other indie games have shown.

You don't need story, as Super Mario Bros, Tetris, and countless other games have shown.

You don't need gameplay, as Flappy Bird, To the Moon, and countless other indie games have shown.

So what do you need? Do you need anything?
>>
>>171487129
Yes. Sculpting in Zbrush is like making art. Using Blender is like being sucked through a human-shaped hole carved into a cliffside.
>>
>>171487332
Heavy marketing.
>>
>>171487303
Are you sure you're not an ideaguy?

>>171487298
Also ogg has fewer licensing issues
>>
>>171487129
why dont you try and judge for yourself instead of waiting to be spoonfed a workflow that is perfectly fits your needs
>>
>>171487332
A game
>>
>>171471534

Have you work professionally on a game before? If yes which game?

From the characters to the graphical interface of the menu it reminds me of dark souls/demon souls.

Can you tell me about your character modelling/scultping process?
>>
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I need opinions.

Left or right, and why? Does the right one dodge downwards too deeply?
>>
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>>171487303
If you are in any part of game dev and can't come up with any ideas at all, you should literally just kys
>>
>>171487604
Why not both?
>>
>>171487241
Sorry, but I actually know how to get on Sadpanda and if you think the style in that manga is good, I could drown you in artists, whose work would make your dick rip itself off and fly to space.
>>
>>171487604
why are you fighting in a Five Guys?
>>
>>171487757
While I technically could leave it as-is, I'd rather both have the same animation but mirrored to be consistent between dodges.
>>
>>171487332
you need to put the crack pipe down and make a game
>>
>>171487834
Because the ring sprite isn't done yet and I needed to slap a quick grid on the placeholder so that I could actually tell if the ring moving when you punch the enemy fighter works. If it's all a single color it's really hard to tell if it moves 1 pixel at a time like it's supposed to.
>>
>>171487604
furry punchout doesn't seem like a good game concept
>>
>>171473507
not every game is a first person game that needs a realistic environments
shut the fuck up
>inb4 muh future kids
you don't know jackshit
>>
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It's surprisingly fun just throwing rough concepts together in gmod

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

I think I might actually polish this and add objectives.
>>
>>171473507
The "grown up, cancer kids" won't have money to spend on games. The people with jobs, who don't have endless time to sink into grinding and cheevos, will.
>>
>>171487646
>tfw no cute asian gf to choke you with her legs
>>
>>171488442
>generic shooter #144354
>>
>>171488148
>all sorts of possibilities for different fighting styles due to different animal morphologies
>character design is easily memorable
>maximum furbait for maximum dosh
tell me again, how is it not a good concept ?
>>
>>171487646
I wonder what decisions in life you have to make to end up being actually paid for letting cute hs girls choke you and rape you
I apparently did it wrong ;_;
>>171487303
You will fail, the scope is too big, don't waste your time
>>
>>171488648
would you play a game like that?
>>
>>171471138
>this still exists
Amazing, I thought you stopped working on this years ago. How's life?
>>
>>171488952
add first person and VR $$$
>>
>>171473229
I don't think many people will use VR as opposed to AR (Hololens and such).
>>
>>171473638
But Unreal has a 5% royalty all the time. Thus the 30k break-even line between Unity Pro and Unreal. Over 30k and you're giving more money to Epic than you would to the Unity devs.
>>
>>171489230
>30k
It's 3k.
>>
>>171488760
The way you have it set up is the old style punchout type of game is not going to work with different fighting styles and animal morphing etc

You would have to make a different type of fighting view
>>
>>171489230
more people will buy your game though
>>
>>171487407
Even for simple models for something like Unity? Is Zbrush even better for characters like Toon Link?

>>171487496
Because Zbrush is expensive and I'm not sure I can learn it enough in the trial version. Pirating also seems harder these days.
>>
>>171489286
super punch out had people beating you with long hair and a cane. its setup isnt that different from what he has.
>>
>>171489345
The zbrush trial is 45 days. Forty five fucking days. Stop making excuses.
>>
>>171489345
For simple stuff you should stick to box modeling.
>>
>>171472284
All graphics are pixels.
>>
Does the THPS audience still exist?

Seems like a dead genre.
>>
>>171489692
I think it's pretty dead.
I'd play a game like Skate where you can slide down hills and break every bone in your body though. Seeing someone fall is really fun.
>>
>>171489275
What do you mean?
Unity Pro: $1500
Unreal: Free, with 5% royalty
Disregarding Steam cut, $30k is where Unreal would stop being less expensive than Unity. Or, going by the monthly approach, a year of Unity Pro.

>>171489318
>"people care about the engine that the game is made with" meme
>>
>>171489657
I'm a slow learner and get distracted while learning all the time.

Also no need to be such a sperg. Did you forget to take your ritalin or something?

>>171489670
Thanks.
>>
how hard would it be to make a better game engine than Unity or Unreal Engine 4?
>>
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>>171489681
>>
>>171490245
I'm more forgiving of minor bugs and idiosyncrasies in a game that doesn't use a premade engine.
>>
>>171490312
nearly impossible if not outright
>>
Name one /agdg/ game that isn't from some generic overdone genre.
>>
>>171490405
Undertale
>>
>>171490245
Depends over how long you make your money with UE4
>>
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This is a humble remainder that learning how to develop your game from scratch (that is, not relaying in game engines such as unity and GMS) will take you closer to deploying a game and beat your competitors.

Because games and game development are so popular, and you are competing against other games for attention, it is in your interest to use more performant tools that allow you to program your game without cutting any feature or depending on closed software.

If you are interested in defeating your main oponents (those using game engines, like the ones listed in the op poster), here are some tips:

- Use efficient and performant programming languages, such as c++, rust or nim.
* cplusplus.com/doc/tutorial/
* doc.rust-lang.org/book/
* nim-by-example.github.io

- Learn algorithms:
* coursera.org/specializations/algorithms

- Learn maths and physics:
* khanacademy.org/math
* khanacademy.org/science/physics

- Learn how to get the most out of your cpu:
* dataorienteddesign.com/dodmain/
* learncpp.com/cpp-tutorial/79-the-stack-and-the-heap
* fgiesen.wordpress.com/2016/08/07/why-do-cpus-have-multiple-cache-levels/

- Learn how to do graphics:
* opengl-tutorial.org/beginners-tutorials/

Good luck.
>>
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How's this for an idle animation?
I have a feeling the arms should move more independently, but I want to hear your opinions.

Do you think it would get annoying too fast to see the mc bop about every time you stand still, or do you think it won't be a problem?
>>
>>171490576
Making your own engine won't make people more interested in your game, people don't care about how well it runs as long as it keeps 60 FPS which any engine does.

No one cares about your nodev opinions and no one ever will.
>>
>>171490576
>he actually went and copypasted it
madman
>>
>>171490370
>"people care about why bugs occur" meme
Your audience isn't sympathetic game devs, anon. A buggy game will be dead in the water, regardless of what it was made with.

>>171490469
That's the full lifetime of you making money on the game, isn't it? I skimmed the EULA and couldn't find an end date to the royalties.
>>
>>171490601
movement is too vertical imo
>>
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>>171475546

>uses one of my 'am i reading this thread' trigger words "gods gift"

well, heres a fresh gif i guess.
>>
>>171490730
You only pay 5% on the amount over $3000 you made in that quarter.

So if you make <$1000/month you never pay anything.
>>
>>171490576
>>171490669
people who don't engine dev are mongs. It's really not that hard to write your own functions to handle physics and graphics rendering. Letting someone else abstract all that for you means you probably don't know programming to begin with.
>>
>>171490601
>arms should move independently
the character looks like he's ready to start fighting, so the fists moving together makes it seem like he's holding them out intentionally and "anchoring" them to his torso, so it'd make sense for their movement to be in sync.

>Do you think it would get annoying too fast to see the mc bop about every time you stand still, or do you think it won't be a problem?
If this is for an action game then probably not, since it's not likely the character would be in an idle stance for long. If that's not the case then you should go for a more static, relaxed idle animation. "Bobbing" idle animations are best suited to situations in which the character should be ready to start fighting at any moment.
>>
>>171490878
Where is your game?
>>
>>171487129
You can sculpt in blender as well.

In the first few results of 'Sculpting in blender' on youtube, you can watch the one posted by AgenZasBrothers for a more purely sculpted example using a free add-on to enable more tools while sculpting.

Or you can scrub through the Blender Game Character Sculpting series by Darren Lile if you want to see a more 'Box Model -> Sculpt to add Details' workflow.

I'd at least look at those before thinking the only option for sculpting is Zbrush, theres also Sculptris although I'll admit i Haven't really looked into that one.
>>
So I'm in a gamedev program at a university, but the thing is, it is WAAAAY too much programming and math and shit. How do you get into a more like high-level position in gamedev?
>>
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>>171490856
I stand corrected. So I guess the solution is just aiming really low, huh?

>>171490576
>making an engine will take you closer to deploying a game
Is it opposite day?
>>
>>171491106
have much money a month has your game made?
>>
>>171491019
/3/ told me Blender's sculpting is absolute dead set garbage and implemented horribly.
>>
>>171491030
Either luck out into a junior game design position (which generally comes from having some completed and playable games under your belt), or grind your way up from a development position (by being a programmer or an artist). The latter actually gets you more money in the long run, because in my experience, even entry-level programmer or artist positions pay more than entry-level game design positions.
>>
What's the link for the porno that something to do with lovedev made?
>>
>>171491030
you aren't going to do gamedev without programming, anon. and you're at least going to have to put up with trigonometry since it's used everywhere in game programming.

If you really don't want to deal with that stuff, then your only real path to pro gamedev is to focus on creating assets, and that job market is probably even more saturated than game programming

>>171491274
this guy knows what he's talking about
>>
>>171491164
Don't know: made it with a company that I've now left behind. How much has yours made? Also:
>you have to be a chef to do math, etc.
I'm not saying not to use Unreal. I plan on trying it out myself. Just saying that in the best case scenario of you making a bunch of money, Unity has a pretty good deal if we're only talking about costs. If Unreal suits your needs better as an engine, go for it.
>>
this is probably a retarded question but is floating geometry bad for video-game-bound meshes?

I can save a lot of polys and keep the detail if I make non-welded meshes sink into a solid surface rather than building the surface around it
>>
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>>171490312
Licensed version of UE has been in development for over a decade.
It's actually pretty fucking ridiculous how Unity owns ~70% of the market and UE4 only 10%, considering UE3 was in good chunk of big name games since 2004 until fairly recently, of course, before EA made all its studios switch to Frostbite, IDTech was literally dead until 2014, and Cryengine was in like 5 games total.
>>
>>171491270
/3/ are braindead retards that can't even figure out how to change the selection button. Go look up a video on sculpting in Blender and make up your own opinions.
>>
>>171488976
I started working on it for real back in late October. I completely scrapped everything and started with a minimum of reused assets. I'm probably going to be done with it in May.
>>
>get slightly horny
>ideas for an H-game rush in
How do I stop this
>>
>>171491706
why contain it?
>>
>>171491706
>>171491706
buttplugs
>>
>>171491706
Can I get your game pregnant?
>>
>>171491706
>How do I stop this
either fap or make the h-game
>>
Is there even a single person that would want to play my game?
>>
>>171491941
Would you want to play your game?
>>
>>171490601
You should be careful with pixels that never move, in this case the bottoms of the pant legs being rooted in place looks off. The hair getting skinnier at one point makes it look like some "sproingy" substance. You should just make it move up and down. Other than that it's not bad.
>>
>>171491941
yes
>>
>>171491526
70% of what?

Looking at Steam's top sellers, there are definitely more UE3/4 games than Unity
>>
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>>171490928
It'll be mostly action-exploration so while there won't be a beat-em up kind of action going on all of the time, I expect players to move around more often than not.

Thought that the idle animation would also work with just the hair and cloth blowing in the wind, but I really suck at moving those in a convincing way.
>Had to make a "3D model" to get a better understanding of his posture.
>Only had bouncing putty

>>171491706
>Start making H-game
>Build negative associations between code, art and ideas not working, and H-games
>Never fap again
>>
What do you guys listen to when you dev? I listen to Edub's freestyle friday tracks (cycle through 20 of my favorite ones). I kind of identify with his music; he spent like 10-15 years trying to get noticed and he doesn't rap about most of the retarded shit that most others do. Pretty smart for a rapper; he's a poly sci major supposedly (money well spent, right?).

Holy fucking shit. I just looked him up on wikipedia. He fucking died. WHAT THE FUCK.
>>
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I love you agdg
>>
>>171492075
future funk and eurobeat, although ff can be a little distracting
>>
>>171492027
I think you should consider making an additional, "relaxed" idle loop then, and then switch to the appropriate animation based on whether there are enemies nearby.
>>
>>171492075
nothing with lyrics (lyrics make it harder to code), usually video game music

>>171492139
that is a good cat
>>
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Does anyone know why I'm getting this result? I feel like I'm misunderstanding some critical part about relative locations.

For the top debug item, I'm setting a relative location in the constructor. After the actor spawns, I set the actor location to -10000,0,0 and actor rotation to 0,0,90. This works fine and the debug component keeps its relative offset.

For the bottom item, I'm setting its relative location (to approximately the same value) AFTER setting the actor's location. This breaks for some reason and sets its location relative to 0,0,0 or something.
>>
>>171491747
Barely got enough time for one small scope game.

>>171491757
They only make you stronger.

>>171491821
I think pregnancy in H-games is boring

>>171491880
Yeah but it comes up one out of two times I'm about to fap, it's starting to get annoying.

>>171491941
As long as it's not garbage, yes.

>>171492027
Well I already fap when I'm angry, I don't see how that could ruin anything.

>>171492075
Either Death/Black metal, Aphex Twin, or Death Grips.
AFX's the one that probably gets me the most focused but I've listened to SAW85-92 too many times.
>>
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>>171492026
sorry that was a UK stat
>>
>>171491706
MtF
>>
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>>171492139
Weird... cause I fuckin hate it.
>>
>>171492407
why does Unity has the whole market share wtf
>>
>>171492351
fuck, I changed the second one to AttachTo() instead of SetupAttachment(). Apparently SetupAttachment() only works in the constructor.
>>
>>171492395
>Yeah but it comes up one out of two times I'm about to fap, it's starting to get annoying.
your h-game wants to be made and it wants to make you patreon buxxx
>>
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>>171491019

>Blender Game Character Sculpting series by Darren Lile

That thing he is making looks like shit.

The only video I could find with a decent result sculpting in Blender was this:

https://youtu.be/TLb_CCoWn5o

It's still underwhelming and quite rough compared to the tons of really good zbrush sculpts, especially considering it's just a bust and not a full detailed character.

The problem with blender sculpting is the tools are not very good, the dynotopo thing is shit, you end up with billions of polygons, the performance is shit etc. I would go on.

I use Blender for box modelling but the sculpting is not usable for me.
>>
>>171490312
Better game engine? Not gonna happen, those engines have hundreds of people working on them and have lots of games being made with them to help drive development. Can you do better implementing a specific game from the ground up? That's feasible. Game engines are complex beasts because they have to support anything the user might want to do. If you're making a specific game, you support exactly what you need, and you end up with something that's much simpler and much more efficient, assuming you have the technical knowledge.
>>
>>171492139
I love you too, cat
>>
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hmm making the screen bigger is apparently not
>>
>>171492579
shitty indie and mobile games
>>
>>171492612
the fact that it looks like shit is a design issue, not a technique issue. you can take what the teaches and apply it to designs that don't look retarded

>>171492708
fuck you, this made me laugh too hard
>>
>>171492407
I'd be interested to know how they measure that.

If it's just sheer number of games and they're counting the 1000 unfinished Unity cube simulators on itchio then it's hardly a useful statistic.
>>
>>171492708
what's with the memerun tier effects?
your sprites look pretty nice
>>
>>171492407
>Credit: Unity
>>
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That is all for now gentlemen.
See you all next weekend with another cold war era plane.

I also miss posted on /v/,Im very tired and I love you guys not them.
>>
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Hello /agdg/, I'm planning on making a turn-based RPG with a 1d movement battle system (chraracters move left/right) and a text-based GUI-based overworld. (best way I can describe it rn)

I've used Python for the past 4 years and I'm starting to learn C++, but I'm not experienced enough to make a game in it.

Is it worth waiting, learning C++ and coding it in that or is using Python viable?

What engine should I use for rendering?

Pic unrelated
>>
>>171492612
>zbrush
it isn't free tho
>>
>>171492139
Saved
>>
>>171492612
>you end up with billions of polygons
Isn't that normal with high detail sculpts?
>>
>>171492679
Yes. But even if you know engine deving, chances are it will take you 5x as long to make the engine and make it compatible with the platforms you're releasing it on as it would to just make the game on an existing engine.
Time is precious. Focus on making GAMES, not game engines. Make 10 decent games instead of 1 game on your own engine.
>>
>>171492823
good luck with this
>>
>>171492679
>>171490312
This is how engines come about, anyway. Make one game as efficiently as you can, then when your studio makes a sequel or another game you extend the engine code. Repeat the process enough times and you get a versatile engine.

Engines designed from the ground up tend to be just a little off because they are designed to do anything, and don't anticipate the best way of doing it.
>>
>>171492964
>Engines designed from the ground up tend to be just a little off because they are designed to do anything, and don't anticipate the best way of doing it.
This is the difference between Unreal and Unity.
>>
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>>171492823
so much work went into this piece of shit lmao

>>171492939
Thanks man
>>
>>171492612
You were asking about workflow though? Using Zbrush instead of Blender or Sculptris or manually out of clay and 3D scanning it into point cloud data isn't going to change the skill required to create something nice though.

That's on you.
>>
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>>171493003
Mesh for anyone that gives a fuck.

I know whats wrong
>>
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Do yesdevs dev even when they don't want to?
>>
>>171492604
Yeah but I can't model for shit, and I've got way too many ideas to make this work well.
I'm gonna do a small H-scene prototype just for laughs.
>>
>>171493003
>>171493145
what Blender tutorials do you recommend
>>
>>171492395
>Well I already fap when I'm angry, I don't see how that could ruin anything.
But do you fap when you're depressed?
>>
Post your sculpts
>>
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Getting things ready for a trailer.
Dropping a couple of scene renders i did today
>>
>>171493154
You should probably WANT to dev at some point every single day. You can condition yourself to enjoy deving more. If you're getting too bored, listen to music while deving. Use stimulants (coffee, amphetamines, etc). Make other parts of your existence so boring that deving is actually entertaining to you.
You people have way more control over your behavioral patterns than you realize.
>>
>>171493145
What makes Mig 23 so nose-heavy to be able to have that entire humongous engine and literally all wings so far behind he rear suspension?
You would think it would do a wheelie the moment the pilot gets out.
>>
>>171493532
Often the last thing I want to do when I get home from work is write more code.
>>
>>171493506
What the game is about?
>>
>>171493456
Well I wouldn't be surprised if I was diagnosed depressed. But bad devving only gets me progressively more angry until I have to take a break.

>>171493506
Environement looks gorgeous but I feel like the way the camera moves is weird. Maybe I'm the only one though.
>>
>>171493506
nice lothric castle meets tower of latria clone
>>
>>171491516
bummp
>>
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>>171493506
>>
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Idea guy challenge:

You are commissioned to make a game inspired by The Exorcist. What do you do?
>>
>>171493506
modular environment? looks good but needs details and "spice of life"
>>
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>>171493726
>>171493506
t-this is an amateur general
>>
>>171493692
>Environement looks gorgeous but I feel like the way the camera moves is weird.
I agree, the velocity is inconsistent. Should use Hermite splines.
>>
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>>171493726

>>171493674
Murder
>>
>>171493506
>>171493726
You should be showcasing gameplay rather than masturbating at your own models.
>>
>>171493726
Seems more like an art showcase than a trailer

If you're trying to show that there is a lot of equipment, make it only move in one direction, do it slowly, and fade before the end.
Looping back suggests that those are all the items ever available.
>>
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>>171493546
Isn't the whole radar assembly in the front?
>>
>>171493726
stuff on the table at the end is a little too gel'd up but very kawaii otherwise
>>
>>171493506
>>171493726
Why are there professional 3d game makers in this /agdg/ thread wtf lol
>>
>tfw no coder bro to make a lewd game with for patreon money.
>>
>>171493653
Things I do when I'm feeling this way:
Take a hot shower, finish with a cold shower, get comfortable, get a cup of coffee or something else to wake you up, put some music on, turn the lights up (or off if it's better on you), etc.
I also sometimes just have to get my mind off of shit so I walk my dog around my neighborhood or I just sit there and pet him for a while.
If your eyes get really tired deving, get some yellow-tinted glasses and lower the brightness and blue light gamma on your monitor.

This is just how I handle stuff. You might want to do things completely differently.
>>
>>171494018
How about a coder sis?
>>
>>171494076
do you have a penis?
>>
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>>171493903
This one's not done.
But I think you'll get the idea.

>>171493674
Oh yeah also FreeRoaming First Person RPG.
Imagine if the gameplay of system shock 1 and the setting of thief had a bastard orgy child with Kings Field and Dark Messiah
>>
>>171493506
>>171493726
>>171493903
This is all really cool but I've yet to see gameplay.
>>
>>171494018
I can program very well post your art lets see what you got. I am always interested in hearing different ways to make money
>>
>>171494117
No
>>
>>171494152
Do this backwards, and put some characters fighting at the end.
>>
>>171494197
do you like anime?
>>
>>171492797

I would also atribute it not solely on bad design choice but Blender's sculpting tools make it really hard to make anything but undefinden blob monsters.

>>171492845

You could try mudbox, it still looks better than blender sculpting. It's about 10$ a month and you can just cancel it if you didn't like it.

Maybe you could also experiment with different workflows like poly modelling in Blender and adding normal map detail in Substance Painter, I have seen some decent results and it is fast.

>>171492887

zbrush doesn't use real 3d, but something they call 2.5d. I don't really know about the technicalities but it enables you to display high detailed sculpts without your computer dying.
>>
>>171494278
sometimes
>>
>>171494152
show gameplay? looks neat
>>
>>171494152
Oh, you're that bathroom tile guy
>>
>>171494152
>bathroom tile
>>
>>171493506
>>171493726
>>171493903
>>171494152
Cool. Are these all your own assets that you made? If so, very impressive. But even if they aren't at least you're getting somewhere.
Keep up the good work anon.
I'm making an RPG myself; it won't look nearly as good as yours but hopefully the features I'm adding to it will be enough to woo some people. I'm the guy making an rpg with playable units that have varying amounts of equipable slots. It doesn't sound interesting now, but it will be.
>>
>>171494343
That is the correct answer.
>>
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>>171492797
>>171492814
I just want to make the best fuckin game ever
>>
>>171494152
Ah you are the door guy.
Nice job mate.
>>
>>171494372
>>171494374
>bathroom tile guy
This one?
>>
>>171494152
HOLY CUNTS ITS THE CHANDALIERE GUY
>>
>>171492909
> chances are it will take you 5x as long to make the engine
Nocoder confirmed. A generic game engine such as Unity will provide you with 80% of features you don't need and a fixed way of doing things. You have to program in a way the engine forces you instead of molding the engine to your needs. You have to spend time understanding how to use the engine (which only is valid for that given engine). And whenever you have a new doubt you'll have to spend extra time, might it be because of the core engine or any other 'plugin' you use to 'cut' time.

Now, compare it with someone who creates his own engine:

- Spends time only on the features needed.
- Can optimize code for the needs of the game, instead of giving up to a general purpose engine.
- Can program however you like, you don't have to enginer your code to glue it with alien engines.
- Get more cpu cycles for free because of all these operations behind the scenes that were handled for you.

Guess which option will allow you to make a better game, one that doesn't look generic as fuck.
>>
>>171494534
Tell me about your game.
>>
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>>171494343
that's great
but you probably wouldn't want to make a game with me anyway
>>
>>171494534
So it's easy for you to make a multi-platform game engine AND maintain it as operating systems are updated?
Bullshit.
I'd rather have the army of unity devs worrying about that crap. I want to make games. Not a game engine. Games.
>>
>>171494709
>So it's easy for you to make a multi-platform game engine AND maintain it as operating systems are updated?
There's no reason to support anything other than Windows.
>>
>>171494709
>So it's easy for you to make a multi-platform game engine AND maintain it as operating systems are updated?
Yes. You can do that by not using proprietary MS tools and libraries.

Games made for Windows XP still work on modern Windows versions, 16 years after XP was released.
>>
>>171494787
>>171494836
There are actually people who believe this shit.
>>
>>171494787
t. Pajeet
>>
>>171494891
I believe it because I have done it.
>>
>>171494425
>slopes still have no texture
trully a memegame
>>
>>171493198
Start off with BornCG and Blender Guru, then start watching Oliver Villar and Darren Lile.
>>
>>171494891
>>171494938
Nobody who plays games refuses to use Windows, even if they use Linux or OS X for other stuff. You're never going to get on a console and mobile is a trash platform.
>>
>>171492579
It's really old
>>
A lot of games gets more fun because of glitches in the gameplay. What if purposely make the gameplay of my game to be glitchy, would people find it enjoyable or just broken?
>>
>>171495017
>Nobody who plays games refuses to use Windows
I do.
>>
>>171495187
You have autism.
>>
>>171494534
Reminder that this retard already confessed that he doesn't have a game and doesn't even want to make a game.
>>>/v/370803229

Here's only here to shill his stupid personal opinions on what game development should be like.
>>
>>171493936
>>171493726
do this
https://www.youtube.com/watch?v=0RmNH5NxP9g
>>
>>171495187
That's fucked up.
>>
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>>171494180
Alright. I'm working on this atm.
>>
>>171495012
>Blender Guru

le donut model man
>>
>>171495380
Different anon here but I wanna high five this art.
>>
What's the best looking box modeled character you've ever seen? I need a standard to aim for.
>>
>>171495380
that is pretty good.

Lets hear about your game idea for the patreon money you have in mind
>>
>>171495380
damn, that's really nice anon, I hope you find a code bro to work with
>>
>>171493761
A roguelike where you play as a priest and go trough a house that is turned into a massive dungeon by the possessed and has demons roaming around. The possessed is the final boss
>>
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>>171488442

thats exactly how i got started on my game. it started as a gmod protoype i made for fun. honestly all shitposting aside gmod is the best non game engine, game protoyping tool besides LBP.
>>
>>171495017
>>171495187
I don't ever use Windows either.
>>
>>171495395
Good shit. You learn a lot and you learn it fast. Skip the rendering/lighting videos if you only want to work on game related stuff.
>>
>>171494152
nice bathroom tiles but where's the gameplay?
>>
>>171494152

please god don't move the camera like that ever again, litteraly almost threw up.

looks fucking great though.
>>
>>171495614
>honestly all shitposting aside gmod is the best non game engine, game protoyping tool besides LBP.
Not a chance. Trials is better.
>>
>>171493506
Looks great at first, then amateurish halfway through.
>>
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>>171495380
nice gambeson
would cuddle with
>>
>>171470303
Which is better, godot or gamemaker or Love? I want to make a 2d game.
>>
I'm going to get my life back on track starting right now. Believe it.
>>
>>171493761
A platformer where you play as a priest and go trough a house that is turned into a massive dungeon by the possessed and has demons roaming around. The possessed is the final boss
>>
>>171495792

does trials have something like E2 and wiremod?

E2 and wiremod used together are about as close as you can get in a game to a game engine today.
>>
>>171493761
A kart racing game where you race through a house that is turned into a massive race track by the possessed and has demons racing against you. The possessed is the final boss.
>>
>>171495614
If you just released this as a sandbox game (a la totally accurate battle simulator) you'd probably sell a ton of copies, this kind of stuff is the best kind of streamer bait
>>
>>171495962
Godot is probably the best one but documentation is scarce. Game Maker has plenty of documentation and is retard proof, but it costs. LÖVE is harder to use since it doesn't have an editor.
>>
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Ta-dah! Camera Lerp! What a difference it made, the camera was way too sensitive before. Can you guess which one is which?
>>
>>171495962
GM is the most well-rounded out of those but it's not free.
Godot is its main competitor, free and open-source but it's relatively new and getting a major update soonish that will break old projects.
Love is simple and easy to work with but it's not really an engine and I wouldn't trust it for a big project.
>>
>>171473423
HAHAHA no
Go for UE4
Unity is garbage for 2D
>>
>>171493761
flappy bird reskin w/ microtransactions
>>
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>>171495745
hi anon, I want you to check out this video
https://www.youtube.com/watch?v=fxeGqAh8cZQ
>>
>>171496184

i've actually been asked by a few larger streamers for it already. i know what i could do to make it streamer bait but i want to make the game i wanted to make.
>>
>>171496302
I never got the impression either of those engines is good for 2D
>>
>>171496256
can't wait to play yet another top down pixel shooter
>>
>>171496132
I wouldn't know, I don't play autist games.

I do know that Trials is just as powerful as LBP though, and that it teaches you how to program.
>>
>>171496502
Mean!
>>
>>171494425
Keep it dank, fellow anon.
>>
>>171496563
I was being sincere
>>
>>171496470
congrats on your convictions but you have to know you are passing on a serious opportunity
>>
Are there any good Blender tutorials for box modeling a nice looking character that isn't minecraft or lego?
>>
>>171496708
yeah a lot on youtube for free
>>
>>171496360

yea but thats different because theres a track in the center of the screen to ground yourself in the scene. a disembodied flying camera doing loop de loops is going to mess me up.
>>
>>171496470
>not making a memebait first, then optionally ditching the old alias to avoid connections and then making the game you actually want to make
i'm in no position to be bossing around over you but i do think you should at very least think it through again
>>
>>171496708
Darrin Lile
If you know your way around Blender you can also easily adapt tutorials for other software.
>>
>>171496708
https://www.youtube.com/playlist?list=PLyelx0TsmSpf-8xZfjZveokSsIwj0F3lo
>>
>>171496502
You can try it today if you want, i posted a build for Demo day. You can read more about the game on itch.io. If you can't find the demo day page, the game itself is called House Cleaner.
Thanks for your comment.
>>
>>171496832
so I take it you are not a fan of arkade aerial combat games, like Ace and HAWX?
>>
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Adding breakable objects. Mostly going to be a thing in arcade mode where you get score.
Also what do you guys think of this kind of ground?

>>171493506
>that environment
I love this kind of setting.
>>
>>171496850
>>171496965
I thought he did sculpting?

I'm looking for pure box modeling tutorials.
>>
>>171496478
It's not that either are great, it's just that UE4 gives you more to work with.
Think of it this way: Unity was made for 3D games, UE4 was made for games in general.
>>
>>171497239
He has more than one character series. I know at least one of them is pure box modeling.
>>
>>171495614
what kind of models do you want for your game I am sick at looking at your cube models. I will make the models for you
>>
>>171497239
I'm kinda new to modeling so maybe I have my terminology wrong, but I think the playlist I linked is about box modeling. it definitely isn't sculpting, whatever it is, since it's all point pushing/extrusion/etc.

>>171497310
interesting, last I'd heard was that paper2D wasn't worth using and I hadn't looked into it since then
>>
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Still no idea what I'm doing. It probably need some particles and stuff but I have no idea how the particle system works yet. That shit looks scary.
>>
>>171495614
Exactly.

https://www.youtube.com/watch?v=FihqHO_VVFY
>>
>>171497351
not him but I think the stick figure look actually works for his game
>>
>>171496470
I would release a rudimentary version for streamers. One that allows simple environment creation and enemy/player placement.
Then release the full game.
Free advertising dawg. The amount of time it would spend to get the streamer version up and running wouldn't matter, as you'd be getting a lot more people seeing your game.
Of course, it's up you my dude. Either way, I'm interested to see the end result, keep up the good work
>>
>>171497478
They're also fun.

If you haven't already, get the Content Examples project and have a look at their particles.
>>
>>171497478
nice red eclipse clone
>>
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>>171497189
>dropping 10fps spawning some sprites in a 2d sidescroller

I seriously hope you're deving on some stone age laptop
>>
>>171496470
I'm sure you know this, but if you do decide to make a streamer version, that will be one of the major spikes of interest for your game. So make sure that whatever build you give them is worth showing off.
>>
So I'm finally getting into gamedev a bit.
I've made Asteroids in Game Maker Studio.
Followed a tutorial, but I've added a few things myself, like adding extra lives based on points and having a chance to spawn a power-up when you destroy an asteroid.

Game Dev is fun!
>>
>>171495573
I was thinking about something along the lines of a sidescrolling arpg with VN style dialog/cutscenes. Nothing groundbreaking, just with a lot of assets.

Are you interested?
>>
>>171498071
what is a vn style dialog?

can you show me an example of this type of game that you mean
>>
>>171497937
I'm not seeing any frame drops hombre
>>
>>171493761
Player is the demon, possessing people. You need to lure each new person into a sinful act to gain access to their soul.
>>
>>171497640
Thanks, I'll look it up


>>171497808
You made me google a -literally who- shit game from 2011 that looks like quake 2. Shame on you.
>>
>>171498071
>sidescrolling arpg with VN style dialog/cutscenes
Why do you artfags always the worst fucking game ideas.
>>
>>171497937
Framedrops where?
It runs at 200+ uncapped and I am on a laptop actually.
>>
>>171498345
He may be talking about the freeze when the player hits an enemy... in which case, he's retarded
>>
>>171496470
Why not both? Just make the stream bait a gamemode and have your actual game that you wanted to make, be another game mode.
>>
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>>171497946
that's what im working on. i gave them a month, and the build i'll give them will probably be considerably silliar than what im going for, but not intentioanlly. im planning on going the gta4 route with organic semi realistic reactions to injury.
>>
>>171498430
>>171498345
>>171498224
There's an FPS counter right there in the fucking screen.
>>
>>171496470
Parroting the other anons-- I admire the sentiment behind your convictions, but releasing a derp version for streamers really won't hurt anything. As a customer I think I'd be really impressed seeing the finished product compared to the "stream bait" version. I already really enjoy the sense of humor you have when you post progress and I think that would come across in allowing streamers to dick around in what you've got right now.

That said, I understand any aversion you may have to potentially dumbing down the perception of your game. I wish you the best of luck.
>>
>>171493761
Watch the exorcist
>>
>>171498328
Hey, if you have better ideas just tell them. I'm not dead set on anything.
>>
>>171498538
>5 equals 10
Uh huh.
>>
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>>171498538
Probably because of recording, runs fine even with the debug rendering.
>>
>>171498743
Ideas ain't free.
>>
>>171498036
Any ideas on what you want to make once you're done warming up with tutorials?
>>
>>171498763
I can read 52
>>171498785
that can explain it
>>
>>171497349
>>171497418
Thanks.

>whatever it is, since it's all point pushing/extrusion/etc.
Yeah that's box modeling alright.
>>
>>171498690
Personally I lose interest in games that seem to clearly pander to derpy streamers.
>>
>>171498854
I'm gonna make a simple platformer, then add some combo based combat. Another test to get used to the engine.
I want to make a 2D character action game a la Devil May Cry. There ain't too many of those and I've always wanted to play one, so why not make one!
>>
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>weekend is over
>I've done literally nothing
>>
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>>171499082
Animation for a game like that is the bane of all the devs that attempt it.
Even Clarentdev is MIA.
>>
>>171499082
>obligatory goofag butts in ans tells you can't enjoy your own games
>>
>>171498306
Red Eclipse is actively developed and sometimes even has 6 (six) players on at once, __on the same server__
>>
>>171499082
it's physically impossible to enjoy your own games, it's like tickling yourself
>>
>>171498815
yes they are
>>
is it possible to make a simple skill tree with like 40 upgrades in it?
>>
>>171497046
no im fine with those because there's something you can ground yourself in the scene with.
>>
>>171500192
Dunno.
>>
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>>171500192
>simple skill tree
>with like 40 upgrades in it
>>
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Major overhaul on my map editor. The new toolbar and save prompt means it's no longer fucking torture to use.

Video cuts off on the bottom because I forgot I made the game window taller to make room for the toolbar.
>>
>>171500192
If "simple" mean "unbalanced", yes.
>>
>>171500320
but if you switched to a camera view in front of the nose, you would shit through your ears?
>>
>>171500339
>>171500409
yea i'm thinking a player would level up like 30-40 times. i guess i could do something where you can put like 3 points into a single trait, like more range or something. and have like only 16 upgrades or so but some of them just stack.
>>
I started out on /3/ and /agdg/ years ago and am now a professional paid full-time 3D modeller working at a major indie development company, ask me anything. tips for success, modelling tips, contact info (if you're a girl ;)), etc. I can't tell you what game I'm working on at the moment, because its not ready for publicity yet.
>>
An FPS where you leave a trail that can't be passed through.

Basically a first person snake.
>>
>>171500192
easily

but not if you want meaningful choices
>>
>>171500192
Dark Messiah's is pretty simple
>>
>>171500025
I bet they're all Linux users
>>
>>171500678
post something you've made
>>
>>171500678
What was it like working on Mass Effect Andromeda?
>>
>>171500678
give me a tip for success
>>
>>171500678
>Major
>Inde company

Good one.
>>
>>171498531
if you're not gonna fix the animations, why not change model scale and make them mechs?
>>
Anybody happen to have a GMS guide/video/idk for dialogue boxes? Ones I've found seem to be far too tedious to use when you're gonna have a fair bit of lines in your game.
>>
>>171492579
Because the UE4 creators are idiots and the main language used for working with their engine is the bloated archaic c++. No dev who isn't a time wasting idiot would use it when he can use Unity which uses the nice and clean C#. If UE4 implemented C# support natively then Unity would be dying right now instead of dominating the market. I am still absolutely aghast at the stupidity of the unreal devs who for whatever reason haven't realized this even though literally everyone knows it.
Corporations do this all the time though, it's so strange.
>>
>>171501406
UE4 should of used Java instead
>>
>>171501650
Java is C# but worse, why would they?
>>
>>171501701
because it's easier to use and more people would use it
>>
>>171501749
Java is not easier to use than C#. It is more limited and has a horrible standard library.
>>
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>>171501650
>Java
>>
>>171493506
If you made those assets then it looks great, but I am sad to say that you will never finish that game because you will never be able to output enough assets of that quality during your short life span to finish even a medium sized game.
>>
>>171493506
>>171493726
>>171493903
>>171494152
>no gameplay
you're ready to become aaa-game developer.
>>
>>171501191

they aren't animations. this one is kind of old. is there anything especially wrong looking with the movement? i get they look a bit wonky.
>>
>>171501650
jesus no, i'd rather they used ruby or pearl than java
>>
>>171499702
I WILL DO IT.
JUST WATCH ME
FOR MY NAME IS NOW ACTIONDEV
THE ONE WHO SHALL MAKE THE THING
>>
>>171501864
just think, instead of posting this you could have been working on your generic pixel platformer
>>
>>171500678
I have no questions but congrats anon
>>
>>171501936
Post your progress, bub.
>>
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>>171500961
well I'm not supposed to show off work for the new game, but ...

>>171501105
I don't work on AAA garbage.

>>171501151
can you be more specific?
mostly, just practice. I practiced basically all of my free time in a week, 4, sometimes 5 hours. every week. I've had to cut back recently and learn to work with more speed, which is the biggest challenge when working on a dev team. this model took me... maybe 4 or 5 days? which is pretty damn fast compared to how I usually work. luckily the quality doesn't suffer much because I've learned how to manage my effort wisely.
>>
>>171502361
it's right here
*unzips files*
>>
>>171500678
Can I have some contacts if I'm a man?Does manboobs count?
>>
>>171502386
do you have a tumblr? whats your modeling workflow like?
>>
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>>171502386
>>
>>171498785
>>171491643
Man, it's great to see all of these devs still alive.

>>171499702
Cleft Knight dude here did a pretty good job at it, though his character is more simplistic than most: >>171471138
>>
>cursor suddenly feels sluggish out of nowhere
>it's like 5 frames delayed for no good reason even though the game is running at 300 FPS

I really hate GM sometimes.
>>
>>171502386
I remember hearing that it's bad practice to split the lips with a single edge vertically like in the model you posted, because it looks bad when you animate mouth movement. (And that you should instead split the lips up more than that, instead.) Is what I heard wrong?

(Serious question, I don't know much about modeling)
>>
>Want to develop a game
>my programing skills are bad
>well maybe i can do art!
>shit at drawing

reee
>>
are we just going to pretend that it's fine that the discord exists?
>>
How's the story in your game?
>>
>>171502386
are you remaking morrowind?
>>
>>171502812
How do you came up with the idea of making a game in the first place?
>>
>>171502801
I would advice box modelling the lips. When you start from a box everything will naturally be in quads which deform properly.
>>
>>171502886
Pretty cool.
>>
>>171502812
>wow I'm not immediately good at things without any study or practice?!?
>>
>>171502886
pretty nonexistent
>>
>>171502817
its fine that discord exists.
>>
>>171502898

i used to draw shitty ass comic-like drawings like 8 years ago, so i wanted to try to see if i could make a better version as a videogame.

but now that i think of it, maybe its better if that doesn't come up again
>>
>>171502812
>my programming skills are bad
so practice programming

>shit at drawing
so practice drawing
>>
>stay up for 22 hours
>sleep for 30 mins
>now have to go to work and do manual labor for a few hours

Sleep is a meme... I hope I don't die.
>>
>>171503073

You'll be fine anon, just don't drink energy drinks, otherwise you're gonna have a bad time.
>>
remember to take a stretch break.... deep vein thrombosis is bad news
>>
Pixel artist here

I will draw you an asset for your game
>>
Is your game /v/-friendly?
>>
>>171503413
Can /v/ compile things?
>>
>>171502886
Too much
Gotta cut down on the cutscenes and make a bunch of this stuff environmental or cut it out entirely so it's not a total snoozefest
>>
>>171503247
The good news is that when I survive this and get home I can go to sleep and my sleep schedule should be fixed. My current sleep schedule is subhuman tier.

>wake up at 6pm
>go to bed at 8 AM

Its literally impossible to be a healthy productive person with that type of sleep shedule. My fixed schedule should be

>Go to bed at 7 PM
>Wake up at 3 - 4 am

That's like master race.
>>
>>171503638
>get home from work
>go to bed immediately
No thanks.
>>
>>171503015
Why not? As long as you're improving on something...
Just don't give up on drawing while you learn programming.
>>
Tell me about your game's Reddit features.
>>
>>171503413
>>171503879
It will have every currently accepted meme and a cute girl character that agrees with them
>>
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post yfw you're not a nodev
>>
>>171503638
>Go to bed at 7 PM
>Wake up at 3 - 4 am
this is good shit anon, enjoying those early morning hours feeling refreshed and alert is heaven
>>
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>>171503638
>>171503708
>tfw you're not even back home from work at 7 PM on a good day
>>
>>171503357
big dick please
>>
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>20 minutes until my 21st birthday is over
>back to dev it is
thanks AGDG for being there for me
>>
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Progress! Added buttons to cast some non-targeted spells. Units now turn grey after taking their turn. Also added some animated bushes

Do you guys have any tips on how to design a better UI? (Apart from the shitty art ofcourse)
>>
goddd you are all plebs at this
>>
>>171504917
Happy birthday anon!
Don't worry, I spent the last several holidays and birthdays alone deving too. We'll all make it.
>>
>>171504204
SOON
>>
>>171504917
Happy birthday mate. At least take a little bit of time off ok
>>
>can draw fine
>try pixel art
>looks like shit

how do people work this tiny
>>
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>>171504917
Happy birthday anon
Give yourself the gift of progress!
Or the gift of alcohol, that one is good too.
>>
>>171505257
simple it's practice I can't draw well but I can draw good pixel art
>>
>>171505257
With lots and lots of practice. It's one way you learn to squeeze personality out of every resource.
>>
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https://www.youtube.com/watch?v=IFFy2iI8fX8
>>
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>>171505257
It's kinda like painting with as few brushstrokes as possible. you gotta learn what is important to represent to imply the rest
>>
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>>171505090
Thanks, m8. I'm glad I got to spend some of it here.

>>171505250
Cheers, brah. I'll take it easy.

>>171505410
Thanks!
Progress it is!
~2 months sober
>>
>>171504917
Happy birthday anon! Do not worry, time spent expressing your passion is always time well invested
>>
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>>171504917
>>
Is there any reason to pirate Game Maker Studio 2? I mean, does it do anything significantly different from regular GMS that makes it more valuable?
>>
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>>171505738
Words of wisdom. Thanks.

>>171505835
sweet
>>
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>tfw worried that your h-game isn't lewd enough
>>
>>171505953
No one cares about softcore shit so you better rev up those jiggle physics.
>>
>>171505953
Post it. If it's not you will get feedback. If you get banned it's lewd enough. It's a win/win.
>>
>>171504987
So my game isn't exactly a masterclass of UI design but some things I've noticed
People naturally go from left to right. This means when possible you should put the first thing people interact with per turn to the left and the last thing on the right.

Mouseovers are good. If you can interact with something you should signal that with a mouseover.

Button hitboxes should be pretty big. If a button is on the edge of the screen the hitbox should extend to that edge, even if visually there's a margin.

Also people like skeumorphism. Dragging and dropping, physical tweens, etc. make game UI feel fun to interact with
>>
>>171495614
How did you get the guy to move like that in Unity?

how did you get them all to fall down all wobbly
>>
>>171505953
hahahahaha

whatever you say, animeposter
>>
I feel the need to lewdev but I cannot
>>
>>171506492
that path of a lewdev is not an easy one
>>
What would be a good way to create a simple inventory system akin to the first Resident Evil games in Unreal Engine? Should the character have an inventory class associated with it then use item classes for it to hold in an array? What if I want to have some items take up more than one slot?
>>
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>>171505953
if you can't turn people on with perfectly sfw shot, you've already failed
>>
What is lew and how does one develop it?
>>
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>>171507121
they're talking about making furfag games
>>
>>171507059
would like to know too
>>
>>171507059
you use a grid
>>
Is it frowned upon here to make a mechanistically simple game with few gameplay components that is primarily story and character driven?
>>
>>171507059
Are you familiar with how you can use a normal array as if it were a grid?
>>
>>171507586
No, care to show me how or where I can learn how to do so?
>>
>>171507552
>Is it frowned upon here to make a....game
Yes
>>
>>171507552
Just say "VN" already and yes it's frowned upon but you won't get shouted at unless it's really bad.
>>
>>171507905
one dialogue choice every hour is hardly a "gameplay component", so I'm holding my breath and hope anon just means an adventure type game where you mostly just read notes and pick up story items, and get in a fight once in a while if at all.
>>
>>171507552
depends on whether or not it's shit
>>
>>171507552
Any game > no game.
Don't force yourself to dev something you're not passionate about. If you have an idea in mind, run with it.
>>
>>171490576
I appreciate the effort which went into that post, but even as an engine dev, I know that's full of shit.

When companies, teams are hiring, they state what they need. If they need a guy who knows GM, they need a guy who knows GM. If they need someone who knows C++, they will hire one with that skill set. If you want to be a professional engine dev, you just have to wait for a job opening like that.

And don't be delusional. There will be a dozen of other guys fighting for that very same position, no matter how unique you think you are.
>>
>>171500436
So you plan to include the map editor, or is that only a helping tool for you?
>>
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Testing new ability animations for the Berserker. Pretty pleased with this.
>>
>>171509320
I've said it once, and I'll say it again.
Your grafics are (against all odds) surprisignly good. Even though they consist of isometric shit (shit) and minimal pixel shit (rarely good), it works surprisingly well for your game.
just like change the font, ffs

Nice progress, brah.
>>
>>171509320
Cool
>>
>>171509320
nice fire emblem clone
>>
>>171507724
There's plenty around, what you want is information about 2D arrays, mapping 2D arrays to 1D arrays.
>>
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>>171509515
Thanks. Even though they don't look like much, each animation has a ton of frames and I spend a lot of time on them, so hearing it looks like it works, even with its simplicity, is really pleasing.

Im trying my best to have a playable version for the next demoday, but a lot of the classes still need a ton of work.
>>
>>171509806
Alright I'll go see what I can find.
>>
>>171505612
Damn, what happened to Michael Gira?
>>
What's a good starting project to get a firm grasp of Unity?
>>
>>171471138
>https://soundcloud.com/ryunocore/sets/cleft-knight-ost


gj bro.
>>
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PROGRESS

The first (not absolute garbage) iteration of the collision detection and map generation/entity system now works without bugs.
Stress-testing with 4096 entities at once still keeps the FPS above 200 solid. It's obviously still only a W.I.P. (got a whole lot of optimization and rewriting to do), but now I've at least fixed the bugs and got it to where I can concentrate on all kinds of interesting stuff.

Feelsgoodman.
>>
>>171509124
I plan to include it
>>
>>171479221
Wow, that is really great. Have you been practising? It is really working!
>>
>>171493145
Looks great.
>>
>>171509320
Looks pretty good, actually. The tiles seem like they're on a strange angle, though, and I think the black tile highlight sticks out too much.
>>
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>slipped on a puddle and fell on my ass while going down a flight of stairs
>bounced down 3-4 steps before coming to a stop
>devving is now a literal pain in the ass
>>
>tfw as each day passes the dream seems less and less attainable
>tfw your dad was right that you'll never do anything with your life
>>
>>171511271
what's this supposed to be, even?
>>
>>171512078
A guy aimlessly wandering around in a randomly constructed maze of walls.
>>
>>171494506
I have this fetish. That is, fucking people on cool tiles. It is nice. The smooth bumps of the tiles feels great.
>>
>>171502030
It certainly isn't human movement, but it is great. Hence why he said robots.

I think just slap a cartoony style on it and it is fine.
>>
File: Mclovin.png (5KB, 645x773px) Image search: [Google]
Mclovin.png
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>>171512175
My fetish is to have a girl that enjoys being around me
>>
>>171505627
Aw, that is great. Share some more of your oil pieces?
>>
I'm developing a game but it's kinda hard to work on that while also keeping University work in check. Also work at a shitty government course for kids to learn how to program(they don't).

Right now i've only scratched at it because i also want it to be my final paper, so i gotta put some actual computer science stuff into it. I'm thinking about some Machine Learning shenanigans, basically the game would try to learn the player's overall behavior and mimic it. Dunno where to start with that, tho.

I'm developing in Java with Adroid SDK because i also want easy money, but if the game ends up being something actually worth my time i plan on porting it to Windows/Linux
>>
>>171512175
That's not exactly what that guy's fetish is.
>>
>>171512436
lewd
>>
File: RangerFocus.webm (1008KB, 1600x900px) Image search: [Google]
RangerFocus.webm
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>>171511927
The first thing I created was one of the characters, and then I messed with a bunch of isometric tile perspectives until I found one that I felt best represented space in columns and rows while still giving a perspective of depth. It's a little hard to do without it being glaringly obvious when you have so few pixels, but its the one I like. The black outline pointer only exists in free movement by the player, and usually disappears during animations. I tried highlight tiles like the attack select sequence in the attached webm, but those don't quite look right either.

I am beginning to think from numerous feedback that the text is dogshit though, even though I like it for the battle-menus.

Here's another short webm of a new feature I added a week or so ago. The ranger can increase the range and damage of all ranged attacks for everyone surrounding him.

The arrow moves a little too fast when its too far out, gotta slow it down the farther it has to travel.. and gotta figure out a good camera position that isn't too jarring once you have made your selection, but all the pieces are there
>>
>>171512863
Still a paraphilia involving patterned tiles. I dunno, solidarity or something.

>>171512436
Ever thought of fucking the weird girl that plays video games? She might be annoying and you need to teach her to shower properly and how to wear clothes, but hey.
>>
>>171512713
Your final paper has to actually be about something. Why don't you use it as an opportunity to explore machine learning so when you have done your actual work you can then go and make a game with that knowledge? That is, you are wasting your time even thinking about games right now.

>Also work at a shitty government course for kids to learn how to program(they don't)
Have you talked to the people running it about how to fix it?
>>
>>171511271
>Stress-testing with 4096 entities at once still keeps the FPS above 200 solid.
It used to be in the thousands! I'm incredibly disappoi-
>It's obviously still only a W.I.P. (got a whole lot of optimization and rewriting to do)
...Carry on.
>>
>>171511271
I'm a little worried that you are unironically measuring performance by the impact to FPS and not through a profiler.
>>
>>171511271
Instead of looking at FPS look at frame time. FPS is useless as a metric.

Especially isolate your collision detection, map and entity systems from each other and measure their performance in ms/microseconds.
>>
>>171513504
Yee, this is just a first properly working draft. Definitely nothing even near final.

>>171513602
Fair point.

>>171513686
Thanks for the advice, will add this to the todo-list.
>>
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Major progress on the last subsystem for Dixie (reloading/animated weapons).

Weapon skeletal animation is in place; which is to say, animations that affect the pieces of the weapon, rather than just Dixie and how she holds it. Twin pistols have a firing animation, and reload animation.

Also, reloading more or less functional, though I'm not sure if I'm gonna be able to use montages here and it may require a bit of a refactor to get working (montages seem to require an animBP, and weapon meshes use a simple Play Anim functionality, which may not work. I may have to use a set of anims, which I'd rather not do since it clutters things, but oh well).

This took longer than I'd have liked because the system is really set up for a single weapon, and getting a reload animation working with twin weapons is a bit tricky (how do you even reload two handguns at once?). The good news is, now that it's out of the way I've probably accomplished the hardest task, since these animations can also be used for other twin pistols and twin uzis, and there aren't many other guns to be dual-wielded in the game (MAYBE twin machine guns).

As an aside, there's a bug with the firing anim in Reflex slow-mo where the fire rate is increased but the animation isn't. I've got to look into why; what's interesting is that the actual shot firing is synced TO the anim, so for the shot firing to work as expected but the anim to be too slow shouldn't be possible.
>>
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I know Chris Sawyer programmed RCT in assembly but what graphics program did he make the actual rides with?

Google has been useless for this

pic unrelated
>>
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Messing with UI stuff.
It's kind of simplistic, but I think it works well.
>>
>>171515403
graph paper, pencil, and color codes.
>>
>>171513479
> Why don't you use it as an opportunity to explore machine learning

Fair point.

But i kinda have to develop an app anyways because i'm doing this course which the professor is asking us to show him something that can be bought, at least a prototype of it.

I currently have 0 ideas for an "life-changing" app, most i could think of was something which ended up being pretty much what Patreon is. So i decided i could make a game, but he's a shithead about games(even tho they're highly profitable) so i gotta impress him. That's where the Machine Learning stuff comes in.
>>
>>171515485
pong paddle sex
>>
>>171515485
I like it.
I think the initial lines should completely vanish before the Stage1 appears, though.
>>
File: latest[1].png (8KB, 112x112px) Image search: [Google]
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>>171515545
There's no way in hell this isnt a render
>>
>>171512164
Sorry anon but I don't think that maze is solvable.
>>
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mig23 2.png
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>>171511919
Thanks man,it really means a lot to me.


>>171493198
Just to let you know that >>171495012 is not me.
I would advise you to go here,register and take it from there.
>cgpeers.com
>>
>>171515547
>>171513479
Didn't quite answer the other half of your post.

>Have you talked to the people running it about how to fix it?

Yeah, they don't really care either. I'd say it would be more profitable to make the course a monthly payment thing and open it to private schools. Right now, most community school students don't really care about learning in general.
>>
>>171515672
Defined the model in a plain-text format (.obj for instance) and render it using an arbitrary 3d rendering suite?
>>
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1447524806432.png
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>>171515683
Guess he'll be aimlessly wandering forever in that empty cave..
>>
>>171515784
Maybe just push the whole thing to one of them established online learning things. Reduce costs and increase outcomes.
>>
>tfw will never be a good pixel artist because of my large hands
>>
>>171515485
h-how do you do that?
>>
>>171515485
Maybe get rid of the middle line after they meet in the middle. Have the two outside lines sort of like curtains revealing the text.

>>171516174
>tfw not born chinese with superior tiny pixel art hands
>>
>>171514365
Is that some Max Payne bullet time?
>>
how difficult is this?
>>
>>171515485
Looking forward to play your game man since I am shmup player.
I will probably pirate it because broke but still.
>>
>>171516436
Depends if you're able to draw or not.
>>
>>171493506
I don't think I've seen this around here before
>>
>>171516436
Very hard.
Get it?
>>
>>171516376
Well, it's drawn from Vanquish (since Dixie is basically "what if Platinum Games did Banjo Kazooie" and all the combat mechanics are more or less lifted directly from some Platinum title or other) but yes.
>>
>>171516653
I don't think you've been around here before
>>
>>171494076
>>171494197
>>171494343
fucking hell
do you have a sister or something that does art?
you sound great but I've got the coding covered and really need art
>>
File: Runner 2017-03-19 16-57-33-18.webm (98KB, 640x360px) Image search: [Google]
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>>171515640
Dude that's lewd

>>171515671
>>171516250
Somethin like this?

>>171516245
Primative rectangles and drawing the text as a sprite_part that fans out on the sides.

>>171516465
In the distant future when the game's done, I'll dump a bunch of keys in the threads and throw a torrent up with all the songs replaced by sea shanties.
>>
>>171516436
Have a go.

You will fail, but the point is to try.
>>
>>171514365
You really need to include aim lock on the close combat section,I feel like thats thing thing missing too make the whole experience great.
>>
>>171516965
Better, but more
>>
>>171495380
love it
if the other guy doesn't want to work with you I might
>>
>>171516250
>>171516965
Nope. That is worse for me. I mean make the middle line just vanish as soon as the three lines meet (the two outer lines probably get thicker to compensate). Then have the two outer lines spread and shrink exactly the same as >>171515485
>>
>>171502148
capped
better deliver
>>
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2.png
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>>171516965
>songs replaced by sea shanties
Full support because you are a real bro.
And good luck.
>>
>>171516915
'Fraid not.
>>
>>171516436
can you paint?
>>
http://popupcity.net/the-perfect-city-generator/

how hard would be to make a roguelike in 3D?
>>
>>171516436
A LOT
>>
>>171518059
Like making one in 2D but it's 3D
>>
File: Runner 2017-03-19 17-11-13-11.webm (83KB, 640x360px) Image search: [Google]
Runner 2017-03-19 17-11-13-11.webm
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>>171517110
>>171517219
This is as dissapeared as it can get. It kind of looks weird going frame by frame but okay at full speed.

>>171517482
Thanks anon! You're pretty cool too!
>>
>>171518387
I'd say this looks best so far. Well done.
>>
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>>171518059
If you're fully rendering the environment you have to put a lot more effort into level generation than something like pic related. Thankfully, if you know a bit of formal language theory it's not very difficult, it just takes time to come up with interesting rules.
>>
>>171518387
This one's best.
>>
>>171518387
Much better anon
>>
>>171518387
Yep, this is pretty much exactly what I was imagining and I think it looks great. Thanks for trying it out.
>>
File: 1485080041169.png (196KB, 750x800px) Image search: [Google]
1485080041169.png
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>setting up dev steam account to upload to greenlight
>some fucking ruskie has taken the custom url
>>
>>171519650
So whats the stuff I need for greenlight?
Just the application fee and a dev account or do i need to fill out some forms and shit?
>>
>>171519791
I think there's no forms to do until you actually publish
For greenlight you just signup and pay the fee.
>>
>>171519791
you don't even need a dev specific account, although it is recommended
Just a steam account, the fee, and some videos/screenshots. I haven't taken it all the way to the end before though
>>
>>171476782
Maybe the arm is colliding with your mesh. Try disabling collision on the camera boom and see if that fixes it.

Your description is pretty shitty and you'd actually get results with a picture of the issue.
>>
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title1.webm
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Trailers should get an emotional reaction out of people.

Movement sickness is a legit emotional reaction.
>>
>>171521825
thats motion sickness

either way if anyone can recommend some free video editing software youd help me a lot.
Thanks in advance cause Im goin for a snooze now.
>>
>>171521825
I think it's fine, these dumbos complaining about motion sickness are some serious pussies.

But where's the gameplay?
>>
>>171521825
Looks good, what's the game?
>>
Following a programming course. The introduction to programming is making a game in a kids visual scripting engine called scratch.

Current WIP version without collision:
https://scratch.mit.edu/projects/150692454/#player

You can even check out my extremely excellent code by clicking on the "see inside" button.
>>
File: title screenshot.png (60KB, 1700x1180px) Image search: [Google]
title screenshot.png
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>>171523012
>>
>>171523012
>>171523165
Good start.
>>
>>171523012
small brain - unity
big brain - godot
glowing brain - engine dev
multiple arms brain - scratch
>>
>>171523508
Panda3d is the galaxy one
>>
>>171523508
nice lofi meme
>>
>>171523414
Thank you.

>>171523508
I'm not familiar with your meme but does this mean scratch is the ultimate gamedev engine?
>>
>>171523604
>pirates of the caribbean online
truly the most genius engine
>>
>>171523508
small brain - engine dev in C++
big brain - engine dev in Haskell
glowing brain - engine dev in COBOL
multiple arms brain - engine dev in INTERCAL
>>
many arms brain - blender game engine
>>
>>171524120
has anything substantial ever been made with that?
>>
If you're not making your game directly out of CMOS logic gates, then you're not really making a game.
>>
File: Coffeemug.png (58KB, 960x540px) Image search: [Google]
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finished my second model in Blender

What do you guys think?
>>
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does anyone know of a thing like the steam hardware survey, but for favorite waifu characteristics?
>>
>>171524328
Handle seems kind of non-uniform
>>
>>171524328
but what will you pour from (^:
>>
>making an engine in a language you didn't create
>>
>>171487604
Hello friend. How committed are you to this project? Just curious. Seems like a good candidate for voice acting if you really see it through.
>>
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>>171524754
>not coding in pure electricity generated via static discharge generated via your own socks
>>
>>171524754
I get it, this meme communicates an important point. But isn't it a little tired? Every absurd conclusion has already been explored.

Artistposting, on the other hand, has a whole world of untapped possibilities.
>>
>>171524886
So help you god if you didn't knit those socks yourself.
>>
>>171524502
what do you mean?
>>
>>171523986
What about engine dev in pure C?
>>
>>171525027
varying levels of thickness
>>
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>>171524313
>making your game directly out of CMOS logic gates
I've done that once before. It was fun.
>>
>>171525065
>>171523782
y'all know the order of these memes if backwards to mock you "ultimate engine people", right?
>>
>>171525065
There's nothing pure about C, anon.
>>
>>171525065
There's no fucking reason to use C for gamedev.
>>
>>171525101
ohh so you mean fix up the handle so it's 100% perfect in thickness?
>>
>>171524454
According to steam:
Long hair, big chest, wide hip, thick thighs, large feminine penis.
>>
>>171525221
On the contrary, gamedev needs not the complexity of C++ or any higher-level language.
>>
>>171525650
>big chest
fucking plebs I swear
the rest is good though
>>
>>171524754
>Shit posting in a thread you didn't make
When are we migrating
>>
>>171525701
C is too fucking simple as a language making basic tasks end up having 5x boilerplate code.
>>
>>171525650
same but with a very petite upper body
>>
>>171525843
That's what macros are for.
>>
>>171525701
The nice thing about C++ is that you can pick and choose the features, and most of them are zero overhead. Even just templates and lambdas make it way more convenient to use than C. The only real benefit C has over C++ is portability to really obscure platforms.

>>171525906
C's macros are probably the worst macros of any language ever.
>>
>>171525906
Or you could just use c++ and save yourself the trouble. Hell use c++ as c with extra features if you love it so much, still more expressive than pure C
>>
>>171525843
Learning to write in C gives you a better understanding what the hell other programming languages are actually doing.
>>
>>171526397
I agree, but I said what I said knowing C already. It's a pain to use for a long term project, I wouldn't choose to work in C given the choice.
>>
>>171526397
Learning C is different from actually using C on a real project.
>>
NEW THREAD
>>171528003
>>171528003
>>171528003
>>171528003
>>171528003
Thread posts: 783
Thread images: 134


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