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/agdg/ - Amateur Game Dev General

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Thread replies: 756
Thread images: 139

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> 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
>>171470303

> 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 good games only
>>
What's the best way to make game without an engine.
>>
>>171528185
Index cards
>>
>>171528221
add a whiteboard and this
>>
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>>171528185
Depends on what you want. E.g. if you're making a 2D game and you just want the control without worrying too much about performance, you might try C# and MonoGame, but that won't be a good option for a 3D game that needs to be quite optimized.
>>
>>171528337
What would be the fucking point of going in raw if not for performance.
>>
>>171528434
Freedom.
>>
How do I design a good game world?
>>
>>171528434
fun
>>
>>171528470
Godot is free.
There's literally absolutely zero reasons why you would ever not use an engine if not for performance.
>>
>pop huge zit on my neck
>it flies across the room and hits the wall
Woah
>>
>>171528610
Freedom to program your game exactly how you want. With Godot you are still working within a framework.
>>
>>171528712
Godot is open source and you are free to edit it as you see fit.
>>
My ass hurts.
>>
>>171528653
binding of isaac shit
>>
>>171528434
fun and learning
>>
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>non-enginedevs don't even know what a pointer is
>non-enginedevs have to buy books to learn how to use blueprints
>non-enginedevs don't even know how to do basic algebra
>>
>>171528760
Why use Godot, then, over more basic libraries? Why spend time reverse engineering and modifying it when it doesn't really do anything special to begin with that you might want to keep?
>>
>>171528950
I know what a pointer is and choose not to bother with that bullshit
>>
>>171528995
Because it's a fully featured engine and that saves a lot of time if just like want to make game.
>>
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>>171529264
>A non-enginedev thinks printing "Hello World!" is enginedevving
>A non-enginedev can't even do a simple fizzbuzz without having to look for help
>A non-enginedev needs a tutorial on how to type
>>
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brand spanking new progress
>>
>>171529796
looks like a playstation portable game
>>
>>171529554
why the hell would anybody enginedev when there are so many engines to use?
>>
>>171529507
When you're enginedevving you only have to implement the features you need. Modifying someone else's massive yet run of the mill engine so that I can have more freedom when programming my own features is not appealing to me.

Godot is good if you want a FOSS game engine with WYSIWYG editors that you can start using right away. There's no unique features that make it worth gutting and using as a library.
>>
>>171529554
>An enginedev thinks making a fizzbuzz is making a game
>>
>>171529989
see
>>171528828
>>171528607
>>171528470
>>171528434
>>
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So this works, finally.
Time to make some stupidly disorientating levels I guess.
>>
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>>171529989
>>171530035
OVEN
NOW
>>
>>171529989
It's fun and rewarding. You avoid dependence on proprietary or inscrutable 3rd party code. You get to program the way you want and not the way some engine dictates. You can optimize for your particular use cases instead of building off a generic, bloated black box.
>>
>>171530207
yeah but where is your game?
>>
>>171530136
Where's your game?
>>
>>171530104
pretty good
not sure about the control scheme but you look like you know what youre doing
>>
>>171529989
I hate when things aren't done my way. The only way to guarantee things will be done my way is to enginedev
>>
>>171529989
>>171530275
Samefag

>>171530035
>>171530279
Samefag
>>
Artist looking for a programmer.
>>
>enginedev
>fun

I don't understand this level of autism, but I can respect it. Am I welcome here with some ue4 pleb shit?
>>
>>171530420
not an argument
where
is
your
game

this is agdg, not aedg

engines != games

fuck right off
>>
>>171530483
what engine?
>>
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>>171530420
What are you talking about? Take off your tinfoil
>>
>>171530550
I use photoshop.
>>
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>>171530279
I made this game in an hour, all in SFML.
Fight me.

Gas non-enginedevs.
>>
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>>171530420
>literally just copies every other post in a reply chain
THAT'S NOT WHAT SAMEFAGGING MEANS
>>
>>171530546
Never in the history of AGDG has an enginedev with progress been unwelcoming to an engine user.
>>
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>>171530368
There's a bit of a learning curve, but once you start to acclimatize you can basically just ricochet through levels.
>>
How do I get good at drawing
>>
>>171530661
I commend your tabs and tracked threads effort.
>>
>>171530420
breddy gud bait, man, I'll have to remember this one
>>
>>171530546
some people enjoy programming
>>
Enginecucks are mere customers, cattle.

Me? I am an enginedev, an artisan.
>>
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accessorize
>>
>>171530483
I've messed around in unity a decent bit and I'm decent with scripting, but I've never been able to do art to save my life. It's always put kind of a damper on my projects. I wish we could join forces, but I'm probably not the guy you want to work with. No completed projects, and kind of a busy schedule.
tfw not a game dev, just a lurker wannabe. Who else here knows this feel?
>>
>>171531123

I get it. But cs is greek to me. I wish I understood it, but at this point in my life I feel like I should accept that I never will. I'm trying to learn. I paid $15 for that Ben Tristem udemy shit for c++ .....butt fuck, it's confusing
>>
>>171530737
Laser point cat game? Cool
>>
>>171531165
nice hell shader
>>
IDEA: A basic retro FPS like doom, but with procedural dungeons, like a roguelite.
>>
>>171529796
do you still have that catterpillar webm?
>>
>>171531757
google "tower of guns"
>>
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>>171531165
>>
>>171531757
Decent idea as long as you don't skimp on the level generation and essentially end up with procedural SnapMap.
>>
>>171531757
X but with Y elements will never be good, fuck off
>>
>>171530104
how long have you been posting? i haven't seen this before.
>>
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Progress: If you're bad, you can now get punched in the face.
>>
>>171531832
not really, I was thinking more like nethack + DOOM.

that game seems more like touhou + Quake
>>
>>171532283
Are you going to give them Supers like a headbutt or horse kick based on a bar they have to fill up?
>>
3d lewd monstergirl zelda + harvest moon
>>
>>171532436
monster girls suck because they're too girl and not enough monster desu
>>
>>171530652
Nevermind then haha.
>>
>>171532521
the game will have both
>>
>>171530104
>>171530737
I really want to play this game where/when will you release it?
>>
AGDG is cancelled.
>>
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I really need to put more effort into little background details to make the world feel alive. I've been too lazy with it.
>>
Stupid question but I've got this array being initialized in a singleton in Unity and I have it being saved with a BinaryFormatter but I can't seem to figure out how to prevent the it from being overwritten every time the game closes.

Everything else loads when I run my load function except that array because it gets overwritten.
>>
>>171532395
You mean for the enemy, or for the player?

The planned supers for the player are going to be a back-spinning high kick for the high special and maybe some kind of strong hook or something for the low special. I haven't thought about what I want the low special to be as much. Specials are governed by a meter, which fills up as you punch things and depletes when you are struck or whiff a super.
>>
>>171531757
Thanks for the idea :)
>>
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It's been a while sincec I last saw the "there were no memory leaks!" message but I finally did it!

>>171533301
I saw your game like 2 years ago. I thought you died!
>>
>>171533380
>singleton
>>
Boobie!
>>
>>171533417
Enemy. Could have 'boss' themed supers like ones with huge horns could have a headbutt, etc
>>
BOOBIE.
>>
How come I never see games with pixel art as good as what I find on Tumblr?
>>
>>171534567
You mean like a one off piece?
>>
BOOOOOOOBIEEEEEEEE!!!!!!!
>>
>>171534347
Every enemy fighter is going to have its own unique attacks with specific triggers. For the enemy I'm making there, their special is going to be a series of like 10 or so rapid jabs or rapid hooks launched at the player's face/body, with the intent being that the player will not be able to succeed in the fight until they learn that holding up blocks incoming high attacks and not pressing anything blocks low attacks.
>>
>>171533301
>>171533534
it took someone two years to make that


wew, whenever I feel like i'm being slow on progress I'll just remember the guy that spend two years on repeting 3 or 4 untextured low-poly blocks and some MSpaint sprites

it does look cool, though
>>
>>171534648
Yeah, there are some blogs that post some top-tier art which looks way better than what games come up with, I understand that making a game is much harder than one drawing but not even the backgrounds or marketing art look nearly as cool.
>>
>>171535000
> why don't 3d games look just as good as movie cgi
>>
>>171534567
because that one person spent about 12-24 hours on that and for a game you have to create everything to around the same level of quality
>>
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So I used metal slug sprites and double dragon backgrounds to test out how my game would play like and I'm actually really liking how it looks like right now.

It's tempting me to abandon everything and make a metal slug x double dragon crossover.
>>
>>171534992
He wasn't showing much of the game off.
>>
>>171535000
Why would they put that much effort into marketing art? You either nee talent or money to get good pixel art and a lot of indie devs have neither.
>>
>>171535185
>guns in a beat em up
what would it even play like
what would the enemies do
>>
>>171535210
>>171534992
Also, he is a certified yesdev and already has a game on steam
>>
>>171535342
>what would the enemies do
Probably fire back?
>>
>>171535342

beat you up
>>
>>171534992
It's been about 16 months, plus I've got two half-finished side projects that I've been alternating between.

That scene was 3 days of work.
>>
>>171535342
Hit you a lot
>>
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>add a double-tap run
>game becomes way to fuckin fast
>>
>>171534567
There was a game that was going to have really high detailed pixel art like that. But it never reached funding on kickstarter, haven't heard anything about it since. It's called Antraxx.
I would imagine it would take a ridiculous amount of time to create all the assets. Especially if the game is top down and requires multiple angles. There comes a point when it's just faster and easier to use 3D models.
>>
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goddd why is 3d modeling so difficult
>>
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any opengl devs here? I need help
>>
>>171535992
pro-tip: Make your game just mecha and robots. It's far easier to model and animate robots, and even when there's flaws it's overlooked because they're robots.
>>
>>171535863
fast is the only way to live bruh
just adjust the camera so you see further ahead when running
>>
>>171535992
were there always this many shit beginning modeling posts, did I just start noticing after I started modeling?
>>
>>171536145
I watched cg blender and blender guru and character creation one by Sebastian Lague.

I find Sebastian Lague goes way too fast and you have to pause the video a lot
>>
>>171536313

have you watched the Udemy blender videos too? wondering if that's worth a watch
>>
BOOBIE. BOOBIE. BOOBIE. BOOBIE. BOOBIE.
>>
>>171534567
Look how shit that animation is.

Dude can draw but can't animate for shit.

Imagine a whole game full of awesome art... but shit tier animation.

Anyhow everyone seems to agree that high res / shaded pixel art is way too huge of a time sink to really make sense for a game.
>>
>>171531890
Originally started posting in the summer of 2015, but due to some messy IRL stuff I had to sideline my game a little over a year; only recently been able to work on it again. Ive made some solid progress over the last two months, but my posts are still pretty infrequent and I keep missing the weekly recap.

So, February I guess.

>>171533106
There's technically a demo out there, but I'd honestly advise against playing it. It's a bit too dated at this point.
Was going to try for Greenlight, but from whats been said I may have missed that boat.
>>
>>171536628 (continued)
Oh right, "everyone" being professional pixel artists I mean, not random fucks from AGDG and whatnot.
>>
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>>171536313
I'm in the same boat, started last week. Watching this series now.
https://www.youtube.com/watch?v=v_X9v29i-Iw&index=6&list=PLyelx0TsmSpf-8xZfjZveokSsIwj0F3lo. Especially the first one, that shows how to do a face, was useful. You might just have to watch tutorials from different authors and absorb what you can from each.

Here's some other stuff that has helped me:
- google "female topology 3d model" and look at how they do topology.
- find a front and side reference sheet, and match the shapes exactly.
- pick up as many blender shortcuts as possible early on. I think watching different tutorials helped cause they have unique workflows
>>
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progress: submitted paint jam entry, it isn't really playing though
>>
>>171536919
pretty much it's how I am learning Blender from multiple different tutorials it's still pretty difficult to model things even after learning all the basics like extrude loop cuts scaling etc
>>
Booby?
>>
>>171537329
titty.
>>
>>171537178
Also, I found this and I think it will be useful when I know a little more. Archive because the images don't load on the live site.
https://web.archive.org/web/20120714032627/http://blenderartists.org/forum/showthread.php?93651-Poles-and-Loops
>>
>>171537469
I want to make a small 3d battle arena simulator game so like maybe a knight model with a sword will have to fight giant spiders etc
>>
Making waifubait characters, need personality suggestions.

What traits make you waifu a character?
>>
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here's a pitch, fuckers.
>tres avant garde
>exploration heavy walking sim type
>each level is unique (sampler of every atmospheric genre)
>unique portal objects scattered around huge landscapes
>micro-puzzles are sometimes required to access portals
>no enemies no npc
>maybe fp maybe tp maybe both...

coding isn't my thing so i'm trying to simplify all mechanics to bare minimum. I think of this as being a scion of dream emulator... what's missing?
>>
>>171537568
Emotionless doll
>>
>>171537618
The pitch itself means nothing since it's just a list of typical walking simulator tropes, it all depends on execution.

I like the style of the screenshot though.
>>
>>171537568
Coddling yandere
>>
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>>171537801
>it all depends on execution
care to elaborate?
>>
>>171533301
looks fuckin neato. as long as the gameplay didn't blow I'd buy
>>
>>171537568
>What traits make you waifu a character?
Everytime.

If you faggots dont understand the concept of "best girl" and why people gravitate to them. Theres no hope.

And its not looks and traits, its everything that encompasses a character.
>>
>>171537995
It means MAKE GAME
>>
>>171537995
I think what he is saying is that you can have 20 people in a room, throw them an "idea" and they could walk away and then come back with 20 different ways to make that idea. Resulting in 20 fairly different games and experiences even if they were all based on a core concept.
>>
>>171538052
explain
>>
>>171538105
Care to explain?
>>
>>171537618
I like this sort of game.
There are some overused tropes and visual effects, basically anything that you can slap onto a unity scene. I need some kind of technical or artistic innovation to get off to these anymore.
When a game has npcs, it instantly adds a layer of complexity for the player to think about. People will project agency into any kind of dumb AI. Think about, for example, just a line of endlessly moving figures. The player will immediately question why they are there, where they are going, etc. Having no people is a trap that these games can fall into.

I want to see what you come up with, but be aware that most of the easy content has been mined in this genre. IMO you need some edge to stand out, either procedural programming, shaders, or SOME ACTUAL FUCKING MEANING instead of looking at colorful cubes.
>>
>>171537568
see:
>>171534141
>>171534514
>>171536507
>>171537329
>>
>>171538118
Cookie cutter tropes dont make good characters. Its why most of the time the class rep is not best-girl in the show. And sometimes even the worst.

if you go into making a character whos the <trope> type, youve already failed. Thats why games that make shallow wank-bait are often seen through. Like the sakura series.

And stop calling any cute girl a waifu. Thats not the fucking term.
>>
>>171538352
Boobie? A single one? Mastectomy?
>>
>>171538461
Elaborate
>>
>>171535890
Something like that would probably just have a fixed isometric camera like Crusader No Remorse.
>>
Not making the next Flappy Bird or Undertale type game

You guys want to stay poor?
>>
>>171538461
B-But I like emotionless doll trope type characters
>>
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>>171538061
working on it bub
>>
>>171538495
On what?
How to make a good girl character?
I dont have time to write a 2k essay, and its mostly redundant common sense anyway.

If you cant grasp the concept, go back to your favorite media and then break down why you love X, why you hate Y, and why you may hate Z in a good way.

But the basic things are:
flaws
characteristic dimensions
Conflicting dimensions that lead to a new trait that can lead to character growth,flaws, or another transformation.

But the biggest hurdle for hack writers is NOT defining your character by their flaws. Nothing makes me cringe more.
>>
>>171535992
I don't know but I've been trying to learn and have wanted to kill myself for some time due to it. That's why I'm just looking for animu modeleres now instead, but there are virtually none. Fuck.
>>
>>171538747
They need something else to be interesting. Even if its the tiniest device.
Yin in DtB is a decent example
>>
>>171535342
Mooks in metal slug are just cannon fodder. They rarely even fire their weapons.
>>
name your 3 favorite mgirls
>>
>>171536038
Shoot.
>>
>>171540069
u
>>
>>171540069
mgirls?
>>
>>171540178
get out
>>
>>171540178
m
>>
which agdg game will be the next undertale
>>
>>171540931
I have a pretty good idea of how to make the anti-undertale (and also make it way funnier than memes and dad jokes).
>>
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>western gamedevs
>>
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Made a new rig with controls today. Animating a shotgun tomorrow.
>>
>>171542014
Gun reload animation guy, is that you? Oh my god, long time no see. Where is your game?
>>
>>171542014
teach me your 3d modeling ways
>>
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How do you guys like my new "End of Floor" portal thingy?

i will probably plob some blinking lights and more moving detail onto it.

And since i have no talent at all, i did not manage to make a cool spiraly portal like this guy >>171530737
and went with some cheap scanline like one instead, but i think it fits the everything is kinda blocky vibe.
>>
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I've added the sideways barrel roll, proper water, machine gun firing, different skybox with lens flare today.
>>
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Been a while since I've devved. Been playing video games. Just coded some auto tiling, so now all I gotta do is put the blocks into the level for bunny to hop on, and they will be outlined already.
>>
>>171543750
hote daim that is some nice looking progress
>>
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Made a terminal like system to act as menus and a developer console. There's also a cute blinking cursor.
>>
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What did Capcom mean by this?
>>
>tfw making a game is way too hard

seriously how do people even do it?
>>
>>171543816

I like the style. Do you have some plans what kind of gameplay? Jump and run? infinite runner?
>>
What was the moment you realized you were never going to make it? For me it was when Clarentdev called it quits.
>>
>>171545059
Just wing it and pretend you aren't like a little scared child.
>>
>>171545301
>just be yourself
>>
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day 4, 3rd model

r8
>>
>>171545414

For one of your first models pretty gud.
>>
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>>171536680
>professional pixel artists
>>
>>171545414
as the guy who you talked to earlier recommending all those blender tutorials

I attempted more of the same character modeling video got nowhere then tried to model a few different animals also got nowhere

I think you are pretty good at modeling
>>
>>171540931
The Buried Bone
>>
professional idea guy here

I am willing to give you one idea for your game
>>
>>171544739
Pretty neat if true.
Though I cant imagine it being cheap because im sure capcom arent in the generous state
>>
>>171545768
Which tool do you use to make your ideas?
>>
>>171545807
LaTeX
>>
>>171545768
i bet i'm a better idea guy than you, faggot
i have a whole design document with conceot art and everything and i don't even have a prototype yet because i've never done programming before
>>
>>171545831
Nevermind then haha.
>>
Quick question

Do I animate my models in Blender and import to Unity or do I animate my models in Unity.

Which is the best way
>>
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>>171545253
Here's an older gif. Already got gameplay down. Planning on putting together some quick levels soon, as well as a tutorial. I need to have this done by Tuesday for a class, but I've been procrastinating because of new game releases.
>>
>>171545995
animating in blender is standard.
>>
>Know how to make video games
>Sit at home be useless NEET
>Should go get a job programming or doing art
>Sit at home being a useless NEET instead
>Haven't finished a game in a year
>Low on money
>Sit at home being a useless NEET

Why do we live?
>>
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Is there a collective list of AGDG projects somewhere?
>>
>>171546301
Simple we don't collab
>>
>>171546372
The Monday Recap keeps a rolling lite list of games. Not everyone participates (and there are some whodevs that probably lurk here but don't post often enough).
>>
>>171546372
http://homph.com/recap/
>>
>>171546372
look at all the demo day games for starters

what's the bar that a project has to clear, anyway? sometimes I post a game for like 3 days then drop it cause it's shit
>>
>tfw you can only draw looking at reference images

Art is only copying other art styles
>>
>>171546869

>>Art is only copying other art styles
if youre a hack
>>
we should all collab as a hivemind we could make a really good game within a few weeks if we all collectively keep allowing new members to join and have a well structured design plan for a game
>>
>>171535342
>>guns in a beat em up
there were guns in tons of beat em ups there was a machine gun in double dragon

Dinosaurs and Cadillac is probably the best example of a beat em up with guns.
>>
>>171547462
This place has too many shitposters to make anything interesting.
I just opened this new thread to see the same fucking argument for the first 100 posts and nothing more than baiting and stupid shit for the rest.

It really says everything when we have only 9 relevant gamedev posts out of 189.
>>
>>171547462
>we all collectively keep allowing new members to join
thats literally how you kill a game.

If you really want a collab game, you have to first get people on board knowing it will be free. (good luck)
Then outline the scope (and stick to it), and the relative amount of people needed.

And thats just the easy part.
>>
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Finally back on the progress train with a new enemy in its most basic form. Can't wait to get this bad boy functional
>>
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Now I remember why I stopped using Unity.
>>
>>171547462
we tried that a few weeks ago, a huge collab thing where anyone can make a level

but everyone with enough experience to code the framework had actual games to make
>>
>>171536919
here's another tip
-download free models/rips from games and use them as a reference

there is no shame in 3d tracing as long as you're learning and the end result is different
>>
>>171547834
you can turn that off.
>>
>>171547660
>you have to first get people on board knowing it will be free. (good luck)
You've already fucked up.
>>
>>171545875
:o
Looks like I've been had!
>>
>>171543750
what about moving that reticule from screen space to world space?

make it a billboard parented to the plane and offset it so it is always in front.
>>
>>171547961
The chances of a free e-collab working is slim to none. You add money in there and youre looking at a fraction or a fractals chance
>>
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It also occurred to me that people might take offense that some of the characters are under age.

Does the "all characters are 18+" thing actually fly in burger land
>>
>>171548535
>Does the "all characters are 18+" thing actually fly in burger land
Yeah, you wont get shit unless its hyper-realistic lolis.
No one cares about western cartoons, and you always have the "alt/universe" excuse.
>>
>>171548080
Why are you working your way from the idea that various people who - for the most part - display some degree of real competence in certain area, but usually lack in others, can't possibly join pool their respective skills, to actually create something marketable?
>>
>>171548773
Because the average situation usually fails. For every 1 Katawa shoujo you have a hundred dead games not even out of planning.

If egos dont kill it, a ripple effect from whatever will
>>
>>171547898
It's easier to blame the engine.
>>
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All right agdg, serious question time. How do I stop being an ideaguy?
>>
>>171549154
start on the gloriuos path of engine dev
>>
>>171549154
Build discipline.
>>
>>171549154
develop literally ANY skill
>>
>>171549196
different guy here, where do I start?

I have a job where I just sit around doing nothing all day, recently I've been thinking of ideas and concepts for games

Recently I've been doing it enough that I've started thinking about actually trying to be productive instead of just daydreaming
>>
>>171549154
Either start learning art e.g. via >>>/ic/ or programming via books.
>>
>>171549154
>>171549290
"former" ideaguy
All it takes is moving your ass and downloading an engine.
>b-but I can't program
nobody can until they learn it
practice
or cheat and use ue4's blueprints
>b-but I'm shit at art
practice it
>h-how can I ever dream of making music
PRACTICE IT
>>
>>171549154
>>171549294
you could skip the drawing and go straight to modeling too
>>
>>171549290
Pick a language
decide how much help from libraries you want.
then start.
C++ and SFML if you like C++/OO
C++ with SDL or GLFW (but with glfw youll have to ether roll your own audio or look to SDL or SFML.

If you want to go completely barebones with just OGL/vulkan and individual libraries for everything else its just a google search.

Any other languages will probably have bindings to the rest though if you hate c/++
>>
>>171549598
I don't think he asked for gamedev advice, not enginedev advice.
>>
>>171549494
if you do that, do absolutely not skip anatomy by any means, it's the most important part of making a character look good (see Mass Effect Andromeda/Battleborn if you don't understand how bad proportion can make stuff look awful)
Also it's really handy to have good, solid front, side and back views for modelling.
>>
>>171549469
>>171549598
I'm interested in 2D fighting games (2D gameplay at least, open to either 2D or 3D graphics). Is there a specific path that involves skillsets better suited for this task?
>>
>>171549691
>being this brain damaged
condolences
>>
>>171549717
yeah I have a feeling not knowing how to draw will bite me in the ass when I need to make original characters
>>
>>171549691
>I don't think he asked for gamedev advice,
Many non-gamedevs use all three for their applications. Yes they are primarily for games. But not limited to.
>>
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>>171549469
>>
>>171549747
Thanks.

>>171549794
You should definitely learn how to make a tolerable drawing and how to paint an okay picture. Painting's important for textures.
>>
>>171549717
>Battleborn
are all these characters considered awful? some of them seem like just stylized exaggeration, some are really bad.
>>
>>171549741
>Is there a specific path that involves skillsets better suited for this task?
youll probably want to roll your own input library, other than that, not really.
>>
>>171549741
if you're sticking to a pre-made engine, I hear unity's better for pixel based stuff when compared to unreal
2D fighting game will take an awful lot of balancing, fine tuning, and good animations, start with something simple first, even if the idea has been done already.

>>171549794
Draw them in T-pose, it's pretty easy, and you don't need to account for perspective.

>>171549927
They're all awful looking as far as I can remember.
>>
>>171549294
I have noticed a lot of programmers in vidya (tommy refenes the most famous example, and some normal guys) say that they regret not focusing their personal skillsets more on art for dev. desu depending on what game you want to make, it might be best to make art your main ordeal and learn just enough programming to slap your shit together in an engine. there are people in these threads who just started learning to code a year ago and have okay lookin game maker projects, but without good art you are fucked my man. and that takes a while to git gud.

I am trying to 1MA plus music, :crazyface:
>>
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>>171528003
heyo, uh, i've never posted in this thread before but a dev friend said I should post my game here and see what people think.
All the sprites are terrible and the game has like 4 levels. I've never made a game before but I'm hoping to learn.

here's the game, it's just a platformer where you dodge projectiles until you get to the end of the stage and shoot the blue dude to move on to the next level. I've added other mechanics like doors so far.
>>
>>171550104
MC blends in with the tiles, I didn't even see it for a few seconds.
>>
>>171538564
Crusader had 3D models turned sprites turned game assets. Just so you know.
>>
Wow, the thread has been civil. Real dev hours.

>>171550305
Is there any reason to do this and not to just use the 3d models ingame in 2017?
>>
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>>171548905
Where is the hurt in that?
If something unravels during planning, people at most lose few hours they would otherwise spend sitting above their respective pile of legos, knowing full well they are missing some important pieces they really wish they had, desperately trying to figure out how to make something half decent out of what they have anyway.
It's tantamount to self torture.

Now a serious attempt at joint work would never work out by simply going "hey guys let's all do this shit together!"
You have to do some elimination, and by that I don't really mean singling out people who do a poor job, that one has to come later.
If you waltz in asking everyone to show their shit, most people will definitely freak the fuck out and get defensive at the prospect of being rejected.
And you have to do the important stuff first anyway.

First of all, there is the big one. 2D and 3D. You have people who would simply refuse to work on one or the other, either out of conviction or just because they don't have anything to contribute to one, because their entire skillset revolves around the other.

Second obvious one, tools of the trade. Agreeing on a specific engine to use. Seen enough people favoring both Unity and UE4 to fill separate teams nicely.
2D fags would probably go with GMS.

I don't personally believe engine devs would be able to pull something off together, but stranger shit happened.

Then you have to set a basic outline, genre, style, scope.
Always go with majority. Individuals who can't conform or make compromises no matter what should fuck off, they would be a hindrance all the way to the end.

All of this could be done in probably few hours tops.
Even if nothing comes out of it, nobody really loses anything and who knows, maybe some folks will actually stick together on the sidelines and make something anyway.
>>
>>171550394
>wasted months
>frustrated the whole time
>Where is the hurt in that?
lol
>>
>>171550104
i know where you live erin
>>
>>171550359
Maybe if you want to be able to draw a million at once without too much technical work.
>>
>>171550465
Gensokyo?
>>
>>171550104
I would give feedback but I'm guessing most of it would be "yeah I know I'll get around to that"...
>>
>>171550447
>months
>>
>>171548535
the relative sizes is a bit fucky
>>
>>171550394
>people at most lose few hours they would otherwise spend sitting above their respective pile of legos
Ive wasted weeks on a few seperate collabs that fell through.
>Always go with majority.
What happens when the majority want to consistently scope down or go in a direction not liked by the others.
Also what if the majority's ideas and work are worse than the majority.
Then youll eventually have disenchantment turn to resent turn to ex-members.

>nobody really loses anything and who knows, maybe some folks will actually stick together on the sidelines and make something anyway.

time, and the chances of splinter relationships are low.

I can tell youve never actually worked with people on an e-collab.
>>
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>>171550568
yeah I don't work on it the game that much, I'm still trying to learn the software, but I'd like any opinions I could get, good or bad.
>>
>>171550609
worse than minority*
>>
Can you all just stop replying to that idiot? He's been shitposting about the same thing since the beginning of this thread.
>>
>>171549290
I'm an engine dev, and I would suggest otherwise. If you really want to put your game ideas into motion, just use an engine, like GM or Unity. Those will give you the fastest results. Being an engine dev is a really slow process, depending on your approach, it might even take days to make your first thingie move on the screen. However with that said, engine devving is not black magic and actually quite fun, and basic things like a puzzle game or a simple platformer should be relatively easy to put together. But keep in mind that all your sweat might be rewarded with a "meh", since what you have done could be made in a few hours at best in a pre-made engine. Most of the time people don't even recognize that you have made it in a custom engine, which is weird, because I usually recognize without the "Made with Unity/GM" logo that what the game was made with.

tl;dr: only go engine dev if you enjoy software development in general. Pick up a C++ tutorial then an SDL2 one, OpenGL is optional.
http://lazyfoo.net/tutorials/SDL/index.php
https://learnopengl.com/

After that, you'll realize that knowing how to code is just the start. Knowing how to structure code is more important in the long run.
http://gameprogrammingpatterns.com/
>>
>>171550632
* Make the player not blend in as much
* The background/foreground tiles being the same is really boring looking
* Everything is squares is kinda awkward too for that matter
* Fireballs should probably have an effect when coming out of the guns too
* Big effects are more interesting. Perhaps when fireballs hit the wall they should have a bigger explosion (that breaks out of their normal 12x12(or whatever) box)
* The whole "shoot the guy" thing is kinda weird. Is he going to fight back later or what?
* Definitely needs more stuff than "dodge fireballs". But you knew that
* If you found a way to animate the "outside" area (moving stars? clouds? whatever) it would probably look better
>>
>>171550735
who?
>>
>>171550609
>Ive wasted weeks on a few seperate collabs that fell through.
you, or whoever organized them, fucked up on day one
>>
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Hey /agdg/
I recently got a laptop but it s a pretty shitty one.Do you guys think i ll be able to dev on an 32 mb integrated graphics "card"?
>>
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>>171551367
I'm surprised you can actually use a browser with that
>>
>>171551246
From my experience most collabs fail because of artists. They always lose interest or make the scope go down when it's time for them to make all the assets that are needed for their awesome game idea.

The only way to get them back on track is to give them money which is why most collabs turns to kickstarters or some shit. And even then there is a high rate of artists just dropping out when they get the money.
>>
>>171551246
I was fine.
Another huge pitfall is no one ever wants to treat feedback like they do here. Which was actually the reason three of them failed.

Its either hollow "cool shit yo" or nothing at all.

e-collabs are just a time wasting meme
>>
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>>171550864
>fireballs should probably have an effect when coming out of the guns too
well I thought that would be quick and easy so I've done that, once again I'm not too good at drawing sprites but i hope this makes it look a little better
>>
>>171551367
try flash8, i dont think it uses the graphics card at all. it's flashplayer certainly doesnt.
>>
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>>171551570
Not funny lad Chrome actually lags a bit and i have like 10 fps in that no internet dino game
>>
>>171551932
make the world's most complex and patrician text game, in lisp
>>
>>171552027
>make the world's most complex and patrician text game
implying anyone will be able to defeat me when they dont have the power to simulate the socio-economic-political world within seconds.
>>
Should I read a 2500 page book on c++ or nah?
>>
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Good night agdg
>>
>>171552320
>should I avoid actually devving
>>
>>171552279
when are you gonna simulate another game faggot

>gogem posts abound
>but no gogem progress posts

HMMMMMMM
>>
>>171552320
Sure, most sepples bibles are mostly templates and example answers anyway.

If its a bjarne book, you might want to get a primer or have the docs open, as hes prone to tangents and bad explanations. Scott meyers stuff is good
>>
>>171552320
Sounds excessive. Is it a reference manual or something? It's more or less enough to learn the basics and then look up shit as you need it.

Maybe if it goes into detail with shit like data structures / run time costs (Big O), how to set up large projects from the ground up / etc it might be worth reading cover to cover.
>>
>>171552320
Wait did I just get memed? Fucking 4channers and asking innocent plausible questions as a "troll".
>>
>>171552320
>2500 page book on c++
War & Peace is less pages and it will teach you more about how to make a game than that a C++ book will
>>
>>171552320
Strawsoup's book? I read the first hundred pages or so and you can definitely learn a lot from it but I wouldn't bother to read the entire thing. A lot of it is just reference, as well.
>>
>>171552513
yes
https://www.amazon.com/dp/0321992784/
>>
>>171552396
>nobody says good night to my kot
rude
>>
>>171552625
I was thinking about The C++ Programming Language, actually. Never read that one.
>>
>>171552406
im in a rut mate
>>171552453
dont know what anything you mentioned is
>>171552470
https://www.amazon.com/dp/0321992784/
>>171552493
serious question
>>171552508
I'll look into it
>>171552513
"Programming: Principles and Practice Using C++" is the one I was looking at
>>171552625
who are you
>>
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Gonna continue working on that trailer once I get home today.
Any recommendations for video editing software?
>>
>>171552320

Programming is a skill but don't approach it by trying to down a book of that length, it'd be like trying to lose weight by sitting down and eating nothing but kale until you throw up. Pace yourself.
>>
>>171552815
Sony Vegas if you don't need to do anything crazy.
After Effects if you do.
>>
>>171553106
The preface of the book states that it should take ~3 months to finish properly. It is a rather long term thing.
>>
>>171552815
wheres the gameplay
>>
>>171552320
>>171552625
Only like 900 pages of that book are the actual workbook parts, the rest is just reference. The preface says it's meant for an intro semester of university, intended to take 3 months-ish assuming 15 hours of your weekly study are material from this course (so basically if you're a neet you should finish this shit in like four weeks, seems like there are exercises between every 2 paragraphs and big ones at the end of chapters). It starts out teaching you C++ as your first language and assumes you don't know what "source code" means, so I guess it's good for a beginner if you just decided to learn programming day 1 today and you will start your programming/yesdev journey with C++.

Whether you should actually do that or not is another question that I don't have the answer to because teaching is hard and nobody knows what noobs should do, 99% of advice is shit.

t. actually read that book
>>
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Do you think there's any way to make a roleplaying (I.E. choice and writing-heavy) game without combat and not have it be boring as Sunday school? Or is violence / combat too important to forgo?
I mean, what's the alternative? Dialogue choices alone are not engaging enough to be a good game,
>>
>>171554129
Yes, but they are called visual novels.
>>
>>171554129
What the other guy said. If you're taking out violence you have to make up in good story / good music / good characters / etc
>>
I'm told for someone interested in learning programming, C++ is too ambitious, even if it's what I intend to eventually use

How about C or C#? I'm told that these are related but also simpler, making them easier to learn for a first timer. Is this true? If so, which one?
>>
>>171554129
Or you can make one of those "make your own adventure" type of things but in a video game. So there are battles, but they are settled by "dice". Like: the enemy is approaching you. Do you fight or not? Whatever you chose, the game generates a random number. If said number is bigger than a certain amount, you can either escape or defeat the enemy (based on which option you've chosen). Said randomly generated number can be affected by your equipment or other skills and talents. Like if you have strength, you have a bigger chance to win. If you have the Mighty Invisible Cloak of the Whale, then you have a bigger chance to get away from your enemies without fighting.
>>
>>171554129
Something like This War Of Mine is still an untapped genre. Ive always thought something like advance wars except you as a general whatever have to juggle your mens morale and relationships in order to survive.

Something like Advance wars x band of brothers
>>
>>171554129
Yes, check out the game Gods Will Be Watching, then imagine that you have a character sheet and it's a CRPG. It would be hard as shit to pull off, but it's what I've been trying to do forever. Basically you need amazing level design, actual problem solving (dislike calling it "puzzles" because this is a more holistic approach), master level aesthetic reward, etc. etc. etc. You need to distill what people enjoy about the non-combat aspects of RPGS then amplify it by nine million because you don't have the crutch of constant combat to keep things interesting.

Imagine if Planescape: Torment had actual gameplay like sections of Gods Will Be Watching, and the character sheet wasn't a convoluted fuckstick of a mess, and the system was actually good and balanced.
>>
>>171554659
“C first”:
This approach to learning C++ is wasteful of students’ time and leads to poor
programming practices by forcing students to approach problems with fewer facilities,
techniques, and libraries than necessary. C++ provides stronger type checking than C, a standard
library with better support for novices, and exceptions for error handling

t. Stroustrup
>>
>>171554659
C++ is overwhelming, but people saying to start with c# are fucking idiots as its a java clone which is a c++ clone.

C is outdated and any MMM you learn from that, can be learned in C++ with more modern approaches.
>>
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Small little progress post. Working on the thief's abilities for my project. I have the mechanics down for him bribing enemies. Just need an animation to suit it
>>
>>171555012
>gradients
>>
>>171554801
>>171554902
so just do C++ then?

my trepidation comes mostly from this:

https://web.archive.org/web/20160902133514/http://www.gamefromscratch.com/post/2011/08/04/I-want-to-be-a-game-developer.aspx

but I don't know really know what's good advice or bad
>>
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>>171555052
what?
>>
>>171555171
https://www.youtube.com/watch?v=lGar7KC6Wiw
>>
>>171555171
>This one is a bit depressing but completely true. There is nothing really magical about Game Programming
bad advice from someone who hates their job

>C# is a modern derivative of C++,
And thats where any credibility is lost.

If you want to program and make games, c++ is standard. There are plenty of other options if youre willing to do the work.

If you just want to make games,GM
>>
>>171555171
>start with C++
>work for months and have fuckall to show for it
>eventually you're good enough to use UE4 or enginedev

or

>start with python
>use libraries that do a lot of the work easy mode, or apply what you just learned to write GML scripts in game maker and so on
>have a pixel dude on the screen interacting with shit literally tonight

people advise against C++ because learning is about instant gratification, you want to learn small things one step at a time and be able to immediately apply them toward your stated goal. with C++ you will be learning such dazzling skills as "how to make your command prompt spit out arithmetic and manipulate text" when you first start, longer than other languages, which can get discouraging to people who grind forever but just want to make thing, especially when they get stuck. so the question is, are you an autistic enough dude to be disciplined and put in the time to become C++ master race, or would you rather just play it safe and go with a higher level language? starting with C++ will mean you have a better foundational understanding of programming, but starting with training wheels makes it less likely that you will quit like a bitch. what are your goals? how disciplined are you? how much time do you want to invest? be realistic.

take this with a grain of salt as I'm not some master programmer myself, but this has been my experience starting with C++ then just saying fuck it and making stuff in various 2d engine scripting languages. also have an article by super meat boy man:

http://www.gamasutra.com/blogs/TommyRefenes/20130107/184432/How_do_I_get_started_programming_games.php
>>
What's the right way to make a setting more interesting without making it more complex/detailed ?
>>
>>171556240
elaborate
>>
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Got restarting a level working right. Originally it restarted the whole room, meaning the music restarted and the stars in the sky restarted as well. Got it to work without doing that, so it feels cleaner.
>>
>>171556240
By making the little you do have actually good.
>>
>>171555816
>hen you first start, longer than other languages
You can start making text games your fist week with C++.

>inb4 goal post shfting
>>
>>171555816
Thanks, if the only difference is the instant gratification aspect, then I have no problems taking things slow, building a stronger foundation.

I assumed that most people interested in learning how to program and interested specifically in game design were doing so with the knowledge that it could take years before that work started to materialize.

I don't mind taking things slow and steady for a strong foundation. I've been fretting over finding the "right way" to start so as not to waste my time. If C++ is not a waste of time, but only an inconvenience for those who want instant results, then it seems great for me.

You don't know how much of a relief your post is for me. Thanks a lot.
>>
>>171556521
gnarly dude
>>
>>171556521
ohly shit just noticed the moon
>>
>>171556240
Sprinkle lore and hidden stuff around like dark souls
>>
Are digging games played out at this point?
>>
>>171556914
not if its interesting, like any game of any gener
>>
>>171556914
Uh are they? Maybe I just haven't looked hard enough (read: at all)

But: I'm really hankering a good one.

Steamworld Dig, the last one I played, was way too casual...
>>
>>171555816
That's a very good article, thank you for sharing!
>>
Any 3Dbros here?

What program do you use for retopology?
>>
>>171556491
I can't really see how.
Another way to word the question would be "Why is Save the princess A better than Save the princess B, disregarding gameplay, graphics and audio".


>>171556557
Well, making everything good is the end goal anyway. I guess you're talking about having elements that tightly fit together ?

>>171556765
That can only work for an RPG though.

>>171556914
One with physics and different material density/strenght could be interesting.
>>
>>171557352
>That can only work for an RPG though.
>only RPGs have lore
wew lad
>>
>>171555012
Looks like he squats to masturbate.
>>
>>171557352
Oh fuck sorry, I misunderstood 'setting' as options/configurations.
>>
>>171557352
>That can only work for an RPG though.
Jesus if your that creatively narrow-minded it's no wonder you can't think of anything.
>>
>>171557352
>Why is Save the princess A better than Save the princess B
Nuance
Tighter gameplay
More coherent everything (graphics/music/setting all tying in)
>>
>>171556914
Depends if the digging is the main premise of the game or not. If its used in some other context its still viable e.g

XTREME PRISON TUNNEL ESCAPE. Cannibalise and steal as much from your cell as possible to make the pit props and tools your ramshackle tunnel desperately needs before it inevitably collapses. Basically the Great Escape/Shawshank Redemption
>>
>>171557406
>>171557502
Having an equipment screen with lots descriptions doesn't sound like a good way to do a fast paced FPS. Or a platformer. Or an RTS.

>inb4 another pointless argument about creativity

>>171557525
>More coherent everything (graphics/music/setting all tying in)
That's the conclusion I think about the most. But I feel like there's more to it, maybe it's about how unique the different elements are ?
>>
>>171557897
There are lots of elements (sometimes contradictory) that go into "interesting" and "fun".

You should refine your thinking before you attempt to tackle the problem..
>>
>>171557897
>Having an equipment screen with lots descriptions doesn't sound like a good way to do a fast paced FPS. Or a platformer. Or an RTS.

I didnt mean literally copy dark souls you autistic faggot.
>creativity (or a lack of in your case)
>not relevant for the most creative medium
alright then
>>
>>171557897
You can tell a story without just screens of text you fucking dipshit. You can do it visually within your scene.
>>
>>171530737
How did you achieve that dynamic cape type thing?
>>
Is a tablet/pad necessary for software like Zbrush?
>>
>>171557940
True, I hadn't thought about it this way.

>>171557968
>I didnt mean literally copy dark souls you autistic faggot.
>>171556765
>Sprinkle lore and hidden stuff around like dark souls

>>171558094
Visual exposure is kinda limited in what it can do. I guess it's also balance.
>>
>>171558339
He said LIKE Dakrsouls, not "the same as Darksouls."
>>
>>171558339
IN THE GENERAL SENSE.

if youre this good at following directions to the t then please kill yourself
>>
>>171558396
Yeah but DaS's lore is mostly exposed through dialogue and equipment, save for a couple cutscenes. Obviously, doing it the in a similar way means you're going to have to use similar elements, which wouldn't work in a lot of genres.

>>171558436
>getting this mad at a chinese cardboard cutout trading forum
>>
>>171558648
I really hope youre good at programming with this severe autism
>>
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This is a humble reminder 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.
>>
>>171559263
>thicc cables
why
>>
Is it possible to flag >>171559263 as copypasta at this point? What would the mods say?
>>
>>171559263
i thought that guy who posted two chubby chicks running through the city every day for a week was cancer, then you came along
>>
>>171559343
I think those are cable bundles.
>>
>>171559406
Oh. Indeed.
>>
>>171559357
First time I've ever seen it and I basically live here
>>
>>171559263
yeah except you will be out of the running for a long time due to said engine devving

that said my game is frame limited by vsync (so 144fps on my computer)

so I made a simple 2d benchmark that runs un-synced, it got 250fps

I reprogrammed my blit function to use multiple threads for different scan lines in the one blit operation and now it does 620fps
>>
>>171559462
not really
it's his second time posting this on /agdg/, he came from /v/
>>
>>171559263
Will do, Lain-chan
>>
I bet that with an engine you gain so much more performance than doing things from scratch.
>>
>>171559263
This is a humble reminder that ...
-enginedev wont give you better technology than your competitors (the best engines have much better enginedevs than you).
-enginedev will make sure you get less gamedesign practice than your competitors.
-enginedev is the surest path to failure.
>>
>>171559730
Whats with that defeatist atitude
>>
>>171559885
defeatist how?
enginedev isnt gamedev, i didnt get into gamedev to make engines. leave enginedev to the teams of people getting paid to do it.
>>
>>171559885
>gogem.pro
do you really have to ask ?
>>
>>171530398

in a language you didn't develop ?

working on a pc that wasn't engineered by yourself ?

while lurking in a basement you didn't build exactly to your specifications ?

all the while sitting on chair not designed and hand crafted by yourself ?
enjoy being enverybody's bitch James.
>>
>>171559885
sometimes even googum is right
are you really going to defend a retarded pastaposter
>>
>>171560193
This is not one of those times
>>
>>171559730
>poojum
>>
>>171560374
>googay
>>
>>171560279
You literally just replied to him with his name switched off.

>>171559730
You are such a stupid idiot it's scary.
>>
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>>
>>171560279
i wasn't going to do this, but i'm going to analyze the pasta
>This is a humble reminder 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.
the author doesn't explain why it takes you closer to deploying an actual game in any way, he just say it does because well, it does. maybe he'll explain later on? let's keep reading:
>Because games and game development are so popular, and you are competing against other games for attention,
this is undeniable
>it is in your interest to use more performant tools that allow you to program your game without cutting any feature
right
>or depending on closed software.
what? truly, operating on software which you can peek into the source code of is good, but this does not in any way outweigh the ready, battle-tested engine like unity or gm:s and saves you several months/years of work that could've been used to create a following, an image of you as a gamedev and reach wider and wider audiences.
this sets you back by literally several years. this makes you lose the gamedev race, the competition the copypasta author mentioned literally in the same sentence.
now, let's take a look at googum's post:
>-enginedev wont give you better technology than your competitors (the best engines have much better enginedevs than you).
exactly the same point i said earlier
>-enginedev will make sure you get less gamedesign practice than your competitors.
time spent on enginedev is time not spent on gamedesign or any category other than programming that is needed in gamedev. this isn't necessarily bad, but if you look at indiedev as a competition and you're someone who doesn't have a lot of time to spare, you need all the help you can get. engines are said help.
>-enginedev is the surest path to failure.
this is the only debatable point

the rest of the post is bullshit that belongs on /dpt/
character limit here
>>
i guess now that all the game devs have left this is now a engine dev ( read shitposter ) thred
>>
>>171559980
>leave enginedev to the teams of people getting paid to do it.
With that attitude, why don't we leave game dev to the teams of people getting paid to do it?
>>
>>171560920
it's morning in america and most of europe is in work school or some other shit
progress posting will probably resume in 5 hours or so
>>
>>171560872
Why are you quoting me with all that? All I'm saying is that
>the best engines have much better enginedevs than you
Is a defeatist attitude and not necessarily true at all
>>
>>171560932
doing it for the money is doing it to fulfill customer expectations. this is a good thing for engines, developers need their expectations met to make good games.

games however (unlike engines) are an art, meeting customer expectations in art is a contradiction because art is in large part about twisting and surprising and morphing and destroying viewer expectations. leaving an artform to be done by those who do it for the money is leaving an artform to die.
>>
>>171561202
Not him but it's completely true.
Explain exactly how will you achieve better performance than a team of engineers with master degrees and years of experience?
>>
>>171561362
Same way those guys did, duh
>>
>>171561290
Games are crafts, like an instrument they're expected to meet several criterias while retaining some individuality. They're nothing like art.
>>
>>171561440
by getting a masters degree, years of experience in enginedev and getting a job at unity?
ok
where is you are game?
>>
>>171561362
Sometimes those teams of engineers with masters degrees(this is bullshit) and years of experience make bugs.

And sometimes they'll never ever ever ever ever fix those goddamn bugs.

And then you're up shit creek when your game depends on it not being broken.
>>
>>171561525
Ebin argument Mr. Gag
>>
>>171561440
those guys are a team, have years of experience and worked years on engine, likely spending on it much more time a day than you would ever do on your own engine as a dude who gets into arguments on 4chan
>>
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>>171561519
music is art, playing and instrument is craft.
games are art, gamedev is craft.
fucking hell kid.
>>
>>171561718
This is defeatism. Don't give up before trying, Anon.
>>
Good morning /agdg/! It's a beautiful morning and I'm looking forward to seeing all your progress
>>
>>171561920
>don't give up, anon! match unity 3d or unreal engine!
>don't give up, anon! match world of warcraft, make mmorpg!
>don't give up, anon! match skyrim, make rpg with hundreds of quests!
there is a difference between defeatism and unrealistic expectations
if you are not experienced programmer who, ironically, dabbled in many engines, and don't have the time to invest into it, chances are your engine will be a trainwreck you yourself will hate after a few months of working with it, or you will have to refactor it too many times, wasting time you could've spent on making games
this pasta is not very good advice for someone who just wants to like make game, that is all
>>
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Are there any (good) lewd games with RAPE COMBAT? I wish to find some inspiration... for my game that will feature the same.

Or perhaps it's consensual but the loser cums first.

I imagine it simply must have been done before and I just haven't heard of it.
>>
>be enginedev
>have problem with engine
>fix problem
>continue

>be non-enginedev
>have problem
>search google for answer
>cant find answer
>ask stackexchange for answer
>no replies
>incapable of solving problem by self
>waits for update
>update comes
>doesnt solve problem
>>
>>171562278
rip
>>
>>171562278
>not using an open-source engine
>>
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>>171562278
>>waits for update
>>update comes
>>doesnt solve problem
It's funny because it's true
>see devs complaining about bugs in unity
>update adds more bugs
>>
>>171562368
Open source doesn't mean shit if you're a baby who can't code.
>>
>>171562139
Its hardly realistic to dismiss the idea with the thought that its impossible for one to be as good as the devs who made those engines
>>
>>171562431
If you're a baby who can't code you couldn't fix shit in your engine or make your own anyway.
>>
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>>171562431
It means someone who does know how to code may submit a fix while closed source is entirely in the hands of the dev team and all you can do is twiddle your thumbs and hope it's fixed in the next update.
>>
>>171562509
The reason you cant code is because you arent an enginedev hypothetically
>>
>>171562570
Oh. Good point.
>>
>>171562502
for one prodigy who miraculously would manage to match the quality of top-tier engines used in the industry in a sensible time frame there are literal hundreds of babbies who could've fallen for your pasta and get turned away from gamedev forever
it's not realistic
stop wasting my time
>>
>>171561636
Everyone makes bugs and as a customer you must demand fixes.
But if you are willing to mess with engine code, probably it's best to take an open source project of your choice and fix it yourself.

Fiddling with SDL and PyGame for some years was nice but got me nowhere near what those people are making with full fledged engines. Doing things from scratch took time, A LOT OF TIME that I fortunately had when my college was on strike. It didn't had good performance and there's ton of details you must take care of so everything can work nicely.

Now I'm with Unity doing things much faster and hoping to get a job.
>>
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I added smoke effects, he looks like he's smoking
>>
>>171562624
But its entirely possible for a person to be as good as a programmer than the people who made those engines. Denying this is pretty much like saying "the grapes are sour"
>>
>>171562806
Those are some pretty particles
>>
>>171548535
>the Powerpuff girls
This pleases me.
>>
>>171562958
Thanks. It's always fun to do particles since you can do a lot with them.
>>
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>>171562142
pls resbon
>>
>>171563510
eroico, noaika, mugen hentai characters.
>>
>>171563629
Bah, my bad, I guess I should have specified that I meant something turn based.

Will check those out anyhow! Cheers anon.
>>
>>171562142
>>171563510
make the player a man
now everything is rape combat
>>
>>171563669
lol googum pls
>>
>>171563662
MGQ
>>
>>171563662
make it like Final fantasy tactics or Final fantasy.
>>
Is Quixel Suite 2 worth getting at 40% off ($80USD) when I already have Substance Painter 2?
>>
>>171564026
Only if you plan on making the jump. If you're good with SP2, there's no point.
>>
>>171564229
/3/ says NDO is way quicker and more efficient for normal map details.
>>
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rate
>>
>>171564978
2
>>
>>171564978
badass
>>
>>171564978
bad, ass
>>
>all this talk about lewd games
>no lewd progress gets posted
do it do it do it
>>
>>171564978
It's bad
>>
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>>171528003
What mechanics are a must for city builders /agdg/?

Also, what mechanics are underutilized in the genre?
>>
>>171565317
90% of people talking about making lewdgames are not making one
90% of people talking about making lolijam games are not making one

90% of people talking about making games are not making one
>>
>>171565317
>all this talk about lewd games
it's literally me,a shitposter and witch dev, i shit you not
>>
>>171565412
I feel like placing roads / buildings is a good start.
>>
>>171565446
this

people who make games don't have time to post in /agdg/ about games all the time

t. yesdev
>>
>>171543750
Is this starfox but with REAL jets?
>>
>>171565412
Watch LGR's review on Cities Skylines.
I personally love campaigns in those type of games.
Make everything dynamic as well.
Full control of land sculpting.

Also I never feel like city builders put an emphasis on seasonal weather.
>>
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>>171564994
>>171565016
>>171565050
>>171565387
how bout now?
>>
>>171565649
that's not a real jet, it's virtual
>>
>>171565731
It looks worse
>>
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>>171565412
>Also, what mechanics are underutilized in the genre?
the possibility of non-car transport dependent society.
>>
>>171565792
why?
>>
>>171530812
Keep drawing and look at references but redraw them using your own breakdown of its shapes
>>
>>171565897
Less movement, much worse proportions (midget hands, no neck, etc).

The sketch also looks like it's "work in progress" and thus will be improved, so the small problems don't matter as much.
>>
>>171566123
>worse proportions
I'm just remaking a sprite, not making an original one.
>>
>>171566191
That's not an excuse.
>>
>>171565731
kek
the stubby arms on the dude from urban is because it's implied he has his shoulders/elbows up in a COME AT ME BRO stance.
you just made him into an armlet.
>>
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How is your waifu simulator going?
>>
>>171566424
You first.
>>
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>>171566424
>>171566297
It's the best I can do.
>>
>>171566904
I like this waifu
>>
>>171566424
I need to get better at art first
>>
>>171566424
That's one hell ofa bush
>>
>>171567057
Learn Blender.
>>
>>171528003
Hey game developers I'm a compsci student with a simple question. If game engines have a lot of stuff pre-built what parts of game development require programming? I realize this is a broad question but you could just make it about what you program personally for your game.
>>
>>171566904
why does he have such a big vneck, makes him look like a homo
>>
>>171567798
stop talking shit about waifu champion's stunning cleavage
>>
In Game Maker are Data Structures such as lists and maps passed by reference or value, when given as arguments for scripts?

To be more specific, I have a map I want to pass from object A to object B, should I pass it to object B and let him handle cleaning it up when it gets destroyed? Or do I pass it to object B, then object B makes a copy and handles his own copy while object A still has to clean up after the original?
>>
>>171567719
My priority right now is learning the shape of heads
>>
>>171567724
>I realize this is a broad question
Its really not.
The pre-built stuff are just tools, you still have to program all those tools to do what you want.
What does CSCI even teach?
>>
>>171551367
roguelikes
>>
>>171567724
The actual game logic. A game engine provides lots of pieces, but those pieces do nothing unless you tell them what to do.
>>
>>171568331
I don't think you can pass data structures, just use the copy function and delete the original.
>>
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Does anyone have some experience with GameMaker's in-built physics?

Are they costly performance-wise? How much freedom does it allow for? Is it better to make your own collisions etc. to have full control over every aspect of it?
>>
>still getting hits for my barely functional DD13 game from itch.io searches related to its genre
Untapped market right here.
See you later, chumps, I got the next Minecraft.
>>
Who's the worst shitposter in these threads? Is it gogem.pro?
>>
>>171569105
gorgem is just one honest motherfucker whose half of post might or might not be written by people who abuse his lack of tripcode
there are at least 4 worse shitposters
>>
>>171568792
whats this hot must have new hit genre?
>>
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-------- AGDG WEEKLY RECAP --------
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for at least the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy
>>
>>171569317
It's not new, it's an old neglected genre.
And that's how all hits work, you need to find the starving audience, not try to make up a new one.
>>
>>171569415
thats not an answer
>>
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>>171568792
>>171569415
>tfw posted game to dd13
>tfw afraid someone might assume i'm this shitposter
>>
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I'm still alive. I think I'll be using these tiles for main base.

Progress:
>finally in-door tileset I like
>new pilot animations (unfinished)
>working on portraits
>working on new enemies
>pilot code no longer spaghetti
>need ideas for weapons
>HUD still as awful as ever
>>
>>171569306
He's also bullheaded but it's true he is by far not one of the worst shitposters
>>
>>171569482
>he thinks I will tell him market secrets for free
>>
>>171568573
Alright, thanks senpai. I assume they're at least stored by reference in variables right? As in if I do

var theMap = map;

any changes I do on theMap will be reflected on map too, right? Sorry for stupid questions, I just recently picked it up.
>>
>>171569559
That looks tight as fuck. What situations would require you to de-mech? It seems like the pilot and mech are about the same size and could fit into most areas.
>>
Why are you still making 8/16 bit pixelshit, anon?

What's stopping you from learning 3D?
>>
>>171569615
Yeah, the var just points to the original map and doesn't make a copy or anything.
>>
>>171569623
Power Armor (or mecha... not sure what it is anymore) cannot fit in ducts and other small spaces, so to open some doors and infiltrate some bases you need to get out of it. Also you cannot hack into enemy systems or interact with panels and such while inside of mecha.

Basically pilot mode is for puzzles and shit.
>>
>>171569559
Looking good, I like it a lot. Will the pilot just have a basic pistol at all times, and the mecha get all the awesome weapons? I think that would be good.
>>
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>>171569394

----[ Recap ]----
Game: Ironmash!
Dev: Norby
Tools: Unity, Paint.net, Inkscape
Web:
Progress:
+ Made (shitty) art and animation for the units
+ Made most of the UI
+ Game is finally playable
- I keep finding new bugs every time I play
- Everything is a placeholder for everything
>>
>>171569773
Can't get an account on CGPeers to get access to them tutorials
>>
>>171569559
Nice Metal Slug clone.
>>
>>171534567

>spend 20 years drawing static sprite for your game

>Have to do this several dozen times over

gee i wonder
>>
>>171569856
Cool, sounds fun. Do you have music yet?
>>
>>171569605
>has no confidence in his market analysis or his ability to deliver to it
some other dev who doesnt even know your secrets is just gonna come along and release something in the genre before you and take all the market, have fun with that
>>
>>171565825
>the possibility of non-car transport dependent society.
A city builder has to stay a bit realistic.
>>
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>>171569394
----[ Recap ]----
Game: NipNip
Dev: Cilerba
Tools: Unity
Web: https://cilerba.tumblr.com/, https://twitter.com/cilerbaa
Progress:
+ Designed Lava environment
+ Fixed lotsa bugs
+ Rewrote saving/loading system
+ This meant that I had to redo level management
- Spent the entire weekend doing it and didn't finish until Sunday at 8 PM
>>
>>171569773
3D is hard my man.
>>
>>171569894
You cannot customize pilot. Mecha has various weapons and modules that it can equip. Modules are kinda like upgrades in metroid, which you can toggle on/off any time. Examples of these are flight unit which allows.. flight, heat resistant coating which allows going to dangerously hot areas and so on. Some of them are not just positive upgrades, but can have some negative effect so that you need to think and possibly change your tactics around those.

>>171570021
Only CC0 tracks that I used to test music transitions... So yeah no music yet.
>>
>>171569559
can you play through the game without your powersuit?
>>
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Bit of progress this morning - you can sell stuff by shoving in the pickup box. It'll sell at midnight or whenever you sleep.
>>
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>>171570053
some people even walk, believe it or not
>>
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>>171569394
----[ Recap ]----
Game:Crawler Crew
Dev: ?
Tools: Unity, Photoshop, Aseprite
Web: https://crawlercrew.tumblr.com
Progress:
+ New Sand and Jungle sprites
+ Added shell-eject animation
+ Added multiple level generator object support
- Progress is slow.
>>
>>171570167
No, some places are not reachable without flight unit. Also you will need the tesla coil/lightning gun to kick-start some doors with power off. Pilot also cannot access the most cold or hot areas.
>>
>>171570191
Is it easy to work with 3D details in GM? I have been thinking about using models but I want to know if there are any annoying quirks I should be aware of.
>>
>>171570209
Good example of a non-car transport dependent society...
>>
>>171570053
Egyptians built pyramids without cars.

Implement complex mechanics revolving around the usage of water basins to transport heavy blocks, add resource management for slaves and donkeys, appoint taskmasters and suppress any possible rebellions, build the next world wonder all while trying to appease your fickle gods!
>>
>>171570109
Not if you're only doing simple models, which is the equivalent of 8/16bit pixelshit.
>>
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>>171569394
----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: GM: Studio, Paint.net, pxTone
Web: https://monolithdevs.itch.io/monolith, https://twitter.com/MonolithDevs, http://monolithdevs.tumblr.com/, http://steamcommunity.com/sharedfiles/filedetails/?id=803820311
Progress:
+ second Floor 5 Miniboss (Idol) is done
+ also Ghost Tubes & Bane Engines
+ added 3 more backgrounds for floor 5
+ reworked the way enemy explosions & friendly fire among enemies work
+ touched up the hitboxes of several minibosses to remove a few weird collision cases
+ haunted blocks stop firing in cleared rooms
+ new track that currently plays when a boss is defeated, though I have a better place for it
+ revolver now plays a reload cue
+ up to 400 rooms, started work on some special floor 5 stuff
+ plus a bunch of minor fixes
>>
>>171570523
>Egyptians built pyramids without cars.
they had alien technology though
>he unironically thinks a bunch of malnourished slaves were able to hoist,push, and pull several tons of stone
>>
>>171570523
>Egyptians built pyramids without cars.
that's what the white man wants you to think
WE
WUZ
MITSUBISHI ECLIPSE
>>
>>171570163
Have you posted any of the tracks anywhere? I'm interested in what kind of music you were thinking for this game, or if you were going to try and emulate any kind of hardware.

>>171570357
For just rendering a single model at a time, it's pretty easy, but in order for my system to work, I had to load my models at boot, which isn't a huge deal since there's not too many of them and they're super low-res (40kb each, ish)

Trying to store models in temporary slots and swap them out in runtime kept crashing my game, and it wasn't consistent enough to figure out what was causing it. Memory usage was below 10MB, and I've had much beefier games in GM never crash with that tiny amount of memory.
>>
>>171570523
That's actually a good idea. Building a roman city following an aqueduct, and managing the water quality. Or a society like incas where the nobles get the cleanest water...
That's my idea now, don't steal it.
>>
Can someone provide clarity on Adobe's Photoshop licenses? Because I'm confused.

Photography Plan gives you Photoshop & Lightroom for about $10 a month, which seems like a good deal considering Single App Licenses cost about $20 a month. Then I see that the Student License also has a Photography Plan for $10, what the fuck?

Is the standard "Photography Plan" not for commercial use under any circumstance? If not, why is it priced the same as the student equivalent? Why would anyone ever buy a student license for Photoshop?
>>
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>>171566904
EXTREME ENHANCED MOVEMENT EDITION
>>
>>171570810
Since I'm using NES color palette, I'd like some chiptunes. Something catchy like in Blaster Master and Shatterhand. For now I'm going to work alone on this, as in past I've experienced working in group to be fatal to the project. I probably have more need in future when I have all stages set and the game is finished enough that I can get artist who can produce soundtrack that fits the game without wasting his time.

I've kept pretty low profile for now as I don't have much time to work on this and don't want to disappoint anyone.
>>
>>171570291
I'm afraid to implement the gun actually firing. I'm serious. I already drive the tank around daydreaming about how great the game will be way too much.
Does It make sense that I don't want to implement enemies/guns/hit detection until the heavy lifting like level gen and some of the more complex mechanics are done?

Am I the only one that does this?
>>
>>171568347
>What does CSCI even teach?
Data Structures, Algorithms, Data Science, Computer Networking, Operating Systems, GUI, Discrete Structures, Cryptology, Machine Learning, etc. etc.
>>
>>171570896
As a student you can get the whole suite for like under 20 bucks a month, you may as well just get that. It's also significantly cheaper than non-student suite.
>>
>>171571085
>in past I've experienced working in group to be fatal to the project

This. I'm planing on finishing about 75-90% of the game before I bring on a musicbro. I'm patient. I'll wait.
>>
>>171570957
how the fuck?
>>
>>171571413
weird.
And yet a student still doesnt know how a basic game engine works
>>
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>Have ideas for games that I want to follow through on.

>Terrible at art.
>Barely know any coding outside of fucking Java.
>Can't model for shit.
>Can't music for shit.
>Can't put down my ideas on paper for concept overview at all.
>Always fall back into being a lazy fuck.

How do I stop this, I don't want to be an ideafag forever.
I don't even know if its what I really want to do I just want to stop sitting around doing fucking nothing.
>>
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>>171571425
and what if I don't want the whole suite? What if I just want Photoshop? Is the student photography plan exactly the same as the individual photography plan, even in price, except you can't use it commercially?
>>
>>171571598
none of those things are stopping you from making a game. and nothing is stopping you from learning how to become a good coder, or artist, or musician.

your laziness is the only real problem here
>>
>>171571598
just like stop being a bitch and get good at things by learning about them and making them
>>
>>171571708
I'll add that he's just a shitposter making that same stupid post once per thread.
>>
>>171571692
As far as I know, student versions can still be used commercially, I asked one of the reps online when I bought the suite.
>>
>>171571708
>>171571743
Eh, fair enough.
What's a good engine for 2d development then?
Is there an engine that's hands down better than the others or is there enough of a difference to validate looking at them all and deciding from there?

>>171571761
Nah I'm just a lazy faggot, if there's a shitposter he ain't me.
>>
>he thinks he can compete with this

https://www.youtube.com/watch?v=3fqcTbkRv6M
>>
>>171571692
I really like Photoshop but also trying to go with free competitors like Krita and Gimp. Felt like it's a waste of money to pay for tools if I won't make things on a commercial scale.
>>
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>>171569394
----[ Recap ]----
Game: Maid Game
Dev: Anon
Tools: C++
Web: hexundev.tumblr.com
Progress:
+ Vertex shader particles
+ Automatic shader reloading
+ Textured ground
+ Mesh shattering shader
+ Breakable objects
+ Items
+ Projectiles
+ Added bloom
>>
>>171572074
just fucking pick an engine and make a game

you're going to have to learn whatever language its in anyway since you only know java
>>
>>171572074
GM is the most well-rounded one but Godot is a serious contender (and free).
>>
>>171572087
I agree with this. I've used photoshop for years, and Krita is a very good alternative, especially for drawing/painting/texture work.
>>
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>Arena Shooter
>Takes place on Hotel Floor
>Gore
>Fighting Against Zombies, Mutants and Armed People
>Overly cool / stylish weaponry
>Wave Based
>Boss Waves
>Co-op
>Temporary Powerups
>You can select an array of furry charecters as your player
>The enemies are also furries
>Painfurrest
Would you play it
>>
>>171572085
I CAN'T
>>
>>171572165
>>171572228
Free is good since I'm poor, I'll go with that.
Thanks for help, sorry for annoying.
>>
>>171572085
If I wanted to see shrek panting over an ugly whore I would've put a mirror in my room in weekends.
>>
>>171572238
nope
>>
>>171529989
Somebody needs to make the engines of the future
>>
>tfw making models in Blender is too hard
>tfw making pixel art is difficult

What it do
>>
>>171572892
>That eye shifting.
I'm scared.
>>
>>171572085
amateur pixel art waifu simulators have better sex scenes that this.
>>
where did the source engine go wrong?
>>
>>171573156
It wasn't designed for mass appeal.
>>
>>171572087
2 minutes with Gimp/Krita is all I needed to see using them weren't options. The workflow isn't nearly as good and the UI is too different. Gimp is especially bad because I get the worst screen tearing for some reason.

Also I'm doing 3D right now, and photoshop is required for NDP/UDP.
>>
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>>171573249
>download paint.net
>box select part of a png with a transparent background
>move it to a different image
>it literally moved the checkered transparent background in the selection
>mfw
>>
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So this is more anti-progress than anything, I think it'll end up setting me back more than I realize.

Anyway, while my devbud has writer's block I got curious about GM:S ability for 3D and cobbled this together in about a day.

I'm now debating whether I should continue with this or jump back to our other; https://youtu.be/vN0QptSaceU
>>
>>171552320
you learn to program by actually doing it and figuring out issues as you go, either that or watch people that are good at it do it

watch this guy remake cave story
https://www.youtube.com/watch?v=IufkC1IRY2Q&list=PL006xsVEsbKjSKBmLu1clo85yLrwjY67X
>>
>>171574243
>Game class
Dropped.
>>
>>171574342
Where is your game?
>>
>>171574089
The 3D is more interesting.
Love me some 2D in 3D world.
>>
>>171570717
>take rock, standing up direction
>lay logs + ropes below, next to rock in raft like fashion
>rock now on log raft, float == yes (haha)
>float rock on river/canal
how to transport rock and likely how they did it
>>
>>171574089
Lets all collab on this guys game and we can actually finish a game
>>
>>171552396
Good night, kot :3
>>
>>171574641
Noted down, I'm just worried a lot of cut backs will be made if I keep the 3D method.

>>171574752
I'd honestly welcome expanding our team, it's only me and my buddy, but we have no idea how to start doing that.
>>
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>>171569394
----[ Recap ]----
Game: MoGiSho (Moth Girl Shooter)
Dev: WRIT
Tools: GM:S
Web: http://thirdkeyofsun.tumblr.com/, https://twitter.com/thirdkeyofsun
Progress:
+ Finished Burst system overhaul
+ Started implementation of second character
+ Fixed a handful of minor issues among the mountain of feedback still to be addressed.
+ Some anon likes Archivist Chloe
- Had to re-balance Burst regeneration three times to get it right
- Have to do a ton of art (probably entire intro stage)
>>
>>171574894
Whats the game about?
>>
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>>
>>171548535
That is a damn good Dexter
>>
3d modeler here

I will model you one thing for your game
>>
>>171575343
A waifu
>>
Am I reading this wrong or will I have to pay to use UE4?
>>
>>171575131
I'm skeptical to give out a lot of it.

But the basics is that a young orphaned boy strained with the orphan life decides he's going to build his own parental unit and uncovers a shitfest in the process.
>>
>>171575343
This
>>171575369
>>
>>171575343
A mecha
>>
>>171575369
>>171575534
lol i hate you guys ask me to model a difficult thing!
>>
>>171575483
once you earn money from it yes

>>171575594
what can you model? desks and chairs? join the club
>>
>>171575483
That's correct. They take 5% of your profit.
>>
>>171575673
>>171575654
So as long as I never charge for my shitgame I'm golden?
>>
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>>171535992
git gud
>>
>>171575770
yes, no strings attached if you are not making money. it used to be 5 bucks a month to even use it but they changed it pretty quick
>>
>>171575849
>ears just magically added
Even 3D artists don't want to make ears.
>>
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>die
>reload
>character is stuck sideways
>camera system is fucked entirely
>JUST
>>
>>171576008
too much work and so many polys for something so usuless
>>
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how's the modeling going, anon?
>>
>be an engine dev
>working in c++
>for(int a = 0; a <= data_set_1.size(); a++)
>{
>if(data_set_1[a].component == true)
>for(int b = 0; b <= data_set_1[a].loopdeloop.size; b++)
loops, don't fall for engine dev memes, or you will be working with loops and pointer vectors 99% of the time you dev
>>
>>171576018
I now want to see a webm of MC getting stepped on by the skelington and KILLED
>>
>>171576124
Have you ever heard of a for each loop?
>>
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I think this looks better but it's still missing something
>>
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>>
>>171576105
Why aren't you using Houdini?
>>
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>>171576145
>>171576145
u sick fuck

you probably get off on this shit huh
>>
>4 agdg devs doing 3D in gamemaker
That's beyond memeing at this point.
>>
>>171576971
n... no!

Just figured a really long time ago you probably have a debug button for killing the MC, and I expected for that to happen in the original gif.
>>
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>>171570957
TWENTY SECONDS UNTIL DETONATION
>>
>>171576971
hot
>>
>le donut man
>le 'that looks pretty good to me man'
Are there any better Blender tutorials on Youtube out there?
>>
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>>171577518
NOW WITH 400% MORE DIALOGUE
>>
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>>171577162
>debug button for killing the MC
i'm not sure how you would've been led to that conclussion............
>>
>>171577738
>le le
>>>/r/eddit
>>
>>171577738
>le donut man is probably one of the best Blender tutorials to start out i looked at all of them
>>
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>Engine users think turning on your computer is enginedevving.
>Engine users can't even use a IDE with a 50 part video series
>Engine users can't understand a quarternion is
>Engine users AI amount to "if (enemy.getPosition > player.getPosition) enemy.setPosition = player.setPosition
>Engine users think CS is hard

P A T H E T I C
A
T
H
E
T
I
C
>>
https://github.com/asweigart/my_first_tic_tac_toe/blob/master/tictactoe.py
>>
>>171577990
Can you stop?
>>
>>171576105
You know you could just download the model and just model over the top of it right? :^)
>>
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>>171578015
>le le le le le le le
T R I G G E R E D
>>
>>171577990
t. retard who's not intuitive enough to build his games from scratch.

Keep using pre-made engines like the baby you are, it's all you will ever have.
>>
>>171576105
Feel like giving up after watching a bunch of tutorials it is too difficult t b h f a m
>>
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>VS throws an exception/triggers a breakpoint only every other time the program runs
>exception gets thrown when deleting a valid pointer to valid data
>literally no fucking clue why it fails
>>
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>>171578514
Anon I think you meant to reply to
>>171578124
>>
>>171578507
>writing comments explaining the use of short variable names takes more time and space than using self-explanatory variable names would have
>>
>>171578759
Figure it out you lil bitch.
>>
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>>171558139
The scarf?
Start off with a fixed length link system, basically just a bunch of angles saved in an array. Each angle does its best to ease into a rest position (either 0 or 180 degrees, depending on which direction the player is facing), and each link is drawn as a line of length L at the link's respective angle. The initial link is drawn with respect to the player's x and y coords, to ensure that the scarf is 'attached', and each subsequent link is drawn at the end of the link that came before it.

To add a bit of flair, I made the rest angles vary over time, by an amount proportional to the link number relative to the total number of links. The length of each segment is also dependent on the amount of time the player has left, meaning it grows as you grab coins, and naturally shortens over time (not shown in this webbum).
This provides a quick visual reference for whether or not the player is on pace.
>>
>>171575770
Only if you start making over $3000 then they apply the 5%.
>>
>game has hours of content already
>tfw worried that releasing demos will make people feel like they played it without needing to buy it once it's done

is this something you should be worried about? say you release a build of your game when it's 80% complete, will people not care once it's done?
>>
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>>171569394
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Made a bunch of improvements to my terrain generator
+ Made some planets
>>
>>171579634
>Rust
Are you rendering through SDL or using glium?
>>
>>171579841
SDL
I'm not married to it though
If I ever feel like doing per-sprite color effects, I'll rewrite the renderer
>>
>>171579631
That's not a demo then. A demo should be short. ~30 minutes.
>>
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>he makes engine games
>>
>>171579631
>say you release a build of your game when it's 80% complete
I believe that's what you would call early access, not a demo.
>>
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>>171542005
It's over now.
Swedish fag with 60 million subscribers tore into it.
Bioware is as good as dead.
>>
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>>171569394
-------- FORMAT
----[ Recap ]----
Game: House Cleaner
Dev: Shotgun Anaconda
Tools: Clickteam Fusion 2.5
Web: https://twitter.com/ShotgunAnaconda
Progress:
+Camera lerp
+Pathfinding
+AI adjustments
+New third enemy, shotgunner
+gameplay balance tweaks post demo day
>>
>>171580043
>>171580107
yeah you guys are right, i just kept releasing content updates and thought people would want more built up on it

i should just go back to showing off a part of the game, thanks.
>>
Do you miss having "boss fights" in your survival horror or do you think such things have no place in the genre itself?
>>
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>>171579631
>releasing an almost finished game as a free """demo"""
>>
>>171580328
games need to take themselves less seriously. look at resident evil
>>
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Yesterday I was assaulted by a engine user.

I was sitting on the train by myself when a large, 5'10 white male approached me and sat next to me. He began talking about how much he loves UE4's blueprint, how he doesn't understand why everyone just use UE4, I recoiled, he leaned in. Before I was planning a way to escape him I felt his sweaty, cheeto stained proprietary software using hand on my free thinkpad running debian, I tried to scream for help but he gagged me.

I watched in hopelessness as he installed Windows 10 and began downloading Chrome and Unity, I teared up as I saw the complete destruction my once free thinkpad system was now chained to the fascistic windows botnet.

This is a warning to engine devs, call for help if you ever see or suspect an engine user, it'll save your life.
>>
>>171576082
something i learned coding : if you are doing stuff again and again, you have to isolate it and reuse it. That means : create some basic stuff that you can use again, like ears and hands. Sometimes you can reuse whole base meshes if the concept art allows it.
>>
>>171579975
Depending on how you're achieving that, you can do it pretty easily by modifying the pixel data
>>
>>171580737
Of course I can
But obviously I don't want a unique texture for every sprite if I have thousands of sprites flying around
So I'm not gonna do it that way
>>
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>>171569394
----[ Recap ]----
Game: 23/Prometheus
Dev: GrandFaker
Tools: GM:S, GIMP, FL Studio
Web: 22verse.tumblr.com, twitter.com/GrandFaker, grandfaker.itch.io

Progress:
+ Implemented new skill system
+ Implemented slot-machine-like random generator for skills
+ Added some sounds
+ Fixed some things from DD13 feedback
>>
>>171572947
Use Maya
>>
>>171581020
is Maya easier to use?
>>
>Need to create an efficient 3D physics particle simulation
>Need to render 100k+ cubes, about 5% will have physics

I started doing this with C++ and OpenGL, but it's surprisingly hard.
Would Unity3D be any good at this? I need efficiency and flexibility with what I code. Preferably I wouldn't have to edit the Unity3D engine.
>>
>>171580658
Noticed the same connection. Some things are true regardless of the discipline I guess.
>>
>>171581225
>I started doing this with C++ and OpenGL, but it's surprisingly hard.
How? It's just instancing.

>Would Unity3D be any good at this? I need efficiency and flexibility with what I code.
No.
>>
>>171581105
Nope, but if you use Maya you get to give money to a company for no reason.
>>
>>171581105
Not in the sense it will make learning 3D any easier for you, no.
>>
>>171581225
>Preferably I wouldn't have to edit the Unity3D engine.
Don't worry, they won't even give you source access in the first place.
>>
>>171581312
>no reason

Being an infinitely superior product in literally EVERY SINGLE WAY (besides price) is a reason
>>
>>171581402
>Being an infinitely superior product in literally EVERY SINGLE WAY
How so?
>>
>take several months off
>come back to this thread just now
>enginedev vs unity/ue4 users shitposting STILL GOING
>>
>>171581443
featuring gogem.pro from the awful person series !
>>
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>>171569394
----[ Recap ]----
Game: Neon Knights
Dev: bokchoydev
Tools: Unity, Pyxel Edit
Web: http://bokchoydev.tumblr.com/
Progress:
+ Hotbar basically works now
+ Framework for buying and selling items is in
- The code is a mess
- I didn't think I would make it this far and really don't know what I want the finished product to look like
>>
>>171578790
whoops, got confused. i should sleep
>>
>>171581443
I've seen a lot of different generals here and they all are the same in the end.

If it would be possible to get rid of just 2-4 people most generals would improve drastically. At least for a while.
>>
>>171581443
Engine wars have been a thing since the agdg /v/ days dude.
>>
>>171581440
>How so?

Name 1 feature of Blender. Choose LITERALLY any 1 feature you can think of. Maya does that feature better, and more efficiently.

That is "how so"
>>
>>171581609
>Maya does that feature better, and more efficiently.
*patiently waits for your to provide a citation*
>>
>>171581609
You might as well not have posted as your post says literally nothing.
>>
>>171581402
Except it's not, anon. It doesn't matter if you use Blender, Maya, or 3DSMax. All of them have the same capabilities. For a beginner it's going to take the same amount of time to learn modeling in any of those programs. So the only factor is price. Why would you not pick the free one?
>>
>>171572947
Watch BornCG and Blender Guru's beginner tutorials.
>>
>>171581440
studios use Maya/Max for a reason
>>
>>171581609
pricepoint
>>
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>>171581225
It's easily doable in Panda3D, which offers even more flexibility being open source.
>>
Anyone got good guides or best practices for skinning? These knees and elbows doesn't make any sense to me.
>>
>>171581609
>Maya shill comes into the thread
>hey, please tell us what makes your software better
>LITERALLY ITS LITERALLY THE BEST LITERALLY SOFTWARE, EVERYTHING IS BETTER
Man, you're really bad at shilling, I hope they're not paying you too much. Just describe the better features, sell us on Maya.
>>
>>171581734
>argumentum ad populum
>>
>>171581725
>For a beginner it's going to take the same amount of time to learn modeling in any of those programs.
I don't know about that. Blender has been blessed with shittons of improvements over the years, but in certain ways it's still harder to figure out what to do just by fucking around with different settings. Some people prefer to learn that way instead of watching endless tutorials. You can't just claim these people don't exist.
>>
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----[ Recap ]----
Game: Less Click
Dev: awkgamedev
Tools: GM:S 1.4
Web: http://awkgamedev.tumblr.com/

Progress:
+ Units have a "building" state before they are fully functional
+ Camera controls with zooming and panning
+ Multiplayer
+ Fog of war
>>
>>171581734
What reason?
>>
>>171581937
Yeah I'm sure indies got it all figured out. Love that fbx exporter!
>>
>>171581957
I'm one of those people and there's plenty that I learned by just fucking around. I basically only watched tutorials to learn the very basics, and then started playing around from there.
>>
In blender there's this thing you should do before unwrapping so it doesn't come out all stretched, but I can't remember what it was.
Like it was just a hotkey and then square things will be square.

Anyone know what I'm talking about?
>>
>>171581725
/3/ says professional software make for way better workflow, and that Blender relies too heavily on keyboard shortcuts and the default settings are god awful and need to be changed.
>>
>>171581287
Haven't worked with C++ or OpenGL before. So the learning curve is steep.

>>171581394
>Don't worry, they won't even give you source access in the first place.
Wow.. I've had to edit every engine I've ever used. I'm surprised Unity is so popular if they deny something so fundamental.

>>171581905
Thanks anon, I'll have a look
I'd be using Irrlitch engine if it wasn't 10 years out of date. Just need something lightweight
>>
>>171582089
Nevermind, it was ctrl+A > apply scale
>>
>>171582071
>proprietary format owned by autodesk
>blender doesn't support it well
Woah, next you're gonna tell me LibreOffice doesn't support docx files well.
Stop using that shit. All your game engines support sane formats.
Do you use mp3 for audio?
>>
>>171582153
>Haven't worked with C++ or OpenGL before

>I've had to edit every engine I've ever used.


hmmm
>>
>>171582138
>listening to /3/

most of them use daz3d, anon...
>>
>>171582071
>using fbx over collada
lol
>>
>>171582138
Keyboard shortcuts are the most efficient way to work. The sooner you learn to use them the better. Blender actually has a huge convenience feature in that you can always hit space and type in what you're looking for should you ever forget a shortcut.
>>
>>171581734
You know why they use those? Because Maya and Max pay schools to teach their software specifically. Students get familiar with one piece of software and will want to continue using only that software. And then people end up saying all other software is inferior to the ones they learned.
>>
if you need /agdg/ consensus to pick a 3d modeling program and can't invest some time exploring the programs yourself, good luck with the rest of gamedev
>>
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>>171578015
>>171578507

Why not do something like this to shorten your code?
>>
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I just learned I was scaling my UI in the entirely wrong way. I was doing it by math rather then just having the canvas do it for me.

Converting the UI piece by piece right now, ended up making it so that the World Tooltip for item mouseovers was a lot cleaner as well - now its just one tooltip that gets changed and moved around rather then it having to generate and delete a tooltip for every mouse over.
>>
>>171582308
>hmmm
Haven't done anything more advanced than add a few getter methods, change some math or optimise methods for what i'm doing.

Nothing that you need to know OpenGL or much C++ for
>>
If something is distributed under MIT License, can I use it and sell it in my project?

Reading up it says you have to include the license agreement in your software, but if you do that, then doesn't that give your users the right to use your shit as well?
>>
Here is the ultimate 3D Suite for gamedev:

Houdini FX
Blender
Zbrush
Photoshop CC
Ptex
Substance Painter + Designer (+ Bitmap2Material optional)
TopoGun
Marmoset Toolbag 3

Get those and you're set for life.
>>
>>171583009
Tooltips are a bitch, but you should have seen them before Unity added proper support for them.

I did mine wrong before I got them right aswell. Glad to see you're on the right track.
>>
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It's fine for modeling, but Blender sucks as VFX tool. Try to blow some stuff up or flood something and you'll see how Blender is missing a lot of stuff.
Or to put it more bluntly, the tools are there, they are just shit and unusable for more complex stuff.

Also Light linking, AOV passes, shadow catcher, illumination in the viewport, Openvdb, ... i could come up with more if my brain would work better.

I also use Blender every day, so i am not a hater, but i am also not blind to its flaws, faults and missing features.
>>
>>171584285
>Blender

Will this meme ever end?

Of course not, it's propped up by the same shitters who think Gimp is good
>>
>>171584285
If you're going to pay an arm and a leg for all that software why would you use Blender along with it?
>>
>>171584285
>3d
>gamedev

Do you never want to finish your game? The only time it ever works is when using voxel cubes because of how quick and easy it is
>>
>>171584285
what are you going to use for animation? blender? lol
>>
>>171584503
I agree with this. But are any of those things used with models being made for video games?
>>
>>171584503
That's not really relevant to gamedev unless you do prerendered sprites or something though.
>>
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>>171569394
----[ Recap ]----
Game: shitgame
Dev: shitdev
Tools: GM:S, GIMP
Web: n/a
Progress:
+ All basic stuff seems to be in place.
- Need to figure out an easy-to-maintain dialogue system.
- Need to figure out what, why and where.
- Prolly should begin to replace placeholders.
>>
>>171584519
You're an idiot.

Blender is a lightweight platform that's good for quick modeling work and adjustments. Also the gap between Blender and professional software is nowhere near as big as the gap between Photoshop and Gimp.

>>171584623
Because it's free, lightweight and doesn't hurt. If you can memorize most of the shortcuts, it arguable has the fastest workflow for simple box modeling, which can come in handy at times.

Houdini for rigging and more advanced modeling
Zbrush for sculpting
Photoshop and Substance/Quixel for texturing
Ptex for unwrapping (free)
Topogun for retopology
Marmoset for baking
>>
>>171585196
t. "I have no idea what the fuck I'm talking about"
>>
>>171584843
>doesn't know what houdini is
Hello retard.
>>
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>>171585259
You sure showed him.
>>
>>171528950

It's been a while since I went to college so it's all a blurr at this point.
>>
>>171585304
Wow, I'd rather use blender than houdini for animating characters. But to each their own!
>>
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>>171584503
Thing is, most people who use blender don't need it to do those things, so the demand for the support is low.
>>
>>171585196
I love Blender, and use it regularly. But I don't understand why you'd recommend a bunch of costly software along with it. Amateur devs don't have that kind of money, and it's one of the reasons amateur devs don't make 3D games to begin with.
>>
>>171584503
>3d is easy they said
>can't understand even half these words
>>
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>>171581991
anon what's the mirror do?
is it for redirecting lasers?
also did you say it's 16-direction?
>>
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>>171586217
That's right.
>>
>>171585668
t. hasn't used houdini

Houdini's latest update in particular (v16) was a huge one, and rigging got improved a lot. Overall it's the ultimate swiss army knife of 3D software, but unlike Maya, it offers a non-expiring license.

The educational license doesn't expire either and takes like 5 min to download. Try it for yourself.
>>
>>171586180
Don't worry, the things he mentioned are really only relevant to rendered videos, not game models.
>>
>>171586116
Every single one of those software has an indie dev option; hmm, i wonder why that is?

Just because you're a slow, inefficient worker doesn't mean others are. Also, "2D is easier than 3D" is a misconception; 2D can be extremely hard if you're aiming for something that looks good and isn't retro pixelshit.
>>
>>171548535
>Toadette instead of Goombella
Fix this
>>
>>171584503
>Light linking

Blender's layers do this.
>>
>>171548535
I only know SpongeBob, Mario and the pony is from MLP who tf are these other dudes
>>
>tfw no boipussy to dev with
>>
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>>
>>171587373
post the one with the alien sitting on absolutely nothing
>>
>>171587261
That's gay.
>>
I keep grinding on Blender modeling and now I am stuck on the hardest part of modeling full characters

How does one to learn to model characters?
>>
>>171588258
You don't. Not even AAA devs do. They just use automatically generated human models.
>>
>>171588258
Darren lile, a solid reference, and liberally search for other tutorials to help model specific parts of the body
>>
>>171588258
Make a Minecraft character then bevel the edges. Congratulations.
>>
>>171587373
>hollywood punch
so it has a metafiction about it taking place on a film set like Westerado. neat.
>>
>>171588342
That's nonsense. At most they use touched-up 3D scans.
>>
Between professional software and free software, what are the biggest power gaps?

Blender - Maya?

Illustrator - Inkscape?

Photoshop - Gimp?
>>
>>171589274
Nobody cares, nodev.
>>
what is harder keeping a 3d gf or finishing a game
>>
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Programming in UE4 is actually really nice for it being OOP poop
>>
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>>171529796

this has potential, got a twitter?
>>
>>171589274
Godot - Unity
if you think Unity is on the "powerful" end you'd be wrong
>>
>>171589551
C-kun!
>>
>>171589586
Both of those are free though.
>>
>>171589761
LOL
>>
>>171589768
>Unity is free
nice joke
>>
In japan, being able to write your own language for your game is the baseline standard if you want to make it as a gamedev.

You babies can't even write your own engine, and you expect even the smallest grain of success? You're actually pathetic.
>>
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here is the first boss I made in my game

what do you guys think
>>
>>171589761
Anon!
>>
>>171590058
who are you talking to
>>
Even C-kun uses C++ now
>>
>>171590058
You're full of shit. All the Japanese programmers I've ever met either use a mix of C and Ruby, or assembler.
>>
>>171590058
>In japan, being able to write your own language for your game is the baseline standard if you want to make it as a gamedev.
no wonder they're all so shit on a technical level
>>
>>171590238
Sure but is he making a game?
>>
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>>171569394
----[ Recap ]----
Game: jamos
Dev: anon
Tools: C / allegro / SDL
Web: n/a
Progress:
+ Fixed 3 different memory leaks
- Spent 2 days trying to make paint attack but couldn't fix issues
+ Have fixed some file loading / saving
+ Have allowed user to browse to the install dir if it cannot be found manually
+ Have fixed issue in SDL sound init / shutdown
+ Have added sprite sheet support
>>
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>>171590058
In Japan, staying in 9-5 office job until 8pm because muh tradition, then going on a beer ramapage with coworkers you loathe, before returning to your shoebox of an apartment with no central heating and throwing yourself under a train when you're 40 is considered baseline for a person.

No fucking thank you.
>>
Hey /agdg/, what is the best way as a starting programmer to join projects and get more experience?

I have about 2 years worth of c++ experience and have made three 2D games using Alegro, and two 3D games using unrealscript(My professor was lazy and didn't want to create a new lesson plan using UE4).

I feel like I could contribute as a programmer, but not a lead programmer. We had absolutely no instruction on using source control and we were kind of just told okay you have 4 and a half months to make this game, now go do it.

My current problem is I have no 'real' experience working in a somewhat professional setting, and my self confidence in my programming skills is pretty much zero.

So what would you guys suggest I do in getting more experience?
>>
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Okay so, context:
I got a friend involved in my game maker project because I started by myself but she always wanted to make vidya with me so I asked her if she could handle the more technical/boring things (menus, collisions, etc) because she's more capable than me in that kind of stuff.

Should I plug her directly into my game or make a small, different game together so we can get used to each other's code and set up things like drives, repositories, note sharing and all that shit before moving onto the "main" project?

I don't have much experience with groups in general, so I'm not sure if it's better to make someone else hop onto your ride or build a little cart from scratch.
>>
Game devs working for recap, posting FAKE PROGRESS, believing what they did has merit
many such cases! sad
>>
>>171590931
You could make some marketplace assets, team up with an artist if necessary.
>>
>>171591003
dumb trumpposter
>>
>>171590931
Typical game design major
>>
>>171591137
This, trumposting is the new frogposting
>>
>>171590987
Just take her out if u want to get in her pants

Nonprofessional group work is best way to destroy a relationship
>>
>>171591330
I'm really not interested in that and we both have our partners, I just want to make game together and she's the most capable friend i have
>>
>>171590987
Test out the workflow with her on a side demo. Don't just throw her in your project and give her delusions of owning what you've already got.

Start out small and see what she can come up with, and set up source control together. If she can cope with that, you're good. If she gets bored/late with commits, then just say it's not gonna work out.

A useful tip is also to have meetings to hear input and write down what your tasks are. You can see how much input she provides and how critical she wants to make herself to the project.

You can also do reviews with each other to share progress, and to keep each other informed that the game is going somewhere.

Obviously, these tips are if you want to make her a long-standing teammate. If you just wanna bring her on for a bit, just ask her what you want. Mockups and examples will help her in the right direction. Either way, she's gotta really get a feel for your project before becoming a valid teammate.
>>
>>171590540
>All the Japanese programmers I've ever met
Your imaginary friends don't count.
>>
>>171591423
2017 collabing with women in real life

Anon...
>>
>>171591445
These are some pretty good tips
Thanks, anon
>>
>>171591123

I'd be more comfortable working under a more experienced programmer until I get more experience.

>>171591193
It's all I could afford...
I don't want to take out loans
>>
>>171591668
this is why you actually study an applied computer science field so you do not become broke
>>
>>171591781

The professor of the field of study computer science major is also the professor of the Game sim dev(Programming) major as well.

He convinced me to change majors saying I would gain way more experience.
>>
>>171588258
You can also watch tutorials for similar programs such as 3Ds Max or Maya. The techniques are the same so just try to copy the best artist instead.
>>
>>171588258
post your attempts
>>
what's the right amount to charge for music?
>>
Reminder that Houdini is objectively better than Maya by virtue of offering a non-subscription license for both the educational version (which is free) and the full version.

You literally have no reason not to try it right now, you can get the student version in 5 minutes.
>>
>>171592223
Depends on your skill.
>>
>>171592223
(if i don't want to sell myself short but still want to make music for people without everybody complaining it's too expensive)
>>
>>171591984
horrible practical advice considering getting into the gamedev industry is very difficult
>>
>>171591984
You realize professors have to guarantee a minimum enrollment in their programs in order to justify that program's existence right?

He probably knew you couldn't hack it in proper compsci. Sorry you got memed kiddo.
>>
>>171592394
Hello Houdini dev. Nobody wants ur shit.
>>
>>171592727
this

you got jewed hard you should stay in comp science major for more career chances
>>
>>171592410
i'm this good
http://a.pomf.cat/mvrysl.mp3
http://a.pomf.cat/awjkkc.mp3
>>
When will steam finally remove fucking greenlight. I'm sick of waiting.
>>
>>171591668
>spends his money on a game design course

May as well learn how to make a coffee
>>
>>171593131
or to open doors
>>
Do I need a graphic tablet if I want to use zbrush efficiently?
>>
>>171590987
Unfortunately you should just switch her gender to male when you talk about her here so all the virgin nerds don't flip out.

Anyways it's a much better idea to work on a small side project to figure out how you guys best work together.
>>
>>171592986
just use another method to publish your game
>>
>>171592814
Stop shilling autodesk then, idiot.

If you can't make an argument, you're just as worthless and uninformed as all the other nodevs in this thread.
>>
>>171593314
women are horrible programmers and designers all the best ones are men grown men with big beards or bald heads
>>
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maybe I should get into inflation porn actually, seems like an easy job
>>
>>171593404
Can you stop posting now that you've been found out?
>>
>>171593404
Protip famalam, this thread is worthless
>>
>>171593521
After you, idiot. Where's your game?
>>
>>171593314
true
also thanks
>>
>>171593589
Darer goes first.
>>
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What do you think of Autodesk's Stingray?
The Maya LT subscription allows you to use it, but has anyone actually used it?
>>
>>171594150
Obvious cash grab. Autodesk threw it together after Unity got popular because they wanted a piece of that pie. I don't think it's actually used in any games.
>>
>>171594150
A non-gaming company buying an engine, re-branding and re-releasing it is usually an indicator that the engine isn't great.
>>
>>171594150
The stock answer for all these literally who engines is: you could certainly make a game in it, but if you haven't heard of it yet, the community is too small to be of any help when you get stuck.
>>
>>171594318
Warhammer Vermintide was built with Stingray.
>>
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why do traps make the best gamedevs
>>
>>171594318
It's rebranded BitSquid.
>>
>>171594617
I meant real games that exist.
>>
>>171594150
Non-free
>>
>>171594636
yum
>>
>>171594636
I came to realize the removed nintendo pic is the only one in which he looks good because his teeth weren't visible
>>
>>171594985
you mean her
>>
Ok, I had an idea. So you know how there are some games that have a level you gotta get someone out of a jail cell by finding the key to it?
What if there was one where the answer was the person inside the cell had they key, and they just couldnt reach the lock? And you have to figure that out
>>
>>171594636
>>171594750
>>171595069
put your trip back on you pathetic loser
>>
>>171595135
How does that actually change anything?
>>
>>171595278
It's a smart ass answer you realize when beating the guards/searching the office turns fruitless. Could also be neat from a mechanical standpoint because you wouldn't likely know unless you've played through before, making the area skipable.
>>
>>171595069
No. You don't get to choose which pronouns I use.
>>
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It's actually working now. Not sure if having every piece of dialogue inside a script is a good or bad idea but it finally does what it's supposed to.
>>
>>171595440
Check your white male privilege
>>
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>>171586491
>>
>>171529796
Hey thats a pretty cool idea. Keep it up anon.
>>
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>>171595713
>>
>>171530104
Did you do the game art yourself? I wanna make a game with that kind of style.
>>
>>171545414
Better than my 6th model
>>
>>171595713
>>171596097
Very nice, thank you anon.
>>
new thread
>>171596741
>>171596741
>>171596741
new thread
>>
File: Master_Shake.png (36KB, 178x250px) Image search: [Google]
Master_Shake.png
36KB, 178x250px
>>171590658
>>
>>171569559
blaster master!
Thread posts: 756
Thread images: 139


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