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/agdg/ - Amateur Game Dev General

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Thread replies: 772
Thread images: 140

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Hard work and game dev!

> 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
>>171528003

> 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
>>
>not making your own language
>>
12
>>
Gogem should livestream how he gamedevs so we can all learn
>>
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what a rude ass bone nigga seriousley
>>
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I imported a number of PNGs into Photoshop layers. I'm using a script to turn the layers into a horizontal sprite sheet in the hopes of importing it into Aseprite.

However, whenever I do this, there's always some sprites that are inevitably cut off, as in pic related.

Is this an issue with my script? I'm hoping im skipping some step or doing something wrong, rather than the script or photoshop being in error.

I know this is a routine process for many people (importing sprites into Aseprite). Is there an idiosyncacy in Aseprite?
>>
I have returned to shitpost
>>
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How's my character design?
>>
>>171597351
Are you sure you set the width right?
>>
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Working on different reactions to different kinds of damage taken
>>
>>171597425
characters are gay
>>
>>171597551
teach me your modeling ways
>>
>>171597425
Nice and cute.
>>
You guys are the worst.
>>
>>171597425
It's okayish
>>
If I want to have a character follow you a-la Earthbound or Paper Mario, but in a 2D platformer setting, what should I be looking into?
>>
>>171597823
I apologize
>>
>>171597425
Design isn't real you fuckhat
>>
>>171597823
thanks
i try realy hard
>>
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>>171596721
don't mention it
here, I re-did the solar panel, because more than one person said it looked weird

I'm going to do the utility poles now
would like to know if you want to keep them looking as rakes (even though all cables join in one point) or if I'm allowed to just make sleeker pylons with a bit wider base
shouldn't crowd the screen like the old ones
>>
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>>171597486

I had to ensure that the width in Aseprite was exactly the width of the sprite box. That fixed it. I had been trying to eyeball the width and never got it correctly at 56 px, so there was always something cut off.
>>
>>171598184
Thanks a lot anon, the poles can be sleek.
>>
>>171597694
Waste 10 years making fan made game models for yourself casually, then get serious about making a game for a year and try to find an art style that hides your mediocre modeling skills while hoping nobody notices, because you don't feel like taking the time to become better at your skill.
>>
>>171597556
>>171598085
Yes.
>>171597784
Thanks.
>>171597950
What could be improved?
>>
>>171597219
>current year
>platforming game with skeleton enemies that throw bones

Nah just kidding it looks fine.
>>
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trying out some non humanoid AI that wreck your shit.

they work like that sumo thing on the lava platform in mario 64
>>
>>171598517
>What could be improved?
maybe go beyond the resolution of an etch-a-sketch
>>
Started making collectible things. This one is supposed to be for +1 life.
>>
>>171598751
>that roll
nice
>>
>>171598840
Did you make those assets yourself anon? Those look really good! Really polished.
>>
>>171598751
having no bones seems out of place
>>
>>171598912
Assets yes, character animation is retargeted.
>>
What do you order when you go to a Subway?
>>
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>>171598759
Alright then.
>>
>>171599037
I hate subway cause I have to choose everything. Just give me a fucking sandwich
>>
https://www.youtube.com/watch?v=l-T4a6vsnys
Made a thing.

Now that my game has hats maybe its ready to sell on steam
>>
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>>171598925
they're just a basic enemy type. i'm planning on doing a pretty wide variety of physics based enemies, like spiders, manhack type things, and asyemtrical bipeds.


i always thought these things from ratchet 2 were cool.
>>
>>171598840
Usually, life bonuses are red. Unless it some sort of heart container?
>>
>>171598751
how do you make the character wobble all around like that in Unity
>>
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>>171598396
1st attempt turned out thicker than I expected
try it out in game,I tried to draw some grey lines over it but can't really imitate it
>>
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>>171598751
>>
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>>171569394
----[ Recap ]----
Game: Shmoop 2 (working title)
Dev:shmoopdev
Tools:GMS, Photoshop, aesprite
Web: shmoopdev.tumblr.com
Progress:
+New UI stuff, including title screen level title cards and 'Continue?' screen
+More art and patterns for later level 1
+Buncha bug fixing
+Added options for background dimming, screenshake and drawing the hitbox in various colors
+Added how to play sequence
+Original music for level 1
>>
>>171598840
teach me to make cool 3d assets like that please
>>
>>171599174
Hmm... Let me just adjust hue so that it can be red, then I'll post the result.
>>
>>171599242
physics driven movement and balance.
>>
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>>171569394
----[ Recap ]----
Game: Mech game
Dev: idk
Tools: GM:S, GIMP
Web: na
Progress:
+ Ships are given random names on creation
+ Bases can be captured and resupplied at and generate income
+ Each army can field more ships if they have enough $$$
+ Ships can use supplies to heal/rebuild mecha
+ Camera now divides focus between the player, the cursor, and the nearest threat, if close enough
+ Reworked code to enable slo-mo effects. It's buggy
+bunch of other bugfixes and meta changes I dont remember
-AI can't properly defend their bases yet, sometimes fly in circles in battle
+Experimenting with new explosion FX/ bullet glow
- Need to do UI stuff soon
- Not sure on how I want to execute on a few things
>>
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>>171569394

----[ Recap ]----
Game:Elemental Knight
Dev:anon
Tools:Unity
Web:https://jasonpkgames.tumblr.com/
Progress:
+ Working on how the player gets affected during attacks and knockbacks
+ Made an ability select system
- Ive become addicted to french vanilla coffee
>>
>>171599457
where did you learn the physics driven movement and balance to do it

Any tutorials you recommend for it
>>
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>>171599282
Here it is at the default zoom.
>>
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How do you skin those knees? I feel like there are two options: pic related geometry cutting into itself, or making it look like sphagetti.
>>
No one has EVER made a good game
>>
>>171598751

can you actually kill them?
>>
>>171600032
Explain what my game is then.
>>
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----[ Recap ]----
Game: PROJECT MURDER PARTY
Dev: you know who
Tools: UNITY
Web: https://brazileirobr.itch.io/pmp
Progress:
+ Made 2 new maps (Battlefield and Mall)
+ Remade the Mansion map from zero
+ fixed some bugs
+ Added Hats to the game
+ hats protect you from headshots
+ Made new item ( Scissors)
>>
>>171600130
A bad one.
>>
>>171599174
How's that?
I think it looks more in harmony with the color scheme. Env - cold colors, game objects - warm colors.
>>
>>171599656
>give me a tutorial hurr
modern game dev makes me SICK
>>
>>171599924
hm, could be a problem if you make the web thick enough
should I try something like those high voltage lattice towers?
>>
>>171600231
How else am I going to learn when I am too much of a brainlet to figure it out myself
>>
>>171599037
Italian
>>
>>171600320
un-brainlet urself
>>
>>171600470
how
>>
>>171600527
get a job and buy a house
>>
>>171599656

i started in gmod actually. i came up with a decent system for physics driven movement in gmod and thought it would be fun as a stand alone game. so i tried to recreate it in unity and it worked so i ran with it.

other guy wasn't me by the way.
>>
>>171599583
I-i thought this was going to be a shmup, anon?

what is your new direction with things if you don't mind?
>>
>>171600239
I think it's fine, I will probably make the cables transparent anyway.
>>
>>171600626
What is the way?
>>
>>171599656

honestly its fun for certain applications but i'm not sure why you would want to learn it. if you want animation that looks fluid check out something like puppet master.
>>
>>171599940
Shape keys can be used to fix this or at least lessen how noticeable it is.
>>
>>171600794
It would defo help if they were at least partially transparent.
Don't really want to crowd the map with static boring thing you have to spam to make everything else work, like these pylons
I like them this way better too.
>>
would people here pay $20 for a piece of music
>>
>>171600223
Looks more like health to me.
Usual stuff: red for life, green/blue for energy/mana, yellow for money.
Maybe I'm just old fashioned.
>>
>>171601308
if it's good and long enough
>>
>>171601308
depends on how it's licensed
>>
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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.
>>
>>171601308
If it's decent music yeah. That's a very low rate, I hope you realize
>>
>>171600893
That looks quite promising but I'll have to find something similar for 3ds max, thanks.
>>
how difficult would it be to model this lego character?
>>
>>171600743

Yeah, it did start out as a SHMUP but I decided I wanted to try something a bit more weird since I couldn't really think of anyway to make a shmup more interesting or 'different'.

to boil it down to the most simple premise since i'm not to sure how in depth I will be able to go,

>You are a pilot of the blue army who are currently at war with the red army for reasons
>capture their territory/cripple their fleet enough to launch an attack on their homebase
>the player only have control of one ship and the rest of the fleet is AI controlled
>goal is to turn the war in your favor by helping them out in battles and indirectly influencing to do things

i would say i want something like mount and blade with mechs but that probably isn't accurate. I already expanded scope and I dont want to do it any more
>>
>>171602248
so are so sued, kid
>>
>>171597219
needs more enemy out smarting
>>
you wanna get sued, kiddo?
>>
>>171602049
yeah, it'd be my first music composed for anyone else though so i don't want to overprice myself.

posted these last thread but here you go again
http://a.pomf.cat/mvrysl.mp3
http://a.pomf.cat/awjkkc.mp3

i'm trying to get more comfortable with more realistic orchestral/whatever music now, although that also depends on what plugins i own too
>>
>>171602248
https://www.youtube.com/watch?v=Wv-qsxHA9Ug&list=PLda3VoSoc_TR6TsTotr32bkJRISY_GnfG&index=1
>>
Modo Indie doesn't have any scripting abilities and you need them for all the nifty scripts and plugins.
Modo 10.2v1 crashes on start, i only get it to run on a Linux system. Older versions run fine (and more stable than Maya).
But on the other side if you want to rig and skin and animate stay away from Modo, very far away. Its an excellent modeller, bloated with lots of stuff, pretending to be a fullfledged 3D DCC (its not!).
Lightwave is no real option either, ESPECIALLY not for rigging. You think Blender turns your Brain off, try riggin a character in Lightwave and you go insane.
That leaves Cinema 4d and Houdini.
I wouldn't recommend Cinema 4d for rigging either, because that and unwrapping was the reason i left C4d as my main program for Blender.
It works for smaller stuff, but the moment you want to create a complex character you'll hit the glass ceiling of that walled garden. Still unlike Modo, C4d IS a full 3d DCC only not as competent as Maya/Max.

I would actually recommend a combination of Blender, Zbrush and Houdini.
The Houdini indie version is worth the price, they do sell permanent Licenses, they are a private owned company with healthy customer relationships, and you can get a free Non-commercial version in under 5 minutes.
You can download a trial of C4d too.
>>
>>171602828
recommendations from a nodev nicee
>>
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To all my blender friends, remember to use the skin modifier for setting up basic characters!
>>
>>171602530
It's pretty decent stuff, some critique tho if I may

>nes
Focus on a strong melody and avoid all the other effects that complicates the composition rather than enhance the melody

>snes
Same here, you need a stronger melody that carries through the song, the other stuff isn't bad in this one tho.

I don't know if it's true across your songs that the melody is kind of weak and unfocused, but I think that's a big point you can improve. Anway, with not too much work I would definitely be willing to pay 20$ for this
>>
Here's some of the OST for the /r9k/ game Wojak's Journey:

https://soundcloud.com/user-985755321/temper-tantrum

https://soundcloud.com/wojakfeels/wojaks-adventure-blue-waltz

https://soundcloud.com/wojakfeels/wojaks-apartment

Can anyone make a rough estimate on how much it's worth?
>>
>>171603004
wow, its like shitty zspheres
>>
>>171603076
It's worth as much as the author is willing to sell it for, music has no fixed price.

And I can do better shit than that for free.
>>
>>171603149
>wow, its like shitty ____
blender in a nutshell
>>
>>171603242
that's not how capitalism works. It's worth as much as a buyer is willing to pay for it, silly
>>
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>>171569394
----[ Recap ]----
Game: 3DS FPS (WIP title)
Dev: Kada, Theonian
Tools: Unity, Blender, Gimp
Web: http://theonian.tumblr.com/
Progress:
+ modular building assets for the city scene
+ Network character hit, deaths, scores, end game
+ In Game score menu
+ Weapon select menu/screen, click or touch to select weapon
+ Atomic item pickups
+ Host item respawns
+ Hover Vehicle
+ Atomic access for vehicle seats
+ Network vehicle updates
+ Network change weapons
+ Random character spawns
>>
>>171603265
don't ever reply to me again
>>
>>171603149
After having used Zspheres and then the Skin modifier I personally prefer the skin modifier. Like, I understand Zspheres, but I Skin modifier makes more sense to me.

Also, remember to turn on the bool tools!
>>
>>171603045
thanks, that's actually super useful! i hadn't really thought about my melodies before in any critical way.

time to go write some more music
>>
>>171603004
got a tumblr?
>>
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>>171569394
----[ Recap ]----
Game: 3D FPS
Dev: A nigga
Tools: Unity, Blender, Adobe Creative Suite
Web:
Progress:
+ Modeled some generic sleeves
+ Using makehuman hands
+ animated 500shotgun
+ updated coding for shotgun routine
>>
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>>171569394
----[ Recap ]----
Game: Autumn’s Gesture
Dev: quasiberry
Tools: UE4/Maya/Zbrush
Web: quasiberry.tumblr.com

Progress:
+ made a sword model
+ made a fire effect for it
+ redid some animations
>>
>>171602828
>t. sleeper houdini salesperson
>>
tfw you want to gamedev but it is way too hard
>>
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----[ Recap ]----
Game: City Night
Dev: xian
Tools: C, Allegro, SDL, OpenMPT
Web: not yet
Progress
+ Added ports: Dreamcast, Mac OS X, Web
+ Added workarounds for SDL_Mixer MOD looping
+ Refactored build process
+ Fixed most if not all memory errors
+ Added more music
+ Worked on game design doc
- No real gameplay additions
>>
>>171603719
No but I intend to set up a dev twitter/instagram
>>
>>171603970
You gotta practice to get good my man. I used to think lots of things were hard, but now I've gotten a lot better. My first game took 3 days to make and it had barely 1 minute of gameplay. Now I could remake that same game in an hour or less.

I'm not even good enough to make my dream game yet. But I can see my progress so far and I know one day I'll be good enough.
>>
>>171603854
>>171603363
>3DS FPS
>3D FPS
okay
>>
>>171604007
>Nigga Stole My Bike 2, now only on Playstation 4 also on Steam
>>
>>171604179
post the game you are working on
>>
>tfw there is no way to get art criticism without being insulted at the same time
>>
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>>171602472
OUT SMORT YOU'RE ENEMITES
>>
Whats the deal with /3/,why everyone is such a cunt?
>>
>>171604352
the problem is you, my friend
>>
>>171599583

mechs fuck yes
>>
>>171604352
try me
>>
>>171604476
yea yea get thicker skin etc

excuse me for not wanting to be the target of your fragile ego
>>
>>171604431
its shit, everyone is obsessed with modeling guns for some reason
>>
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>>171604603
>excuse me for not wanting to be the target of your fragile ego
>>
>>171604603
>fragile ego
that is you if criticism of the technical aspects of your work affects you personally
>>
>>171604352

well yeah..how do you expect to improve?

The only way you can be insulted is if you take it as one
>>
>>171604352
tfw I posted art on here before and got shat on without them telling me how to improve
>>
>>171604653
I am honestly surprised by their attitude considering the nature of the board.
>>
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>>171604431
you should be weary of any art board on here
>>
I've not been here for some months, are project wingman and that desert thing still alive?
>>
this subthread sucks you ask for genuine advice and all you get is memes or you post a gamedev topic and all you get is no yous seriously what happened to this place it use to be buzzing with progress posts
>>
>>171604692
>>171604719
>not liking being insulted means you have a fragile ego

do you really go outside in the real world with this level of social aptitude?
>>
>>171605121
desertbrut is making a junji ito game now
https://desertgame.tumblr.com/
https://twitter.com/panstasz
>>
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>>171605108
Amazing.
Their heads so far up their ass.
>>
>>171605249
that looks really great, no more desert game though? Damn I really wanted to see how that would turn out
>>
>>171605556
supposedly the junji game is practice for the desert game, but you know how that goes
>>
>>171597551

your animation looks decent.
>>
>>171579458
Thanks for the advice man, that's actually really clever
>>
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>When you stuck at a problem for hours, give up, go play vidya, then sit back and solve everything in a mere minute

I love game dev.
>>
>>171605108

literally a traceover

DELETE THIS
>>
>>171606251
the joke is that one tripfag traced it while another tripfag is trying to fix what is in fact a fully proper picture exactly because it's traced
>>
>>171606446
/ic/ loves their redlines. It's their only way to feel superior
>>
Remember fellow gamedevs never help a rude
>>
>>171606840
fuck u
>>
>>171606251
Even with tracing there is still inaccuracies. Small ones yes, but they are still there.
>>
>>171605238
this is one of very few places on the internet left, where people can freely tell you what they think without considering their reputation

it's a godsend for creators, because they will get actual critique instead of getting tangled up in a backpatting circlejerk for upboats and brownie points

of course the other side of the coin is people who can freely just rip into anyone with zero repercussions

you must get over i
if someone makes a case on why something's wrong and at least says what, listen to them
explaining how to fix it is another story, even people who couldn't draw for shit at gunpoint, can still tell when something just looks terrible and trust me, there is on average at least 10 people each week coming in with something that literally looks like they've just opened a graphics editor for the first time in their life, doodled for 30 seconds, saved the file in 8x zoom, so you can't even fucking try to salvage it for them on the spot without much pain in the ass, and just immediately post it here for appraisal with sometihng like "hi guys, this is the main character in my game, pls say something nice about her."

after a while you just go numb
>>
>>171605238
>>171607203
Btw, insulting fellow devs helps separate the wheat from the chaff. Because once you actually publish a thing and are a public figure, it gets SO much worse. Consumers care even less about your ego than fellow creators. You'd better get used to having your work called shit and getting death threats.

That said, it would be nice if we didn't insult eachother so often, if there is no real criticism attached.
>>
>>171607203
>it's a godsend for creators, because they will get actual critique instead of getting tangled up in a backpatting circlejerk for upboats and brownie points
theoretically yes
in practice on /agdg/ it all can get muddled out if you are either too popular or not popular enough
>>
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>>171607203
Not that anon but I agree with you, I've come to this board in the first place because there's no mods flaunting their cock around, no le 5000 posts show me respect idiots. It's all up to how you act at the very moment. Having said that there is rampart shitposting on /ic/ because the vast majority of people have their own ideals and if you don't follow them you are automatically bad. All in all it comes down to getting a thick skin and learning to keep an open mind, considering all critique as harsh as it may be. And do not doubt it, there's plenty of great artists that have been around and still lurk and post here.
>>
>>171608074
Is it really that bad? I can't really think of anyone that's gotten turbo shit on just for being popular.
>>
Should I switch to Maya LT if I plan on using mocap? I would prefer to stay with Blender but from what I researched HumanIK seems to be the only way to go.
>>
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whats wrong with these proportions? maybe legs too beefy?
>>
>>171608074
you only get popular here by showing something people actually like

unless you equal someone like googem with popular
>>
>>171608824
Legs too beefy indeed, especially near the kneecaps, that area is mostly bone so she'd have huge ones based on your model
http://i.4cdn.org/v/1490052493711.jpg
>>
>>171608824
definitely
>>
>>171608678
what're you using for mocap?
>>
>>171608546
simply said, if people have seen your "face" enough, the certain rawness of feedback that a lot of people say they come here for just mellows out
for example if you're too popular, there is a chance people will jump on your cock for no reason while your work is in fact pretty much shit (happened to a certain tripfag who thankfully is pretty much gone now)
from examples of getting turbo shit on just for being popular as far as i remember there was the aviary attorney dude, a more recent example would be boku, but it's really hard to determine how much of it is bokudev's "marketing" stunt
there's probably a ton of other examples, but i only started really following this general last summer
>>
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>>171569394
----[ Recap ]----
Game: Unobserved
Dev: Sellis
Tools: UE4, Hammer, Gimp
Web: https://nora-sellisa.tumblr.com/
Progress:
+ generalised the player - world interaction system. It should make all other interactions easy to implement
- not much more done this week.
>>
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>>171609048
>you will never make characters this attractive
straight outta reasons to live
>>
Is anybody else who multi-disciplined ever just get short sprints where they only want to do one thing?

Like, you make professional level art, and are a professional level programmer, but instead of making a game with reasonable tools efficiently you just feel like coding a deferred renderer and animation system in C++?
>>
>>171609098
Kinect will be at my doorstep in a week or two.
>>
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>>171609291
You don't become good at anything overnight dude, keep trying
>>
>>171604007
A demo by any chance? Looks like an early 3D game.
>>
>>171609401
You're gonna be disappointed I think. Too many limitations for ~eh quality animation.

I want to try the perception neuron but I can't afford to spend $1000 atm
>>
>>171608824
teach me your modeling ways
>>
>>171609512
he actually does use some sort of quasi 3d fuckery there
the sprites scale depending on distance, so the scenes actually have a Z
>>
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>>171609291
That feel
>>
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>>171609048
nice reference
>>
>>171608824
Don't worry too much, you're already better than everyone in this thread.
>>
>>171609779
fapping makes the feel go away
>>
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Why aren't you making a waifu simulator?
>>
>>171610184
I'd find it boring to both make and play
>>
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>tfw too intelligent for 3d devving
>had to switch to pixel memes

no but seriously 3d is too fucking much for a single person, it's gonna take a lifetime to do a polished game.
your only options in solo 3d devving is pretty much either make some retarded meme game so you can be forgiven if the game has no point or is shitty and clunky in general or make some very simple game like some arcade racing or platformer in collect this go there style.

whats anons opinion about this?
has there ever been any great non meme 3d games made by single man?
>>
>>171610118
It absolutely doesn't
>>
>>171610263
Banished

He made the engine too.
>>
3d modeling is scary
>>
>>171609612
I thought it's shit too at first but after watching some videos I had to admit that Kinect does its job very well for less than $100 1 sensor can do 360 mocap. Had my eyes on Perception Neuron too but it's way too much considering that at this point of time technically I'm a nodev. I would totally shell out on it if I had some real gamedev progress. Hence, I'll just get kinect and see how far it can go. Might post some tests here in the near future.
>>
>>171610184
How would you even go about making one
>>
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>>171610406
Why do you say that?
>>
>>171610535
Good riggin'.
>>
>>171610263
you can make very small level or rounds of a shooting or bsttle arena combat games basically any mini games or very small in scope games

Myself I am doing a battle arena type game
>>
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>>171610535
where did the Patrick guy go?
haven't seen him in a while
>>
>>171610727
Jesus
>>
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>>171610727
nightmare fuel kirby?
>>
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>>171610184
Need to get my art style to a level when I can wholeheartedly say "Holy shit, this is it" first. Until then, this will suffice.
>>
>>171602165
3ds max and maya both have shape keys, but they go by different names. I believe it's called Blend Shapes in those programs.
>>
>>171610263
there were many devs in here making 3D games at one point, dunno where they went
>>
>>171611092
emmigrated to the discord
>>
>>171610263
also, good pixel art and animation is just as hard as making a good 3D model
>>
>>171611092
Nowhere?
>>
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what happened to clarent?
>>
>>171611092
Arrested for pirating 3D software.
>>
idea guy here

it's like power rangers but we replace one of the white characters with a tranny
>>
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>>171610727
>>
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----[ Recap ]----
Game: Locked Masts
Dev: IceDev
Tools: Unreal, so many
Web: N/A
Progress:
+Still on the AI and modelling enemy ships
>>
>>171611332
Arrested for pirating 2D software.
>>
>>171611354
Can't get get Maya for free though? Though it would be for "student" use.
>>
>>171611354
>>171611678
Every 3D model produced in /agdg/ has been made through expert use of Blender.
>>
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>>171611332
Died animating
>>
>>171611920
Woah there dude, use what ever 3D modeling software you feel the most comfortable with.
>>
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The best I have got at 3d modeling so far hopefully soon I will be able to model cute anime monster girl traps
>>
I don't understand how people can have Patreons for years making 10k-20k a month and barely produce any fucking content at all. I wish I had that amount so I could get shit done more easily. Fuck you Monstergirl Island.
>>
>>171612020
If you use professional ones like Maya without paying and try to sell your game, you will face a lawsuit.
>>
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>>171612127
>tfw programmer
>tfw want to have a patreon
>>
>>171612127
pick a niche fetish and get crackin
>>
>>171612127
Because Patreon is the worst funding method imaginable from the view of getting stuff done, it's literally in your best interest to draw out development for as long as possible.
>>
>>171612116
Now that you've watched Blender Guru's Donut Tutorial, start watching BornCG's tutorials, especially on the Minecraft character.
>>
>>171612218
>>171612127
>tfw programmer
>tfw going to beat mgi dev at his own game

screencap this
>>
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>>171569394
----[ Recap ]----
Game: Metanoia: The Sacrifice
Dev: Firgof
Tools: Unity, Adventure Creator, Ink, Dialogue System for Unity, Clip Studio Paint
Web: gamejolt.com/games/ouroboros-the-sacrifice/53869
Progress:
+ New UI elements and art to spruce things up
+ New fonts to similarly spruce stuff up
+ Updated dependent packages to their present version, fixing some conflicts between them along the way
+ Act 2 is 1/3 finished
- Revising the introduction due to feedback concerning the plot's flow and character dynamics
- Still no new music tracks from my musician 6 weeks in now
>>
>>171612127
It is so simple just find a friend or friend of friend in person who is good at drawing in real life to draw girls like monstergirls and show him or her how much they make they will gladly split it with you 50 60
>>
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>>171611332
couldnt stop fappin
>>
>>171612319
I don't remember the last time I saw progress which wasn't the title screen
>>
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>>171612218
>Tfw got art and programming and only need music and modelling
>Spend months learning both
>Will cut down on programming time
>Pay Someone else to do it
>No money to do so until I've saved up enough.
I just can't win.
>>
>>171612285
I did watch BornCG tutorial on modeling also. Which is his Minecraft character one
>>
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>>171611332
>>171612382
sorry wrong pic
>COULD NOT STOP FAPPING
>>
>>171609512
There's a Demo day 13 release, but it's shit. My game is currently not anywhere near as fun as that screenshot might make it seem like.
As for the perspective, the game is technically 2D, but like >>171609669 said, I'm scaling the sprites based on distance. The backgrounds are pre-rendered.
>>
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>>171612472
Oh, well if you would prefer to see what the Act 2 progress looks like, by all means enjoy the attached pic! This is the script-progress without the fancy visual stuffs of it running in Unity and using my nice UI assets/text.
>>
>>171612557
gogem you are actually pretty good at drawing

Teach me your art skills
>>
>my dream game is a 3D mecha game with full customization a la Armored Core
>making a fully customizable 3D model is extremely hard for a lowly amateur

Gamedev is suffering.
>>
>>171612762
>teach me your art skills
filtered
>>
>>171612781
I agree but I bet you can do better than my coffeemug>>171612116
>>
>>171612746
How do you make your script and hook this up to Unity?
>>
>>171612746
I'm not sure I care for your tone.
>>
>>171612762
draw 2 triangles
draw the rest of the owl
>>
>>171612535
https://www.youtube.com/playlist?list=PLda3VoSoc_TRWPzZHPqJlHfS0kOeQzQUQ

Teaches you all the basics of rigging, which is absolutely essential for gamedev.

After you're done with that, move onto Darren Lile:

https://www.youtube.com/playlist?list=PLyelx0TsmSpcnM61Z2XLrs1sInsQvdfl0

https://www.youtube.com/playlist?list=PLyelx0TsmSpdQwcx1OloZuW48bOUJQ02s

https://www.youtube.com/playlist?list=PLyelx0TsmSpeQE2LpgM8Qwnco-9mrNG0O

https://www.youtube.com/playlist?list=PLyelx0TsmSpcgsINPt6fOh3yWjTjk2Nz9

https://www.youtube.com/playlist?list=PLyelx0TsmSpfoqyS2sBZvsuIL5av5DkJu

https://www.youtube.com/playlist?list=PLyelx0TsmSpdLCtKyi-E8_NehH868JMNL
>>
>>171612282
>it's literally in your best interest to draw out development for as long as possible.
I could live considerably better life than I do now for around 10 years with what MGI rakes up in 12 months
>>
>>171612916
idk man, slap a gun on that mug and I'd pilot it.
>>
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>>171612929
I'm using a middleware language called 'Ink'. There's an add-on bridge for it called 'Ink for Unity' and I'm using a custom script to interpret what Ink outputs and create UI assets to display on-screen and whatnot. The CScript can also handle things like changing the music, triggering events, and so on.

I write in FocusWriter and then transfer my writing over to Inky - a GUI editor/debugger for Ink. Inky gets a little slow with large scripts (due to constant recompilation I'm guessing; it's not an 'official' tool so these things are to be expected). Once I'm satisfied, I export to JSON from Inky and link that file to my script (and Ink for Unity) and it's ready to go.

>>171612989
It's a joke, anon. I'm sure folks would prefer to see nice art over the endless drudgeries involved in me writing up the game's script and setting up its foundations.
>>
>>171613224
thanks I am watching the first one right now greatly appreciated
>>171613064
but what about the inbetween steps geodude
>>
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----[ Recap ]----
Game: HACK the F.B.l.
Dev: Vestigial
Tools: Unity
Web: @vestigialdev
Progress:
+ Figured out the problems with an asset I bought were bugs, not my ineptitude
- Still want to use it but feeling less good now knowing how flimsy it is
+ Tryna do more social media/devlogs in the future
>>
I want to fast-forward I life to when my game is done. Like on that movie Click.
>>
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>>171613431
the transitionary steps are all ~practice~
>>
>>171613635
I have a question, how come your opinions are always so... Against the norm. It's like you try to be controversial.
>>
>>171613430
Huh, interesting! Thanks for the details!
>>
>>171613830
contrarianism is a valid strategy to get attention
>>
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>tfw you make the ball roll for the first time in Unity Engine

I'll be making my dream game before I know it, right?

I haven't made a computer game since I was a teenager but I'm excited to be getting into it again.
>>
>>171602819
>>171613224
>>171613431
It's also worth noting that BornCG's lego tutorial isn't as good, at least for the modeling. He makes way too many mistakes and uses the fucking Boolean Modifier, which is retarded. Everything after the modeling part is good though, especially face texture animation if you're making your models Wind Waker style.
>>
>>171613605
how can you fastfoward to the goal of something that requires your will and toil?
if it attempted to fastforward with those parameters wouldn't you die?

>>171613830
my opinions are based on my experience
majority of people are inexperienced
>>
>>171614083
I am looking for the best character modeling tutorial in Blender

so far I found

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

Sebastian Lague

goes way too fast

BornCG and Blender Guru modeling are only good for basic modeling and basics of Blender
>>
>>171614449
>goes way too fast
watch the video as many times as you need. you won't learn 3d overnight
>>
>>171614606
I did I rewatched it a few times up to the 10 minute mark then could not replicate some of the steps in Blender in the video
>>
>>171614449
Refer to >>171613224

Darren Lile is the next step up from BornCG.
>>
>>171615201
How is Darren Life compared to Sebastian Lague videos
>>
>>171614075
>Unity
yeesh, what year is it? 2011?
>>
>just played some skinner box online game (gbf)
>justifying it with learning how to create a skinner box type game
>did not program anything

i failed.
>>
>>171604393
that hair standing up really bothers me at this resolution
I think you should get rid of it, add some more unruly hair, or (best option) increase the resolution-- if not the resolution of the game then at least the resolution of the character
>>
>>171600223
Bright green/almost turqouise as a contrast colour
>>
>>171616202
>please change your entire game's graphics because I don't like these two pixels.
>>
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>>171615719
failure is progress
>>
>>171616631
it's not just those two pixels, they're just the thing that stands out the most
the main character is too small regardless, and this ridiculously low resolution is part of what gives pixelshit the name pixelshit
>>
>tfw you don't know what to work on in your game

What do I do anons
>>
>>171617160
draw character concepts
>>
>>171617160
learn more about the language
>>
>>171603265
Please tell me how blender sucks, I'll wait.
>>
>>171617389
It's FOSS aka automatically garbage.
>>
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>>171617478
>>
>>171617478
Maybe like 5 years ago, but that's not an argument.

Blender, 3ds max, and maya pretty much have the same capabilities now.
>>
>>171614449
the best one is the ninja tutorial from cgmasters

if you want easier stuff, this guy shows off the workflow
https://www.youtube.com/watch?v=IHAIQc0dYmE
>>
How well does gamemaker handle online servers with 80-120 concurrent users?

I'm looking to make a game that works like a constant pen and paper game, with users writing posts at eachother to dictate common actions and a moderated log system to reward players stats (used for actual game combat) based on their quality/contribution to story.

I've dipped my toes in a few projects over various engines over the past few years, but I'm having trouble deciding the best one for this. The closest thing that would work for a text-heavy online game is byond, and that's garbage.

Anyone worked on anything similar? Will gamemaker work, or is it not suited to this kind of thing?
>>
>>171598840
Is that meant to be stone? The side panel things look much too thin to be made of stone.
>>
>>171616693
>nodev is yesdev

>>171615719
burn microtransaction mobage. kill yourself for wanting to make one
>>
>>171619252
>what is web-development
probably the best solution here
>>
>>171599583
>>171602432
This sounds awesome anon. I played an old Win95 game that had some mechanics very vaguely similar to this (it was closer to a VS mode Asteroids) as a kid. Please add some basic "orders" functions that you can direct the AI to do (things like "attack," "defend," "form up on me," etc.).

I love seeing these mech games. I want to ideaguy at them day in and day out.
>>
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How do I into good, smooth 2D like Hollow Knight
>>
>>171612174
lmao how will they know
>>
>>171620341
Make good keyframes before adding inbetween frames anon, your keys aren't correct.
>>
>>171620649
Yeah, the hard part so far has been finding a good reference for a 2/3rds perspective of running.
>>
>>171620896
Find an animated 3D model you can download and rotate the camera
Check sketchfab
>>
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Today's progress: I've added a short 10-frame cooldown to dodging or getting damaged during which you cannot dodge. In order to help communicate this to the player, I've also added an indicator for it.
>>
>>171620565
they add a barcode to each vertex by adding negligible amounts to the XYZ coordinates and then round it off so that the barcode can be extracted later with an algorithm. its basically the plot of superman III
>>
>>171621402
tfw the furry punchout guy draws 1000 times better art than you

why even live
>>
>>171621532
https://www.youtube.com/watch?v=TcEWRykSgwE
The upside of this is that an amateur with a little practice is better than 95% of the population.
>>
>>171618186
Give me a good alternative to HumanIK and I'll stay with Blender Rigify a shit.
>>
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>>171611997
>>
>>171621798
What's wrong with rigify?
>>
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Hello.
I've been working towards having my engine be similar to a demoscene production. I'm referring to graphic style, sounds, and whatnot, but recently I considered adding minimal filesize as one of my objectives.
It is worrisome to me that in the end I'd have to resort to executable compression, which is sadly detected as malware by many modern antivirus solutions.
Do you think a README explaining what executable compression is, and why it might get detected as a false positive, would be enough to get people to trust my game? I fear that many users would not run a file if their antivirus solution detected it as suspicious.
I'd also have my game development documented in blog or social media, which I guess adds legitimacy.
Thanks in advance for any opinion.
>>
>>171622001
no gonna make it
>>
>>171621530
I don't believe it
>>
>>171622001
Do you want to make an engine/game or do you want to masturbate to your code? No one cares about the filesize or how "legit" it is, just emulate the demoscene aesthetic and be done with it.
>>
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>>171620137
I'm looking to make a game, not a full text adventure. If you've played shit like SS13 I'm going to be aiming for the same general format (top down perspective, text communication, etc.) only that it's long-form text and persistent.

I'm planning on making something that people can pick up, map a world (or even just an encounter), and then run like a pen and paper game, only "with more game".
>>
>>171621959
Smooth but the jittery motion cause of the boot could be improved.
>>
>>171622321
If you're writing an open source BYOND then I'm behind you.
>>
>>171621532
Good news for you: That isn't the case!
I'm a 2-man team. I have an amazing artist friend that's partnered up with me. They draw the raw sprites, I splice, animate, and time them myself within gamemaker to make make sure the attack hitboxes and timings are correct and satisfying-looking. The only art I do are minor effects (like the new indicator) and making minor line/transparency corrections to existing sprites when they're asleep or unable to do them.
>>
>>171622321
finally someone I can draw better art than
>>
>>171622156
I'm sorry, I don't understand your reply.

>>171622259
I did not mean to cause you any anger. I'm working on a game and I'm already keeping a very low filesize as a byproduct of using common demoscene techniques. Some extra effort and compressing the executable would take it to a 64k demo category, which I guess is interesting to me but could also be to users, maybe? As in "hey, check this game out, how do they fit all this in 64k?"
>>
>>171622413
I want to. BYOND has some really fun concepts to it that make for fun games but it's mired in how garbage the engine is. I just want to know the best engine that I can make work for this-- if gamemaker can handle large scale text constantly like BYOND and actual servers, that would be golden. Otherwise I'm fine with having to learn something else. I just don't want to dive into one thing and find out it can't do these things easily halfway through.

>>171622515
I'm on a trackpad, please no bully.
>>
>>171622743
>"hey, check this game out, how do they fit all this in 64k?"
Literally no one would care senpai, it's just masturbacode.
>>
>>171622910
>Literally no one would care
But that's exactly how .kkrieger got somewhat famous.
>>
>>171623065
>famous
Literally who?
>>
>>171623065
who

You know what would make you even more famous?
A good game.
>>
>>171622910
That's not literally true. I think the people who care about exe size wanking would be willing to run a "risky" exe.
>>171622765
But no one else will. File size is just a completely arbitrary goal, and it actively harms how fun your game can be, as a game. In fact a small game, certainly anything under 1mb, will be extremely suspicious.
>>
>>171622001
a lot of demoscene productions are like 30megs

and no your reason just sownds like a scammer / virus writers poor excuse
>>
>>171622467
how are you guys going to split profit for the game

also he does all the animation drawings right
>>
>>171622467
Hey another 2-man team!
I do all the animations/drawings, he does the coding. It just works.
>>
>>171623065
Ok, I see. Thanks.

>>171623065
.kkrieger is mindblowing. I'll never be not sad about it being unfinished.

>>171623201
Modern demoscene productions do not have the charm of the older, very limited ones. I'm also not as good as anyone writing good 30meg prods.
>>
>>171622001
>I fear that many users would not run a file if their antivirus solution detected it as suspicious.
There's your answer do you think the average end user is gonna give it a second thought if the anti-malware program is telling them its dangerous?
>>
>>171623431
.kkrieger seems technically impressive but it looks like hot garbage, it's certainly not famous and it's an extremely niche thing.

I'm not telling you to not do what you want but don't expect your game to have any appeal just because it has a low filesize, no one cares about that outside the demoscene.
>>
what is harder to do

Make art for your game or program your game
>>
>>171623816
depends
>>
>>171623816
depends
>>
>>171623816
depends
>>
Both
>>
>>171623816
designing it
>>
>>171623471
I remember a lot of 4chan users getting infected trying to play an obscure indie game, so I know there's people willing to take the risk, maybe if some obscurity is involved. Plus I don't mean no harm.

>>171623701
.kkrieger was released in 2004. It's contemporary to games like Unreal Tournament 2004 and Painkiller, and it looks worse, yes, but it's less than 1% of the others' filesize. And now it could be considered as an aesthetic choice I think, not unlike pixel graphics.
>>
>>171624360
was it lostboy.exe?
>>
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Trying to work on starter levels. This one teaches the ground pound.
>>
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New tech: Some enemies will throw things at you and you can hit them back with those things.
Added a hurtbox to the ms paint fire as example.
>>
>>171624557
Yes, I think that was it.
>>
>>171623274
1) We don't know. This is currently more of a hobby project for us to do in our spare time rather than something to seriously release on steam.
2) They do all of the raw sprites. I'm the one that does the stuff like make it animate and time it to make it look like punches.
>>
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>>171622001
>>
>>171623816
i-dea crafting
>>
Hey guys. Anyone ever done gameboy dev before?
>>
who the fuck even plays gameboy these days?
>>
What even is a shader? How do I make one? I'm a CS grad and honestly don't know.
>>
>>171625031
I have
>>
>>171625143
this guy
>>171625031

and speedrunners
>>
>>171625171
A function ran on every vertex or fragment/pixel during rendering.
>>
>>171625143

I want to make a game to send people along with cassettes of my dungeon synth album.
>>
>>171625190

How was the experience? Did you make a full game? I like ASM programming and have used both MIPS and PIC16 instruction sets.
>>
>>171625282
What about tessellation control shaders?
>>
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Finally back. Expect to see lots of shit from me soon.
>>
>>171625401
>How was the experience?
It's fun if you're into that kinda stuff, but it's really tedious sometimes.
>Did you make a full game?
Got close to, but never released. The last 10% is always hell.
>I like ASM programming and have used both MIPS and PIC16 instruction sets
I love using ASM, but I ended up using plain C for everything but critical parts of the code. It's gets too tedious after the project gets significantly large. If you -really- want to use ASM, romhacking might be a good entry point
>>
>>171624665
Does she have a charge attack?
>>
>>171625701

Any tips on general structure? I've tried looking at the Red Plus Plus source code but there's just so much there that it's hard to see what anything at all is doing.
>>
what are some A E S T H E T I C game ideas?

shopping mall simulator?
>>
>>171625762
I've thought about it but you already have standard attacks and magic attacks for more damage. Mana recovers every time you hit things so I don't really see much use for charge attacks.
>>
>>171625947
rhythm game with only crossfaders
>>
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>>171625947
A game where you own and maintain an arcade in a mall in the 90s
>>
>>171625929
I wish I had something like this when I did gameboy dev:
https://github.com/avivace/awesome-gbdev
Use it wisely and have fun.
>>
What does /agdg/ think of this guy?

http://www.justdeleteit.com/

100 games in 5 years.
>>
>>171626221
and you program the games for your arcade?

is that too meta?
>>
>>171626369
Might be too much. But some kind of coding-like minigame to repair the arcades? might be cool.
>>
>>171626221
arcade game tycoon?
>>
>>171626272
I don't really see the point.

The first weeks of a game's development are the easiest, seems he does nothing but that over and over again.
>>
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Shitty progress is still progress, right?

Finally have turrets on capital ships sorta working. Each turret is controlled by a different person, like tanks in Battlefield, while someone pilots the ship itself. You can also hot-swap seats in the capital ship using the F1-F8 keys. The turrets don't fire yet, but that's what I'm doing next. Also have bugs and polish to deal with on them (like targeting dots).

Hard to show it off when I can only control one client at a time though.
>>
>>171626867
OK but why isn't Tycho betraying the others and trying to murder Durandal before it's too late
>>
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----[ Recap ]----
Game: GUNCAT
Dev: pikopik, Weaver
Tools: unity
Web: http://twitter.com/_pikopik http://twitter.com/Weaver_Dev
Progress:
+ refactoring code, ugh
+ telegraphs can be any shape!
- the initial design phase is always slow
- no visual progress is the worst
>>
>>171626967
Damn, finally someone recognizes the names on here.
>>
>>171626272
his site takes too many clicks to play a game
>>
>>171627010
I'm kind of sad about the remake because there's no way they won't fuck it up. I'm trying with all my might to have no expectations but I know I'll still be disappointed.
>>
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>you will never have sexual intercourse with an /agdg/ character
>>
>>171627518
sex is overrated t b h famalam
>>
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>>171626867
Showing seat hot-swapping in a little more detail.

>>171627238
Is that still even being worked on? Haven't heard about it in years.
>>
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Is she kawaii yet
>>
>>171627661
Dunno dude. They might have cancelled it. Games can take years and years to make, though.
Oh well. I've got my own game to write convoluted lore for now.
>>
>>171627668
I haven't been here for like a week and she looks significantly more kawaii~
Also she kinda looks like that mass efect girl /v/ is calling an autist.
>>
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>>171625171
Just download OpenGL red book and read the first chapter.
>>
friendly reminder coffee is not a meal

>>171627518
hnnngh
>>
>>171623065
This.

>>171623134
>>171623149
Fucking plebs. Jesus Christ.
>>
>>171623065
kkrieger is an impressive tech demo but no one except highly tech oriented people will give a shit about the filesize
>>
>>171626272
>What does /agdg/ think of...
Just don't ask.
>>
What is the most and least challenging types of game to make

Least challenging:
2d platformed
First Person jump scare sim

Most challenging:
Fighting game
RPG
>>
>>171628464
Good game
>>
>>171626867
Those turrets better not work on a right-rotates-clockwise and vice versa control scheme, those are the worst.
>>
>>171628464
Least challenging:
Small scope

Most challenging:
Huge scope
>>
>>171628464
>Most challenging
>RPG

pffthahaha
>>
>>171628723
rpgmaker deosnt count anon
>>
>>171628464
small brain: pong
big brain: tetris
glowing bran: snake
explodiing brain: single shard procedurally generated MMO open world crafting survival roguelike
>>
How would you guys feel about a Dorf fort/Rim world clone where you run a Nazi military base that has been cut off from communications and supplies in WW2
>>
>>171628572
They do for the time being. I'll be looking at adding mouse aiming or twin-stick later, but right now it's a WASD control scheme for both ships and turrets.
>>
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Pawn Stars 20XX: The Running Man is coming along nicely
>>
>>171628883
So is there, like, a minigame where you cook and eat the prisoners in the attached concentration camp?
Also, can you get the other guards pregnant?
>>
>>171628464
>fighting game
Hahahahahaha

>yfw Limb-based is still around and still shitposting
>>
>>171628883
Just make Holocaust Tycoon please
>>
>>171628464


Least Difficult:
Simple text adventure
Clicker

Most Difficult:
MMO with shooter + physics elements
The mating game
>>
>>171628791
>rpgmaker deosnt count
why?
>>
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>>171627668
you tell me
>>
>>171629427
gamedev doesn't count unless you are enginedevving. Using a preexisting engine is like playing with the level editor.
>>
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we doom now
https://soundcloud.com/ryunocore/96-trueyomic-hell/s-Zwwud
>>
goddd I wonder what you all smell like
>>
>>171629564
Then a First Person jump scare sim is not the least challenging, you retard.
>>
>>171629616
I take a shower daily. I smell fresh and clean.
>>
>>171629616
My cat is pissing blood in bedroom, I haven't showered in two days and I have hemorrhoids.
>>
Idea here:

Mech manufacturer Tycoon.
You are a mech manufacturer in a future war-enveloped world. The idea would be to build mechs from a variety of parts and a socket system. You'd have to balance things like firepower/weapon type, manufability, speed, cost, etc...and sell to nations around the world.

Nations would have desires based on their circumstances. For example, African nations would prioritize cheap price, and weapons which use conventional ammo, that they have plenty of. China would want more expensive, Nuclear powered mechs that are equipped to take out Japanese and US mechs. You would also have to balance relationships with nations by setting prices and selling/not selling to their enemies and such. There would be standard shit like R&D development too.
>>
>>171629616
like fever and sexual frustration
>>
>>171628723
>>171628791
rpg's difficulty depends on what kind of rpg.

the games that require the most skill to make are probably intensely autistic simulators that require maths knowledge like dwarf fortress and various grand strategy games. if you're actually enginedevving 3D instead of using unity or whatever then that's up there too.

rpg can involve both of the aforementioned challenges if you make a 3d rpg with your own engine that incorporates autistic grand strategy simulations like having a real economy. somebody makes this
>>
>>171629564
enjoy your 10 years in development vaporware

normies don't give a fuck if you use game maker. I'll have tenbux and you will have not.
>>
>>171629849
the cure to sexual frustration is to become depressed
>>
>>171629967
>somebody makes this
it already exists
>>
>>171629983
But doctor, I am Pagliacci.
>>
>>171629974
"normies" dont even know what rpgmaker is anon
>>
>>171630041
>doesn't say what it is
>>
>>171630117
>>171630117
we are all failed normies here
>>
Why is it so hard to find the motivation to implement assets into a VN?
It's as if writing the scripts and drawing the sprites are the easiest parts.
>>
>>171629608
I didn't like doom music that much, but this nails the sound for sure and would be great in game.
>>
>>171601308
You mean for you to make me a track?

That's super underpriced. I'd expect to pay a lot more.

If you mean to license one, maybe.
>>
>>171601308
if it takes you like an hour to make, sure. I'd feel bad getting good music for so cheap if it took much longer.
>>
>>171628968
Are you using AGS?
>>
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>>171569394
----[ Recap ]----
Game: Vampire's Bit
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: vampiredev.tumblr.com
Progress:
+ Polished new HUD layout. Still unfiinished though.
+ Testing a couple of new background tiles.
- Tempted to rework the day/night cycle effect again.
- RIP old HDD. Lost some time thanks to that.
>>
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moving bars.gif
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I'm making the tutorial showing off the buttons now. Originally I had this set so I had to give the bars the ID of the button in the editor so it'd know to move when the button was pressed, but I changed it so I can just place the buttons and the bars, and they automatically connect correctly. Just gotta place a button, then all the bars that will attach to it, then the next button and the next bars, etc.
>>
>>171630202
Din's curse.
>>
>>171630292
When I do it, I go about it by thinking of it as directing a play. It's tiring, sure, but if you're not in a rush, it's not hellish.

Now, if you have to do a demo that just werks on the same day the KS is going to launch...
>>
>>171629519
Can you tell me in detail what's wrong? Im stoopid
>>
>>171631016
your pupils don't squish down when you close your eyes
>>
>>171631016
Iris shouldn't be stretching.
If it's meant to be an ordinary blink, the lower eyelid shouldn't rise so much
>>
Why aren't you making a 3D game?
>>
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----[ Recap ]----
Game: Project Sunshine (Working Title)
Dev: Scarlet String Studios
Tools: Unity
Web: N/A
+ Figuring out how to force letterboxing so that enabling draggable window won't break the game
+ Cleaned up save/load code and added placeholder loading screen
- Watched random GDC videos
- Ultimately still confused at Unity's canvas scaling
>>
>>171630669
yep. It's so easy to use I have no excuse to not finish my game this time.
>>
>>171631197
because I'm readin a book on c++
>>
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Is this artstyle cancer
>>
>>171631327
fix your colors, but i like it
>>
>>171631327
I'm not fond of it, but it wouldn't immediately turn me off of the game. That would end up depending on the rest of the game.
>>
>>171631096
>>171631121
Will work more arigato senpais
>>
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Got this one fully worked out. Soon I'm going to go back to these and add little pause time things to show what button to press.
>>
>>171631327
Pretty good. Hands and feet look too flat, the tail doesn't have an outline
>>
>>171631424
Any advice on that? Is it the choice of colors overall or the saturation or something?
>>
>>171630849
I am kinda going with an episodic format cuz I'm still trying to figure out the work flow. Yeah, it does feel like directing a play.
I managed to pull through with the first chapter, but I got so lazy while making the 2nd..
>>
>>171631327
is that suppose to be a hat? and why is his head a complete circle?
>>
>>171631714
They're spines, and all I can give you for that second question is artstyle
>>
>>171631604
all of the colors are very light. I don't know if darker outlines would be better or not, and the default 4chan bg doesnt help.

You also might be using one too many neutral colors: brown, dark gray, and light gray in the clothing.

The artstyle would be great if you could add a little noise over time to the outlines to make it look more handdrawn, but your workflow might not be able to handle that.
>>
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Stop posting fake progress
>>
>>171631327
It looks like shit, if that's what you mean.
Nothing wrong with that if you can't do any better, though.
>>
>>171631327
its okay if you want plebbit auditory.
>>
so who entered the Linux Game Jam?
>>
What is a best way to promote crowdfunding campaign on 4chan?
>>
>>171629616
not much usually, it takes at least two days for me to smell, and I clean myself up every day, although it usually isn't a shower these days
>>
>>171629608
Noice.
>>
>>171631327
stolen
>>
>>171632252
post a thread on every relevant board with a well-crafted template

do this every week or so
>>
>>171632226
I did
with an html5 game
fuck linux
>>
>>171629714
Pretty neat setting idea there mate.
>>
FPS Metroidvania
>>
"So, what do we assume? Programming is an intellectually challenging set of skills that are part of
many important and interesting technical disciplines. In addition, programming is an essential part of
our world, so not knowing the basics of programming is like not knowing the basics of physics,
history, biology, or literature. Someone totally ignorant of programming is reduced to believing in
magic and is dangerous in many technical roles. If you read Dilbert, think of the pointy-haired boss as
the kind of manager you don’t want to meet or (far worse) become. In addition, programming can be
fun."

I like this book
>>
>>171631604
continue the white-blue-red them into the clothing and shading... the brown is garbage, straight greys are ill advised when near colors.
>>
>>171632438
only every week? What about every day? I mean, campaign is only for 1 month and game overall 4chan influenced so i basically plan to ask for ideas for characters, quests, story and gameplay features.
>>
>>171632730
Oh, in that case I would post threads twice a day. Remember to use a tripcode so people won't impersonate you.
>>
>>171632716
You have such a mix of good and bad advice it is very confusing, so much so that I almost want to completely ignore you.
>>
>>171620292
Was that game called Liberation Army? Because I probably played the same game I that's partially where I got some of my ideas from
>>
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>>171632407
Pl-pls no
>>171632716
>>171631829
This any better?
>>171632080
Am I supposed to market towards 4chan /vg/ instead?
>>
>>171632894
i didnt ask for advice on my advice
>>
>>171632818
hope i wont be shitted on too much.
>>
>>171633039
feedback ~= advice
>>
>>171633023
depends on what is matters to you the most. Personally i believe in somehow critically thinking and skeptic community of 4chan, instead of leftie babies of plebbit.
>>
>>171633442
I'm not really trying to market towards anybody, I just want to make a fun game with my friend.
>>
>>171632894
Protip: Insta-toss any advice that is unsubstantiated.

If it's substantiated, you can figure out if it's garbage or not. Someone who gives lots of garbage advice but substantiates it might occasionally give you some good advice!
>>
>>171633023
the clothing is good now, you might still want to change the head section, idk
>>
fuck character design i can't come up with something decent
>>
>>171633620
Add a scarf.
>>
>>171633510
then why you seeking approval in terms of art style?
>>
>>171633697
He can't tell if he likes something unless he knows if other people like it.
>>
anyone have recommendations for unity tutorials?
>>
>>171633898
the official ones + stackexchange
>>
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>>171633697
>>171633723
I think it's important to have criticism, or else I'll stagnate. I liked the original version, but I have to agree that the newer one looks a lot better. And I wouldn't have gotten there if I didn't get that criticism.
>>
>>171632495
fuck linux? why?
>>
>>171633620
ganbatte anon. Pixiv and Pinterest can give good inspirations
>>
>>171633950
tyvm
>>
>>171632226
does it count if I just make a linux build of my game
>>
>>171634074
yes that's fine, it only has to run on linux
>>
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>>171627668

>>171632948
Nah, I looked that up and there's way more going on in that game. The game I was thinking of played much like asteroids except instead of shooting asteroids you fought over and colonized planets. Like I said it was only a vague similarity.
>>
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----[ Recap ]----
Game: Super John Spellway's Actual Fantasy Football 93' Turbo Edition G-X+ (Working Title)
Dev: literalWho
Tools: Aesprite, Graphics Gale, GM:S
Web: N/A
+ Implemented Wraith's Attacks, two ability animations
+ Implemented Poisoned Status Effect
+ Did art for Berserker and Thief Ability animations
- Been months since I worked on this
>>
>>171633984
Too much fragmentation to do anything that does not involve a cookie cutter solution like Unity's export.
>>
>>171634176
man i hope you're joking because if not that shows some real amateur grade understanding
>>
>>171633442

how fucking dumb are you? 4chan is full of absolute retards.
>>
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>>171633662
i don't know anon something doesnt feel right about that
>>
>>171634176
Just link your shit statically.
>>
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rate muh pixel shit

do you guys think my pixel skills would be good enough to make a 2d game
>>
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>>171633023
this is the kinda color feel i get from your char design 5 million years in photoshop
>>
>>171634293
this
>>171634334
what the fuck is that, it's not a robot
>>
>>171634390
normalmap.png
>>
>>171634334
thats cute though
>>
>>171631327
>>171633023
>>171634390
Please at least start by putting it against a dark background. I don't know what 4chan theme you use or whatever but naturally a white/light blue character isn't going to stand out against a light blue background on 4chan.

I think you need a little more contrast between the details on the head too.
>>
>>171634131
Netrek?
>>
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----[ Recap ]----
Game: Legacy Code
Dev: legcodev
Tools:GMS, Photoshop, Python
Web: legacycode.itch.io
Progress:
+ Simplify walljump controls
+ Add a start menu
+ Start work on tutorial
>>
>>171634293
only on surface. Plebbit consist only of sheeps.Even freedom of speech is forbidden there.
>>
>>171634375
what do you guys think
>>
>>171634682
Literally a pallet swap of final fantasy
>>
>>171634682
>>171634375
can't say i like this kind of pixel art
>>
>>171634426
it's supposed to be some kind of robot bee,that's how shitty my skills are right now
>>171634543
y-you too
>>
>>171634778
why not
>>
>>171634231
Well no shit, I like making games, not using a myriad of different distributions to know the ins and outs of all of them. My last commercial game supported ubuntu only because I was using it at that time, and even though I stated that several times people would just be "hey this does not work in mageia linux pls fix" "hey this does not work in arch pls fix" "hey my distro only allows running executables that have been compiled specifically for it pls gimme your source"

>>171634343
Steam distribution for linux works in a really weird way with dependencies. Also, again, I really don't care about learning linux specific stuff for three potential buyers.
>>
>>171634375
>>171634682
It's shit, too many "L" shaped outlines, some parts just dont have outlines, I can't figure out what you're trying to make me see. Is he holding a staff or is that a cape, why is his head sideways when the rest is half sideways (terraria) etc.
>>
i literally can't stop fapping while deving

how do you guys stop
>>
>>171634975
cape lol and it is that way to show his cape like showing it sideways

well how do I make it better
>>
>>171635046
Remember to wash your hands, a smegma covered keyboard is disgusting.
>>
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>>171634915
no details.
>>
>>171634626
>Netrek
Nope, but I managed to find it with a bit of googling. It was called "Gravity Well." Apparently there were some updated versions of it but this was the one I played with the wireframe graphics (this is kind of a poor cap and played at a bit higher resolution than when I played it in the 90's though):
https://youtu.be/kPrAPJRMtIU
>>
>>171634131
Sugoi sugoi, arigato shishou
>>
>>171635163
>vallhalla
i came
>>
>>171635163
how would I give the paladin knight details in that side view plz explain
>>
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>>171634390
Considering I'm doing a game in a cold climate, a dragon with that coloration would make a lot more sense.
Unfortunately it would blend in too much with the background
Therefore I tried to get somewhat of a happy medium between the two, where it would be more distinct in a lighter environment.
>>171634565
My bad, I'm used to using Tomorrow for every board.
>>
I made an asynchronous system event in GM:S and put:

if (async_load["gamepad discovered"]){
pad = async_load[? "pad_index"];}

pad is what I am using to denote the gamepad slot in my controls. It is set in the create event to 0 so it does work on startup (while the gamepad is default slot 0) but when I disconnect and reconnect the controller the new slot isn't being added or recognized some how (the controller stops working if it doesn't reslot into 0 on reconnection).

Does anyone know what is wrong with my code (not my formatting pls no bully). I just want to be able to detect new gamepads and assign them to the player control in case the original pad is disconnected. Async System even runs automatically upon a pad disconnecting or connecting and runs whatever code is in it.

(note: when the event runs it creates a ds_map and then destroys the map on its own after the code is run automatically)
>>
>>171635317
>g-guys how do i draw
GO TO THE FUCKING DRAWING BOARD YOU AUTISTIC PIECE OF SHIT
>>
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>>171635317
whole art should be in different resolution.
>>
Do i need to beat the game i am making a clone of?

the game is a story game and im like half way done
>>
>>171635528
cloning a story game seems like a really bad idea...
>>
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>>171634375
>>171635140

You are trying to accomplish too much with your shapes. Try to do more with less. The final fantasy style you are emulating is fine if the sprites you are going to be using are not going to be moving, but the moment you start using blocks to define features, you will run into difficulty really quickly with converting them into motion without it looking really weird. Having a block of 4 pixels turn into movement that looks like hands will be very jarring when one of them needs to go sideways or diagonal. If you don't believe me, try to animate that character using that staff(?) to do an attack.

As other commenters have mentioned, its hard to figure out what every pixel is going toward in your image. I'm not a great pixel artist, and my characters are bare-bone as shit, but you can tell everything I want you to know about this character even though his limbs are only a pixel wide. He has daggers, a backpack, and generally looks like a thief. He isn't much, but he is expressive enough for the purposes of my game.

Also, black lines will constrict you a lot if a lot of your features are only 1-2 pixels wide. They also are glaringly obviously lacking in areas you chose not to put them.
>>
>>171634941
>i dont know how to static link or just include the libs im using with my game

lol

and steam works by having a runtime with all depedencies in it
>>
So this is a monster! I feel terrified but also have a boner...
>>
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On the topic of sprite art...
D-do I have p-potential?
>>
>>171635796
qt

But you will have to animate it, and well.
>>
>>171635723
>i dont know how to static link or just include the libs im using with my game
Oh, but I do know how to do that. It piss easy on the relevant OSes.

>and steam works by having a runtime with all depedencies in it

if you're an end user and not a developer, maybe
>>
>>171635628
but my final fantasy guy looks cooler than your bandit guy

I am sure there is a way to animate them using the old school final fantasy art style
>>
>>171635796
yes but not because your image is good
>>
>>171635796
No.
>>
>>171636019
>Oh, but I do know how to do that.
apparently not lel

you're a web dev parading as a systems programmer, stop trying to act like you know what you're doing.
>>
thanks agdg for shitting on my final fantasy pixel art I took the criticism as advice and will improve my art
>>
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>animating in photoshop
>>
>>171636635
Maybe try coming up with your own style instead. When I saw your drawing I was instantly turned off because it felt like a cheap knock off
>>
>>171636635
prove us wrong with your actions not your words you FAGGOT
>>
>>171635357
whatever noise you applied helped
>>
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I made a rudimentary message system simply meant to show what level the player is in, as well as instructing them to press R to restart the level.
>>
>>171636862
Keep up the work Anon! I like the grid background, though to be honest, implementing that background seems like it would be more difficult than anything in your game so far.
>>
>>171636734
I wish I knew how artists come up with their own art style

>>171636774
I am not gay I just like traps
>>
>>171637046
>I am not gay I just like traps
https://www.youtube.com/watch?v=p-A8GvUehq4
>>
>>171636716
Get Aseprite, mate.
>>
>>171637046
style = attempting realism and failing in your own special way. the trick is to deviate from realism juuuuust enough
>>
>>171636968
It was a pain in the neck. Took me a few days to actually get it working right. It's not that much code though. The horizontal lines are just a background. Have the code which displays those two, as well as the skull moon.

http://pastebin.com/GvkCduXc

Code criticism encouraged.
>>
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https://my.mixtape.moe/bcucbs.webm
did a little more work on the f-zero clone (even though I should be working on my main game)
there's now proper collision detection with walls and you bounce off, sliding around corners is nicer, and so is sticking to the track. Also started work on a proper camera but it's fucked to hell and back so it's just attached to the vehicle body right now
Note: this track is much smaller and tighter than the final tracks will be, and the game will be faster
>>
>>171635463
Why are ELF VNs so easy to identify?
>>
>>171637945
The human brain is excellent at pattern matching.
>>
tfw too much of a brainlet to figure out gamedev

how do you superior big dick brain gods figure it out
>>
>>171638068
Start small
Keep telescoping out into stuff that seems too hard
Lots and lots of practice
Constructive feedback
Build discipline
>>
>>171638068
Start with something small. See if you can add to it. Keep adding things to it until you get bored. Take everything you learned from this, and try to build something a bit larger. See if you can add even further to it. Continue until you cease to breathe.
>>
>>171638141
what do you mean keep telescoping out into stuff that seems too hard
>>
>>171638191
work on something that seems too hard
now you can do it and it's not hard
work on something that seems too hard
now you can do it and it's not hard
work on something that seems too hard
now you can do it and it's not hard
>>
>>171638191
Start with literally hello world displaying, then try getting a different phrase to appear from pressing a button, then make a tetris block selection algorithm.
>>
>>171638141
build discipline has got to be one of the most retarded pieces of advice I've ever heard.
>"Dad I'm having problems doing things consistently."
>"Well son you just need to build discipline."
>"... h- .... how?"
>>
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>>171638017

sometimes too good
>>
>>171638191
>I wonder if I can make a block move in 4 directions on a black screen.
>Cool.
>What would I have to do to make it move in 8?
>Ah, got it
>What if I wanted it to create projectiles?
>Cool, got that
>What if I wanted those projectiles to hit something else and register?

and on, and on, and on, and on.
>>
>>171638301
Discipline is an information problem, not a willpower problem.

If you're too dumb to look up how to build discipline well...
>>
>>171638191
This is very very accurate.
>>171638346
>>
>>171638301
Discipline, like any other talent, is pursued and maintained.
>>
>>171638491
Talent is innate, you fucking idiot.
>>
>>171638527
The excuse for the ages.
>>
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A, B, C, or none of them for tactical RPG movement tiles?

Artist and I are having conflicting visions about it. We've looked at Final Fantasy Tactics, Tactics Ogre LUCT, Front Mission, Civilization, and XCOM2 in terms of style so all three of them are influenced by varying degrees.

Also we're aware about the corner issue on the bitwise texture, gonna fix it with some round bends as soon as we settle on a style
>>
>>171638673
B or C, leaning C.
>>
>>171638602
Oh yes, you using the wrong word and me calling you out on it is an.. excuse? riiiiight.

Talent is the innate ability to do something well. Skill is the ability to do something, with no implication of how.
>>
>>171638245
>>171638285
>>171638346
>>171638480
thanks guys I will attempt this

I will also use the same advice with women
>>
>>171639021
Just remember: Chicks love the long blocks.
>>
>>171639021
Don't bother, you will fail.
>>
>>171639021
Just remember, Chicks prefer braces on new line.
>>
>>171639097
no way i heard CHICKS DIG GIANT ROBOTS
>>
>>171639005
Discipline is absolutely a talent and not innate. Are some people pre-disposed to being a bit more disciplined than others, sure. But you don't have to look farther than children to see the innateness argument fall apart.

Children are generally talentless. There is no child who picked up a saxophone and belted out a melody their first few times playing. In the same way, nearly every child lacks impulse control and over the course of their life gains it. This is how people keep jobs, find the ability to go to the gym every morning, and eat three squares.

The more you work at being disciplined, the easier it is to be.

All the things that took discipline to accomplish that you didn't are your failures and your failures alone. Looking to blame someone/something else for your failures is - the excuse of the ages -
>>
>>171637140
how does aseprite handle exporting animations? if i have a sprite hold for a few frames does it export it multiple times per frame?
>>
>>171639519
then how do you explain the genius children that are 4 or 5 who have never done a talent before and are super good at it

Checkmate your logic
>>
>>171639607
No it only dumps one image per frame. You'd have to manually write out the images/durations as far as I know.
>>
>>171639607
If you export it to a .gif, it will. If you are going to use it in a game, you need to hard-code the amount of time that frame will hang on screen.
>>
>>171638673
C does not pollute the screen with blue.
>>
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>>171638301
>>
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i should probably start actually working on this instead of screwing around.
>>
>>171640275
Dude last time I was here you were just making the legs do a little jig without a body holy shit nice work.
>>
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>>171639519
>Discipline is absolutely a talent and not innate.
Self contradictory
>>
>tfw remember 5 years ago when I first decided to make game
>remember thinking "if you don't make game now, your life will suck"
>here I am 5 years later and nogame
>full of regret and self pity
>too depressed to make game
>>
>>171639818
>using gif when PNG exists
>>
>>171639650
No kid was super good at doing anything on his first try, maybe other than shitting his pants and crying.

The "genius children" at 5 years old you know of have been taught how to do shit when they were even younger. Mozart for example, his parents consisted of a music teacher and a musician, he was taught about music and composing together with his older sister when he was 3 years old.

He is famed for creating his first musical compositions at 5 years old, but that's a whooping 2 years worth of practice before it. Children however do have better brain plasticity, it's easier for them to "learn" stuff than for an adult, that's a big contributor behind the "genius kid" stereotype. Blame your parents for not forcing you to learn a skill when you were young
>>
>talent exist
>discipline is innate
nice meme you got there agdgaggy
>>
>>171640574

i've been busy
>>
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>>171639519

lol this is retarded. telling inferior people they can accomplish anything only destroys any chance they'll ever have at accepting their status.

the fact is genetics is the most determining factor of success.
>>
>>171635368
Following this up I have tried about 5 different variations, including adding the missing ds_map question mark and converting it into a switch (I even tried to brute force it by just going through each with "if gamepad_is_connected" and assigning to the pad variable. Nothing is working so far.

So barring all that, does anyone have a lead or snippet of code I could borrow that checks to see what gamepad has recently been connected and then makes that gamepad the defacto input device? Again, I am working with a 'pad' variable so I would just be assigning the connected slot to that, but my brute force attempt failed.
>>
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>>171641785
>he fact is genetics is the most determining factor of success.

So if we reverse 14 years backwards to when you were born, and put you in Haiti instead, you'd have just as much of a game as you do now?

Good to know.
>>
>>171642126

its funny you chose haiti. you know, the only majority black country free from colonial rule exactly as long as america was from its own.
>>
>>171640869
Ridiculous.

Take a piano player:
- Is their talent in their long fingers which they were born with? Or in the effort to learn how to use their hands, whatever size, to effectively play scales and notes
- Is talent in their ear to recognize notes? Or in the effort to train their brain to pick them out.

Certainly, if you are born with longer fingers, your ability to play piano has a higher cap than someone with smaller ones. But to say it is ALL innate does a massive disservice to the people who put an exceptional amount of effort to become *ahem* talented at something.

If you put the focus of talent on people's predispositions, you rob the people who are talented at something of their often deserved respect and admiration. In the case of gamedev, the people who make good looking, fun games put a shitload of effort into it over their life. They learned the math through concerted effort in school, they failed at coding over and over, etc, etc.

In the same way, someone who is disciplined, like a bodybuilder, took a considerable amount of focused energy into being disciplined, because its a pursued interest.

It's insulting to say it's merely their 'innate talent'. What a loser's, self-defeating mentality to see the world that way.
>>
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>>171635046
I know if I start fapping I lose motivation to complete the game afterwards so I just won't do it.
>>
>>171642126
he'd still have no game, so yes
>>
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>>171634390
>googum actually has a sense of color palettes
Now that's what I call aesthetic.
>>
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>>171642295
>exceptional amount of effort to become *ahem* talented at something.

your discord is showing.
>>
>>171628968
Make it run on Linux and I'll buy it. I like the style.
>>
>>171634390

yes i suppose steven's universe is something you would watch with all the time you spend not making a game.
>>
>>171642295
>Gives a screenshot of several dictionaries irrefutably proving that your usage of the word 'talent' is mistaken
>"Ridiculous"
Yes, quite. Jokes aside, read the spoiler text.
Anon, you need to stop thinking that I am arguing with what you are saying, I have never once said that your long passages of text were wrong, in fact until now I haven't even mentioned them, the only thing I have said is that your usage of the word 'talent' is mistaken, and proven this fact. It is frankly absurd at how defensive you are of your opinions that you will lash out in such away against someone who ONLY pointed out your mistaken definition of the word 'talent'. Re-read what I have actually SAID, and not your make-believe idea of what I have said.
for reference, these posts, and only these posts, are me:
>>171638527
>>171639005
>>171640869
>>
>>171642249
>the only majority black country free from colonial rule exactly as long as america was from its own.

Yes, because Haiti has as much coal, oil, fertile land, rare earth metals, timber, and land mass as the USA does. We can compare them 1:1 so you can be retarded about the "genetic argument."

Maybe I made a mistake, perhaps we can reverse 10 years to your birth
>>
>>171642774
haiti is very rich in resources

everyone just lazy

wasn't kerbal space program made by hue hue hues?

with the means you could game dev in kenya

they get free shitty computers from gates nd stuff
>>
>tfw you realize your game's scope is bigger than you could possibly make
>>
>>171635368
>>171641868
Well for now I am brute forcing it in a step event which I have no doubt is completely inefficient and probably taxing to check 60 times per second but it works and I can live with that for now. Onward to more immediate progress and to revisit this sad issue another day!
>>
>>171642747
Well, if we are going to be hard on definitions, which is often missing the point of the disagreement in the first place, talent is intended to be used to sum up the total amount of predispositions a person has towards a skill. I'll cede this to you and agree.

I can't think of a single time in my life I have ever heard someone use talent to mean anything other than skilled. I can rarely think of a time I have heard someone use 'literally' when they didn't mean 'figuratively'. Words shift in their use, and talent is one of the more muddied ones.

The reason I get so huffed about this in particular is that people use this idea of 'talent' often as an excuse not to try, and I find, in a time where most of us have access to millions more information and time and resources than our predecessors, I find it to be a disgusting cop-out.
>>
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>>171643116
Ahh good, we've come to an understanding, I can go play Mount & Blade now.
>>
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Good night agdg
>>
>>171643305
wake up you sack of shit its time to dev
>>
Guys, Unity3D works better on AMD or nvidia?
>>
so tired of art

just want to finish MC

and run around in a BSP brush world

shooting capsules and spheres already
>>
>>171569394

----[ Recap ]----
Game: Ghost Knight Victis
Dev: Anomalous Underdog
Tools: Unity, Blender, Substance Painter, Photoshop CC
Web: hypertensiongamedev.tumblr.com
Progress:
+ Created Graphics settings screen which changes screen resolution, toggles fullscreen/window mode, toggles graphical effects, etc.
- Changing screen resolution is still buggy, doesn't move to chosen monitor (on multiple monitor setup)
>>
>>171642519
havent seen it
i make it a point not to watch anything with fat women in it
>>
>>171643770
>*more settings will be available in the future
it better be a real settings menu instead of your cool looking one.
>>
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What are some interesting popular characters?
>>
>>171643991
DBZ
Sonic
>>
>>171643991
adventure Tim
>>
>>171643991
are you sticking to early 2000s CN characters? you're missing aku
>>
>>171643991
samurai jack
>>
>>171643991
Johnny Bravo
>>
>>171644237
>adventure tim starring Fin and Jak
>>
>>171643991
Samurai Pizza Cats
>>
>>171643991
for the love of god can you add samurai jack?

his series is like kino nigga shit your missing out on free fans

do that sexy agent from dexters lab with the monkey if your gonna put his mom or johnny bravo
>>
Cheers, guys.
>>
>>171643991
Ben, gwen, raven, starfire, gumball
>>
>>171643991
john, rose, dave, jade
>>
>>171643991
battletoads
>>
>>171643991
Splattoon squid. you should have Squidward also
>>
>>171644861
Oh fug, that's a good one.
>>
>>171643991
simpson characters
>>
>>171643991
Rick & Morty
>>
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Added a menu and a basic tutorial. Reason for this sort of menu is because it's a school project. The tutorial is pretty basic, but I'm hoping it'll get the job done.
>>
how do i move the world around the character in Love2d?
>>
what's the name of that sort of lewd cat / wolf girl waifu sim?
>>
>>171645905
Liru?
>>
>>171646018
thank you.
>>
>>171620565
You're right, how could they ever know? Professionals who purchase their commercial license are just stupid; they could easily just pirate it for free and never get caught!

By the way, you're a moron.
>>
>>171620565
>using proprietary closed source formats from pirated proprietary closed source software
>h-how will they know??

ur retarded
>>
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----[ Recap ]----
Game: Ctesiphon
Dev: Stomy
Tools: LibGDX, Blender, GIMP
Web: stomygame.tumblr.com
Progress:
+ Got enemies moving again, I was accidentally clearing their move direction
+ If you shoot an enemy or run away after being spotted, they will frantically search around to find you again
+ Enemies can now spot you from much further away
>>
>>171602020
I haven't been to AGDG in a year or so, so I'm a bit confused as to where your (you)s are.

Anyway, here we go. You are fucking retarded, show your polished, handcrafted indie OpenGL/C++ game or kill yourself.

>replying to a meme
hope I
>>
>>171648751
>replying to copypasta
>>
>>171644242
FOOLISH _NODEV_
>>
>>171643848
what do you mean by "real"?
>>
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>>171648576
Heh, I remember that game from the 90s.
>>
You know flash back a few months ago I suddenly had an idea for a turn-combat dungeon crawler with some RPG elements that would be a little of a tribute to games like FF and DQ.
I don't know why I had that idea all of a sudden but I know I ended up not letting go of it. So I downloaded game maker and started to look at youtube tutorials, cause I knew jack shit about programming.
I thought it was pretty interesting to make a game, and I was 22 and I was neet without knowing what I wanted to do with my life, but this little project was so interesting and made me want to learn so much I'm now studying game making in a public university, all in all I know basically nothing but if you guys will have me it sounds fun to make games.
>>
>>171649229
real = good
>>
>>171648869
fucking knew it, see you all next year
>>
>>171645905
who drew this??
>>
>>171649441
theres not anything drawn there anon
>>
>>171649441
I dunno who but it SUCKS
>>
>>171642126
Answer is in most cases, obviously no. But that doesn't mean genetics have nothing to do with anything. It's not black and white, I don't think nature vs nurture is a meaningful debate anymore, it's clearly nature AND nurture for the 99.99999%.
>>
>>171649229
he's channeling cancerous brit and his belief that if your game's graphics menu doesn't have 350,000,000 different options to twist and toggle, your game is shit
>>
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why aren't you making a fuccboi simulator, anon?
>>
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>>171649441
anon we're worried
speak to us
>>
>>171649680
I might add that nurture at a young age being far more significant than your average Joe seems to think. Hence why pre-college education being what is essentially daycare for the most part is so stupid.
>>
>>171649721
to be honest there are still other stuff I've planned to put in: v-sync toggle, framerate cap, texture quality, and a "Toaster Mode" toggle to turn off everything graphics-related that isn't critical to gameplay
>>
>>171649790
>girls
DROPPED
>>
welp, downloaded unity and started going through the tutorials

wish me luck
>>
>tfw too depressed because i'm shit at art and even though i'm good at coding my game will always be a joke because it looks shit
>would probably have better chances of making it if i made non-game software like winrar
>tfw coding anything that isn't a game is boring as fuck
wake me up inside ;_;
>>
>>171650574
for other people is other way around,I make good assets but coding skills are bad.
That said dont be depressed,just go and do something else for a while.
>>
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Anyon else participated in MS Paint Jam? https://itch.io/jam/paint-jam
>>
Say I want to make a 2D turn based game
Would GMS2 or Unity more fit for the job?
>>
>>171650867
gm2
>>
>>171638673
Definitely A.

>>171640275
You can do BotW style downhill sliding segments with a shooting gallery.
>>
>>171650814
I might have if I'd known about it
>>
>>171650961
Thanks for the input, mate.
Any reason why though?
>>
>>171651161
unity 2d is trash,
Unity 3d is blat and overkill.

Any 2d game will always default to GM unless you want to use another language.

Any 3D game should default to UE.
>>
>>171638673
A is horrid. Probably B, but C isn't bad either.

B feels like a good compromise of comprehensibility without being too much blue everywhere.
>>
>>171651241
Alright, thanks man
>>
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>>171596741
barely counts as progress but i'm still figuring out how levels are supposed to look

also thinking about going for a more minimalist look after all because hey inside and limbo did it and i cannot see myself spending hours making each level
>>
>>171651241
Agree on all except Unity3D point. There are plenty of legitimate use cases for Unity as a 3D game engine, a lot, UE are better for, but for some this isn't so.
>>
>>171650451
good luck
>>
>>171650451
You won't get anywhere if you don't know how to make your own assets.
>>
>>171651328
Feel free to disregard literally everybody's opinions on your art and JLMG because having a finished game is a lot better than having good art.
>>
>>171651398
>There are plenty of legitimate use cases for Unity as a 3D game engine
For example?
>>
>>171651241
GMS even works for 2D MMOs?
>>
>>171651398
>but for some this isn't so.
Like what?
UE has better systems, cross-developing with BP's or C++ and the opportunity to custom tweak the engine itssef even though next to no one actually does. Which can also mean bg fixing anything Epic havent or improving.

Unity can only add not subtract or tinker. And even though i advise against BP's. For indie-level games. They can be faster.
>>
>>171651480
>JLMG
Jindal Lead Management Group?
>good art.
so you're saying my art is bad
>>
>>171646185
>>171646657
>pay for 1 months license before your game is released
>re-export the models using that registered version

They literally cannot know
>>
>>171651559
it has networking so why not.
Although I wouldn't advise it.
>>
>>171651596
You dont need to export to get meta-data. Im sure it gets added with each save.
Now whether autodesk overwrite said meta-data or keep the two is another question.
>>
>>171651241
Jewing you out of 5% a quarter is enough not to use Unity
>>
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Reminder: if you are not using exclusively free software for your game, you do not own it.
>>
>>171651805
As long as I made money, I could not care less
>>
>>171651805
im unironically using free software and i didnt even try to.
Though not for music & art.
>>
Eleven
>>
>>171651857
Reminder: if you made money illegally, you do not own it.
>>
Reminder: i
>>
>>171651886
Reminder: if you made money legally, you only own a little more than half of it
>>
>>171651886
You're using your computer illegally, the hardware architecture is proprietary.
>>
>>171650814
>https://itch.io/jam/paint-jam
rigged jam. Obviously only those with tablets will have something good.

We need a true MSpaint jam with mouse only, all art quality accepted.
>>
>>171652010
well memed
>>
>>171651805
what's a free way to make music that lets me force sound through my headphones because my laptop has been broken for years and won't play sound normally for some reason
>>
>>171651805
My game is created using exclusively free software on linux, then I import it into visual studio and compile it for windows only.
>>
>>171652147
gods work
>>
>>171652147
mingw
>>
>>171652147
GCC can crosscompile to windows, you know. You don't need the Visual Studio step at all.
>>
>>171651567
>>171651538
Not him, but doesn't Unity have all kinds of built in tools to work on consoles?

I think Switch is supposed to have a Unity dev kit, for example.
>>
>>171652359
But so does UE
>>
>>171652084
huh? not sure what you're asking exactly but there's loads of free software music production tools.

http://www.mixxx.org/wiki/doku.php/list_of_open-source_music_production_software
http://milkytracker.titandemo.org/
>>
>>171652359
>but doesn't Unity have all kinds of built in tools to work on consoles?
UE has one-click export right?
Does unity cover more platforms currently though?

And are any of those platforms relevant enough to waste time on?
>>
>>171651596
You are a dead set idiot. Luckily for you, you have no chance of being successful so you have nothing to worry about.
>>
>>171651625
>Although I wouldn't advise it.
What would you advise for MMOs then?
>>
>>171652609
RPG maker
>>
>>171652609
Your own solution in language of choice so scalability among others aren't an issue. Also so you can optimize how you want because i cant imagine much freedom or robustness with GM
>>
>>171652609
world of warcraft
>>
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>>171651728
This is why you use Panda3D. It's open source, liberal license, consistently updated and you can run scripts in both C++ and Python. It's a far more versatile engine than Unity and without the DRM.
>>
>he doesn't build his own hardware from raw materials he gathered himself
>he doesn't make his own OS, coding language, software, or engine
And you call yourself a gamedev?
>>
>>171651538
I am using Unreal myself right now but am seriously considering moving to Unity. Unreal is a massive pain in the ass when you are interested in NPR. I just love how easy it is to write custom shaders in Unity and am quite jealous even though Unreal's material system is fantastic.
>>
>>171652796
enjoy burnout
>>
>>171651568
"Just Like Make Game"

I'm saying you've been spending time getting feedback on and trying to improve your art, which is great if your goal is to improve your art, but it's not getting you closer to finishing your game. So if you have the inclination to go super minimal I say do it.
>>
>>171652883
hes being facetious, its the classic exaggeration retort to engine-devs.
>>
Jonathan Blow wrote his own engine and language for The Witness, which is why he was successful.

You guys will always be babies while relying on baby engines like Unity.
>>
>>171653074
> and language
okay bub
>>
>>171653074
>The Witness
he didnt use jai for TW. Jai isnt even out of alpha.
His streams are preety neat though
>>
>>171652950
>I'm saying you've been spending time getting feedback on and trying to improve your art,
i've been posting what i've been drawing but i've spent most of my time figuring out the game design

i don't post those notes because it's massive and incoherent to anyone except me
> it's not getting you closer to finishing your game.
i literally explained in my post what i have been doing

i can't just go in blind and make a bunch of shitty levels, i need to figure out what works and what doesn't, and how i'm going to do collision and secrets and shit
>>171653074
was the witness even successful

it seems like any indie game that doesn't run on a toaster does poorly
>>
>>171653074
>Jonathan Blow wrote
No he didn't. The team built the engine, he was designing the game.
>>
>>171652048
/agdg/ MSpaint jam when?
>>
so can we start a new thread now so that people will start posing progress?
if not then can someone start shitposting about googs or something so we can reach the bump limit faster?
>>
>>171653190
Friend, I'm just trying to encourage you to go ahead with what you already said you wanted to do.
>>
>>171653257
its 8:30, people are asleep or doing normie tasks.
>>
>>171653269
i don't want to make a minimalist game, i'm just thinking about it; i'm undecided

and your arguments aren't convincing me and i'm saying so
>>171653329
it's lunchtime in europe
>>
So I finished chapter 1 of the 2500 page c++ I'm reading, and realized I don't have a compiler so I can't do anything.
Anyone know a good (read functional) compiler for windows7
>>171653329
its 05:33 AM
>>
>>171653474
yurop is irrelevant
>>
>>171653257
this thread will die more or less at the time when people would start posting progress
>>
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>>171653257
are you in some kind of hurry?
do you think people refuse to post progress anywhere but top of the thread?
that would be a shame because even if I skip one or two, I usually just open the most recent and immediately click [bottom] and I'm definitely not alone
>>
>>171653617
>do you think people refuse to post progress anywhere but top of the thread?
its a documented thing from dummies.
Even though theyre free to post again
>>
What the fuck is wrong with you people?
>>
>>171654178 (you)
(you)
>>
>>171654178
it would be far easier to respond to your post properly if you quoted the posts you have issues with
>>
>>171654178
?
>>
>>171652229
>>171652297
I don't have enough disk space to install it
>>
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>this was made with Panda3D
>>
>>171655554
At this point OpenMW is probably a viable choice assuming no license fuckery.
>>
Is it okay to use a gmail account as my official email?

Seems like everyone has a fancy custom domain.
>>
>>171655554
Wow I thought that was a photo until I zoomed in
>>
>>171655816
Fancy custom domains are cooler. If your game is serious it's good to have a domain so you can change websites without making all links broken or obsolete and being able to use the domain for an email is just a bonus
>>
>>171655554
I wonder how much is actually the engine's fault and how much is just due to bad artists
>>
>>171655554
b-but it is free!
>>
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new level. still need to change the sprites and particles of the breakable walls
>>
>>171655554
>dude an old game with old assets made for old 2005 computers has bad graphics lmao!!
>>
>>171630368

quake 2 had the best soundtrack

https://www.youtube.com/watch?v=Z6VpX-feA2M&list=PL063D6A41130EFEFC
>>
>>171656465
Half life 2 was released in 2004
>>
>>171655554
still better than literally anything in this thread AND it was made in 2005
>>
Is Panda3D actually good or is it just a meme? Any AGDG games being developed with it?
>>
>>171656673
half life 2 wasn't a quick movie tie in for kids
>>
>>171657003
somebody dug out some ancient ass shit and is now making it a meme
ignore it
>>
I'm trying to figure out how to get a blueprint to affect a variable in another blueprint in UE4, the documentation told me to set up a target variable which I did. But I can't find the actual variables I want to edit. I can only get the target but I'm not really sure where to go from there.

Man I feel so stupid.
>>
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>>171655554
>2005 game
Retard.

Latest release was December, and you can make some pretty nice things in it.
>>
>>171657003
Don't listen to this idiot >>171657139

The real meme is Unity, with all the DRM, C# and asset store.

Panda3D is a lesser known engine, but has far greater potential and it's free. The reason hardly anyone uses it is because it isn't a meme.
>>
>>171657232
>game vs engine
>>
>>171657003
What's stopping you from trying it yourself?

https://www.panda3d.org/download.php
>>
>>171637365
Dayum. How many tris on that model?
I'd love to attempt to make a texture for it.
>>
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>the only way /agdg/ gets introduced to new, obscure engines is not through new games that are being developed by people who post progress, but through shills and memers who have nothing else to display and apparently aren't actually using them
really gets the noggin joggin
>>
>>171657725
this is a general primarily compromised of unity and GM zealots who sperg out at enginedev talk

its not really surprising
>>
>>171645261
In "start" the A and R look too similar. Weird font. Also the level ends very abruptly... or is that the end of the Gif?
>>
Indeed.
>>
>>171657921
comprised
wew
>>
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>>171657725
There's already been plenty of work posted on the site, which you were evidently too stupid to check yourself.
>>
Quixel or Substance?

Are either of them much better than Blender's texture paint?
>>
I will honestly never be able to comprehend why some people have strong feelings about what tools other people use.
>>
>>171657553
>To successfully use Panda3D, you must be a skilled programmer
>>
>>171658521
I don't think there's anything wrong with expressing confusion over an engine which seemingly has no games in development in this thread being recommended all the time.
>>
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>>171658497
I used blender's texture paint for a while, unless you're doing really simple stuff anything will be better
>>
>>171658675
Its just people shitposting.
Its like you faggots forget our polycode phase (which is still in beta)
>>
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>>171657413

>The reason hardly anyone uses it is because it isn't a meme.
>>
>>171658760
Xenko also had a few weeks of it.
>>
>>171658760
godot deprecated polycode
>>
>>171657003
It's just the same fucking piece of shit who got nothing to do in his pitiful life spamming the thread with irrelevant bullshit.

Before it was Vulkan.
Now it's his >he makes 3D games and Panda bullshit.

For the first time of my life I really wish for someone to die over the internet. 2 fucking years and he still has nothing better to do with his life than spam the thread.
>>
>>171658521
Nodevs have nothing else to feel good about except their opinions.
>>
>>171658843
Might be why. Seems its actually dead since commits stopped in 2015
>>
>>171658862
(You) farmer has a family to feed okay
>>
>>171658843
lmao

those fucks took too long

But anyhow fuck people who think "just compile it yourself lol" is a valid thing to do
>>
>>171659036
>But anyhow fuck people who think "just compile it yourself lol" is a valid thing to do

but that is a perfectly valid thing to do, if you can't compile something how can you even make a game?
>>
>>171658675
I wasn't talking about Panda3D specifically, just the general "hur hur UE is for real devs, unity is bloated", "sperg Unity has a lager community and alot for people use it so it's the best fgt", "Blender is free so it's the best", "only fgt use freewhere, maya is for real devs", "hur durr muh photoshop" etc etc

and yes I know the the people posting that are just shitposting, but a lot for people seem to take a bait and get genuinely upset that someone doesn't support their tool of choice.
>>
>>171659087
Please dont respond to GM babies.
>>
>>171659087
Compiling other people's code is often messy even when you know what you're doing. You have to go and get all the shit together, and god help you if there's bugs / quirks / etc

A few moments of their time vs many wasted man hours of people around the internet trying to figure their crap out
>>
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>>171659151
>being this confused
>>
>>171659194
>Compiling other people's code is often messy even when you know what you're doing.

is this the state of /agdg/ these days? compiling something is too difficult?
>>
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>>171658497
>>171658729
also I'll add that substance isn't really geared for hand painted textures so you should decide what you want to do
>>
>>171659268
Not him but I always found compiling a really complex and confusing process
>>
>>171659087
compiling shit is a hassel. That's the biggest reason I use Godot. I don't have to compile anything to make a game.
>>
>>171659362
go back to the short bus timmy
>>
>>171659194
>A few moments of their time vs many wasted man hours of people around the internet trying to figure their crap out
succinctly put
>>
>>171659268
I agree with your disgusted response to your hallucination of what I said.
>>
>>171659397
When I say compilling I mean the whole linking/includes/compile deal
>>
>>171659506
>woah makefiles are hard >:(
>>
>>171658649
Problem? Sounds like a video game engine.
>>
>>171658729
>>171659307

wow, these look really nice. where did you learn to paint like that ?

any thutorials you can recommend ?
>>
>>171659558
>unironically using makefiles in the 21st century
>his language cant use its own source file as a make
>>
>>171659558
they are hard though...............
>>
>>171659676
>says the one who thinks compiling is hard
>>
>>171659307
and quixel is?
>>
>>171659558
Yes? Even my teacher said to just copypaste his
>>
>>171659708
Im not him you retard
>>
New thread when? Please stop arguing before the new thread. Thank you!
>>
Can we all at least agree that Godot 3 will overtake GMS as the best, most accessible 2D engine?
>>
>>171659787
free software always wins
>>
>>171659787
Eh, I wouldn't say most accessible but it might be technically better.
>>
>>171659608
Not all engines require a skilled programer
>>
>>171659913
>>171659913
>>
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>>171659875
>drag-and-drop """devs"""
>>
>>171656402
Make the guns move a bit when they shoot (or just before they shoot)?
>>
>>171659787
Godot 2 already has better performance and features than GMS. Godot 3 is improving that even further. And I'm not even talking about the 3D side of things.
>>
>>171659558
Except compiling is not just makefiles. whenever I try to compile something it uses I learn it uses a different process. Visual Studio solutions, MAKE, CMAKE, maven. Sometimes they even use custom stuff. It's a real pain.
>>
>>171660124
>woah so ur telling me there's different ways to compile things depends on the software u use
>wtff???
>>
>>171660275
I'm not the one implying compiling is "makefiles"
>>
>>171659875
But most do; they're for people who aren't idiots.

Clearly you fall into the latter category.
>>
>>171660361
>all of them are a single line or click and you're compiling
>wtf so hard reee!
>>
>>171660457
>all of them are a single line or click and you're compiling
I wish
>>
>>171660508
of the 4 you listed
>>
>>171659628
>>171659718
thanks. I replied in the new thread!
>>
>>171660669
That's only true if you don't need to configure anything which is rarely, if ever, the case.
>>
>>171661078
>run configure command
>woah wtf that was hard
>>
>>171660445
By that logic anyone who isn't a skilled programmer is an idiot, which is just ridiculous.
>>
>>171661168
What is the configure command?
>>
>>171661284
./configure
>>
>>171661187
If you're trying to make a game and you don't know how to program, then yes, you are retarded.
>>
>>171661401
>every project hasa configuration script
>>
>>171661553
>being a skilled programmer
>knowing how to program
>the same thing
>>
>>171639767
>>171639818
8 hours ago anons, the json export format includes duration
Thread posts: 772
Thread images: 140


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