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/agdg/ - Amateur Game Development General

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Thread replies: 757
Thread images: 160

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There's never anything good on TV anyways.


> Previous Thread
>>171729073

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

> Play Comfy Jam games
itch.io/jam/agdg-comfy-jam

> Helpful links
Website: tools.aggydaggy.com
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

> Engines
tools.aggydaggy.com/engines

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org

> How into .webm
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter
>>
Godot or GMS2?
>>
>>171785389
Why did you replace all the engine link with tools.aggydaggy.com/engines
But you didn't replace all the asset links with tools.aggydaggy.com/assets
Why did you add webm links instead of just linking to tools.aggydaggy.com/tools

Why even have all of those links at all when all of them are covered with just tools.aggydaggy.com
>>
Reposting my song progress
https://clyp.it/0ikkunet
>>
bleep blorp
>>
>>171785515
When I do that, at least two of you shitters will waste valuable time with nodev.
>>
>>171785515
fuck off
>>
>>171785460
Godot is better overall, but a bit harder to get into. GMS is restrictive, but is more retard friendly.
>>
>>171785460
If you know how to gamedev, use Godot.
If you don't and want to rely on the availability of tutorials, pick GM. I wouldn't necessarily recommend to pick up 2 this early in its development, but I haven't tried it yet.
>>
>>171785604
Sounds like something out of Wario Land 4.

Terrible left-ear bias, though.
>>
>>171785460
What these two said

>>171785645
>>171785832
If you're not a total beginner Godot is much better(at least from my experience).
>>
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>>171786195
>Wario Land 4
I don't think we had the same version.
>>
I want to start a new game but I don't even know where to begin because I've been working on the same project for like 3 years and now I have a boyfriend who's a really popular furry artist and he wants to make a comfy game with furry characters and I'm doing it in C++ which I've never used before and I'm failing my courses in school and I still don't have a job
>>
>>171786195
I should play Wario Land 4. I hear great things about it. Thanks for the feedback anon
>>
>>171786415
> now I have a boyfriend who's a really popular furry artist
>boyfriend who's a really popular furry artist
>popular furry artist
>>
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So is this the best way for doing multiplayer on Android for small peer-to-peer?
>>
>>171786552
You should. It's extremely good.
>>
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Hello. Sold our souls to the devil and made a mobile game with some friends. Who wants to test it?
>>
>>171786718
Change the name to Thicc Bunny and I'll consider it
>>
>>171786718
Me

>>171786652
There's not much of an alternative on Android.
>>
>>171786393
Sounds similar to me?

https://www.youtube.com/watch?v=XPiUBGcoSp4
>>
>>171786415
All memes aside, the answer is obvious. You're sitting on a goldmine. Think about it. What is the only kind of game will make you tons of money in very little time that can benefit from your programming and your degenerate boyfriend's artistic "skills"?
>>
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>>171786623
You heard me cunt
>>
>>171786718
don't you think that title is a little... problematic???
>>
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>>171786415
>>171786415
>>
>>171786993
I still have a hard time connecting them. I know where you are coming from, but nah man.
>>
>>171787158
All the best /agdg/ devs are fags
Google it
>>
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>>171787069
>little
Excuse me?!
>>
>>171787221
i'm gonna need concrete examples

before you say it, the certain ""popular"" tripfag is not a dev
>>
>>171787317
Google it
>>
>>171787348
if you don't understand some word in "i'm gonna need concrete examples", google it, then once you fully understand my statement, return and answer my question please
>>
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Is this wide shot "wide" enough for a beginner friendly character?

Still need to make her mechanic specific HUD and replace all of the art that is still a holdover from the original prototype (like the moth balls hovering around her. They are temporary but for now they are offering the ultimate in moth tactical support).
>>
Is there an agdg related discord?
>>
>>171787526
No. We don't use botnets.
>>
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Could /agdg/ help with sprite? I can't put fucking titties in it. Right one is male, the left was supposed to be female but looks more like a fag or a flat-chested.

Restricting myself with 3 frames and 16 pixels width because anything more than that triples the work.

At least the male is OK?
>>
>>171787526
Trust me, you really don't want to be in it. But here it is.
https://discord.gg/DZmNR
>>
>>171787471
I wanna ride her dick
>>
>>171787635
1. mute all channels but dev and artdev
2. done
>>
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>tfw studying CS in college
>tfw no free time to dev
>>
>>171787821
Enjoy """"talking"""" with googum, rotate and sourcefam
>>
>>171787963
Got time to be a frog poster though
>>
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>all these people spending 100's of hours learning to code or draw
>when Facebook is going to release a machine which will put anything you think of on screen immediately, in only 10 days

Face it nerds, Idea guys like me are going to rule the world
>>
>>171787595
>16px width
That's not exactly a lot of room for tits. With clothing you could probably use a monoboob shadow to indicate bustage. Doubt you can do it in nude mode. 5 pxs chest width would probably allow for better symmetry; 4 pxs would have either off-center stuff or 2 pxs for what should really be just 1.

>male
Looks like he's using invisible rollerblades due to the angled feet. Both sprites have that shadow around the undies that makes the legs look kinda detached.
>>
>>171788051
That's clearly a fucking kot
>>
>>171787595
Stop using black lines as outlines and you have more pixels to work with.
>>
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>>171786894
ok

>>171786930
fatbunny.groovyantoid.com
Thanks bro. I hope you haven't got an iphone because unity shat out a 300mb monster of a build for whatever reason. gotta figure out how to optimize that shit.

>>171787069
what, why
>>
>>171787798
t-thank you, anon, but moths are not for lewd
>>
>>171785460
Freedom or Slavery?
>>
>>171788036
none of these are there though
>>
>>171788314
>300mb
You guys really need to fix that, no one is going to download a 300mb mobile app for a 2D game.
>>
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>>171788314
>unity
>surprised about bloat
>>
>>171788401
>implying
They are notorious for ban-dodging, samefagging and false-flagging.
Rotate was the one who started the whole AGDG discord shit, and googum kept shilling for discord for years.
>>
>>171788491
>fatman talking about bloat
oh I'm laffin
>>
>>171788036
>>171788556
Admin
>>
>>171788556
stop talking out of your ass
somebody might fall for this meme
>>
Wish I sex human girl instead of gamedeb
>>
the problem with making a furry game just for money is the furry population is very little like 1% and then you have to find them which is even harder
>>
>>171788132
> With clothing you could probably use a monoboob shadow to indicate bustage
This is what I can't get right, since I am a not!artist from the far away land of /tg/.

>Looks like he's using invisible rollerblades due to the angled feet.
These are quite interesting for you pointing out. Will try to fix it, although with clothes and walking in an environment I (would like to) think that this doesn't show up much.

>Both sprites have that shadow around the undies that makes the legs look kinda detached.
Undies are only for me to guide myself when spriting, since this isn't saw with a clothed one.

>>171788207
That's not black, but a darker shade of darkest dark. And I prefer a blac... uh, dark outline to detach the characters from the environment.

Thank you both for the tips.
>>
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>>171788857
Dark outline isn't necessarily bad, but this shade of black doesn't help. Dark purple usually works.
>>
>>171786718
i want to test it!
>>
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>>171787595
Excuse the cancerous AA. There's only so much I can do with a 128x128 .gif
>>
http://www.squidi.net/three/entry.php?id=210
Idea guy: the idea game?
>>
>>171789415
wow someone who is worse at pixel art than me
>>
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Got the first NPC (well, Subcommander Fiste was the first, but he's a special case since he's a move-teaching asset I'll be reusing. This is the first level-specific NPC) set up for Grazin' Grotto: Brenda-Mae!

She's the owner of the ranch (cows incoming) that forms the cornerstone of the level, and who built all the drawbridges, and will give you core shards if you bring her feed for her cows as a little side-mission.

Her animations aren't finished, but they're pretty close. The dialogue system is as reusable and simple as I was hoping, so back-pats for me, but this will be where I learn how to do level-conditional dialogue for whether or not you've been assigned or completed her quest.

Please disregard the lack of mouth movement, I don't have the facial-texture animation system set up yet. Nor do I have a dialogue animation for Dixie, and I need one. Oh, and please ignore the fact that she's tilling nothing, I have an asset for tilled soil in-progress.

Dixie's full name revealed! It's Dixie Douglas. Her sister is Trixie Douglas. In case you cared
>>
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>>171789189
I just picked the darkest color on the DawnBringers 32 color palette, because I haven't thought of using the second-most darkest color (the dark purple you mentioned).

>>171789415
Will save and look at it later. Thank you for your effort.
>>
>>171788796
1% of what, the global population? That's like 70,000,000 people lad
>>
>>171789587
I would love to help you on your game

I can program and do 3d modeling
>>
>>171789709
>Will save and look at it later
I only added some pixel tits
thanks for humouring me d:
>>
>>171789771
I can't really do either, but I'm fine doing it on my own. I'd rather it be sub-par than have to collaborate on this, it's a project I want to do myself.
>>
>>171789458
>300 mechanics
That got a laugh out of me at first, but I'm seriously considering browsing through that and stealing one or two.
>>
>>171788314
Looks cute, how big is the Android build though?
>>
>>171789796
Actually, since you used AA, the colors went off, so even with just a couple of pixels, the color must be adjusted to see if it works as intended. That's why.
>>
>>171789857
lets be filthy rich together
>>
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>>171787595
I tried

>>171790082
only 24mb so we're all very tired and confused and fed up with apple

>>171788491
how's that physics engine coming along?
>>
Is skill rust a good way to encourage specialization?
>>
>>171790731
>skill rust
I am unfamiliar with this concept. Elaborate.
>>
>>171790603
I wanna fug those female pixels
>>
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>>171790859
dont lie gayboy
>>
>>171790813
It's a fancy way of saying "if you don't routinely use a skill, its level decreases".

So like, experience decay on upgradeable skills.

You can't grind a skill up and keep it maxed, if you don't continue grinding it it will decrease over time. So basically, the only skills that stay high level are ones you continue to use.
>>
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>>171790603
Haters will say it's traced.
>>
>tfw it takes so much time to make a decent model in Blender and then a ton of time to make a background
>>
>>171790813
Your character's skills degrade over time if not used. It's a mechanic that appears in some sandboxy games like CDDA.

The way I imagine doing it is have the skill go down linearly over time. Each skill would end up at an equilibrium point where how often the player exercises the skill matches the rate of degradation. Both the training speed and rust speed should be fairly low so you don't have huge fluctuations within a small time period. Otherwise you could have dumb stuff like "I make ten knives every day, I start my mornings at 5 smithing skill and end them with 10, and it goes back down to 5 after I sleep"
>>
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How do I make a hacking game?

I want the player to hack the NSA, hack area 51, hack the Russian elections as revenge, hack WikiLeaks and let them use a .gif to kill an epelectic and be sentenced to 30+ years in Guantanamo Bay.

I know C# and Unity and like to keep it light on the art and dialogue driven.

Give me your ideas you lazy fucks.
>>
>>171791014
I see.
Personally, Punch Club had me frustrated doing this. The effect is worse when skills aren't mutually exclusive (to a point). For example, using one-handed versus two-handed swords. I wouldn't feel fucked by choosing one over the other, because that's just preference in playstyle. Having to decide between one-handed swords and lockpicking though is shit when you can't hack your way through doors on level 100 swordfighting.
>>
>>171790603
Whoa! That's quite impressive! Really! Even with the added pixel width. Do you work with this? I'm willing to pay for a full spritesheet for both male and female, front, side and back versions, 3 frames each.
>>
>>171786718
I'll test it. Give me details. I've also sold out to the mobile shizzle: http://www.moddb.com/games/switchum
>>
>>171791392
Use compooders in yur gaem.
>>
Is RPG maker MV decent, or should i just stick to game maker for mucking around and trying shit?
>>
>>171789571
Yea, the gif is too big to load so here is a youtube link. https://youtu.be/JPxTwnUXUDI

Note towards the end that I jump to that bottom gray bar and it snaps instantly instead of finishing the jump height. Wasn't sure if this was related, but maybe? I also frequently fall through after trying to jump. I think this is probably related.
>>
>>171791448
Ah I figures it out once I read a bit more of the thread, I'm a tester now.
>>
>>171791624
What shit do you want to try?
>>
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does your game have screen shake?
>>
>>171791421
You are Charlie
https://youtu.be/bTplmVB_xX4
>>
So i dont want to set anyone one else off here
but what is the consensus on the pay what you want 2017 Master Game Development Bundle at stacksocial

i would link but i dont know if this is a bait question
>>
>>171791646
I just noticed that the y-value is a float.

Try this after all your movement code:
x = round(x)
y = round(y)
>>
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>>171791764
yes
>>
>>171791624
If you want to make an RPG with very generic classic RPG mechanics, RPG Maker can work for you.
But it is very specifically designed for that. If you want to have more freedom in what mechanics you have you'll need to use a more general engine like Gamemaker or others.
>>
>>171791678
building up an srpg
>>
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>>171791913
>60 bucks to make a flappy bird clone
There is not a single course I would take. Even for free.
>>
can you guys stop shitposting and post progress please
>>
>>171788036
gogem got bullied off the discord, nobody there likes him and he hasn't been there in the time i've been. at one point he tried to give out free copies of his game and people just left shit reviews on it lol.
>>
>>171791913
Can't speak for that particular bundle, but I'd avoid buying shit at stacksocial. You might get a course with an Indian with thick accent.
>>
>>171787821
Underrated advice. All the non-dev channels are predictably full of retarded nodev shitposters just awkwardly hanging out for whatever reason. Very easy to ignore, though.
>>
>>171791913
>>171792302
>>171792576


thanks for the feedback ill keep looking
>>
>>171792557
why does no one like gogem
>>
>>171791421
Sorry dude but things are pretty hectic right now since we're almost done with the game and realized we have no idea what our release strategy is.

I wish you the best of luck with your game though.
>>
>>171791392
length of game? I could help you since it might help me on my project as well.
>>
>>171792754
No problem at all! Thank you for your sprite art, hope you don't mind if I use it as a base for another template. Good luck on your game, wish you everything best.
>>
>>171792102
nice
>>
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>Good luck on your game, wish you everything best.
>I wish you the best of luck with your game though.
Fuck you, agdg. Fuck you for making me think these two may be meming.
>>
>>171793218
>formal tone on /agdg/
probably a meme
just shill it elsewhere, watch people react and it will all clear up within a bat of an eyelid
>>
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Trying to start some work on the combat in my project, so I've been getting some basic stuff that I'll need started, like damage-pop-up, FX and other stuff. Not much else, unfortunately.
>>
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Added sliders.
I was changing each value one at a time in the console before this.
>>
>>171792695
He keeps using progress he finds here without permission and giving no credit to give the illusion he's a successful yesdev in his monetized videos on Youtube.

Meanwhile his actual claim to fame is a Kaiji ripoff online rock paper scissors simulator that maybe ten people play.

He pissed off normies by making an achievement that could only be won by sending him money on PayPal. When they complained he gave them a cheat code that just wiped all their achievements instead.

He thinks he's a hilarious edgy troll but he ends up just pissing everybody off by being pretentious and greedy.
>>
>>171793423
Will this game have a gacha?
>>
>>171793465
Are u planning on making an engine?
>>
>>171793584
No, fuck gatcha. I hate gatcha, I wish all gatcha and mobage would die. Fuck everyone who plays gatcha and enables that shit.
>>
>>171793423
why do you guys use placeholder cubes or art and not work on the art first
>>
>>171793597
Yes but nothing on the scale of Unity/GM.
I made a game framework, tools and try to make things reusable for other games.
I add useful debug things for the game when I need it.
>>
It feels like it should explode, doesn't it? Or least scale back down before disappearing.
>>
>>171793835
Cause if you make art and then test the gameplay and need changes and the art isn't suitable anymore, you just wasted time making art.
Always use placeholders until you know 100% what you want.
>>
>>171793835
Art is hard and I only have one artist aside from myself. I'm no amazing artist either, so it doesn't help since I'm still working on improving to do a better job.

Also, still deciding on final art for many things. All I've got are environment concepts, model WIPs and character designs.
>>
>>>/g/59532754
>>>/g/59532754
>>>/g/59532754
>>
What are good places/resources to learn Unity programming?
I know the fundamentals of programming and C#, I just don't know how I'd apply that to Unity or game programming in general.
>>
>>171793089
thanks
>>
I'm making an open-ended singleplayer game, but I'd like to collect data on player progress so I can see which bits people struggle with. I'd basically like to get the player's ingame location, personal stats (health, items etc) and quest progress every few seconds so I can see what I'm doing wrong in development. Is this an evil idea? I'm going to have an up front checkbox that asks the user if they're willing to give anonymous usage data. Is there any legal data protection red tape that I should be worried about? I'm in the UK which seems like the kind of place that would have laws about this shit.
>>
>>171794442
If you are giving players the choice then it should be fine. Heck most games do this without giving an option for stat collection like popular paths and locations around maps.
>>
>>171794219
Did you just ask if it was possible to do something that basically every shooter from 92 to 97 has done?
>>
>>171794694
Do you got any example?

>inb4 static sprites
>inb4 he didn't read the part where I ask about a 3D model composed of diferent body parts made of sprites that change when you do an action or rotate the model
>>
>>171793880
implode
>>
>>171794442
Even if it isn't illegal, I would definitely inform people that you're doing it. A single player game that is sending out packets will raise some eyebrows.
>>
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Juicy enough or does it come off as lazy?

If you can tell me where the temporary quill comes from, you get a prize
>>
>>171795470
Yugioh
>>
>>171794847
Doom

>3D model composed of diferent body parts made of sprites that change when you do an action or rotate the model

So regular models with regular textures/materials/shaders?
>>
>>171794442
Some games do this passively with Steam achievements, but obviously the info you collect isnt as comprehensive
>>
>>171795470
Very lazy, a simple mask shader would do wonders.
>>
>>171795618
https://www.youtube.com/watch?v=6-lDwfIix28

this but in 3D
>>
>>171795562

Nope

did I mention that for every wrong answer, I'll cut off one of your body parts?

>>171795645

figured so, I guess I'll come back to it
>>
>>171795721
Do I get to choose which one?
>>
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Does your game have violence?
>>
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>>171795784

the one that helps you gamedev the least
>>
>>171795864
The answer is:
Not enough.
This is true for every game. No exceptions.
>>
>>171795864
violence is subjective and relative, I like to think about things such as making my game good
>>
>>171793423
Did you make the effect? If so what did you use?
>>
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>>171795909
Don't need legs to dev.
Half priced trousers for the rest of my life!
>>
A publisher wants to give me money to finish my game, how do I ensure I don't get screwed over?
>>
>>171796334
By not signing up with a publisher.
>>
>>171796125
It's all unity's particle system.

Check out the tutorials of the guy I got it from.

https://www.youtube.com/watch?v=6LJVpNlwlkQ
>>
>>171796334
Is there name blackshellmedia?
If not, get a lawyer to read the contract so you don't end up giving them your IP or other crazy terms you may not notice.
>>
>>171796334
Take the contract they give you to a lawyer to ensure you don't get fucked. They'll detail the whole contract out for you, the terms and everything else you need to know.
>>
>>171796471
What's the deal with blackshellmedia anyway? I don't come to /agdg/ often enough to keep up. I see they published VoTS and a lot of shitty looking non-/agdg/ indie games but what's the rundown?
>>
>>171796625
supposedly they're megajews
>>
>>171796625
https://youtu.be/2N5BrX3NNRE
Tell me this isn't the most soulless advertisement you've ever seen.
>>
>>171796625
They basically take 30% to do apparently not much work.

I mean, I get reblogged by them all the time and get fuck all as a result.
>>
>>171796334
>A publisher wants to give me money
Take it. You won.
>>
>>171796625
BSM they're spammers basically
>>
>>171796625
They do promote your game, but they also basically own the sales rights to your game, and they take a big cut. VoTS dev said that they put his game on sale for a ridiculously low price without even consulting him
>>
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Please confirm if this will work

I want to make it so attacks in my action game can't play at the same time, because right now they combine which leads to some wonky results.
The idea I have to solve this is to set the button inputs to set the "sort of attack" to a certain value and then broadcast an "attack input" message to the "attack execution script" that reads what attack needs to be executed by checking the "sort of attack", and then executing it. This will make all attacks go through that attack execution script, and since the script cannot run again until it is completed, this will make it so attacks aren't played at the same time.

However I want to manually set moments during which the attacks are cancellable. I'm not sure how I would do it yet, but if I use the above method would that still be possible or do I need some other way of doing it?
>>
>>171797264
State machine senpai.
>>
>>171797402
What the FUCK is a state machine
>>
>>171797486
It's what the doctor called your mum when she made you because of the fucking state of you.
>>
>>171797486
Contingency plan machinery able to take over parts of the USA in case of a nuclear attack.
>>
>>171794847
>3D model composed of diferent body parts made of sprites that change when you do an action or rotate the model
someone here was making a game like that, I think they dropped it, was interesting, had a hooded main character and lots of greenery
>>
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REV UP THAT PROGRESS, because I have had a productive night tonight.

+Adjusted timings for player punches. Previously, jabs were a 20 frame move with a hitbox that came out on frame 10. hooks were a 17 frame move with a hitbox that came out on frame 15. They both have been standardized to be 17 frame moves with hitboxes that come out on frame 10, making hooks feel less laggy and jabs have better recovery time.

+I made a script to generate enemy hurtboxes and guardboxes. Not visible in the webm is that each hurtbox has its own individual value for the amount of 'stun' damage the hurtbox has if you hit it and a modifier for damage taken. For instance, all enemy hurtboxes have a stun value of 3 at the laggy end of the move, meaning that if you hit the enemy they'll go into a stunned state tha lasts until you punch them 3 more times. The bottom-right active hurtbox has a stun value of 5 while the enemy's arm is raised and during the short motion where he's punching, meaning that if you've got the timing to counter him, you'll deal extra damage and get an extra 2 punches in for free during the enemy hitstun!.
>>
>>171797486
bunch of enums on your character script

Idle, Acting, etc

only accept inputs during idle, accept cancel inputs during acting input to return to idle, etc

You don't have to get complicated, just have a single ChangeState method that calls ExitState, performing actions depending on the current state and EnterState which changes your currentState variable and performs any starter actions for the new state
>>
>>171797486
If your game isn't already a giant state machine then it's probably coded like garbage.
>>
>>171795470
>stretching when writing
doesn't make sense, doesn't feel right
>>
>>171797673
Brainlet
>>
>>171797664
Terrible implementation.
http://boreal.aggydaggy.com/programming/2016/05/25/mean-clean-state-machine.html
>>
>>171797664
That wasn't me, but thank you. This makes sense and I forgot about this element in any good action game. derp.

I'll try thinking up a solution using states.
>>
>>171797801
it's simple and it works
>>
>>171797969
It's not as simple nor does it work as well as what is outlined in that article.
>>
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I have a question about C++ inheritance and such. Can someone help me with this?:
http://pastebin.com/y1tc2wKu
(problem described in the comments)
>>
>>171798091
You set the id to the count at creation and print that. Why would you expect it to print 123321 if you go ABCABC?
>>
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>>171798091
>Average engine user
>>
>>171798206
Because when I do a->PrintID() for the second time, there are 3 instances of class A (or those derived from it). That's why I thought the count would be at 3 then.
What am I missing here?
>>
>>171786718
FUCC that shit's hard after the little aiming tool disappears.
>>
>>171798478
You're printing id, not the current count.
>>
>>171798528
Holy absolute fuck. I guess 3am coding is not that good for progress. Sorry for the retarded question.
>>
>>171798686
Not sure about C++, it's been a while since I used it, but if you had it set up as a reference / pointer variable your question would work. It's not a retarded question, just a fuck up.

But by default, I always see integers as passed by value.
>>
I love /agdg/ it is the only place no matter your Gender or race or political views we all come together to help each other in making game nothing else matters
>>
>>171799314
I ain't helping no good-for-nothing Car Party members!
>>
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hork hork
>>
Musicbros, how long does it take you to make music? Say, 3 minutes. I'm starting out and I'm slow as fuck to the point of being useless.
>>
>>171799413
there is nothing wrong with making a car racing game
>>
>>171799453

i asked before, is there any way i can follow this?

do you have a twitter or youtube channel or something.
>>
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Went ahead and started adding Sana's character switch to all of the intro stage dialogue. Still unsure if I should increase the angle of her wide shot. I think if I did I would have to add more lines of fire to fill in the gaps.

Yes she is a very tiny moth. Bosses make reference to this and it upsets her.
>>
>>171799565
sorry man, first ive seen anyone asking to follow
If I post at all its usually here, sometimes my tumblr too:

http://lukesandersongames.co.uk/tagged/Hork

thanks for the interest x
>>
>>171800089

i like physics games and IK platformers. your movement looks really fluid.

you should post more often.
>>
>>171800305
hardly have the time to work on the shit I want these days desu, focusing on finishing my MSc right now.

Speaking of which, some guy from UbiSoft's coming to Uni tomorrow to check out our shit, might show this off and see how it goes.

thanks for the feedback bruh. shit helps
>>
>>171800917

honestly there's a huge demand for fluid IK platformers/shooters.

have you played intrusion 2?
>>
>>171801114
holy shit this game looks rad
im totally gonna nick some ideas from this desu

there's something nice about a game being controlled by physics, makes it seems like its actually alive rather than playing canned animations. that and i cant draw for shit, so this is the best route for me to go atm.

i'll keep working hard on this (y)
>>
>>171801712

i've beaten he campaign like 14 times because the physics situations are so dynamic. its my current standard for what a physics based game should be.

its kind of why i jumped when i saw your game because no one is making an intrusion 3.
>>
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indie game dev was a mistake
>>
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how do you top down senpaitachi design game areas?
i'm overwhelmed at the sheer scale of areas and I design things like shit because of it
>>
>>171801947
to be fair I still don't have an exact idea of what the game should be. something along the lines of LocoRoco mixed with Gunstar Heroes at the moment, but I haven't given any thought to the story or enemies or even much of the gameplay.

I need to make scenarios where I can get really wild with the physics. That bridge in intrusion, for example.

Come to think of it, why was loco roco so damn fun? gameplay was sort of all over the place
>>
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>Learning OpenGL and just now managed to move a rectangle around the screen

I severely underestimated the work that goes into rendering.
>>
>>171791962
That is great man, that fixed the pixel down and I'm no longer falling through the gray bars. It is snapping when jumping up now, though, instead of passing through and finishing a jump and finally landing on the gray bar. But this is much better, either way.

I'm also seeing the sprite go ~1 pixel into the wall still but ONLY when I'm facing left.

I appreciate the help, man. That has been driving me nuts for like 2 weeks and all the tutorials I've been working on all that time didn't work because I kept falling through floors. Thanks so much!
>>
>>171802415
dude like, just send vertices into the buffers and render lmao
>>
>>171802339
>literal animal crossing
>living besides loud traintracks
>loads of open space with no content
what are you doing?
>>
>>171802274
I got a she/her one 4 teh lulz and had several lgbbqt outlets interview me at GDC
>>
>>171802274
what's wrong with this
>>
>>171802415
Now try it with Vulkan.
>>
>>171802720
although it looks like shit its a fence

but yeah that's what I mean I guess
I'm trying to figure out how to design areas better, I guess I'll just do more concepting
>>
>>171802384

because physics games generally have a much higher cap on situations you can create and find. i'm making a physics game because of that reason. you should go for it though this has a lot of potential.
>>
>>171802905
My GPU has no Vulkan support.
>>
>>171802826
Pandering to a vocal minority of tumblrites that doesn't even return the favor.
>>
>>171802990
Sounds like you need to config your monitor for polygons.
>>
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>tfw learning toon boom
>>
>>171791392
Sup anon, I'm working on a hacking game where you hack the FBI, want to compare notes?

If I would give advise, it would be don't spend too much time simulating "real" computer workings, for the sake of accuracy. As long as its organized and easy to extend I'd go with the smoke and mirrors approach.

As for narrative approach, another dev mentioned they thought people stopped caring after about five words at a time, so big long emails you hack into are probably not the way to go. I have IM and irc-like rooms, so the conversation will naturally be more clipped

My game:
https://steamcommunity.com/sharedfiles/filedetails/?id=866099107
>>
>>171799767
I'm sure it's not just an issue of shot width. You might not have to move to hit everything, but enemies generally get further down the screen. Compared to focusing down one side, then only having to dodge shots from the other. But you can hit bosses from anywhere, and don't have to follow them around, so that's a bonus.
Like everything else, depends on how you set up the patterns. Great feedback, huh?
>>
>>171797642
Where can I follow this? Got a blog or anything?
>>
>>171802908
but it looks okay for the first attempt, just look at how other games populate their areas.
>>
>>171797642
lets collab together where can I reach you
>>
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I keep wasting time in the game instead of making new things.
>>
>>171804939
That explosion effect isn't cool enough.
>>
>>171805128
Placeholder, going to be using particles for the actual thing.
>>
>>171804642
It is actually! You would be amazed how much every little bit helps. Thank you for the feedback, anon!

I agree that stage layout/enemy spawn/patrols will have to play a big part in balancing her out. In general I am just wondering if giving her more field dominance is a good idea or if making a beginner player have to move around a bit and still work for the wins would keep them more interested.

I figure if I widen the shot any more than it already is I will have to drop the damage of each individual shot to compensate.
>>
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Why have 2d isometric "tycoon" games largely died out when everyone seems to love them?
>>
>>171804939
That status bar kind of clashes with the rest of the art. Is there anyway to follow this game's development?
>>
>>171805282
Nobody seems to bother anymore. Isometric was the stepping stone between 2D and 3D, and now that 3D has become easy to do, Isometric just faded away.
The Tycoon genre has moved on to DF and Prison Architect-likes.
>>
>>171805282
Isometric is hard sometimes. Balancing tycoon gameplay is hard. Clicker-type mechanics are a huge pitfall and easy to fall in. Pretty hard to beat the classics, which a lot of people still play.

Kairosoft basically makes only isometric tycoons, but I'm sure they have a premade engine with magic numbers that work and they just reskin it.
>>
>>171804939
That's a good thing, it means your game is __fun__
Gotta ask, do you actually get to do maid stuff though? Sweeping floors and all that?
>>
>>171804939
how do you feel about learning toon boom to make the animations of your game?
>>
>>171805838
>toon boom
I'm not interested in making a family guy game.
>>
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who killed him?
>>
>>171805941
Heard he was a big number on the airwaves. My bet's on television.
>>
>>171805316
I see what you mean, but at the same time the art isn't final. You can follow it on hexundev.tumblr.com

>>171805592
Yno. You get to see a short dialogue in the intro where maids talk about maid stuff.

>>171805838
No interest in it, I used it once and I liked flash better. CSP is exactly what I need anyways.
>>
>>171802339
http://www.gamasutra.com/resource_guide/20010716/chen_01.htm
i found this pretty helpful
don't take "rooms" "hallways" too literally
>>
>>171805941
It was the bogeyman.
>>
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>>171806112
>Not adding skills that are maid parody moves like "Serve Tea", "Floor Sweep", "Dust Attack"
THESE ARE FREE.
>>
>>171805924
https://www.youtube.com/watch?v=WmgnK287EAc

>he blames the tools
>he specialy blames the industry standart

>>171806112
I'm using a course to learn toon boom.
there's literally no competition.
flash is a piece of shit compared to toon boom.
>>
>>171805941
They shot him before throwing him off a plane
>>
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>>171806292
Why would someone do that?
>>
>>171806258
M-maybe maid themed taunt animations if I have time.
>>
>>171805941
>make a FPS
>not locking and hiding the mouse cursor

Fucking why do people do this, it triggers me so badly for some reason
>>
>>171806393
I was wondering the same. A lot of loyalty for a hired gun.
>>
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>>171806258
>parody moves
Y-yeah but, what if we could actually sweep the floor tho
>>
>>171806508
How do you expect to have a popular game if you only copy genre standards?
>>
>>171806569
That could be your powering up move, like gathering ki in DBZ or something.
>>
>>171806283
I actually confused toom boom with another piece of shit software, my bad. Toon Boom is probably overkill for whatever you're planning to do, though. Whatever Adobe calls Flash now is probably the best for an amateur, and there's probably a lot of tools to get flash animation into modern engines, since it was widely used a few years ago.
A course on TB is even more overkill, if what you want to do is vidyo gam.
I've heard good things about Moho, but I can't vouch for it.
>>
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I'm trying to make a volume that can actually confirm that a pawn enters through one side and passes through (exits the opposite face).

Kindof like a big ring - I want to exclude players who don't pass all the way through and award the points to whomever passes through entirely first.

Can anyone help me brainstorm the logic to solve this? I'm using UE4


thanks as always
>>
>>171806772
is not overkill.

I use photoshop to do pixel art, who cares.

I'm half the course but these things flash lack that Toon boom has.

from my memory:
>peg system
>inverse kynematics for the peg
>camera
>being able to sustitute frames and reuse them (similar to flash symbols)
>color pallethes
>being able to paint several frames at once
>onion skin per each layer
>the best paint bucket tool in any software period
>3D space to do pans and rotations

from the top of my head.
>>
>>171807113
Anon, why are you trying so hard to force Toon Boom on everyone.
Like I get you're excited about your course, but no one really seems interested in the program.
>>
>>171807046
Can't you just use 2 different triggers?
>>
>>171804674
>>171804912
Because this is like the fifth time people have asked, I've just made a blog. There's not really anything on it right now, but I'll upload progress there as it happens.

https://kickindev.tumblr.com/
>>
>>171807296
what?

can't I talk about a software to do animations?

what type of discusssions should we have in this general?
>>
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>>171807376
I need players to be able to pass through either direction. Also, passing into a volume on the far side doesn't confirm that you've exited the goal (different classes will be different lengths)
>>
>>171807451
>what type of discusssions should we have in this general?
Source memes and engine wars of course.
>>
>>171807113
>is not overkill.
>I use photoshop to do pixel art, who cares.

Maybe you don't, that doesn't mean it's not overkill.
>>
>>171807610
I don't get how that's a problem. You can have both triggers communicate with each other to know if the other had an actor pass through it, and the location of the trigger can always vary.

Unless you care about the in-between both of them, then it would need more work.
>>
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look out agdg my game is super popular
>>
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>>171807980
So you're basically saying have one on one half that registers actor A has entered and then the other half of the 'goal' ring as a second volume that confirms when the actor has successfully exited?
>>
anyone have any dev-focused pdfs (books, etc) to share? gonna lose internet for a few days and looking for something to read
>>
>>171808204
Slow down there Speed Racer, wouldn't want to crash itch's servers.
>>
>>171808280
Yeah, pretty much. If it can go both ways you can always do a double check in each trigger. If the other trigger has yet to register the actor, it gets registered in the current trigger. Otherwise, it means it's exiting and can be deleted from both.

It's an extremely simple solution though, and depending on your needs it may not be enough. You may need an trigger in between both that is checking that the actor is always on course, for example.
>>
why is gamedev so difficult it literally is so much work and very challenging to figure out and execute well
>>
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c'mon anon, when are you going to lock geo and start working on textures?
>>
>>171808736
All things worth doing require effort.
>>
>>171808770
when you stop posting ugly asian women who wear 15 pounds of makeup just to look average
>>
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>>171808610
right now I can't think of any issue with that (if the actor is still in trigger 1 while it exits trigger 2 it won't count)

if other problems come up I can try to figure them out.

thanks!
>>
>>171809000
Glad to be of help, anon. Happy gamedev!
>>
>>171733583
I know this is way late but your game looks sweet anon
>>
>>171808770
>lock geo
the hell does this mean?
>>
>>171809847
what do you use if not geo??
>>
>>171808204
got more than me in the first month thats for sure
>>
why do you guys gamedev?
>>
>>171811520
Destiny.
>>
>>171811520
It's fun
>>
>>171811520
delusion
peter pan syndrome
>>
How do you implement knockback in unity in 2d? is there a way to detect where the colliders connect and pass that from the projectile/weapon to the thing being hit?
>>
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>>171811520
programing was the only thing i ever been good at
but i suck at programming boring shit like sites or stuff like that because i dont see the point
>>
>>171811520
Because I want to have fun. But it's really hard and all my dreams are being crushed because I suck at gamedev.
>>
>>171811520
i like math
>>
>>171811889
pass an array of collision vector data to the player.hit.knockback value function call and do a little bit of basic calculus on the returned method
easy
>>
>>171812235
Fuck off toady
>>
>tfw you have to psyche yourself up for an entire day to build up the confidence to post your art online

i'm not cut out for this
>>
>>171812235
there is no real math involved in gamedev tho
>>
>>171812291
can you explain that?
>>
>>171812417
just post your art it is the only way you will get confidence
>>
sometimes you have to be torn down and stripped bear so that you can be rebuilt
>>
>>171812747
Unless people don't like his art.

I stopped my last game because people were hating on the art I did.
It's 95% complete, but I've started a new project now.
>>
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So far the game that will most resemble mine is Escape from Tarkov it seems. fuck you russians
>>
>>171812869
p*ssy alert
>>
>>171813053
You censored yourself why?
>>
>>171812869
post your art friend
>>
>>171813087
practicing for the day the state does it for me
>>
>>171812821
>bear
>>
>>171793423
Is this a Tales of clone with Dakimakuras

Because I'd play the shit out of that
>>
Pathfinding is fucking impossible
>>
>>171813519
Literally the easiest shit.

The hard part is making it dumb enough to not be a resource hog.
>>
>>171813519
I'm the hero you all need

https://www.raywenderlich.com/4946/introduction-to-a-pathfinding
>>
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>>171813163
This is just the menu screen. I don't have anything saved of gameplay.

It's for android. Scale the image down on your monitor to 4".

Given up with this game because I can't do any better than I've done.
>>
>>171813519
You're doing something wrong.
Implementing A* is my hello world whenever I try a new engine.
>>
>>171813636
>>171813191
Also the grey rectangles aren't really there, it's just censoring information

Also the AA isn't there irl, it's sharp.
>>
>>171813636
>plain rectangles
>gradient
Is this placeholder art or the 90's?
>>
>>171811520
its the only thing im good at.
>>
>>171811520
makes good use of creative thinking
>>
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>>171811520
Not for honor, but
for you
>>
>>171813832
told you i can't do art
>>
>>171814070
metal gear solid 3 snake eater was the best mgs
>>
>>171802826
encouraging mental problems
>>
>>171814289
there are over 52 genders now
>>
>>171790878
owned
>>
>>171790878
Surely those disconnects were made in jest.
>>
should a game developer try to use motion capture technology? especially considering the mass effect andromeda fiasco? i mean, it should be feasible to make a low-budget mocap rig for facial animations etc
>>
>>171802274
they're such stupid normies. i can't think of any really useful advice i've gotten from GDC. listening to their talks have mostly been a waste of time
>>
>>171814797
make a snapchat filter game for furries you will become a millionaire overnight
>>
>>171814617
That's exactly what someone called [INBY] would say.
>>
>>171815145
pure coincidence also there is nothing wrong with being jewish
>>
>>171814070
Why did you post a blank image anon?
>>
>>171815343
>he doesn't see the message
Bad news, friendo. You're colorblind.
>>
>>171811520
because I hate my day job and I want to raise money for what I want to do with my life
>>
>>171815929
you picked the wrong hobby to raise money my friend

if you want to make money draw art for furries or make a game for furries
>>
>>171793423
Pillows fighting each other? I would play that.
>>
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Fuck it. New project. And this time I won't fuck up the scope.
>>
>>171816054
I will not participate in degeneracy.

Plenty of people make money off gamedev. It's not a hobby for me.

>inb4 plenty of people don't
>>
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>>171815343
Inside the file window.h
#include "SOIL2/SOIL2.h" doesn't work
neither does #include "../SOIL2/SOIL2.h"

I recieve the error "Cannot open include file 'SOIL2/SOIL2/h'. No such file or diectory"
But it definately exists.

Help pls
>>
>>171816159
>>inb4 plenty of people don't
There's an airport simulator pulling 20 bucks a pop in early access. It's barebones to say the least. People that don't make money off gamedev just need to stop making Endica clones.
>>
>>171816296
nvm
the error was due to a completely unrelated error elsewhere

intellisense really is shit
>>
Where in the fuck does GM have its default directory for reading and writing .inis/txt/json? The manual states its under &LocalAppData& but I'm in that bitch and I can't find the name of my project anywhere.

Wanted to test out loading data from .ini's and .jsons and seemingly I can't do it unless create the .ini from code to begin with, which defeats the purpose of why I would want to do it in the first place.
>>
>>171813519
http://www.redblobgames.com/pathfinding/a-star/introduction.html

I learned from this. It builds up to A* by showing you some less efficient ways that you could implement even if you are a retard.
>>
>>171816314
exactly.

I'm not saying there's no element of luck with getting the market right. and I know I might fail.

I'm just taking my shot young man.
>>
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getting cuter everyday
>>
>>171816753
do remember that there are 2-4 appdata folders, check all of them.
>>
>>171817232
looking much better.
>>
>>171816753
On w10 it ends up in "C:\Users\Username\AppData\Local\Gamename"
>>
>>171817232
>she doesn't have a big dick

Anon...
>>
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>>171817391
>>171817643

There's 4 of these things. Each has anywhere between 5-35 folders within them. All have the exact same shit in there. The fuck is this shit?
>>
>>171817930
Um you can't see below the neck can you ;^)
>>
>>171813049
>I'm making a mmo fps milsim with an expansive open world.

Somehow I don't believe you.
>>
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>>171817972
gms games' folders are literally just their game's name
>>
>>171817972
>>171818202

also try printing the "working_directory" string. It's the folder path of where gms puts all those files
>>
I'm interested in doing a 2d RPG inspired by classic (B/X) D&D. Should I go for GMS, RPGMaker, or something else.

I'd like to have hex or tile-based overland movement and marching order-based combat (first rank can attack with any weapon, 2nd only with things like spears, 3rd with ranged weapons). The focus would be an exploration and loot acquisition.
>>
>>171817972
>"Windows uses the Local and LocalLow folders for application data that does not roam with the
>user. Usually this data is either machine specific or too large to roam.
>Windows uses the Roaming folder for application specific data, such as custom dictionaries, which
>are machine independent and should roam with the user profile.
tl;dr AppData\Roaming is used to store information that may interact with the internet, whereas AppData\Local and Appdata\LocalLow will not. In general they are 'extra' folders that (non-portable) applications can use to store information seperate from their installation directory.
>>
>>171818334
both should be fine
I haven't used RPGMaker but your idea doesn't sound all that complex so it should be able to handle it. You can absolutely do something like that in GMS, but it'll need significantly more setup than RPGMaker will
Since you seem new, here's a protip: try to make all the mechanics first before planning out story, character, etc. That way you can see if your gameplay is worth playing before wasting time on the extra stuff.
>>
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>sit down to draw something
>think it will take only 30 minutes or so
>takes 3 hours
>>
>>171818202
>>171818291
>>171818420

I did the working_directory print.

It gave me C:\Users\MYUSERNAME\AppData\Local\gem_ttt_60908\gm_ttt_3473

I fresh installed GM:S a week ago on a new laptop. I only have one project called TestProject.

There is no TestProject folder. It seems to create a new gm_ttt_xxxxx whenever I compile the thing.

I don't understand, because everything else I've read in the manual seems to suggest what this guy posted, and usually GM:S manual is really on-point: >>171818202
>>
>>171818657
>Since you seem new, here's a protip: try to make all the mechanics first before planning out story, character, etc. That way you can see if your gameplay is worth playing before wasting time on the extra stuff.

I'm reasonably familiar with programming (albeit not game programming) but to what is the lowest level I should consider for a "code a little, test a little" cycle.
>>
>>171812113
You're not good at programming. You still haven't learned the syntax of the English language.
>>
>>171817232
Shading needs to be dithered. Eyes have two eyebrows? Those blush marks are redundant. the hair is too angular and looks like it was drawn in MS Paint.
>>
Looking for a good C++ networking library as well as a graphics abstraction library.

Something like SFML for 3D.
>>
>>171813636
Logo looks appropriate for a shitty russian pornsite.
Play button should have white letters and the entire button should be the same color.
Make those black squares take up the same width put together as the green button does on it's own.
>>
>>171790603
>how's that physics engine coming along?
include "bullet.h"
>>
>>171818072
I mean I'm still in the pre-production stage ie thinking about it

but it's an mmorpgfps
>>
>>171788598
That's not a profile picture, newfag.
>>
>>171819739
>it's an mmorpgfps
How large is your dev company?
>>
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Wrapping up color blocking the 'female character you interact with pretty much every time you enter the hub' character. Shading and tweaks tomorrow
>>
>>171819790
Well I never said I was actually developping ... but my idea has a lot of potential and I must lay down the basics before I consider presenting it to an AAA studio
>>
>>171818202
your name is way? way? AHAHAHA
you fucking nerd
>>
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>>171820176
>>
>>171820421
jokes on you
>>
>>171820176
please make it happen anon, I've been wanting a good mmorpgfps for years.
>>171820387
if I go to that directory you get C:\Users\Admin\AppData\Local\Frost
Admin is best profile name
>>
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>>171818719
I know this feeling too well
>>
>>171820387
it's my dev name senpai
>>
>>171820787
will do ... right now there's only escape from tarkov that might somewhat be similar to it even though my game is like 100 years later and in an actual urban environment
>>
>>171818719
>>171820903
yeah this is because you guys don't practice art everyday if you did it wouldn't take you long
>>
>>171821357
I demand you take that back.
>>
>>171818824
>but to what is the lowest level I should consider for a "code a little, test a little" cycle.
Rapid prototyping is usually one weekend, one week, or two weeks. You generally want as short a time as possible. The idea is to smash out the mechanics as fast as possible so you don't waste time. Quality isn't important in the slightest
So for your example you'd want to test out moving around the world, basic dialogue, and the fighting mechanics. Since RPGMaker does most of that, the main thing you'd be worried about is the combat.
Give yourself a deadline say two weeks away, and try to have a prototype done by then that is a fair representation of the mechanics you have in mind. If it's shit you've only wasted two weeks. If it works, you have a better idea of how to go through the process of adding features, and can do it better next time.
>>
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>>171820387
Way Shen motherfucker, who are you?
>>
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>drawing some art
>zoom out
>mfw
>>
Hey guys what would a good program to make a tactics game like Advance Wars or Fire Emblem if I know fuck all about programming?

Thank you!
>>
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>>171821689
>flip canvas
>mfw
>>
>>171821791
learn programming first
>>
>>171821791
gamemaker studio
it's going to be a long time before you're good enough to make one of those
>>
goddd I just wanna smell all your butts
>>
>>171822019
>>171822035
A long time is ok and I'm working with some one more experienced, but is their an auxiliary language to learn? Does that program come with enough information to teach me or should I get some external stuff?

Thanks.
>>
>>171822185
gms has its own, very simple, scripting language
google some tutorials, like pong, snake, tetris, etc first and go through them. Don't just straight into AW/FE tutorials, you'll be way over your head.
GMS has such a large community that you can google any issue and find hundreds of forum posts about it. Likewise there's a shitload of tutorials for every genre.
>>
>>171822163
ellen degenerete are you feminine
>>
>>171822185
You will have to learn GML (Game Maker Language), which is babies first programming language.

It does all the stuff a lot of other languages do, but its really accessible.

DragNDrop 'coding' and alarms are a trap. Stay away from it. Learn to use the Control-Drop a Block of Code instead for EVERYTHING you do.
>>
What should I make android games in? Unity, GM:S, is there something else?
>>
>>171822365
java
>>
>>171821689
>>171821903
I don't get it
>>
>>171822185
Don't listen to those guys, a tactics game like advanced wars isn't particularly hard to make in gamemaker.

Get a gamemaker trial version and start learning with this series
https://www.youtube.com/watch?v=6v_7URcEGm8&list=PLPRT_JORnIurFYwHdWhLWR3bLH2nzChsm

This series will give you the basics on making a basic tactics game, though there are plenty of tutorials out there.
https://www.youtube.com/watch?v=X-6a3Ihrpw0&index=19&list=PLFAuv8mcArkU5QeQv6qec5BKbZYdaWBjb
>>
>>171822423
I've made some things in android studio but it seems like it would be hard to make a game in that
>>
>>171822316
Ok thank you. I'll look into that and I'll take the hint to work my way up.

>>171822349
I'll keep that in mind.

Thanks a lot anons.
>>
>>171822519
sure lets give the guy who has never programmed a basic ai tutorial which is extremely difficult for any starting programmer
>>
>>171822635
I meant to link the first video in the series, but either way the series appears to be designed for people who have never used GML, let alone programmed.
>>
Been gone for years, is plokdev still alive?
>>
>>171822950
Last i remember seeing plok was summer 2016
>>
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>>171822998
That's a shame. Well I hope he's still doing well, wherever he is. I believe in him.
>>
>>171823186
http://www.theakrillictimes.com/plok3d
>>
>>171819264
It's not two eyebrows, the smaller "eyebrow" is the crease formed by your eyelid when it's retracted.
>>
Reminder that literally no good games have been made with Godot, but a lot of the most popular 2D indie games have been made with Gamemaker.
>>
>>171823420
>>171819264
Oh, maybe your point was that it shouldn't move down with the eyelid.
>>
>>171816063
>>171813430
New idea stolen.
>>
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>>171823264
That makes me happy. Thank you anon, have something from a project long forgotten.
>>
>>171793423
For the attack animation, is that just a plane with an animated texture over it?
>>
>>171823692
read the replies to the post sempai
>>
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taking sprite requests
>>
>>171824405
What tool do you draw with?
>>
>>171819746
Yeah I'm sure he picked a picture of Stallman in a post that criticizes proprietary engines by chance.
You're the newfag if you don't know who he is.
>>
>>171824441
sorry I dont work with people that use [insertArbitraryReasonHere].
>>
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>>171824441
No. Fuck you.
I'm not in on your cancerous obligatory daily shitpost conga.
I'm serious.
Fucking hell why do you always have to do this?
>>
>>171824701
good boy, stand up and fight the memes, dont let them consume you like they have so many.
>>
>>171824405
A dude spiking a football
>>
>>171823867
Ah, sorry.
>>
Daily reminder that you're a nodev if one of the following applies:
>he makes 3D games
>he makes engines
>he makes polished sprites
>he uses placeholders at any time
>he makes retro music for his game
>he makes pandering games
>he makes meme games
>he asks for ratings about his games
>he complains about stuff related in this thread and not his game
>he can't take criticism
>>
daily reminder that you are a nodev if you shitpost even if you have a game
>>
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>>171826304
found the nodev shitposter
>>
im gay
>>
>>171811520
Because it uses art music and programing, because I always liked making games and because I want to make enough money to be a neet forever
>>
>>171812417
iktf
>>
I want to learn to program while making games. I just want to make 2d games. What engine should I use? How do I go from making pong to making a tactics rpg?
>>
>>171826247
Good to know I'm safe.
>>
>>171822482

zooming out and flipping prevent you from focusing too much on a certain part. What might be good looking up close may turn out ugly when flipped or zoomed out. And you should strive to make your art good looking no matter the transformation, so frequent flipping is encouraged
>>
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>he creates 3dimensional games
>>
>>171826887
https://www.youtube.com/watch?v=WB2alpO62GM&list=PL9FzW-m48fn2ug_FSNnfozQs3qYlBNyTd

1.do this full tutorial in gamemaker
2.you now know everything there is to know about gamemaker
3.try to do art
4.give up
>>
>>171824701
Where's the guy spiking a football then you fuck
>>
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>>171827057
>people unironically create 3memensional games
wow just wow
>>
guys i need help how do i stop being so gay
>>
>>171827168
I'm working on it
>>
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rate my shitty sprite
hope it shows up properly
>>
WHEN IS THE NEXT GAME JAM
>>
>>171828002
I guess ants will enjoy it.
>>
>>171828038
lmao, didn't think about that...
inc shitstorm
>>
>>171828065
no leave it that way
if anon need glasses, let him buy them
>>
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>>171828002
>>171828038
fixed

>>171828168
nah
>>
>>171828248
2big

Also those hilights are too faint. Either make it brighter or get rid of it.
>>
>>171828248
you should show pixel art at the same size that it would be displayed in game, anything else is plain retarded
>>
>>171828248
I will post this every time someone uses black as an outline.

Stop. Use a much darker tint of your baseline color.
>>
>>171828306
>>171828379
ty for the advice
>>
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>>171828379
Like this I assume. (I tend to avoid black as much as possible)
>>
>>171795562
it
looks
bad
>>
ded
>>
>>171829332
It's 6am.
>>
>>171828664
Loli jam in nine days
>>
i think

i think i might start enginedeving

i'll probably try some unreal first but i'm pretty upset with some fundamental parts of both gamemaker and unity... to the point that i think implementing my own physics engine and game loop will be easier in the long run

how wrong am i?
>>
>>171829497
uuuu
>>
>>171830008
where is the jam page
do you think anyone will play the 2-3 loliboy.exe if they show up randomly in the thread
>>
>>171830146
>>how wrong am i?
Not wrong at all.

I feel the same way, youve found the light lad
>>
I think i lost it, boys. I have a lot of my project done, but i can't figure out the graphics. I'm not creative enough to make it look good.

What do
>>
>>171830227
find other people like me with music or git gud.
>>
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>>171828454
While there are places for solid black outlines for sprites having it fixed like that sometimes means that light sources are obfuscated in favour of the sprites silhouette.

You can work out line colour by where you add the values to the sprite. Take that colour and darken it slightly. In the case of the highlights though, as they are very similar in value to the core body colour they kind of look more like a texture value rather than any kind of highlight.

With the eye and bellybutton, I think it might look better if they moved at different periods with the eye going first and then the bellybutton as the head moves first rather than the belly.


I also added a little leaf wiggle for fun
>>
>>171830334
Can't afford anyone.
>>
>>171830202
Feel free to make a jam page
>>
>>171830435
i'm not interested in this jam
show some initiative yourself
>>
>>171787963
At least ur in CS, I'm in Elec engi and i can't even get a software dev internship
>>
>>171787963
I'm having to do sprite work in my break period in a post room

help
>>
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>>171830418
holy shit teach me your ways senpai
thanks for all of the advice, i'm back off to the lab
>>
>>171830454
I dont feel the need for a jam page
>>
>>171830425
∴ get good
>>
>>171830558
enjoy your jam not being taken by anyone seriously enough to have games made for it
>>
>>171830650
oh no how will we survive
>>
>>171830693
>actively wanting your desired jam to bomb
idk about you but i definitely will survive
>>
>>171830650
Jams are not serious business
>>
>>171830765
jam without games? completely pointless
>>
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Hi, I'm Sornic the Heckhog
>>
>>171830846
Crash bandicoot
>>
>>171830425
That's what friends are for.

Who said networking was useless?

You could also beg people, or pray they love your game so much they'll help you with certain elements.

Or you need to get good.
>>
>>171830938
Sadly, i have no friends that can help me with it.

Trying to git gud anon, trying my best.
>>
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>>171830146
>he makes engines
>>
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Abusive level design is progress
>>
>>171830837
>>171830753
>>171830650
>>171830454
For someone not interested you sure talk a lot about it
>>
>>171831164
they are pedophiles. What did you expect?
>>
>>171831213
who is a pedophile?
>>
>>171831253
anyone who wants loli jam.
>>
>>171831014
If you need advice you can always come and ask. Better to learn from others than be alone in a cave watching shadows.
>>
>>171831307
why?
and what does have to do with the guy who doesn't want it but keeps talking about it?
>>
>>171831365
He doesn't know that he's a pedo yet.
>>
>>171831445
neither do you
>>
>>171831494
Sorry, Hansen.
I do not want that kind of jam. I want pedophiles to leave.
>>
does anyone mind if i post a mockup AND explain why i made it look like that

it seems like game/ level design is a neglected discussion topic in these threads
>>
>>171831691
you dont have to ask mang
>>
>>171798091
virtual destructor you fucking nigger
>>
>>171831691
Just realize that just because you have an excuse doesn't mean it's valid.
>>
>>171831691
better not be 3D.
>>
>>171831553
You don't know that you're a pedo yet.
>>
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>>171831951
t. pedo
>>
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>triangles break your models guys
>heheh quad poly only master race
>industry standard Autodesk software only
>>
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>>171831715
>>171831863
>>171831871
i've got a difference between the top half of the screen and the bottom half of the screen because that looks nicer

the path looks assymetrical but the actual parts you can walk on is a box
>>
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>this game won awards
i guess you don't need detail huh
>>
>>171832006
t. future pedo
>>
>>171832021
Quads only is for better workflow not end result
>>
Why isn't there an anonymous game dev community without the mentally ill shitposters who sit on the thread all day and aren't even trying to make games?
>>
>>171832262
Because it isnt needed
>>
>>171832216
>endless arguments why everyone should use 3DSMax
>major artists working in AAA studios such as CDPR and EPIC prefer Blender
>LMAO YOU ARE RETARDED SON HAHAH


>have a triangle or two in the mesh
>HOLY SHIT USE REFERENCE NEXT TIME
>DAT TRIANGLE LMAO
>CANT EVEN SOLVE THAT

Only proves my point that one has to only work and believe in himself.
>>
>>171831691
It's my day job so if you want we can chat about it.
>>
>>171832262
see
>>171826247
you fucking nodev.
>>
>>171832347
cool
now post your models
>>
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>>171785389

I am struggling to understand SWGEmu's code (A Pre-CU Star Wars Galaxies emulator).

I built and can run the server without problems, and now I want to contribute. But there is barely any documentation besides coding style guidelines, and for a beginner like me it is hard to understand the structure of the code.

Anyone here with some experience with it?

The only docs I've found are for scripting themeparks and that kind of things.
>>
>>171832372
i am torn between filtering you and learning new things

what can i improve about this
>>171832058
>>
>>171832318
Neither is this thread or this board or this website. They're there because they're wanted, as is a shitter-free dev community.
>>
>>171832397
Only post progress on the weekends.
Sorry bud,but be on lookout this weekend we have another cold war plane in the works.
>>
>>171832058
I don't understand what I'm looking at or what you're trying to show.
>>
>>171832445
What I mean is that only a few people who cant ignore shitposts want it, not enough people to form a decent community
>>
>>171832058
>>171832873
This, fucking no idea what you're talking about hld
>>
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>>171832873
game mockup

trying to make it look good using things i've seen in other games
>>
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>switching from C# to C++
>the error message is larger than the base code
>>
>>171832058
I don't know what you actual game is so I can't make a solid judgement about that. However what I can say even though the top and bottom aren't symetrical it's seems quite clear what is walkable area due to you line usage. What I'd personally do to make that more obvious (as I can imagine people not noticing that) is to make the sides that overlap clear walls. People know thay can't normally walk through walls.
>>
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Soniss the Hhhhhh is too sassy, needs more neck
>>
>>171832962
>not starting with C++
Brought this on you are self
>>
>>171832991
>not using OVA/CD sonic as reference
never gonna make it
https://www.youtube.com/watch?v=JCSL7naH-8A
>>
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>>171832142
>muh grafix
It's a lie. A game is good because it's fun.
>>
>>171832873
>>171832929
>does anyone mind if i post a mockup AND explain why i made it look like that
it's pretty self-explanatory
>>171832984
>is to make the sides that overlap clear walls. People know thay can't normally walk through walls.
if the path looks like a flat box then it looks bad

like i don't think people are going to run into the walls, just bounce off them because it's pretty obvious where you're supposed to go and the path is quite large
>>
>blackshellmedia likes your post
PANIC
>>
Programatically, how difficult would it be to make a CCG?
>>
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>>171833279
You've received the mark.
>>
>>171833210
It might be yea, that's often a problem with design. What works might not always look good. And what looks good often doesn't work with design. Often trying to find a middle way is a good option.

What you could try is make it darker than the path, like you seem to have done somewhat in the lower left corner of the path.
>>
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>>171825229
>>171827168
here you go
>>
>>171833103
wtf that's kinda cool
>>
https://gamedevelopment.tutsplus.com/tutorials/building-a-beat-em-up-in-game-maker-part-1-player-movement-attacks-and-basic-enemies--cms-26147

i found this gamemaker tutorial that comes with assets and i think complete code
>>171833480
>What you could try is make it darker than the path, like you seem to have done somewhat in the lower left corner of the path.
what proportion of the path should be darker? half? should there be more shades?
>>
>>171833502
oh shit the madman he actually did it
>>
>>171833652
I usually just outright say if I can't do something.
looked like a good practice so I tried, even though something came up inbetween, I didn't want to be and asshole and not finish it.
>>
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>>171833630
More shades do work better. But I also made one without added shades which also work from a design point.
>>
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>>171833886
oh i thought you meant make the bottom half of the path darker

but that looks nice as well
>>
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>>171833886
>>
>>171833886
get out tracerdev
>>
>>171833941
This looks like the bottom part of the stairs is vertical.
>>
>>171833985
what would you suggest
>>
>>171833983
I'm not tracerdev anon. I'm StompDev
>>
>>171833502
I hope the guy who asked for it finds it
>>
>>171834008
Sorry comrade, i'm not a graphic designer
>>
>>171832962
>using C#
This was your first mistake.
>>
animator looking for work 2 years of experience with mostly bipedal characters and some animals

only reply if your game is somewhat fleshed out
>>
>>171834560
What tool do you use to animate?
>>
>>171834560
show a sample
>>
>>171834657
Posting this in this thread should be bannable.
>>
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>>171834560
>>171834657
>>171834680
>>
>>171835389
Oh nevermind then, haha.
>>
>>171834895
Fuck off memester
>>
>>171835389
Those are nice
>>
Ok, so, last question. For backface culling.

Where do I implement it? The guy I talked to said the shader, but that sounds like sticking in if in the shader which is usually bad.
>>
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Started on a title screen today. Here's what I've got so far.

Anyone have any typeface suggestions? I don't really want to reuse Aerannis's.

Also, I'm way overusing the fog effects in Unity.
>>
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Am I the only one that drops revisions next to each other when drawing
>>
>>171836705

Typeface should match the tone and atmosphere of the game, so we'd need to know more about it first
>>
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How are backgrounds like this done? It can't be usual pixel art. It's too detailed for this.
>>
>>171836821
Is it perhaps painted and then turned into pixels or something?
>>
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>>171836821
looking at those railway tracks it looks like a 3D model got rendered

AoE2 did something similar
>>
>>171836821
Looks like 3D that's just rendered to low res.

I mean maybe it's not, but I've done literally the same thing myself and it ended up looking like that.

I made the 3D 1:1 with the pixel grid for the 2D art I put in the game, and then upscaled.
>>
>>171836716
That's what you usually do when you're developing graphics.

>>171836821
Looks like a very low resolution 3D render, or at least partial, as if some of it was painted and some 3D stuff was slapped on top of it.
>>
>>171836797
it's a game where you eat things and do things
>>
http://gdu.io/blog/overwhelm/

these conclusions are pretty relevant, I already arrived at a lot of them through my own frustrations at dealing with motivation. maybe that article is just common sense though.
>>
>>171836716
Nope. I do exactly that. I also spread them across frames when im not animating
>>
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>>171836716
Not for every tiny change but for big changes yea as a sort of self reflection thing.
>>
>>171837610
Nice.
>>
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>>171837610
it's meat boy meets doko roko
>>
Creating good background art is really the hardest thing. I have no idea how to do this.
>>
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>>171837706
Now you say it. My character looks like those 2 got a lovechild. In different colors

>>171837668
Thanks
>>
>VR game
>ROBO RECALL
>starts you in an elevator
>you cant actually push the elevator buttons
>made by EPIC games

Their imagination is limited and they are AAA studio.
This is the state of the industry we are living in.
>>
>>171838171
>Their imagination is limited
imagine a new color
>>
>>171838248
>start in an elevator
>its a cutscene
>in VR
image if you could push a button so it drops you on the floor you want to go.
>>
>>171838171
it's not a AAA game tho

this is the same as those things double fine used to do, side project shit
>>
>>171838389
>loading between selection screens
>blank screen for +10 seconds
>not even a progress bar
Thats sure some real small side project that everyone at GDC was talking about
>>
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taking sprite requests again
>>
>>171838596
Also animations?
>>
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>>171838546
>everyone at GDC was talking about
woah i guess it must be a AAA game then
>>171838596
enemies the same scale as this
>>
>>171838675
I dont think you realize your own stupidity.
So whatever.
>>
>>171838675
>"Enemies"
Man you really have no idea what you're doing
>>
Can anyone explain Adobe subscriptions?

The 'Photography' plan comes with 2 apps, but costs half as much as the Single App plan
>>
>>171838653
if you're ok with >>171833502

>>171838675
>enemies
that's way too broad
at least desribe them in general terms
>>
>>171838675
stop posting here. you are the 2d sourcefam you tracing nigger
>>
>>171838710
https://uploadvr.com/epic-tim-sweeney-confirms-robo-recall-funding/
ok it's 10 million dollars with a team of 15
>>171838725
what do you even mean by this, i thought giving artists freedom to do their own thing is what they like
>>171838835
like a dude with a stick in the same style as the sprites if you don't have any imagination
>>171838878
make me you fuck

and i only trace for practice
>>
>>171838675
Why are you asking artists to do work for you when you don't even have a game?
>>
>>171839169
he doesn't have to do it if he doesn't want to ok

no one else asked for anything the last time except a fucking handegger spiking the ball, what game is that going in
>>
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>>171838835
Considering my explosion is shit and for whatever reason I can't get myself to make a half decent explosion with a clear hitbox.

(pic my current explosion animation, that I've used since placeholder days more than half a year ago)
>>
>>171835389
>2017
>not using mocap
>>
>>171839353
can I see the screen from the game please?
I need to know what kind of style to use
>>
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>>171837610
I'm so sorry
>>
>>171838834
Nevermind

https://helpx.adobe.com/photoshop/kb/differences-photoshop-creative-cloud-photography.html
>>
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>>171839481
Style sheet and my half abandoned twatter has enough pics I reckon twitter.com/Super_Stomp
>>
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>>171838675
>being so far up in his own ass
>>
>>171839556
You shouldn't be, my first fan art. Hahaha
>>
>>171839729
how furious can you be about something that doesn't even affect you

and my sprites look good so suck it
>>
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>>171839850
>and my sprites look good
They sure are game changer,some of the best work out there.
>>
>>171839954
>They sure are game changer,some of the best work out there.
how about you work on that sass
>>
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>>171840043
2D is my passion.
>>
>>171840204
that is NOT what my sprites look like
>>
>>171839717
>twitter.com/Super_Stomp
is the BOOM caption supposed to stay?
>>
>>171840304
You are the next Miyamoto.
I hope nintendo will scout you out.
>>
>>171838171
>google it
>it's another evil robot uprising story
>>
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Is it realistic to do everything yourself, like promotion, selling merch using those "create your own online shop" things, or is it better to get a publisher? Is it worth letting them take x% of your revenue?
>>
>>171840446
dumb womanposter
>>
>>171840354
you didn't post an image that time
>>
>>171840446
Do some basic math and whala you have your answer
>>
>>171820032
Looks cute anon
>>
>>171840343
No, that was just placeholder bullshit to make it more explosion like.
>>
>>171788036
>>171838878
>sourcefam
how did i even get this name
>>
>>171840446
it depends on what you're doing like what kind of promotions you're doing. if you're selling merch you should be big enough to have employees or a distributor to take care of it
>>
>>171840407
According to some people here its not big of a deal because has a budget of only $10.000.000

>>171840503
One day you will understand.
>>
>>171819167
well im sorry english is not my first language
>>
>>171838171
VR is shit. an elevator makes sense for VR
>>
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Tried hand painting some textures for the first time. Didn't realize that this shit takes forever. No idea how I'm supposed to do this AND program.
>>
>>171840560
k
>>
>>171840791
Learn to be extremely economical with the resources that you expect to include in your game.
>>
>>171840597
ten dollars? wou das breddy gud
>>
>>171839368
try getting someone to do that roll for you
>>
>>171840920
>he's too fat to do the roll himself
>>
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Will your game have cultural programming?

You can't be truly successful if it doesn't.
>>
>>171841076
Nah we are only doing 2D sprite work.
>>
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>>171841076
My game's main protaganists are the Nazi's but they're all black, transexual or muslim.

Checkmate atheists
>>
>>171841076
yeah because it worked wonders for ass effect
>>
>>171841076
i'm thinking about making my protag a girl
>>
How do you feel about early access?

The /v/ types complain about it but do the masses care?
>>
>>171842691
Early Access (In the steam sense) is to pay for you to live while you make the game instead of only after it. Stop basing your opinions on other people's opinions, including mine.
>>
>>171842691
As a dev I think it's great. Feedback every step of the way from people who have a vested interest in your game turning out well is theoretically great, and it's basically free bugtesting. No guarantee that the feedback will be good, but that's true of virtually all feedback.

As a consumer I appreciate its benefits but I also know it's been used as a tool by people looking to turn a quick profit without making good on their promises, and that even developers not directly looking to scam people frequently lose enthusiasm and don't feel obligated to finish their product.

How normies feel about early access should be obvious from the state of the market.
>>
>>171842691
You need to make sure you have a fully playable game before going EA. A lot of people look down on it because plenty of developers publish prototypes as EA then claim that it's in alpha and will be finished as time goes on.

EA should be a playable game, decent amount of content and additional features and content added in as time goes on. Starbound was a nice example of EA I think.
>>
>>171823660
this looks amazing, what is it from?
>>
>>171840791
flat shading of faces is distracting
>>
>>171843534
looks kinda like something made with UE3's lighting system

everyone makes something like this, mine had you in a box with holes cut in it which you could fly around in

was not a game
>>
>>171841076
>Blacks weren't in WW1
>American """""""""""education""""""""""
>>
>>171843534
It was a UE4 game with wizards I think, didn't really have much gameplay but the environments were pretty
>>
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>>171843771
I couldn't get a smooth look in the blender render. That issue isn't there in game.
>>
Sometimes there are people here asking about how to make your own language, so I was going to write a short tutorial that uses Brainfuck to demonstrate basic optimization and compilation techniques, but someone beat me to it
Here's his version
http://eli.thegreenplace.net/2017/adventures-in-jit-compilation-part-1-an-interpreter/

Cheers AGDG
Keep making progress
>>
What would be harder and more time consuming?
Making a shmup with prerendered 2d graphics, or making it in 3d?
>>
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now i'm okay with this level
>>
>>171844216
Needs more gore and splat when you get crushed.
>>
>>171844216
What will stop me from going on some flash website and playing something exactly the same as your game instead of playing yours?
>>
>making good boss enemies
Is this the hardest thing to do in games?
>>
>>171844541
people did buy shovel knight
>>171844574
depends on what kind of game

if it's an rpg you can just give them spells and gear or w/e
>>
>>171842691
It's a good thing that too many devs abuse.
>>
>>171844648
Shovel Knight is just a platformer though? Plenty of people buy platformers. I wasn't trying to be a dick. I just want to know what sets this game apart from any other game with that mechanic.
>>
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>>171844574

>bosses

japshit ¯\_(ツ)_/¯
>>
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>>171844723
>I just want to know what sets this game apart from any other game with that mechanic.
i'm not the dev

you're kinda right tho, OP you need to work on your art

here's some inspiration for ya ;)
>>
>>171844648
>if it's an rpg you can just give them spells and gear or w/e
Then it's not a good boss though. I am not talking about Skyrim """"bosses"""", I am talking about big fat impressive bosses with transformations and shit.
>>
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>>171844839
>I-I-ITS NOT A 2D JOURNEY I SWEAR
>>
>>171844839
You're in no position to talk with your HLD clone.
>>
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I hope this doesn't come out as looking "furry" or something.
>>
>>171844816
le cinematic video meme
>>
>>171844901
>Then it's not a good boss though
lol ur a hack
>I am talking about big fat impressive bosses with transformations and shit.
SOTC had good bosses and it didn't have transformations

it did have autistically deep AI though, maybe that's what makes bosses good
>>171845006
i have never denied that i have stolen shit from journey

besides 2D journey sounds fucking awesome
>>171845010
what is acutally wrong with my art you fuck
>>
>>171845019
Enjoy the pile of money you get from furries.
>>
>>171844839
Can you visualize your game in 3d in your head? Because I can't, it makes no fucking sense.
>>
>>171845052

Bosses are either cinematic QTE shit or they're HP sponges.

Ergo, japshit
>>
>>171845102
>SOTC had good bosses and it didn't have transformations
Transformations were also just an example. SOTC has very detailed looking bosses though with very good animations.
>>
>>171845102
You're making a 2D Journey in the exact style of Hyper Light Drifter. There is nothing original about your art. It's painfully generic, and the shading and perspective is way off in a lot of areas. I can barely make out what the hell's going on with the environment.

You're also way too cocky for someone with shit art and no game.
>>
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>>171845102
Pic related: what you need in your life.
>>
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How hard is it for iOS and Android to implement a Gameboy like control scheme with you would have in an emulator.

e.g. directional controls and A + B in the bottom corners.

Using Unity.
>>
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>>171844839
I made some improvements
>>
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>>171845418
>>
>>171845418
the dick head represents the dev very well.
>>
>>171844216
I know you mentioned Super Meat Boy at some point. I'd like to point out part of the reason why Meat Boy was big was because the platforms/traps/objects moved in such patterns that it was possible to just barely squeeze trough if the player was going balls-to-the-wall max speed.

Your levels right now, do not support this, and I would NOT enjoy playing these no matter how tight the controls. Just saying.
>>
>>171845418
Accurate file name.
>>
>>171843991
Your artstyle is cute and highly nostalgic. What's your game about, anon?
>>
>>171845149
that is like a showroom for the things i can use in my "game"

it is not something to show off composition
>>171845273
>I can barely make out what the hell's going on with the environment.
again, details demonstration
here is the how the perspective will look;
>>171832058
>You're also way too cocky for someone with shit art and no game.
it's because you people overreact each time i post this
>>171845276
i'm doing pixel "art" so i don't need to learn how to draw
>>171845418
>>171845495
jokes on you i'm going to steal this and use it anyway
>>171845521
;)
>>171845554
suck my dick
>>
>>171845621
>i'm doing pixel "art" so i don't need to learn how to draw
heh
>>
>>171845621
>i'm doing pixel "art"
no you are not. You are tracing over someone else's art
>>
I wish 4chan would enforce the minimum age 18 limit
>>
>>171845742
>inb4 he claims it's style anyway
>>
>>171845763
i am not tracing for stuff i am actually going to use
>>171845786
not even underage
>>171845829
it is a style you hacks

worse looking art has been called good looking before
>>
>>171845829
Sometimes I envy people who are ignorant and naive enough to say things like that.
On the one hand, the things they do are atrocious. On the other, they're too stupid to ever even know that.
>>
>tfw the chance of gamedeving to makes money is very low
>>
>>171845934

if you're untalented and/or refuse to market/advertise, yes
>>
>>171845889
>not even underage
>took it personally even thought it wasnt respond to his post
>not underage
bullshit
>>
>>171845621
>i'm doing pixel "art" so i don't need to learn how to draw
You do.
>>
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Haven't replaced the individual item entry animation yet (currently it's just a lazy rotation), but I did add in page flipping this morning

If this tome idea is solid I'll probably roll it out to my main menu as well as this end-of-battle loot/EXP screen.
>>
>>171846081
it was obviously aimed at me, people have said i type like a 13yo in these threads
>>171846106
that is how people in this general pitched it to me
>>
>>171840560
do you want a gif or a sheet?
>>
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>>171845889
>>
File: HangGlider.webm (3MB, 1280x720px) Image search: [Google]
HangGlider.webm
3MB, 1280x720px
>>171845601
Thanks! I'm currently in the process of trying to replace the models with ones that have hand painted textures. The idea is to pull in the comfy aspects of Runescape and ArcheAge, to make a comfy trading/harvesting/exploration game. I'd like non-instanced player housing, little tractors to haul goods for profit, things like that.
>>
>>171844839
Your art is neat, anon. But that map looks vertical.
>>
File: Untitled.jpg (150KB, 1272x829px) Image search: [Google]
Untitled.jpg
150KB, 1272x829px
hey, since it's shitty art time, can I get some advice on my model ?
I know everything you can say about the hands/head/feet
>>
>>171846272
Wow that looks comfy as fuck, anon! Is there a way we can keep track of your progress? Twitter, tumblr, etc?
>>
>>171846239
Sheet please, gif has shit compression
>>
dickheadev
>>
>>171846250
saved and stolen, thanks for the free sprite ;)
>>171846316
>Your art is neat, anon.
see many people like my art you jaded hacks
>But that map looks vertical.
yeah i'm going to use shading and stairs like here
>>171832058
>>
>>171846272
Nice Zelda Breath of the Wild ripoff! I'm kidding, looks real nice
>>
>>171846272
Fix that diagonal walk, character shouldnt be walking forward and magically gliding sideways, they should be walking diagonally.
>>
>>171846440
Thank you! I always post progress on my tumblr if you want to follow me there.
https://agalsloth.tumblr.com/

>>171846564
I can only dream of getting close to that kind of quality, haha.
>>
>>171846220
Let me be clear, you do. Knowing how to draw will teach you proper anatomy, proper dimensions, color usage, composition, perspective, etc.

Knowing how to draw is the basis of good art, any art to a bigger or lesser extend.
>>
>>171846272
already looks better than the new zelda
>>
>>171846331
how many fucking polygons are you using

what space computer is going to be able to use this in a game
>>171846676
what are some good free resources for me to learn how to draw
>>
>>171846642
I'll be reworking the character and animations, it's a placeholder at the moment. Not really sure what I want the character to look like.
>>
File: explosion.png (8KB, 290x387px) Image search: [Google]
explosion.png
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>>171846490
ok listen, dunno if you have shit like variable delay for frames, so if you don't, put the first frame 3 times in a row, then next two frames twice each, and rest just once and set everything for 50 miliseconds
looked alright in that setup
>>
File: Capture.png (113KB, 498x257px) Image search: [Google]
Capture.png
113KB, 498x257px
>>171846331
my advice is to look at humans more, hold off on modeling them for awhile and practice box modeling on simpler forms (for instance find front and side view of an object and see if you can replicate it)
>>
>>171846490
gif is lossless with optional compression mate
>>
Is Unity too bloated for a tycoon game?

It's the only engine I know how to use (and GM, but the project structure for this would drive me crazy in that engine) and I'm worried it's going to be like 1+ gig when it really should be a few hundred MB at most.
>>
>>171846776
Dunno, can't help you there. The only resource that I've ever used that aren't drawing teachers is some dinosaur drawing book by Doug DuBoseq which teaches the bare basics if I remember correctly aside from color usage (has been at least 10 years).
I bet there are far better resources for that.

>>171846964
Ahh, nice. Thanks already looks better than mine.
>>
>>171847259
>Is Unity too bloated for a tycoon game?

No. Cities: Skylines was made on Unity.

If a city builder can be made, so can a tycoon game
>>
>>171846776
90k tris, bumped up with a subdivision surface because it's untextured/unshaded.
I'm running a 4 year old laptop for this.

>>171846975
I can't find anything to practice that isn't too simple. References won't hurt though.
Also I noticed the arms are currently too long.
>>
>>171846776
read >>>/ic/ sticky
>>
>>171846964
I'm not that anon but I'm stealing your explosion too
;)
>>
>>171847428
won't do you any good without a game to put it in
>>
>>171845331
From experience: Very easy to implement, but it's a fucking pain in the ass to use. 0/10 would not play again
>>
>>171847239
ahh, didn't know always thought it hat shitty compression especially with pictures with it's max of 255 colors. Out of habit I avoid it like cancer.
>>
>>171847404
>Learning to copy is the most basic skill an artist needs.
oh wow i guess that TRACING is actually the correct thing to do
>>
>>171846272
FUCK me that looks neat. The gliding effect doesn't seem to interact with gravity all that much, and maybe the character model should take up more of the screen? This is making me want to replay Wind Waker.
>>
>>171846214
>Irish font
Can't wait to play your unemployed alcoholic simulator
>>
>>171847569
tracing isn't copying by looking at something, just drawing over something
>>
>>171846272
how did you learn to model like that
>>
>>171847569

>most basic skill
>should be used to copy someone else's assets for advanced production (i.e. making a game spritesheet)

I'm afraid you don't understand the sticky
>>
>>171846272
Going for the procedural terrain meme?
>>
>>171847569
With that attitude you wont even be able to draw a fucking apple because hurr durr "Thats copying reality!"
>>
I'm a little big confused about materials, UV maps, and meshes in 3D


so if I want tiling materials on environment assets, I need to give them a separate UV map and just enlarge/decrease the size of the UV map to control the tiling size?

now what about if I want multiple materials on a single environment asset, like a building where the brick walls tile but the window texture do not tile. how would I do that >>most efficiently?<< two UV maps? two materials? two meshes?
>>
>>171846528
That's alright, by weight of assets I've made more of the game in minutes then you have in weeks so you need all the help you can get ;)
>>
>>171847628
Right now the glider essentially cuts your gravity and increases your speed. You can zoom in and zoom out too, so it's hard to make it take up more of the screen if the player doesn't want it to.

>>171847682
They're all pretty simple shapes anon, I'm not a very good modeler. I've just been practicing for a long time now.

>>171847697
I did. It's saving me time at the start, but I'd like a hand crafted terrain. I just have so much to do, so I'm putting that off until later.
>>
>>171847569
>thinks tracing is the same as observational copying
>that pissy attitude

not gonna make it
>>
File: 1486638614921.jpg (31KB, 720x960px) Image search: [Google]
1486638614921.jpg
31KB, 720x960px
>>171847846
SAVAGE
>>
>>171847694
>should be used to copy someone else's assets for advanced production (i.e. making a game spritesheet)
i have not copied anything that i am using as an actual asset
>>171847772
exactly
>>171847846
i haven't even been making this "game" for weeks yet
>>
>>171847648

Yeah I was told that the G and T were a bit hard to read, so I might need to open up the font in TypeLight and fix them up
>>
>>171847818
make multiple materials in substance designer and composite them in designer or painter
>>
File: 1490243684736.gif (10KB, 632x472px) Image search: [Google]
1490243684736.gif
10KB, 632x472px
>>171841076
Im subtly droppin alex jones tier red pills in mine
I hate media that is overly political or agenda driven but if you make a game that deals with rebels against some authoritarian evil, might as well have fun with it and maybe trigger some sjws. Plus if its subtle you can just deny it.
>>
File: 1486569481525.png (309KB, 678x375px) Image search: [Google]
1486569481525.png
309KB, 678x375px
>>171847937
>i have not copied anything that i am using as an actual asset

too bad the most interesting thing in your pics is a hyper light drifter MC rip
the rest is just a bunch of basic shapes thrown together with no rhyme or reason
>>
>>171847818
You can usually control the tiling scale on a material itself, so you'd have a separate tiling brick material
>>
>>171847985
what if I'm doing modular assets that need to tile but also connect to each other seamlessly, e.g. modular wall pieces whose tiling brick needs to connect?

how do I UV unwrap each modular piece?
>>
File: character6.png (2KB, 108x66px) Image search: [Google]
character6.png
2KB, 108x66px
>>171848147
>a hyper light drifter MC rip
it looks completely fucking different from the drifter, look at the silhouette
>>
File: 1490205868879.jpg (247KB, 714x739px) Image search: [Google]
1490205868879.jpg
247KB, 714x739px
I'm taking sprite requests again
>>
>>171848320
just make a game already anon,you can use your own pixel art so why not?
>>
>>171848315
holy SHIT

THIS faggot is back again?
are you a new daily shitposter?

I spent the last thread trying to argue with this retard you guys are just wasting your time, let him be a shitty faggot and never improve or make anything worthwhile. he doesn't deserve our help at this point.
>>
>>171848320
enemy guy with a sword you hack
>>
File: file.png (209KB, 575x323px) Image search: [Google]
file.png
209KB, 575x323px
>>171848320

do my game Journe--- I mean, the title is called Adventure
>>
>>171848418
>he doesn't deserve our help
calling my work shit and a ripoff is not help you total fucking autist
>>171848443
don't steal my idea you fag
>>
What funny mechanics could i use in a haunted mansion level for a platformer?
>>
File: FF_hunger.webm (2MB, 1280x720px) Image search: [Google]
FF_hunger.webm
2MB, 1280x720px
man i could sure use some snacks
>>
>>171848586
Have a really menacing looking enemy that chases you
Once it gets close, have it go all scared and run away
>>
>>171848403
I couldn't program if my life depended on it

>>171848432
if you're this fella >>171848315
I ain't doing shit for you, until you grow the fuck up.
>>
>>171848665
I'd go for less waviness, and have some colourful overlays at 0.2f alpha
>>
>>171848732
what kind of games would you make if you could?
>>
>>171848665
Also the shot gun has to give a bigger knockback than the ak47.

Have the knockback from each bullet type weighted
>>
>>171848732
well i guess you're not doing shit for me then

;)
>>
File: ghost_bud.gif (1KB, 30x48px) Image search: [Google]
ghost_bud.gif
1KB, 30x48px
>>171848320
pls draw my ghost bud in a way that doesn't look like you're being menaced by giant sperm
>>
>>171846214
Speeding it up only makes the word stretching more obvious imo
>>
File: pawn piece.png (129KB, 1920x1080px) Image search: [Google]
pawn piece.png
129KB, 1920x1080px
I am making a chess game and I am just modeling the pieces for the game
>>
File: IMG_0027.png (153KB, 812x932px) Image search: [Google]
IMG_0027.png
153KB, 812x932px
Well boys I got an internship Just Like Making Unity Game. Have I finally made it?
>>
>>171849165
aesthetic
>>
>>171848320
SUPER HARDBOILED detective.
>>
File: 65465.png (375KB, 572x464px) Image search: [Google]
65465.png
375KB, 572x464px
>>171849165
Were you the one on /v/ that made a chess thread few hours ago?
>>
>>171849242
I'd be bitter because whilst they make all the real money, all I get in return is a piss poor salary
>>
File: 43756346982.jpg (7KB, 320x320px) Image search: [Google]
43756346982.jpg
7KB, 320x320px
>buy book to learn C# with Unity
>author smugly says "you can find everything you need on the internet but this book is soooo much better" on the back
>need to download files for it
>authors site got taken down, have to find them myself on Github
>nothing is updated, its all 5.1 while the current version is 5.7
>almost all keywords mentioned in the book are obsolete
>I payed 30 bucks for this shitty out of date book

REEEEE FUCK YOU ALEX OKITA UPDATE YOUR FUCKING FILES YOU HACK REEEEEEEEEEE
>>
>>171849249
thanks

>>171849262
No, I just like the game chess and the hardest part I think is going to figure out the programming logic of checking the pieces

I have never programmed a chess game before
>>
File: originalthecharacter.gif (25KB, 261x85px) Image search: [Google]
originalthecharacter.gif
25KB, 261x85px
>>171848315
wow, way to rip off Donglord, my original character
>>
File: 2017-03-23- flip page 2.webm (1MB, 1128x638px) Image search: [Google]
2017-03-23- flip page 2.webm
1MB, 1128x638px
>>171849042

The speed's been unchanged since last time I posted it. But I do plan to add in a shader for this after I have all of the logic hooked up.

About halfway done with the roster screen (granting EXP) now
>>
File: uv.png (699KB, 752x743px) Image search: [Google]
uv.png
699KB, 752x743px
>>171848312
you can control tiling within UV islands pretty easily if you build everything in designer
>>
>>171844541
I'm just making a game I want to play. If people prefer to play other similar to mine, there's not really anything I can do about it.

>>171845542
What I like the most about Super Meat Boy is that the levels are short and difficult but fair. That's what inspired me.
I prefer a slower pace gameplay, and that's what I going for with my game.
>>
>>171849495
more and more shit (get it) is being added to my game

thanks for all the free sprites loser
>>
>>171849495
beautiful
>>
>>171849512
something I'd suggest looking into are scissor effects.

tweening the text makes it super clear that it's being animated in but if you just scissor along the same line it'll actually look like the pen is leaving ink
>>
>>171849242
Have fun with your non-competition agreement that you signed. You'll never be able to make your own games again.
>>
>>171849521
that's great to know, but how do I do that?
is there a tutorial anywhere?
>>
File: state of agdg.png (33KB, 1400x895px) Image search: [Google]
state of agdg.png
33KB, 1400x895px
>>
>>171849461
Go here and dont look back.
>learncpp.com
>>
File: hanabi thanks.png (505KB, 1268x686px) Image search: [Google]
hanabi thanks.png
505KB, 1268x686px
>>171849632
>something I'd suggest looking into are scissor effects.
>but if you just scissor along the same line it'll actually look like the pen is leaving ink

Nice, I'll look into this after I finish ticking this EXP upward
>>
I am practicing Blender everyday getting better and better at 3d modeling when I get good enough I will make you guys some 3d models for your game to give back to this wonderful community
>>
>>171848923
I'm not exactly a weeb, but I would really love to try making something about (weapon assisted) exorcism in rural japan. They have lots of exotic monsters, spirits, demons and shit and I'm a big fan of the contemporary architecture, like compact infrastructure, external blinds on everything, lots of concrete of all shapes combined with pleasing looking gardens, charming small town at the feet of the mountain, that kind of stuff. Visiting local priests, learning what's the trouble, examining the area and finally confronting whatever the game throws at you. haven't really decided if it would be better with cleaving through a horde of enemies, or just beating a really powerful one.
>>
File: 1457641591266.jpg (23KB, 323x214px) Image search: [Google]
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>>171849809
Thanks for the free cover art, loser
>>
>>171849461
>paid

Get yourself on cgpeers dude so you don't waste money on this stuff in future
>>
>>171849809
loving all this fanart
>>
>>171849036
is that picture the resolution you it has to be?
also a bit more information, like bud, that's supposed to be a friend, not enemy, right, so I shouldn't make him menacing, right?
>>
If I want a database of 100+ armour/weapons etc what should I use?

Using Unity by the way
>>
>>171850460
xml readers
>>
File: ALERT.jpg (83KB, 576x924px) Image search: [Google]
ALERT.jpg
83KB, 576x924px
stay vigilant guys
>>
File: 1425398195900.png (269KB, 353x472px) Image search: [Google]
1425398195900.png
269KB, 353x472px
>>171850772
>donglord
>>
>>171850772
i am the original creator of donglord AND capeguy kiddo
>>171851019
i knew you were a filthy kshitter
>>
>>171850349
source is 10x16, I'm not super picky
They are initially hostile but you can tame them for your domestic purposes. They attack in packs so watch your back
>>
>>171851019
that women is very unattractive why would you post her?
>>
File: 15cea766d7.png (19KB, 803x280px) Image search: [Google]
15cea766d7.png
19KB, 803x280px
>>171851082
>i am the original creator of donglord
wrong
>>
>>171851474
donglord has the deepest lore
>>
File: SunFish.webm (3MB, 800x600px) Image search: [Google]
SunFish.webm
3MB, 800x600px
>>171850772
all hail donglond
we shall make monuments on his honor and glory
>>
>>171851707
Not all dicks wear capes.
>>
>>171851647
>The details matter.
kekpot
>>
new thread for progress
>>171852063
>>171852063
>>171852063
new thread
>>
>>171811520
- ideas that I don't want to go to waste
- building my resume (before this it was much smaller projects)
- more enjoyable than my day job
- more enjoyable and easier to have ideas for than other programming projects
- makes me feel like I'm getting somewhere and I can actually do shit
- got me through a tough time when I had no job, no car, few friends, and nothing much to do
- possibility of fame and fortune-- I'm only expecting a trickle of money and a few followers, but even that much I would appreciate
>>
>>171823420
it shouldn't be black and it shouldn't be just one single crease
>>
>>171853460
But that's how it is in every anime
>>
>>171853803
amine isn't a few pixels wide
make it a darker shade of the skin
>>
>>171787963
>dropped out of college to gamedev
>still stuck in a job most of my time because I like to eat
When will my nightmare end?
Thread posts: 757
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