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/agdg/ - Amateur Game Dev General

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Thread replies: 758
Thread images: 124

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Making games edition.

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

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Thread
>>172218258

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
All for arguing and not posting updates on the games we are secretively developing?
>>
More than that, we rejoice in our sufferings, knowing that suffering produces endurance, and endurance produces character, and character produces hope, and hope does not put us to shame, because God's love has been poured into our hearts through the Holy Spirit who has been given to us.

- Romans 5:3-5
>>
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>>172272202
My engine > your engine
>>
>tfw you will never be a popular AGDG dev because you don't shitpost your game progress for attention, (You)s, and easy ego stroking
>>
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>>172272329
My game idea > your game idea
>>
>>172272382
do you expect your game to be popular if you're not even trying to make it popular
i bet you also believe in the "good games don't need marketing" meme as you're working on your game with low quality art because "gameplay is all that matters"
>>
>>172272472
Marketing is the only thing that makes your game popular. No one will know if your game is good without people knowing about the game. That meme is retarded.
>>
>>172272472
Lets discuss this.

Where do you usually get sourced for dank indie games?

I happen across them on Steam, or one of the streamers I follow plays them.
>>
>>172272202
I love not posting updates on the games I am secretly developing
>>
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For some odd reason the weapon wasnt set invisible after death in capture mode.

Eh... whatever you get the idea.
When the guy falls the camera is attached to the cone. The cone then falls over like a sack of shit giving you this effect.

Could slide a little more.

I like to listen to cool fantasy combat music while making these and then pretend the gameplay is much cooler than it actually is
>>
>>172272710
Going for the circa 7th gen raspberry jelly effect I see. A delicious vintage.
>>
>>172272710
>aim lock
why anon
>>
https://clyp.it/fmueqx3v

what should i fix in this before i post it tomorrow?
also what should i call it?
>>
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first for reposten
>>
>>172272710
Really does work quite nicely for a quick fix.
>>
>>172272710
Guess that's the radar done for.
>>
>>172272710

Dude it's like FPS Dark Souls xd

No but really, glad to see some real gameplay from you, looks pretty cool.
>>
>>172272710
Well, here's what you can do, if you want the actor to disappear you can (if you are in Unreal):

1.) Go into your blueprint
2.) Find the last node in your death function
3.) Create a new node branching off the execute of the last node in the death function
4.) This new node you will create can either be a Timer or a Destroy Actor node. If you want him to die right after he falls, put in the Destroy Actor node. If you want it to wait a few seconds before destroying the actor, create the Timer and then create the Destroy Actor node off of the execute of the Timer node, set the Timer value.
>>
>>172272080
>no webm section
no wonder progressposting is so rare, no one knows how to participate!
>>
>>172272907
'Cause sometimes independent development means doing things you shouldn't merely because you're enamored with the fact that you can.

He says it can be disabled.
>>
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>>172272875
Yeah the normals for that are currently way too smooth.
Eventually going to break that up a bit and maybe randomize it like Warhammer Vermintide does.

Have another one.
Introduced jump attacks only today.

>>172272980
>>172273016
Thanks anon!

>>172273030
Strangely enough it is hid in regular editor gameplay.
I took these captures directly from the unreal sequencer with cinematic mode unchecked.
Not sure.
Maybe I fucked something up.

>>172272907
Its breddy cool in a way.
Don't have to use it but I regularly do.
>>
Has anyone here sold assets on the unity asset store?
>>
>>172273624
So, what is it that you want the sword to do when the player dies? I can help you achieve it.
>>
>>172273715
Portalkit anon did, supposedly made several hundred dollars

He/she tried to do a "reply to this post for a chance to win a key" and was immediately mocked
>>
Why can't any of you worthless idiots build your own engine? Are you really this stupid?

None of you have any hope whatsoever.
>>
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>>172274516
I HAVE MY OWN ENGINE GOD DAMNIT
>>
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----[ Recap ]----
Game: PROJECT MURDER PARTY
Dev: (you)
Tools: UNITY
Web: brazileirobr.itch.io/pmp
Progress:
+ 5 New hats (round hat,Hard constuction hat, Cap, Party hat, Fez)
+ 2 New items (blood pack and bandages)
+ Fixed a shit ton of bugs
+ fixed the coliders in some maps
+ Managed to make the first build of the game whitout any errors or frame rate problems
>>
>>172274964
dumb frogposter
>>
>>172274516
Programming is too hard
>>
>>172274964
post something from it
>>
>>172274516
>being this retarded
You do realize building your own engine is just programming your own lighting, physics and sound? Using a pre-made one is just using someone else's lighting, physics and sound. Usually pre-made game engines have a UI, sometimes they don't. Open source engines are just the files for the lighting, physics and sound that you can use, you don't need a UI. Some people want to use another person's lighting, physics and sound because they like it. Fucking neanderthal.
>>
>>172275404
>it's a "anon posts a condescending wordy pesudo intellectual post trying to appear knowledgable in a subject he knows nothing about" episode
>>
>>172273624
Your game looks good and shit at the same time.
>>
>>172275541
This proves how little you know.
>>
>>172275730
Tell me about the shit parts

>>172273785
It does what i want. In play mode at least. Just for some odd reason it wouldnt set the mesh visibility to false when i captured footage directly from the engine (via unreal sequencer)
>>
>>172276604
aww is sweetums feeling hurt and just repeating what i say now?
>>
>>172276604
Worthless post desu, just a puffed up way of going "nuh uh"
>>
>>172276616
The spells look a bit weird and the movement is too stiff, kinda like in Morrowind.
>>
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>>172275541
>it's an enginedev needs an audience for his autistic episodes episode
>>
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>>172272080
jlmg lmao
>>
tenderarms dev and browngreybackgroundwithgreenandredpeople learningdev, I think you're doing great jobs each. I tried to tell you in the last thread but it died very soon after.

If you see this, keep up the good work. Actually that goes for all of you-- for... all of us.
>>
goddd you are all a bunch of pleberinos
>>
>>172278098
>keep up the good work
Or you know, at least fail gloriously.
>>
>tfw I'm going to be the first successful Godot dev
>>
>>172278537
No you wont, because I'll finish my Godot game first!
>>
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still trying to make this snow cave look pretty. Think i'm going to add waterfalls or giant stalagmites coming out of the water
>>
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>>172278706
It's on, then.
>>
>>172278803
Hard to tell where the water line is.
>>
>>172278803
fix the textures of the main platforms, this is butt ugly
btw i like the 2.5d
>>
>>172278803
This >>172279186
Give it a splash effect too
>>
Explain something to me.

What's the role of a publisher?

Do they buy the rights of your game?
>>
>>172278803
do you need help on your game? I would love to help
>>
>>172279343
you make a deal with a publisher, usually they front money for development and market your shit for you, in exchange for revenue cut. Most of the time you'll get a really shit deal, but unless you have skills in marketing, good luck
>>
>>172279343
They used to take care of the distribution and such but nowadays they are completely obsolete thanks to digital distribution.
Now they memed themselves into overpriced marketing firms that steal your game.
>>
>>172278803
teach me your gamedev ways
>>
>>172279505
>>172279525
but they give you still money, right?
>>
>>172279343
to make your game known to the public, handle the logistics of shipping and getting on various platforms like Steam,HB,Gog,consoles (more than anything).
For this they get a cut of profits.
Devolver Digital guys did a talk on just this and what devs should know.
>>
>>172279640
Only if you have a healthy social media presence, if you don't they never pay you since you don't have enough influence to drum up drama.
>>
>>172279670
link to the talk?
>>
>>172279186
>>172279326
I know but I have no idea how to show where the water line is. Maybe a gradient texture on the water?

>>172279265
the snow platform? Whats wrong with it?

>>172279445
depends. What can you do?

>>172279584
I have a tutorial on my site that explains how I do 2.5D in gamemaker, if thats what you mean
>>
>>172279827
link site
>>
>>172279640
I actually have a meeting with a publisher this week, they are offering to cover costs + salary.
>>
>>172279876
http://diestware.tumblr.com/post/155962884315/25d-gamemaker-tutorial
>>
>>172279784
>>172279640
>what is a legal contract
Seriously sometimes I think you people just say whatever you think sounds right, or like how you think things should work
>>
>>172280052
I only need to know if I can get paid by a publisher if I make a shit game.
>>
>>172280052
>he thinks a piece of digital paper means shit in the doggy dog world of game development
>>
>>172276705
>>172276841
That's literally what a game engine is, have you ever heard the terms "physics engine; lighting engine; sound engine"? A game engine is just a collection of those to help power your game. If you make a game on your own with just a programming language, you just made it's own engine. Unreal engine came about when they decided to make an SDK for development that uses Unreal Tournament's lighting, physics and sound engine. Unreal 4 was the first real game engine-type game engine because before it was just a set of tools, now it's a full fledged program with a UI and shit.
>>
>>172280214
You sign it with a feather dipped in an inkwell, retard that's what makes it legal
>>
>>172280159
well, what publisher would want to sign you if you're shit?
>>
>>172280625
Black Shell Media lol
>>
>>172280625
Is a joke retard.

I'm sure I'm better than those shit games at friv.com
>>
>>172280159
Steam.
>>
>>172280557
sweetums it's time to stop posting
>>
>>172280679
How much would it take to get published anyway? I am sure companies like High Sierra are busy off the clock with publishing appointments. What would their standards be for wanting to publish someone? I mean, I know I can just put my game on Steam, PlayStation Store and XBOX Arcade, but if I wanted disc-copies, what hoops would I have to jump through?
>>
>>172280723
Since you didn't know what a publisher was I assumed you childishly thought you could get published by making shit games, like you stated

Is no joke retard.
>>
>>172280938
You can do all of that without a publisher.
>>
Would you guys watch a stream of me devving?
>>
>>172281126
>acting like it wouldn't cost a lot of money to make enough discs to fill GameStops around the U.S.

>>172280820
>provides no argument to why I am wrong
That's because I am not wrong. Admit it, everyone is an engine dev.
>>
>>172281302
I'd watch art and animation, that's it though. And I'd turn it off the minute you seemed attention-hungry or trying to be entertaining. But actually I'd quite like some art stream.
>>
>>172281358
Anon, physical distribution is dead. It only exists for the AAA turbonormie audience.
>>
>>172279265
He's one of those idiots that thinks there's charm in those low-res old ps1 textures.
>>
>>172281302
No.

>>172281486
I personally like disc-copies better. It's the format I was raised on. When it comes to PC, digital is the only way I will go. When it comes to console, I prefer discs. It goes back to my roots of console gaming as a kid. So I am definitely gonna get a publisher to help make disc copies of my game, along with putting digital copies on the PlayStation store, XBOX Arcade and Steam. Also, publishers pay for and distribute advertisements for your game. I can make some cool ads and trailers and my publisher will spend the money to get them around YouTube and TV.
>>
>>172281358
>That's because I am not wrong. Admit it, everyone is an engine dev.
oh sweetums this ignorance won't be fixed by you digging in
>>
This is a humble reminder that learning how to develop your game from scratch (that is, not relaying in game engines such as unity and GMS) will take you closer to deploying a game and beat your competitors.

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

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

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

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

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

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

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

Good luck.
>>
Is 2dlove anon here? About to work
>>
>>172281839
Listen babe, give an argument to why all games don't run on some sort of engine or else I am right bu default. It's the rules of arguing, without evidence to counter a claim that has evidence, the claim-maker wins.
>>
>>172281717
Anon, I lived through the cartridge era and I don't give a fuck about physical copies anymore unless it's some autistic limited edition thing.
>>
>>172281714
>clearly early dev textures
>FUCKING PS1 NOSTALGIA FAGS
So now you're just making things up
>>
>>172281984
That's you, not me. Some kids who are un-educated still go to GameStop, I would hate to leave them out of the list of people who can buy my game. The wider audience you have = more moola.
>>
>>172282004
If they were early dev, you wouldn't have bothered applying a texture at all; a simple material would've been fine.

Alas, you're one of those retards trying to get into 3D, and think the shitty PS1 graphics are appealing.
>>
>>172281971
man moving goalposts.jpg
>>
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PROGRESS: Some anon yesterday kept pestering me to go and put in super moves, but I had to go and implement the new animation system for the player character before I could put in supers.

So I decided to kill two birds with one stone and make the first animation under the new animation system be the high-kick.

Well, the placeholder animation for it is just the previously-unused uppercut sprite on a really shit animation I spent 2 minutes putting together, but when the art's for it done it'll be a high-kick proper.
>>
>>172282235
Not everyone wants to dev with rainbow colored cubes and squares. Sometimes even simple dev textures can help see how the game will look later in development.
>>
Anyone need a logo?
>>
>>172282693
post font
>>
>>172282192
pls are you really implying you're anywhere near releasing physical copies for consoles? Did you not download unity just yesterday?
>>
>Brigador took five years to create. It’s a mech game with a great retro-chic look, a standout soundtrack, and fully desctructible everything. The developers jokingly call it a “Kool-Aid Man simulator.” On Steam, it has a 94 percent positive rating. Despite all that, it flopped.

>We took five years to ship a game and we wrote our own engine, for all intents and purposes, that’s suicide.

http://steamed.kotaku.com/what-happens-after-an-indie-game-fails-1784062530

Reminder, don't make an engine, it's a waste of time. Even if you spend years perfecting your game and the engine it's built on, it can still fail.
>>
>>172282235
t. butthurt nodev
>>
>>172282192
You don't see indie games in GameStops, no one goes there for that and by the time you finish your game it's likely that GameStop will just go bankrupt.
>>
>>172281894
I am gonna stick with engines for now because I know C++, and C++ is horrible with this type of thing right now. C++ is the fastest alternative to this, Java sucks and shouldn't even be used for game development, but OpenGL sucks and Graphics.h isn't pre-installed and I don't feel like installing it. Bjarne should really ask the maker of the Graphics.h library if he can incorporate it into C++ by default, then i'll start using it.

>>172282772
I used Unreal, and I was implying when I was done, I am no where near done, I need to do a lot of bug fixing and then update the models to look more photo-realistic, I am using some shit 2006-lookin' placeholders for now, but they are ones I made to stand in until I got time to make models with thousands of polygon counts. All the character models are what they are gonna look like in the final game, just Counter-Strike: Source looking right now.

>>172282750
Tell me your name and i'll post your fucking logo.

>>172282935
We still got out of country stores that are thriving because they are NOT shit like GameStop that I can have the game outsourced to.
>>
My game will be released on cassette
>>
>tfw itch.io lts you see the emails of people who donate/purchase
>tfw some christian family man donates to your lewd game
>>
>>172283067
"Sorry I'm not interested in doing logos for games with the letter <char> in them"

Fuck off memester
>>
>>172283201
Sounds like leverage.
>>
>not liking ps1 graphics
>>
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>>172237112
----[ Recap ]----
Game: 3DS FPS (WIP title)
Dev: Kada, Theonian
Tools: Unity, Blender, Gimp
Web: http://theonian.tumblr.com/
Progress:
+Support for multi-seat vehicles added (working online)
+Auto port forwarding
+Many bugs fixed
+Made a new enemy
+Made a vehicle
+More work done on city assets
+New textures
>>
>>172283241
I am not memeing, I am legitimately making logos. I will only deny putting characters in it if the font I think should be in the logo doesn't have that character. (Like most of the characters in the Lenny Face.)
>>
>>172283067
That's not what outsource means.

And what the fuck does some local game store matter. Are you gonna print out physical copies and drive them over to the store personally or what? How many sales will you get from your local game store?

I seriously think you have no idea what you're talking about.
>>
>>172283067
>Tell me your name and i'll post your fucking logo.
Chronicles of Donglord
>>
>>172283339
Cushy Tushies
>>
>>172283416
I know what i'm talking about. Except for when I used outsource. There is the british equivalent to GameStop that is literally the exact opposite to GameStop. People actually like them. It's a popular store. They don't scratch out games, throw good, working games into the dumpster, shit like that. Most publishers are cool with mass-mailing copies of whatever game their publishing out to out-of-country stores upon request by the store OR upon request by the developer and the approval of the store to host the game.
>>
>>172283067
>but OpenGL sucks
LOL Fucking idiot
>>
>>172279793
I think it's this:
https://youtu.be/mAI5W7Y5H28

>>172282530
Looks good anon. What was that name somebody suggested for your game a few threads back?
>>
>>172279670
>handle the logistics of shipping and getting on various platforms like Steam,HB,Gog
HA
HA
HA?
>>
>>172282917
they are asking too much money for a game with no real game to it
>>
>>172283782
Somebody suggested "Punch-snout", which I LOVE, but it's too close to "Punch-out" for my tastes.
>>
>>172281894
>when you know this is the best option
>when it's way too deep
>>
Evens C++ engine
Odss C engine
>>
I want to make a 2d platformer, Unity or GameMaker 2? Suicide is not an option either.
>>
>>172283067
>opengl sucks
>recommends some dumb ass primitves render that likely has opengl as a backend
>>
>>172284060
Elaborate
>>
>>172283731
It does.
Vulkan is fixing things though.
>>
>>172284060
I have the game, it has plenty of game to it. If you just mindlessly shoot at everything you will definitely die, at least in the harder levels. It requires strategy.

But I do agree that $20 was too much, $10 to $15 would have been better.
>>
>>172284198
>Unity
>2D
You will consider suicide an option were you to choose this.
>>
>>172284198
Gamemaker or Godot, Unity's 2d support is awful
>>
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>decide to try and get back into programming
>going through the unity tutorials
>spend an hour trying to figure out why the shot isn't moving
> I didn't capitalize Start

fug
>>
>>172284208
it's like hotline miami with robots
>>
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>>172281894
Wait, I thought an engine also extended to using graphics libraries, like Pygame or something.

Does that not count as some kind of engine? I always thought engine deving meant you'd rewrite a Pygame-like library from scratch?
>>
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Progress:
>Added shell decay
>Added poor slime
>Bullet knockback
>Muzzle flash (needs some more work)
>Enemy health bar
>>
>>172284198
Gamemaker Studio 1.

It really depends on what kind of 2D platformer. If you're going to make one with heavy 3D shit flying at you and shit, I'd use Unity. If you keep it 2D or simple 3D, GM is more than enough.

I hear Godot is easy and similar to GM, if you want to try that out.
>>
>>172282530
Same anon who kept bothering you good this pleases me now do those crazy combo animations!
>>
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>>172283459
Here you go.

>>172283731
It literally does. I have used it. They need to make another code-based modeling library for C++ because OpenGL is horrible. The only good thing it does is it's collision box. Rockstar Games used OpenGL for a long time to make their games, making model frames and just applying textures to the outside. The collision follows along the edges of the model, so the collision is perfect. Otherwise, it's extremely flawed.
>>
>>172284617
OpenGL has nothing to do with collision.
>>
>>172281894
>most company use a subset of famous tools that currently exist. Kh3=UE4, Skyrim= Gamebryo, Hearthstone = unity, etc etc etc.
>Implying that building your theater from scratch to show your play is sane.

Face it, why build a new engine when you can sink almost a couple of years worth less into am indie video game? Why reinvent the wheel when most of the engines commercially available already offer the current technology and are accessible?
>>
>>172282917
>wahhhh my game didn't get good coverage, it only got reviewed by a couple of the top video game websites!!

lol why is this prick so entitled? your first fucking game and you expect it to be a triple A smash hit with everyone raving about it? nigga people make 5 games and never get shit back. indie games are not an investment, they are a passion project.
>>
>>172284472
I'm glad you learned how revolver eject shells. Well done anon, you're doing good.
>>
>>172284543
I'm using Godot and it feels more complex but also more powerful than GM, it's like the difference between UE4 and Unity.
>>
>>172284263
>Vulkan is fixing things though.
Keep crying, Pajeet.
>>
>>172284420
>isometric mech shooter with an emphasis on methodical play and using your predetermined equipment load strategically is like a top-down shooter with an emphasis on speed and flexibly changing between acquired weapons
The shit you people think up, I swear to god.
>>
>>172284773
not him but you don't have to always use your engine or build it to the point where you can even use it for a release title

the point is to learn the fundamentals and what's happening under the surface of an engine like unity or UE4

when you build your own engine/game from the ground up your truly learn gamedev
>>
>>172284574
If I go and put in the rapid jabs/rapid hooks right now, they're going to be using the same sprites as the normal punches/jabs, just faster. I don't think it'll be that visually-impressive.

Also, putting them in is going to require work on the enemy AI first, because the rapid attacks are going to be left-right-left-right looping until the enemy blocks, and right now the enemy only changes where it's blocking depending on what you're doing when it leaves hitstun, so if I put in rapid attacks they'd simply go on forever.

>>172284472
I love the way the revolver ejects!
>>
>>172284828
Shush. I was just testing out shell physics, and everyone was freaking the fuck out yelling "MUHH that's NOT HOW REVOLVERS WORKKK"
>>
File: ribbert.webm (979KB, 768x432px) Image search: [Google]
ribbert.webm
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Ok so hopefully now the water line is easier to see?

Also to answer those anons, yes I'm going for a PS1/N64 aesthetic
>>
File: 8W_jyh3_fq4.jpg (18KB, 380x250px) Image search: [Google]
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>>172284617
>It literally does. I have used it. They need to make another code-based modeling library for C++ because OpenGL is horrible. The only good thing it does is it's collision box. Rockstar Games used OpenGL for a long time to make their games, making model frames and just applying textures to the outside. The collision follows along the edges of the model, so the collision is perfect. Otherwise, it's extremely flawed.
>>
>>172284778
It's a cautionary tale. If they didn't make their own engine they could have cut at least 2 years off of the production. This is why you don't waste time making an engine.
>>
>>172285126
if they didn't build an engine he'd still be complaining
>>
>>172284472
This looks extremely satisfying and I love anything featuring revolver-specific mechanics. Will be eyeing your game like a hawk.
>>
>>172284924
Good keep up the good work

>>172285015
looks pretty good it looks more like a super nintendo 2.5d game t b h famalama
>>
File: better lock on.gif (139KB, 978x723px) Image search: [Google]
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Took a while, but I managed to update my targeting. Now it works with some simple criteria and hierarchy. First it checks to see what enemy is being aimed at the closest. If multiple enemies are at the same angle difference, it then goes by which one is closer. In this gif, the black arrow is the direction the player is facing. The red arrow is the direction the right stick is facing, and the blue line is the direction the player is aiming. The blue and red only separate when locked on to a target. You can also see in this gif that I'm locking onto the target based on which one is being aimed at.
>>
>>172285218
Yes, but that's not the point, in that case we wouldn't be talking about it. The whole point is he could have made the game much faster and taken less of a hit from it flopping.
>>
>>172285273
Thanks! I try my best to make the game as satisfying as possible, so this really means a lot to me man <3
>>
>>172285015
Looks much better, anon. Maybe random small sheets of ice across the surface? Maybe in the back so the player never interacts with them? Nothing big or anything, but just thin, sporadic sheets to sell the temperature of the stage.
>>
The hardest part of giving up is disappointing that one anon that showed genuine in your game.
>>
>>172285439
but he couldn't have made that game unless he made an engine, he says so in the article
>>
>>172285218
If they didn't build an engine then they wouldn't be the whiny type who thinks amount of work is directly proportional to game quality and chance of success.
>>
>>172285015
This kind of aesthetic works better without lighting and any shading done in the textures instead. Like megaman legends.
>>
File: kickin.png (151KB, 1018x749px) Image search: [Google]
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----[ Recap ]----
Game:Kick-in'
Dev:Kickin' dev
Tools:Gamemaker
Web: kickindev.tumblr.com
Progress:
+First super ability implemented
+Proper animation system ported to player
+Super bar works and displays properly now
-Waiting on art to continue making progress on some fronts
-AI work needs to be done before future super ability progress can be made.
-I've got a lot of animation work and sprite-cleaning to do for the player now...
>>
>>172286219
I fap to all your progress videos <3
>>
File: abzu019.gif (3MB, 380x208px) Image search: [Google]
abzu019.gif
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>>172272080
underwater jam has been such jolly vibes :)
not long to go :D
>>
>>172281894
Game developers 20 or 30 years in the past probably wish they had the tools that are at your disposal now. So what do you do? You scoff at the very idea of using them with some high-road ideals that will end up costing you years of your life.
It is quite tragic.
>>
>>172286721
this makes me profoundly uncomfortable
>>
>>172272080

> city night
> added ports: dreamcast

what the fuck? am I interpreting this right? he ported it to the dreamcast?
>>
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>>172284767
You do realize that once OpenGL makes a model, it automatically adds collision to the model in the shape of the model to perfectly wrap around it? For around of the box collision development for the model. Ease of access.

>>172283490
Here you go. (100% free by the way, I made sure)
>>
File: 001_1478877344.png (710KB, 1072x1600px) Image search: [Google]
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How's that waifu simulator coming along, /vg/?
>>
>>172286219
i was going to ask if those hearts in gameplay were a debug thing but i assume by the fact that they're not in that picture there that they are
>>
>>172287250
I need to git gud at modeling or drawing to make one.
>>
>>172287250
SAUCE
>>
>>172287129
i like it. if the person who it was made for doesn't respond i am gonna use it. fuck you.
>>
>>172287254
They're a debug visualization of hitboxes, yes.
>>
>>172287250
Does it count if my game has waifus in it?
>>
>>172287129
>>172284617
this shit is horrible

kay-why-ess
>>
RIP THREAD.

REST IN PISS.
FOREVER IN MISS.

REST IN SPAGHETTI.
NEVER FORGHETTI.
ALREADY REGRETTI.
>>
Post code.
>>
I figured out the secret to modeling good. I keep practicing modeling random objects like a tv or a water bottle and just random easy objects and working my way up to harder ones
>>
>>172287982
#include <iostream>

using namespace std;

int main(){
bool isAnonAutistic=true;

if(isAnonAutistic==true){
cout<<"Please end your life."<<endl;
}
else(){
cout<<"They diagnosed you incorrectly, anon."<<endl;
}

return 0;
}
>>
>>172287982
std::map< std::string, std::map<std::string, std::string> > someStorage;
>>
File: 1z9SXxq.png (535KB, 594x357px) Image search: [Google]
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>>172288186
>#include <iostream>
>using namespace std;
>that brace-style
>no space before and after operators
>redundant check for true
>endl;
>else()

Anon, I am really, really disappointed.
>>
>>172288186
I'll do you one better:

#include <iostream>
#include<string>

using namespace std;

int main(){
int AnonsIQ=5;

while(AnonsIQ>=5){
AnonsIQ++;
}

if(AnonsIQ<=100){
cout<<"Good job, you learned enough to be average."<<endl;
}

return 0;
}
>>
>>172287982
std::chrono::high_resolution_clock clock;
std::chrono::high_resolution_clock::time_point prevTime = std::chrono::high_resolution_clock::now();
while(1) {
std::chrono::high_resolution_clock::time_point currentTime = std::chrono::high_resolution_clock::now();
std::chrono::high_resolution_clock::time_point deltaTime = currentTime / prevTime;
prevTime = currentTime;
}
>>
File: 1490555694139.jpg (31KB, 601x508px) Image search: [Google]
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>tfw for some reason my character didn't hurt the other
>wasted two hours trying to fix the code
>turns out the animator was turned off
>only unity feels
>>
>>172287982
public class Minesweeper {
public static void main(String[] args) {
int m = Integer.parseInt(args[0]);
int n = Integer.parseInt(args[1]);
double p = Double.parseDouble(args[2]);

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

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

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

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

}
}
>>
>>172288283
>using STL

>>172288559
>#includes
>using namespace std;
>that brace-style
>capitalizing first letter of a variable name
>no spaces before and after operators
>literally infinite-loop and non-sensical program
>endl

I'm even more disappointed.

>>172288584
>using STL
>>
>>172288545
>>172288865
I don't like to have spaces between my operators, it fires correctly if I don't, so there really is no point to have them. It reduces read time by 0.0001 nanosecond, which is so small it doesn't matter, but I mean, it's better than having that one 0.0001 nanosecond more of a read time. So I will have faster code than you.

>redundant check for true
I have it set to true to let the anon know he is autistic. I want it to chuck for true to make sure when he executes it he is told he needs to end his life. The else statement is only there to amuse the idea that he was diagnosed false for autism. I did "else()" by accident, it's habit to add the parenthesis for me because of how many times I have to add it. Also, >>172288865, not adding endl; at the end and using "/n" is redundant. It makes things easier
>>
File: nipnip_seedsnew.gif (3MB, 478x268px) Image search: [Google]
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My game is a piece of shit and I don't know what to do to make it fun. Gimme your sweet feedback anons
>>
>>172288994
stop making mario shit
>>
File: handle.jpg (139KB, 1920x1080px) Image search: [Google]
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>>172286721
-------- FORMAT
----[ Recap ]----
Game: 3D FPS - Casual Milsim
Dev: a Nigga
Tools: Blender, UE4
Web:
Progress:
+ Switching from Unity to UE4
+ Gained new Blender tools to speed up hardsurface modelling
+ Gained new Blender tools to speed up retopology
+ Gained new blender tools to speed up sculpting
+ Scar high poly (100k) is 80% done
+ Developing Casual milsim

- No longer using Unity
- No longer developing tactical shooter
>>
>>172288994
be a real nigga and learn to either draw or learn 3d modeling the choice is yours
>>
>>172287982
vCodec = " libvpx "

ffmCMD = ffmpegPath + " "
ffmCMD += "-start_number "+ startFrame + " -i "
ffmCMD += imgPath + '\\' + imgNamePattern + " "
ffmCMD += "-vframes " + endFrame + " "
ffmCMD += "-auto-alt-ref 0 "
ffmCMD += "-c:v" + vCodec + " -an -crf 32 "
ffmCMD += "-maxrate: " +str(bitrate)+"K"+" -minrate "+str(bitrate)+"K"+" -b:v "+str(bitrate)+"K"+" "
ffmCMD += "-threads 8 -quality best -lag-in-frames 16 -y "
ffmCMD += newPath + '/' + vidOut
>>
>>172288545
Quit complaining about the way he formats things, "else()" is unexecusable, but everything else it just retarded preference. You don't need spaces, so he won't put spaces.

>>172288865
>infinite loop and non-sensical program
It is meant to make fun of an anon, I bet most of the things you code are fucking retarded. Infinite loop? Really? It only prints it out to the screen ONCE. It'll keep running, sure, but once printed to the screen, someone can stop compiling and just let it sit on the screen

>using includes
I always put common includes at the beginning of my code because I don't know the ways I will write it, who knows? Maybe I will need iostream or string or vector, it's good to have.a
>using namespace std;
You are not using namespace std;? You mean you prefer to type out "std :: " for certain lines of code? You are fucking retarded
>endl;
You don't use endl;? You use "n/"? Fucking autist.
>capitalizing the first letter of a variable name
It still runs, so he can if he wants.
>that brace style
What the fuck is that supposed to fucking mean?
>>
>>172288994
add more complex obstacles / things for the player to interact with.
make the game hard
>>
>>172288994
Powerups
>>
>>172288186
>bool isAnonAutistic=true;
>
> if(isAnonAutistic==true)
You can omit the == true with bools.

And please refrain from usings, you always want to explicitly state the namespace.
>>
>>172288994
too generic.
>>
>>172287982
for(int x = 0; x < mapParams.size; ++x) {
for(int y = 0; y < mapParams.size; ++y){
int count = 0;
float total = 0;

for(int x0 = x - filter; x0 <= x+filter; ++x0){
if(x0 < 0 || x0 > mapParams.size - 1)
continue;
for(int y0 = y - filter; y0 <= y+filter; y0++){
if(y0 < 0 || y0 > mapParams.size - 1)
continue;

total += data[x0][y0];
count++;
}
}
if(count != 0 && total != 0)
data[x][y] = total / (float)count;
}
}
>>
File: 1447581900551.jpg (39KB, 600x632px) Image search: [Google]
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>>172288980
>It reduces read time by 0.0001 nanosecond
>which is so small it doesn't matter
>I will have faster code than you.
And you're calling other anons autistic? I have bad news for you, kiddo.

>I have it set to true to let the anon know he is autistic.
I meant you're writing
>if(bool==true)
instead of
>if(bool)
Which means your code will be "0.0006 nanoseconds slower" you autistic fuck.

>I did "else()" by accident, it's habit to add the parenthesis for me because of how many times I have to add it.
Writing shitty code with shitty excuses. Your code will not even compile, and you think your code will be faster than mine? Pathetic.

>not adding endl; at the end and using "/n" is redundant.
endl and '\n' do different things. You really have no clue, huh?
also
>redundant
that word does not mean what you think it means.
>it makes things easier to read
Only if you have autism

>>172289479
My preferences are objectively better.
>Maybe I will need iostream or string
>including shit without knowing you need it
>longer compile times, bigger dependencies
>shitty code smell

>You are not using namespace std;?
No, I don't use STL with my C++.
>You don't use endl;?
If I used STL, I'd use std::endl where appropriate. Those examples were not appropriate uses of endl, they warranted '\n'.
>It still runs, so he can if he wants.
Sure he can, but that goes against widely accepted good coding styles for C++. Fucking retard.
>Not knowing what brace styles are
Why are you even here?


>mfw such retards here
>>
>tfw too much of a brainlet to understand nested loops
>>
>>172287380
The manga is called Infection
>>
>>172289836
>nested loops
You shouldnt use these if you dont absolutely have to anyway.
That goes with nested anything really.
>>
>>172288994
Increase everything's speed slightly.
>>
>>172289816
>>172288980
Jesus christ you two know absolutely fucking shit all about compilers and programming languages in general.

Shut the fuck up before you make bigger fools of yourselves.
>>
>>172288994
Here, get rid of whatever fucking spaghetti code shit you have and use this great C++ code for your powerup system:

using namespace std;
int main(){
bool hasPowerup = false;
if(hasPowerup == true){cout<<"You are powered up."<<endl;}
else if(hasPowerup == false){cout<<"You are weak."<<endl;}
return 0;
}

Replace the print to screens with whatever perks there will be to getting power-ups and then add some code that sets hasPowerup to true when you get the powerup and code to set it to false when it expires.
>>
>>172289959
what if I am making a board game game?

Then I'm screwedd
>>
>>172289836
Isn't it just a loop within a loop? How is that confusing?
>>
>>172289909
thanks senpai, this will be my before bed fap now (providing this is porno)
>>
File: 9ebmBzF.jpg (144KB, 1080x1920px) Image search: [Google]
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>>172289978
>Guys, I don't know shit about what you're talking about but I want to fit in and seem smart! Let me say you don't know shit so I seem smarter without actually contributing in anyway to anything!
>>
>>172290053
>what if I am making a board game game?
board games are a great way to learn functional programming.
>>
>>172290136
>lol i'll post back some dumb shit implying he's acting smart

if you fucks are gonna honestly sit here and tell me your C++ code will run faster because you removed some white space or it'll run slower if you do if(var) vs if(var==true), you can go jump off a bridge.

Do you even fucking know what a compiler is?
>>
>>172290136
Are you the same guy who thought equality was the same thing as assignment?
>>
>>172290164
I only program in OOP and never done fp because OOP is all I need to make games
>>
>>172290269
That's literally what I was opposed to. Is your reading comprehension truly that bad? How do you even function as a human being?

>>172290279
Literally who and what the fuck are you talking about?
>>
>>172290127
It is ecchi but it is not hentai. Sorry, anon
>>
>>172290356
Don't worry, he's going to explain how bad OOP is and then never tell us how to do anything other than OOP. It's a great meme.
>>
>>172290374
>That's literally what I was opposed to. Is your reading comprehension truly that bad? How do you even function as a human being?

>I meant you're writing
>>if(bool==true)
>instead of
>>if(bool)
>Which means your code will be "0.0006 nanoseconds slower" you autistic fuck.
>>
>>172290493
Ah, yes, your reading comprehension truly is that bad.
Here, I'll help you out a bit:

https://en.wikipedia.org/wiki/Scare_quotes
>>
>>172290475
Nah, I dont hate OOP/imperative programming.
Both have their merits and use.
>>
>>172290596
>i was only pretending to be retarded!
>>
>>172290754
>I literally don't know common language traits
well enough to have a sufficient reading comprehension, so I try to damage control by using a shitty one-liner!
Nice, kiddo. Maybe next you can tell me how you "know more about compilers" than I do?
>>
File: agdg-recap.png (76KB, 1280x720px) Image search: [Google]
agdg-recap.png
76KB, 1280x720px
----[ Recap ]----
Game: Project Sunshine (Working Title)
Dev: Scarlet String Studios
Tools: Unity
Web: N/A
+ Fixed save/load bugs
+ Game now works at any window size (auto letterboxing)
- Thought really hard about a title
>>
>>172287982
print("Hello,world!")
>>
https://www.youtube.com/watch?v=DYv8LadBYiY

This is what I've done so far.
pls rate.
>>
>>172290917
>cant even greentext properly
you are a mess. Sad!
>>
File: Knight.png (3KB, 300x400px) Image search: [Google]
Knight.png
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rate my pixel knight
>>
>>172287982
// original code do not steal
mask_index = spr_player_front_world_mask;
if !place_free(x, y + (vert_speed * global.dt)) {
vert_speed = 0.0;
}

if !place_free(x + (horz_speed * global.dt), y) {
horz_speed = 0.0;
}
mask_index = sprite_index;

x += horz_speed * global.dt;
y += vert_speed * global.dt;

set_camera_to_self(0, 0.2);

depth = -y - sprite_get_bbox_top(spr_player_front_world_mask);
>>
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>>172291267
>>
>>172287827
lol
>>
>>172291267
What the fuck kind of knight only has 4 claws? Give him at least 5.
>>
>>172288994
It looks like the character has some interesting floaty mechanic, but you didn't make the level to fit the character.
Add more things that can be interacted with. Maybe wind that can blow the character in different directions, upwards or to the side. Since it's a plant, maybe have special patches of soil that you can plant yourself in and gain some kind of special power up.
>>
>>172291216
Truly a lost case.
>>
What's the best gamemaker tutorial series?
>>
>>172292182
heartbeast or shaun spield whatever
>>
>>172292182
Shaun Spalding or Tom Francis
>>
>>172292182
your own
>>
>>172292182
Just learn stuff yourself. Tutorials are all shit.
>>
File: scifipilot.png (199KB, 525x774px) Image search: [Google]
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finished this up, learned a lot... next time i need to think more about function when designing a character

3d view: https://sketchfab.com/models/70b8cf7b1dc94fe48e6fe1786a39bb08
>>
>>172292591
>mitten hands
>>
>>172292820
mitten hands, no ears, boots.
>>
Anyone else entering the underwater jam?
>>
>>172291008
>forgeting the main thing that stops it from reading the rest of the line
It's supposed to be "print("Hello, world!");".

If you are gonna JavaScript, JavaScript correctly.
>>
>>172287982
///scr_input_createfromstring(str)
// Given a string, create a button object for it. This could be key, pad, or axis

var str = argument0;

var consts = global.constants

var val = undefined

val = ds_map_get(consts[?"stringtokeymap"], str)
if not is_undefined(val) {
// Its a key!
return scr_input_createkey(val)
}

val = ds_map_get(consts[?"stringtopadmap"], str)
if not is_undefined(val) {
// Its a pad button!
return scr_input_createpad(val)
}

val = ds_map_get(consts[?"stringtoaxismap"], str)
if not is_undefined(val) {
// Its an axis!
return splat(scr_input_createaxis, val) // Val is an array this time around
}

return undefined
>>
>>172288994
can it run @ 4k yet? is it VR-ready?
>>
>>172293107
it's over in 16 hours
>>
>>172290014
I actually love this, I legitimately thank you.
>>
>>172293360
Yeah but I want to see PROGRESS
>>
>>172293262
>He thinks my tard brain is capable of using Javascript
It's python but you're still right desu. I'm never gonna make it
>>
>>172293397
Oh shit, it is Python. I know Python, but I instantly though JavaScript since NO one actually uses Python for anything. Don't worry, you know Python, Python can be used for some good things, no one uses it though because there are better alternatives, Python isn't absolute shit.
>>
>>172293107
If I knew about it earlier I would have.
>>
>>172293397
If you tried learning Python before Javascript, you have made a fatal mistake. The first real programming language you learn will stick in your mind, learning Python will make you forget semi-colons in the other ones you learn and then you will turn into big smelly shit. Look up "Jake Wright - Learn Javascript in 12 minutes" on YouTube and learn Javascript. Now run along little boy.
>>
>>172284472
it's high noon
>>
and now a feature length short film about why my camera fucking sucks and i need to make a new one.
>>
>>172293831
these will be every 2 weeks on the weekend i think. i'll make sure to post something in the thread next time too
>>
>>172294086
A little fix for if you are using Unreal:

Run into your camera's blueprint and add a collision node. Set the collision to your floor layer, attach the exec of your collision node to the BeginPlay node and then you are done.
>>
>keep hearing about godot
>keep hearing about how you can use C++ with it
>literally no one is using it anyway
>>
>>172294113
This is the main reason I don't like weekend jams. I'm almost always busy on weekends. Weekdays is when I have the time to gamedev. So 1 week jams always work better for me.
>>
>>172294086
You better finish this gorram game Skellydev
>>
>>172294216

im using unity, i was planning on adding raycasting to the player for the camera at some point. the issue is the jitters at high speeds.
>>
>>172294274
Scroll up a bit and youll see why.
Most people here arent programmers. theyre SO skiddies nig-rigging together prototypes with stolen code
>>
>>172293718
Why would someone use Javascript over Python, other than for browser code or Nodejs? If I'm writing a script for myself, you could not ask me to write it in Javascript instead of Python.
>>
>>172294274
You can use C++ to create modules. But you currently have to rebuild the engine to have them work, which can be tedious. I think 3.0 is going to have dynamic loading or whatever, so C++ can be used without needing to recompile the engine.
C++ is only really necessary for when you need a lot of performance for something specific anyways. The rest of the time it's easier to just use GDScript.
>>
>>172287982
using namespace std;
int main(){cout<<"Why do you need me to post code?"<<endl;}

>>172294451
Yeah, but why use Javascript and Python in general? He should learn it just to get into the habit of using semi-colons after each lines.
>>
What the fuck is "cout"?
>>
>>172294713
That C++ equivalent to Javascript's "print();". Pronounced "C-Out". Executed "cout<<*whatever here*<<", usually you'll wanna make it "cout<<*whatever here*<<endl;" because the endl; moves the printer over to the next line.
>>
>>172294713
c out
c in
>>
>>172294713
c++ speak for printing characters
>>
>>172294592
Only reason I'm bothering with Python is because Godot uses it, and it's was easier to learn than C++. DESU I just want to like make game, I doubt I'm mathematically inclined to be a competent programmer.
>>
>>172294857
They just had to complicate things
>>
>>172294590
Is Godot portable? I'm always on the go and don't have personal laptop but I have access to computers all the time.
>>
>>172295026
You could use chrome remote desktop to remote into your home computer.
>>
>>172292820
>>172292959

its practice, so im cool taking shortcuts
>>
>>172295241
practice making actual hands
>>
>>172295241
These are just nitpicky nodevs. Just like, make game. The art isn't even bad.
>>
>>172295026
I believe so, maybe. I never tried. But the engine itself is one executable. A project is contained within one folder that you make yourself. Engine config stuff is saved in APPDATA though.
>>
>>172294878
Imo Python is a worthwhile learn. I know both Python and C++ pretty well, but Python is preferable because its like 10 times less bullshit to write the thing I want. No writing move assignment operators, no const references or const pointers to const to worry about. Run a script like "python mypngscript.py coolpic.png", no bullshit.
>>
>>172294878
Learn C++ from Derek Banas's video. It's 1 hour and 10 minutes long and it'll teach you all you need to know to start programming fluently and successfully in C++. You have more hope in your programming career once you do.
>>
https://clyp.it/oi403tqq made some muzak for an 8-bit visual novel
>>
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Made a little science lab asset cuz I didn't feel like diving into my shitty code. definitely needs more "stuff" on it but for a future demo day its good enough.
>>
"Python is better than C++ because you have to do less work!", you are all so goddammit fucking retarded that it hurts. First, the more work you gotta do, the more customization you get and it tends to execute better. Secondly, C++ is way fucking faster, is more powerful AND has so much range that you can do more than you can in Python.
>>
>>172295086
>>172295452
Thanks, I'll give one of these a try.
>>
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>>172293107
I want to post progress but recording gif/webms takes a good chunk of time

fish gril will be there though
>>
>>172296417
>power
>speed
>range

what do you need that for? are you trying to recreate gta v? damn.
>>
>>172296828
>"why do you need better a better programming language? are you trying to recreate the sisteen chapel with code?"

Please end your fucking life, you scum little bitch.
>>
>>172296417
I have literally never ran into a scenario where the runtime speed of C++ vs Python has ever mattered. I have no idea what you mean by power or range. I mean its easier in C++ to fuck around with bytes and buffers etc, but when does that come up? As far as "compute shit and put it on the screen" both languages are just as powerful.
>>
>>172296989
no programming languages are better than others seriously grow up kiddo
>>
>>172297037
C++ is pushed right up on your processor so it's always gonna very faster than Python. Execution time matters, dipshit.
>>
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>>172237112
----[ Recap ]----
Game: jamos
Dev: anon
Tools: c sdl allegro
Web: n/a
Progress:
- Some guy said "i can't get the program to run"
- not all computers can run programs built in msvc 2015
+ Figured out how to install Visual Studio 6 on windows 10
- Modern cmake does not support Visual Studio 6 anymore
+ Ported my cmake script down from 3.2 to 2.8
- There were 1000+ errors building my code on Visual Studio 6
+ Now there are only 175 left plus it still works in MSVC 2015 perfectly
+ When I finally fix them all the exe will be very compatible on all systems
>>
I know people say that gameplay is super important and all, but my game isn't really focused around it.

Would it really be so bad to just have an attack button, power attack, block, and a few alternate weapons to go with the puzzle RPG feel?
>>
>>172297165
Yeah its faster, but who cares? Why not write hand optimized assembly or C for that matter?
>>
>>172297385
If your game is shallow then it better be pretty or clever.
>>
Would a rhythm-based fighting game work with online multiplayer? There's a really cool idea I'm throwing around in my head but I don't know if I can pull it off.
>>
>>172297584
Normal fighting games work with online multiplayer, and Guitar Hero works with online multiplayer, so I dont see why not
>>
>>172297824
Problem is getting the music to sync, since attacks would be tied to the beat.
>>
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>>172293395
how well does this read on people's monitors? for me it's just barely visible, which is what i want
>>
>>172298178
now i remember why i use the discord, i got like 5 replies over there and got my question answered
>>
>>172298178
>>172298446
Your question was worded in a kinda awkward manner, and you had a nonsensical quote attached as well.
>>
>>172298446
>instant chat with notifications is faster for small questions that everyone can answer

No shit sherlock.
>>
>>172294086
>But no! It can't be true!
>I could fly, if I wanted to!
>>
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----[ Recap ]----
Game: Legacy Code
Dev: legcodev
Tools: GMS, Photoshop, Python
Web: legacycode.itch.io
Progress:
+Pausing
+More console commands
+Tutorial progress with art
+Rebindable controls
+Save controls
+Gamepad support
-ds_map, ds_list, json, and arrays are terrible
>>
>>172298178
Should probably reset your monitor's brightness / contrast and such when doing art progress.
>>
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Finished my game for the AGDG 72 hour gamejam.

https://itch.io/jam/agdggj01/entries

You will be disappointed.
>>
>>172300103
That implies that my monitor is good and representative of all monitors. Asking people how it looks on whatever weird settings their monitors have is a more natural test.
>>
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>>172300164

Doesn't officially end for another 12 hours.
>>
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----[ Recap ]----
Game: HACK the F.B.I.
Dev: vestigial
Tools: Unity
Web: @vestigialdev
Progress:
+no apparent big bugs standing in the way of making content
+refactored game ssh client and chatroom
+got an enthusiastic tweet
-forsaken by motavio
-recapanon, my March 2017 week 3 entry somehow HACK the F.B.L. can you fix pls?
>>
>>172300164
>>172300348
what? there is agdg game jam?

This is the first that I hear of it. I will create an entry for this as well.
>>
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>>172300709

Good Luck
>>
So I haven't made anything in like a year, but I used a lot of gamemaker studio. I see studio 2 is out. Beside the improved sprite editor, what's really changed?

Can I return arrays from scripts now? Is there any concept of privacy in the GML language, or is it still 100% globally visible? Autocompletion for already declared variables? Can I declare functions without making an entire script for it?
>>
questions about GMS2 never get answered
>>
>>172301709
Wacha gunna do 'bout it, big guy? Cry?
>>
>>172296417
there's not such thing as a "powerful" language. speed is the only criteria and it's irelevant in indie gaming unless you need a crutch to excuse your shitty spaggethi code that would put a computer to its knees with 10 pixel art. "range" is also a blank buzzword. all languages can do everything.
>>
>>172301816
I forgot to quote his >>172301524 post
>>
>>172288994
I would add places that have strong wind and slippery platforms, to make it harder to be on ground/actually use the float mechanic
>>
>>172301709
Well, it's the easiest thing for a hobbiest to use. Built in sprite editor, dead easy to add your art to the gamelogic, easy to learn flexible (if in-CREDIBLY flawed) language. I don't understand why it gets meme'd on so hard. Writing your own engine in a java framework, or trying to fuck with 3D in unity when you're just trying to learn and by yourself feels like a fool's errand.
>>
>>172301954
Thanks for taking your time to explain GMS, but that guy literally stated he's been using GMS for along time and wants to know what's new in V2
>>
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What should my
>Input()
>Update()
>Render()
functions have in them?
Could someone give me like a super simplified pseudo-code example?
>>
>>172296417
Very few people here have the technical knowledge, desire, time, or need to leverage the added power/flexibility you get from using C++. Of course you can do more in C++, but you can do more in ARM than you can in C++. You're making fun of people for buying 2x4's when they could buy an axe and a plane and saw and make them yourself out of a tree.
>>
>>172302142
I am the same guy. I was arguing for my questions to be answered. Please help, I am curious.

guess I'm going to have to just start experimenting
>>
>>172272710
Shields when? I can't look at your game without a shield.
>>
>>172302204
I don't think people do input a lot, I think that's done at update typically. Some people implement it so that things that respond to input subscribe to receive notification when keys are pressed and act then.

Update is all your logic. When something is has a velocity of (3,4) you need to change its position x by 3 and its y by 4 here. You may also put input here, especially when you're starting out learning. Just an if(keyPressed == "D") then add to your character's x velocity by 1, or something.

Draw, you need to probably clear the screen, then everything needs to have its draw function called so the position changes in update happen.
>>
>>172302204
https://love2d.org/wiki/Tutorial:Callback_Functions
kinda related, coud help as an example
>>
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Tried high-poly sculpting today

Goddam, this is insanely much easier than lowpoly stuff - it's basically cheating!
(Though I suspect texturing and retopologizing could be hard)
>>
>>172288994
That's adorable, I love your art!

Now, throw everything away and take what you learned to start again. Play platformers and look how they build their maps around what the character is capable of. Decide if you want your game to be mostly horizontal like mario, vertical like Mario 2 (american)/Megaman, or if you want a lot of puzzle solving that goes left right up and down freely, like Sonic or Metroid. From there, apply your experience here to rebuild around your new understanding and grow as a programmer and designer. Make some mechanics, make a map editor, and start trying to stretch it to its limits. Have friends play it. Give friends the editor. Then when it's all over, burn it down and do it again.

That is my advice to you, I hope some of it is useful.
>>
>>172302776
>texturing and retopologizing
isn't this where you use the high poly model for a normal map
>>
>>172302920
Yes, but you still have to make the diffuse map
>>
>>172274516
Perhaps it's not having the time available to dedicate months/years to program a fully fleshed out engine, when there are so many available that are of excellent quality. Cost/benefit etc. Not everyone has the time/money to sit in mom's basement coding jizz physics for several years so that their FuckQuest homage has some obscure 'street cred' that noone but other pretentious enginedevs will give the slightest fuck about.
>>
>>172303002
Not the same anon, but how do people usually make diffuse maps? Are there programs for painting over the model with textures or something?
>>
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If you had to name the absolutely best year in video game history would it be 2004 or 2007?
>>
>>172303834
1998-1999
>>
>>172303701
Don't reply to him. You and I know he's an idiot, and he probably knows it to. Let him shit in his chair and sit in it if he wants, it's not our problem.
>>
>>172303834
2012
Hotline Miami AND Spelunky remake

mmh baby
>>
>>172303834
Probably some year with the SNES, if I had to guess. Wouldn't know.
>>
>>172303834
More like late 90s
>>
Have never seen or even heard of Hyperlight drifter, friend says my game looks very similar and after taking a look at the game myself, it really does. Jfmsu
>>
>>172303893
with his kind of stupidity, I'd say his chair is literally a throne made of shit and he's quite happy being the king of his own stinking kingdom
>>
>>172303834
why are these so good?
list tiltles
>>
>>172275404
What about garbage collection, anon
I gotta make sure my game collects garbage just the way I want it to
>>
>>172303834
From a video game development point, I'd go with 2004. 2007 had good games but 2004 had big hits that defined the shit to come.
>>
>>172275404

You are fucking retarded. What are you? 12?
>>
>>172303002
You can usually paint a color wile sculpting in most programs. Two birds at once. It will need touching up, but it makes things so much easier/quicker
>>
Can anyone tell me what world space canvas is even for in unity, if gui commands still draw over entire screen, because canvas.pixelrect is basically the viewport? What the fuck is it even for if i can't dynamically write to it?
>>
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----[ Recap ]----
Game: Ctesiphon
Dev: Stomy
Tools: LibGDX, Blender, GIMP
Web: stomygame.tumblr.com
Progress:
+ Modeled up a keycard reader unit
+ Updated blender export script to include doors and card readers
>>
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Play through of my pong game
>>
>>172297053
yeah INTERCAL and Malbolge are just as good as any other language, they all have their use cases
>>
>>172306001
was... uh... was this a learning exercise?
>>
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>>172304602
>2004
Half Life 2
CS:S
Far Cry
Halo 2
UT2004
BF Vietnam
Painkiller
Doom 3
Oblivion
GTA San Andreas
Killzone
MGS 3
Sims 2
Fable
WoW
NFSU2
Dawn of War
SW:Battlefront
Mafia

>2007
Crysis
Crackdown
Ass Creed
Bioshock
Halo 3
Jade Empire
Lost Planet
Mass Effect
Modern Warfare
Uncharted
Portal
STALKER
SupCom
TF2
Tiberium Wars
Witcher
World in Conflict
>>
>>172306489
No I'm trying to sell a remake of pong.
What else would it be, BUD?
>>
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>he makes ""recaps"" instead of working on his game
>>
>>172306532
>stalker
>portal
>witcher
2007, then
>>
>>172306683
>blonde hair blue eyes
>in Japan
>>
>>172306683
wah 3 seconds of effort
>>
>>172306960
3 seconds added every day over years is alot, anon.
>>
>>172307041
>alot
>>
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>>172307041
365*6*3= WHOOPING 2 HOURS in entire existence of AGDG
WeeeeeeeeW
he could probably make a hello world with some random sprites dancing around it in that time
>>
>>172307041
>You just wasted more time making these posts
you have fooled yourself
>>
>>172306592
distilled excellence
>>
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>>172307780
>>
>>172306001
Needs heavier screenshake and particles trailing the ball.
>>
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>>172289909
>High School of the Dead but even less tits
what's the point?
>>
>>172308158
I was looking for those webms of that anon that made the way over the top 3d pong. I wonder if anyone has them kicking around...
>>
Is the low poly meme style doable for someone with almost no 3d modeling experience?
>>
>implying you can run out of ram by storing a few thousand global variables
get fucked nerds
>>
>>172303834
>not 2001
>>
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i dont get it
how is the tileset supposed to be partitioned?
>>
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>>172307216
>>172307132
>not making a game in 2 hours
>>
When does it matter if my game models have non-manifold geometry?

Would it be good practice to avoid non-manifold geometry entirely for reusability of assets, or does it only matter in such limited circumstances that I could get away with it more often than not?
>>
how do I c# for unity?
what a good to get me started?
>>
>Game Maker Studio 2 out

Is it out of Beta? Should I just restart in GMS2? I had something barely functional in GMS that I wanted to remake anyways.
>>
>>172287250
Need more art skills
>>
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Alright /agdg/, how do we make the indie-equivalent of Breath of the Wild?

It should probably be a roguelike that reinvents the genre.
>>
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Hey Unity, are you daijoubu?
https://www.youtube.com/watch?v=FwDT2b-8x9c
>>
Each corner you have a choice of either green or white.
There are 4 corners, so 16 possible tiles.
>>
https://parakeet-ide.org/

Anyone tried this? It's a third-party Game Maker Studio IDE with a bunch of cool features.
>>
>>172310535
it's out of beta and yeah i suggest starting in GMS2 and complaining to the devs about any of the flaws so that you can help improve it for me when I eventually move to it.
>>
>>172294086
Just make the camera collide with terrain, my dude. And maybe add a "minimum height" so you cant do lewd upskirts.
>>
>>172306532
Good taste
>>
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Bars or hearts, agdg?
>>
>>172311761
Bar is much more satisfying to see fill up
Just make sure to add a number to the side as well
>>
>>172306001
>Not making sphere-pong
Its like you don't want to innovate.
>>
>>172311761
A heart with a number inside.
>>
>>172311761
That depends
>>
>>172311761

Bars if you're making a game where enemies do variable amounts of damage based on stats and buffs/debuffs, and the game has some sort of damage curve to simulate getting stronger.

Hearts if your game has health available as a powerup and you want the damage done to be clear and consistent throughout the entire game.
>>
>>172312116
I would still say bar.

You can always just add a raw number to the HP bar so it's easy to see how much you have.

I personally hate "hearts" just because it's not indicative of anything. Especially in a game liek breath of the Wild where you can get hit for 90% of your health.
>>
>>172311761
A number
>>
>>172312216
>bar with numbers
>when each enemy kills you in the same amount of hits
Disgusting
>>
>>172311863
What is sphere pong?
>>
>>172311761
There has never been a Nintendo game with a "bar" life meter.

I think that speaks for itself.
>>
>>172312920
>>172312920
yyoire a fucking retard my man
>>
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>>172312216

I would too, but it really does depend on the game. Bars are entirely unnecessary in a game like Castlevania where a medusa head will always do the same amount of damage(at least in that level) and your character never gets stronger through the short adventure, just more skilled.

>>172312920

That doesn't mean anything other than that Nintendo is hesitant to change a functional formula. Splatoon sure as fuck isn't a better game for having CoD screen jelly instead of a normal health bar.

Also, what is F-Zero.
>>
Loli jam in 3 (three) days. Who is hyped here?
>>
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I got the joystick in my cockpit working (and freelook too)
>>
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>>172313887
>he makes pedo games
>>
>>172313905
It looks like the dashboard takes too much of the screen, you could easily lower it and reduce space between controls.
>>
>>172272710
why is that health bar draining to the right?
>>
>>172315108
british game
>>
>>172284617
>code-based modeling library for C++
>OpenGL

>The only good thing it does is it's collision box

The fuck am i reading
>>
>>172287129
>You do realize that once OpenGL makes a model, it automatically adds collision to the model in the shape of the model to perfectly wrap around it?
BAIT

This is fucking bait or you are 12
>>
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>>172312349
its circular!
>>
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>>
>>172272710

>centered health bar
>it drains from one direction
>that direction is the right side

My autistic rage knows no bounds.
>>
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>>172314930
Im not Nintendo
>>
>>172311863
>>172315405
i have distinct memories of playing something like this written in java literal 14 years ago
>>
>>172315524
>vertical health bar to the left
>it drains from the bottom up
>>
>>172306532
2004:
>CS:S
>Doom 3
>MGS 3
>Postal 2 is not on the list
Do you know what good games are?

2007:
>Halo 3
>Lost Planet
Wew, lad, I don't think you do.
>>
>>172316048
How about a horizontal bar that drains from the bottom up
>>
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>>172316285
>>
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>>172316285
>>
>>172237112
----[ Recap ]----
Game: Ghost Knight Victis
Dev: Anomalous Underdog
Tools: Unity, Blender, Substance Painter, Photoshop CC
Web: hypertensiongamedev.tumblr.com
Progress:
+ Changed layout of Graphics Settings screen so more of the game can be seen when toggling graphical effects.
+ Added V-sync, framerate cap, and texture quality in the settings.
+ Switched to using Unity's Post-Processing Stack fullscreen effects, which looks better and is faster.
+ Fixed lots of bugs with switching screen resolution.
- The bug with monitor switching was in Unity itself. As a workaround, I switched to using Borderless FullScreen Window instead. Exclusive FullScreen is disabled for now.
>>
>>172301524
The scripting barely changed, you can set macros in scripts but that's about it for differences I think.
>>
>>172287982
#include <string>

using namespace std;

int main(){
cout<<"Is this code? (Y/N)"<<endl;<<endl;
bool isThisCode;
string userinput;
if(isThisCode == true){
cout<<"No shit this is code."<<endl;
}
else{
cout<<"There is no way this isn't code."<<endl;
}
getline(cin,userinput);
if(userinput == "No"){isThisCode = true}
if(userinput == "Yes"){isThisCode = true}
return 0;
}
>>
>>172316734
Lemme fix that up for you:
#include <string>
#include <iostream>

using namespace std;

int main(){
cout<<"Is this code? (Y/N)"<<endl<<endl;
bool isThisCode;
string userinput;
if(isThisCode == true){
cout<<"No shit this is code."<<endl;
}
else{
cout<<"There is no way this isn't code."<<endl;
}
getline(cin,userinput);
if(userinput == "No"){isThisCode = false;}
if(userinput == "Yes"){isThisCode = true;}
return 0;
}
>>
>>172316475
>>172316519
A smooth bar for health but enemies can only hit a set amount of damage pips that you never see

Mana is a displayed number and Stamina is an animated set of lungs puffing
>>
>>172316285
You're lucky, I am having trouble displaying Health in Unreal because I don't want to use a HUD widget, I want it to display directly to the HUD with the Draw_Text option in my HUD blueprint. It isn't fucking working. HUD widgets are retarded, graphics that you place in the player model's capsule. Yuck.
>>
>>172306001
I see you watched the juice talk.
>>
why is c++ so horrible to read
it wasn't made for humans
>>
>>172316930
I got a better one.

When the enemy hits you they deal fixed damage, and every time they do, the screen gets more red and a blood drop appears on the edge in random position. If you get X amount of drops, you die. Mana is the same but it's blue bubbles and they disappear when the mana is low, and stamina is character's breath volume.
>>
File: rocket-2017-03-28.webm (750KB, 800x600px) Image search: [Google]
rocket-2017-03-28.webm
750KB, 800x600px
New obstacle
>>
File: dgr.png (4KB, 272x153px) Image search: [Google]
dgr.png
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>>172237112
----[ Recap ]----
Game: Degenerogue
Tools: PixiJS
Progress:
+ Drew more characters.
+ Started working on level loader.
>>
>>172317414
I will pay you invisibucks if you draw more powerpuff girls
>>
>>172317513
but there are only 3...
>>
>>172317538
there are the teen ones
>>
I want to into adgd but I'm too fucking autistic to just pick something and get going. Has anyone here taken the SFML route? I'm learning c++ and was going to jump right into unreal but saw people saying SFML is a better starting point. Can I get some opinions?
>>
C++ is faster than Java, Python and JavaScript. Why do people prefer Java? The people who use Python say they only use it because they are in-capable of learning C++. That's fine, some people have limits. Java though? Java is so goddamn slow. To learn Java, it takes the same amount of skill that it does to learn C++. C++ is better than, WHY LEARN JAVA?

Printing to the screen in C++:
Requirements - You need to have the <iostream> library included at the top and you must have either the main function or a custom function that executes itself or is executed by the main function.

How to do it - "cout<<*whatever*<<"

Printing to the screen in Java:
Requirements - Must have all the shit set up, like in C++, all programming languages are like that, you need to set a bunch of shit up. Like the includes in and needing a function in C++. Problematically though, along with needing it set up, you need a new string class to put the print in. Fucking RETARDED. A printable string needs it's own fucking class.

How to do it: Once in your class is up, you put "".
C++ for the win. C++ is the superior language, it is faster and better to operate. It's object-oriented and is class-based, yet you don't need classes to program a C++ script that runs. Unlike Java. Most of the time, you are not even going to fucking use the classes, that's how far you can slide by in the language without them. It's not like they are useless, you can use classes to organize scripts. Have a bunch of NPCs for your game? Create an NPC class, have different species of NPCs? Create more classes that inherit from the NPC class.

>>172317190
It's not hard to read when you understand the language. Once you learn it, it all makes sense. Once you learn it, you will love programming in C++. Once you can program in C++, it's all makes sense. Like learning a new language.
>>
>>172317698
>I'm too fucking autistic
You will fit right in.
>>
>>172317727
Where's your game?
>>
>>172317698
Learn C++, SFML inherits from C++ and you can use them in co-operation. Plus, C++ is a better language, so will end up using C++ more than you will SFML. Making a game in SFML alone would be a retarded choice.

>>172317727
Actually, to print in Java, it's: System.out.println("Your text here");

Yeah though, Java is a pain in the ass and I don't get why people use it either.

>>172317831
Where is yours?
>>
>>172317365
I feel like they might be more fun if they shot where you were going to be rather than where you are. As it is you can just run past them all without dodging.
>>
>>172318086
>>172317365
How you can achieve that is set it to shoot a little ways down the side of the X axis in the direction they are facing if the character is moving, so it is directed ahead of them. If they keep moving in that direction, it'll hit them. Also, make it to where it shoots directly where if they are still, it'll shoot directly at them.
>>
>>172317929
Here's my game (the girls love it)
*unzips files*
>>
>>172317929
Oh I wasn't asking about learning C++, I'm definitely not giving up on that. Just wondering if developing with SFML first instead of using an established engine will be worth it.
>>
>>172318484
as someone who used both SFML and established engines, SFML is great for learning how to make game and learning fundamentals like collision, entity systems, all the bare-bones you need to JLMG.

My current game is in SFML. I always like using it.
>>
>>172318680
Great, guess I'll just continue down that route then. Thanks anon
>>
>>172318086
>>172318286
I have actually implemented something similar to what you suggested, but it made the game a lot harder and not really that fun, since i would need to make a lot of crazy moves to dodge the bullets

anyway, i'll test this new system again and see which one is truly the best
>>
>>172317053
>graphics that you place in the player model's capsule
wut?
>>
>>172319463
Yes, HUD Widgets. They are retarded. Drawing actual graphics to the HUD blueprint works better since in your settings, you set it as the HUD, and this HUD just consists of these drawn graphics.
>>
#include <iostream>

using namespace std;

int CustomFunction1();
void CustomFunction2();

int main(){
CustomFunction1();
return 0;
}
int CustomFunction1()
{
cout<<"This is a user-defined function. Something none of these fucking no-devs use."<<endl;
cout<<"This user function is an int, best for telling the program it executed successfully as it usually returns 0. (If the developer is smart enough to return it.)"<<endl<<endl;
CustomFunction2();
return 0;
}

void CustomFunction2(){
cout<<"This is another user-defined function. This one is a void. Works just as well."<<endl;
return;
}
>>
>>172319591
I think you're going to have a tough time if you don't ever use widgets, unless I'm misunderstanding.

Widgets don't need to be 'in the player model's capsule'
>>
File: hmm.jpg (14KB, 480x480px) Image search: [Google]
hmm.jpg
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>>172319678
why would I need a user-defined function? does literally the same thing the main function does.
>>
>>172319870
Yes, you need to place them in the capsule. HUD widgets are meant for more than just Player HUD, they can be used for other HUD shit. Like say, you have a robotic AI, and it broadcasts video calls to a little square. You can use a HUD widget that has it's appearance for this, and then in the blueprint, display a cinematic on it. The player can see the AI taking a call.
>>
>>172320032
So, there are hid widgets that are basically place-able hud graphics and a real hud blueprint you can draw to? Why even use widgets?
>>
>>172320032
When you say HUD widget, you mean a HUD blueprint? As far as I'm aware HUD is a distinct concept from widgets.

And what do you mean place them in the capsule? You can create widgets and put them on the screen from anywhere.
>>
>>172319410
It looks easy the way it is. Those rockets remembers me of Super Meat Boy and it was a pain in the ass to dodge.
>>
>>172320187
Yes, it's retarded. I don't even know what drugs Epic Games was on when they thought of HUD widgets.

>>172320253
No, in Unreal 4 there are HUD blueprints and HUD widgets. Two different things. A HUD blueprint is a real HUD that you can draw graphics to. A HUD widget is a placeable HUD.

>>172319887
Using JUST the main function is a shitty choice. If you have user-defined functions, then you can have little blocks of code specified for certain things that you can trigger. Like a death function instead of using spaghetti code, like a continuously running while loop.
>>
>>172320393
>calling a while loop spaghetti code
that is literally what they are designed for. to run until certain parameters are true, that is literally something i can do in c++ for a death feature:

using namespace std;
int main(){int health = 100; isDead = false; while(health!=0){isDead == false;}}

why would i use a while loop when there is an alternative if statement that works just as well:

using namespace std;
int main(){int health = 100; isDead = false; if(health >= 0){isDead = true;}}
>>
>>172320393
I don't think there's such thing as a HUD widget, you have the HUD blueprint or widgets.
The HUD blueprint has it's purpose but the vast majority of uses cases are better done with widgets, which don't have to be in the player capsule.

Are you going to do your entire UI without UMG?
>>
>>172320832
>that is literally something i can do in c++ for a death feature:
I don't know how to code too much, but shouldn't you be checking for death conditions when receiving damage?
>>
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... Hex Maniac.png
149KB, 306x383px
>>172313338
>Also, what is F-Zero
Gone forever.
>>
>>172320981
It really depends on how your combat is structured. In general, yes it's good to check after damage is taken.
>>
>>172320981
it checks for death conditions 100 percent of the time. a while loops, continuously runs until certain parameters are true. which in this case would be until heatlh = 0. the if statement runs a check constantly too, but it works better because the while loop doesn't necessarily make it trigger true after it hits 0. both could work though, damage is handled from the health integer having amounts subtracted from it.
>>
File: loli jam.png (811KB, 1200x675px) Image search: [Google]
loli jam.png
811KB, 1200x675px
how's this?
>>
>>172287982
int randNum = (rand()%100)+1;
while(randNum!==100){
cout<<randNum<<endl;
randNum = (rand()%100)+1;
}
>>
>>172303002
>>172303789
The workflow is

Make high poly

Bake AO and NOHQ

Create Albedo

Create Metalness

Create Roughness

???

Finished.
>>
>>172310674
Make a third person hack and slash

The make all your weapons break

then make the world big and empty.
>>
>>172321912
then buy the game and play it instead of shitposting about it
>>
>>172316254
you shut your whore mouth
>>
>>172321638
Figure out how to program before you post spaghetti code:

#include <iostream>
#include <random>

using namespace std;

int main() {
int randNum = (rand()%100)+1;
while(randNum!=100){
cout<<randNum<<endl;
randNum = (rand()%100)+1;
}
return 0;
}

P.S., this header needed will probably be hard to find in a C++ compiler, so good luck.
>>
>>172321704
That explained precisely nothing.
>>
>>172321912
anon, there's plenty of things to complain about in BotW (lack of enemy variety is my #1), but the world being "big and empty" ain't one of them
>>
>>172322161
I explained exactly what you need to do.
>>
>>172292182
Google and the built in index no meme.
>>
File: qualityCode.png (11KB, 658x221px) Image search: [Google]
qualityCode.png
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>>172272080
making some top notch unity scripts
>>
>>172322431
is this how babies are made?
>>
File: Code.png (1MB, 1439x899px) Image search: [Google]
Code.png
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>>172287982
>>
File: Just add some tits.png (189KB, 670x642px) Image search: [Google]
Just add some tits.png
189KB, 670x642px
>>172310674
>You see that Moblin? You can __FUCK IT__
>>
File: 1477072866314.jpg (13KB, 414x415px) Image search: [Google]
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>>172322551
>>
>>172322213
That's like explaining that in order to make a car, you need a chassis, engine, suspension and all these other components, and then you just need "to put them together".

I understand i need to make a high poly and make all these maps, what i actually wanted to know is how do i make a diffuse texture specifically (and stuff like specular, etc to a lesser extent). I even wrote "diffuse" in my post and that's what i want to know, how people do it - do they paint over their models somehow, do they import textures and align them on the model, do they use some specific programs?
>>
Let's get this started. Who needs art?
>>
>>172323006


You need an AO and NOHQ to make your diffuse map

What do you do in your roughness and metalness maps also effects your difuse map.
>>
>>172323024
Ok
>>
>>172317727
Java is recommended for android dev
>>
>>172321626
GOOD
>>
>>172323120
Great, let's hear about your game!
>>
>>172323404
goodbye
>>
>>172323404
I want to steal it
>>
>>172323423
It's a Homeworld Cataclysm remake
>>
>>172323404
Saved before incoming deletion for nipples.
>>
>>172323545
Could be interesting. I played Homeworld but not Cataclysm. Straight 1 for 1 remake or doing anything new?
>>
>>172323404
Left or middle, in any case. Rightmost is disgusting.
>>
>>172323404
THIS IS A CHRISTIAN BOARD
I like the color of the middle the most. But I'm not sure about the cel shading. Left and right have weird colors, so it's hard to choose.
>>
>>172323697
Straight 1:1 with modernized graphics.
>>
>>172323942
That makes things easier I suppose. So this is just for practice or as a hobby or...?
>>
Welp, grabbing Rain World
>>
>>172324412
Wrong thread fuccboi.
>>
>>172323552
>incoming deletion
>post num ends in 404
whoa
>>
Give me idea for good hacking minigame.
>>
>>172324653
pipie DREAM's
>>
>>172324653
getting drunk and having to reset your password a bunch of times
>>
>>172323709
>>172323763
Thanks. I will try playing around with cel shading (middle one) a bit more and maybe introduce another step for shadows as it's very flat on the shaded side right now.

I really like how subsurface shader looks though when I spent so little time tweaking it and am really considering dropping toon bullshit as I feel like I'm fighting the engine plus going 3D would probably bring me a wider (non-weeaboo) audience.
>>
>>172324653
dont be lazy and implement in depth semi-realistic hacking system like uplink
>>
>>172324748
>when the ideaguy describes a setting thinking it's gameplay
>>
>>172323404
>anime style cel shading
not even once
>>
>>172323404
Go back to working on RWBY
>>
>>172323404
left is superior
>>
>>172324886
>I really like how subsurface shader looks though
thats the left one? it looks nice
>considering dropping toon bullshit as I feel like I'm fighting the engine
also a good reason to drop it
>going 3D would probably bring me a wider (non-weeaboo) audience.
not sure about that... or about how you're using the term 3D here.... but something that looks good will get you more audience that something that looks like fucking Knights of Sidonia
>>
>>172321626
>>172323272
Jam page coming soon
>>
>>172323404
>tfw your the only one that likes the right one
>>
>>172325252
>>172325581
shhh
>>
>>172324653
hacking consists of a typing tutor game against the clock
>>
File: fireplace.jpg (31KB, 550x412px) Image search: [Google]
fireplace.jpg
31KB, 550x412px
Tell me a story from the lore of your world
>>
>>172325903
Women are a slave race that can interbreed with each other and produce more women. Men breed with women to produce more men.
>>
File: 1451657531151.png (102KB, 200x298px) Image search: [Google]
1451657531151.png
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>>172326072
>>
>>172324178
I kinda lost who's trolling who
>>
>>172326457
Good luck
>>
File: 2004.jpg (895KB, 1195x1486px) Image search: [Google]
2004.jpg
895KB, 1195x1486px
>>172303834
2004 and 2005

2006 was okish and 2007 was the start of the shity age of gaming
because shit is brown, and all the games were brown and/or gray
>>
>>172327143
>Psy Ops
fuck I though that game was completely obscure
>>
File: 2005 Gaming.png (4MB, 1920x1080px) Image search: [Google]
2005 Gaming.png
4MB, 1920x1080px
>>172327143
>>
2017 will be the best year in gaming because that's when your game will come out
>>
>>172327625
It will come out in 2019 at the earliest.
>>
>>172327528
lol desu
>>
>>172327625
Try 2020
>>
>>172303834
>2007

BioShock, Portal, Halo 3 and Mario Galaxy are all great but most of the year was filled with disappointments. Assassin's Creed was when I learned never to trust e3 trailers again.
>>
File: shiro.jpg (138KB, 625x922px) Image search: [Google]
shiro.jpg
138KB, 625x922px
>>172327625
>my game
>ever coming out
haha nice one
>>
>>172328523
it would come out if for every anime you post on an imageboard you made 3 seconds of progress on your game
>>
>>172328672
i oficialy running out of ideas

i dont know what to do anymore. all that is left is art and i dont know how to use blender, only 3ds max
>>
So some guy "managed to crack open Hearthstone source code", which uses Unity, how did he do it?
>>
>>172328897
>hearthstone
>unity
Am i getting bambozzled here?
>>
>>172328897
Doesn't Unity use JavaScript/C#? That shit is easy to reverse. You'll still end up having to make heads or tails of the cryptic naming because everything has been renamed to a, b, c, ..., aa, ab, ac, etc.
>>
>>172329030
lots of game companies use unity for their shitty small projects
>>
>>172329030
you didnt know?
lots of sucefull games use unity.


the one that still keeps me awake at night was learning KERBAL was made on unity
>>
>>172325903

In the future a little girl who got resurrected usign nanotechnology now controls all the nanos, and they are advanced enough that they can time travel and basically have already infested the whole Earth but just play along as the matter they consumed, meanwhile in the past an evil human-nanos hybrid of immense intelligence starts gaining control over nanos and travel through time and space pushing his idea of a better world. The girl is the only one who can stop him but is afraid and overwhelmed so she splits her (now virtual) conciousness into two beings, one devoid of feelings and focused solely on stopping the bad guy, while her other half, basically a normal girl, gets a normal human body made of nanos and drops in the semi-orwelian city ruled by the evil guy before he learned about nanos. She's trying to isolate herself from her destiny but accidentally bumps into a middle-class office worker, purifying him of evil guy's mind control and turning him into a fugitive. They team up in trying to find a way to become a normal citizens, only to realise this is wrong and to ultimately help the girl reconnect with her other half.
>>
>>172329149
>KERBAL was made on unity
I can believe that, but i call bullshit unless source is given on HS.
>>
>>172328897
Got the source?
I'm interested in looking at card game code.
>>
>>172329436
google hearthstone engine
>>
>>172329436
https://unity3d.com/showcase/case-stories/hearthstone
>>
Friendly reminder that the only way to really understand art is to start by doing cave paintings in deer blood
>>
>>172328897
It's actually really easy, you can just use a software like ILSpy to decompile the .dll and Unity doesn't actually rename things like this guy said >>172329109
So you have access to the full source code as is.
>>
>>172329587
>https://unity3d.com/showcase/case-stories/hearthstone
Wow, i stand corrected, thanks anon
>>
>>172329660
got it
>>
>>172329030
>Unity makes good game?
>b-but that's not what agdg told me

There is only one kind of idiot memeing about Unity.
It's the same idiot who always memes about engines.
It's the same idiot who memed about Vulkan.
It's the same idiot currently memeing about Godot.

he has no game btw
>>
>>172329660
>all game assets are drawn with deer blood on a cave wall and then digitally scanned

I'd play it
>>
File: bookdev.png (17KB, 634x223px) Image search: [Google]
bookdev.png
17KB, 634x223px
>>172329660
Indeed.
>>
>>172329660
>deer blood
>blood of the peasants of the animal kingdom

there's only one type of animal blood you should use in your cave paintings

the blood of the one true king of animals

the majestic capybara
>>
>>172329950
Anyone who's halfway competent knows to obfuscate... don't tell me HearthStone devs are such shitters they skipped that step.
>>
animal crossing-like game: 3d or 2d
>>
>>172330048
>Hearthstone
>good game
It's a pretty game, sure, but not good. And no one said Unity can't make good games. The problem with Unity is it's a bloated mess, and they intentionally cut features or don't fix bugs so that users will either have to make it themselves or buy an asset from Unity's store.
>>
Should I study algebra, precalculus, trigonometry, calculus I, linear algebra, calculus II, discrete math, calculus III in that order?
>>
>>172330048
I'm not memeing anon, i was genuinely suprised.

Now my dreams of making Shandalar 2.0 may be realized.
>>
>>172330383
You should probably start with arithmetic IMO
>>
>>172330383
do you know nothing of math? if not, you just do some brushing up on functions and go straight to calculus, doing some analytic geometry/linear algebra on the side.
>>
>>172330345
I like the top-down 3D of the Animal Crossing games, so I'd keep it 3D.
>>
>>172330261
Maybe they just don't care.
>>
I've just drunk 9 shots (an entire moka) worth of espresso cofee. Will I turn into the SUPERDEV PROGRESSMAN in the next few hours?
>>
>>172331098
https://xkcd.com/323/
no
>>
>>172331098
Overdosed. Enjoy your nodev.
>>
>>172331098
drank*
make sure to get some water before you get a headache.
>>
File: loli jam COVER.png (171KB, 455x361px) Image search: [Google]
loli jam COVER.png
171KB, 455x361px
https://itch.io/jam/agdg-loli-jam-2017
>>
>>172331167
what does that have to do with coffee?
>>
>>172331313
the mad man did it
>>
>>172331314
He's telling you to pretend instead of alcohol it says coffee, because there's a similar effect.
>>
>>172331313
I hope you know this wont be an official jam.
>>
>>172331634
>implying anything is official on AGDG
>>
squaredev and gogem collab when
>>
>>172331314
What >>172331574 said + you chose the wrong addiction
>>
>>172331313
I think this is the first jam that I will participate in.
>>
everyone needs to stop with the shitposting and just post progress only

Come on guys and girls
>>
>>172272080
Why isnt the agdg game jam in the OP

https://itch.io/jam/agdggj01
>>
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>>172331313
I will need some pointers as to what exactly am I allowed to do with this.
Mainly your definitions of cute and little.
>>
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>>172332212
>ends in 7 hours
>1 submission
>>
>>172332391

72 hour jam, others will submit before it ends.

Its the official agdg game jam #1

More to come
>>
>>172332212
Because no one ever mentioned it. Also we shouldn't put every random jam that someone makes out of no where in the OP. Next time you want to make a bigger jam announce in a few weeks in advance, make it last a week or two, and then we can hype it up and have it in the OP.
>>
>>172332638
AGDG had other jams before this one, why is it #1?
>>
>>172332771
because we are number one
>>
>>172332771
I think this is the first "proper" jam because its not lasting a fucking month
>>
If you guys have twitter accounts where you post progress, I will follow you. I check Twitter every afternoon when leaving work to get out of the work mindset and back into gamedev so the more progress I see from others the better.
>>
>>172332872
>first
brush up on your AGDG history bruh
>>
>>172332872
You're actually retarded.
>>
>>172332872
Who decided what a "proper" jam is?
>>
>>172332872
Also because it will have #1 submissions :^)
>>
>>172332638
Weekend jams are the worst. The weekend is when I take a break from gamedev to do other things in my life. Weekdays are when I dev and when I like to participate in jams.
>>
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>>172332391
A lot of folks haven't put theirs in yet. I'm waiting to submit mine until the final hour if I can; trying to get in as much as possible before deadline.

I've enjoyed this a lot and I learned a lot too. Was nice taking a break from Metanoia: The Sacrifice.
>>
>>172332979
Have we had a 72 hour jam before?
>>172332987
>>172333003
Jams are short events to test resourcefulness.
A game """jam""" lating weeks to a month is not a jam. Just go back to calling them bootcamps or something
>>
It's amazing really. You guys spend a month arguing about lolis and then we just make and finish a jam while you weren't looking.
>>
>>172331728
>squaredev
who?
>>
>>172333273
I'm considering this my entry for the pirates jam that never was, too; it was the theme that won, after all.
>>
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>>172332391
7 hours is like 10% of the jam man

I'm working on it
>>
So a 2D roguelike should have the best workload to gameplay depth ratio, right? Think Dwarf Fortress or Aurora.
>>
>>172333273
>we
who's we?
the guy who made the jam and the guy who made one game for it? lmao
>>
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>>172300709
>>172300843
Okay maybe I don't submit a game after all, I did stay up till 2 am and finally have 3d working except the colors aren't coming through

but i have a camera matrix and clipping and perspective and everything
>>
>>172333273
And no one told the thread when it started so half of us couldn't even enter. Real great jam.
>>
>>172333448
Yeah, the thread was told. Thread also said to fuck off.
>>
>>172333551
Why didn't you make the thread?
>>
>>172325895
This actually sounds fun. Make it give feedback in the form of keyswitch noises. If possible, make it clear what you need to type but every letter also progresses a hackertyper-esque wordspam on a console
>>
>>172333408

Discord
>>
>>172333632
I wasn't around. Too busy making games to notice its first posting in the thread. It's fine though; still heard about it through Discord.
>>
>>172333551
You know it doesn't have to be in the OP. You can just reply to the OP with a link to the jam, more people would have seen it. I've been in the threads for the past 4 days and this is the first time I've heard of the underwater jam.
>>
reminder discord runs this shit
>>
>>172333759

And Steamchat before that.
>>
>>172333759
Discord doesn't run shit, anon.

>>172333753
Not the jam-creator; spent all the time I could the past four days making this game. Required a lot of backend work just to get running.
>>
>>172333884
Yes it does. Like the steamchat before it.
>>
>>172333745
Where is it? Your game I mean.
>>
>>172333924
>My meme didn't work
>I know, I'll meme harder.

Milhouse is still not a meme; steamchat/discord doesn't 'run /agdg/'.

>>172333975
This, so far >>172333173
>>
>>172334020
not him. discord runs the general direction of agdg.
>>
>>172334020
Discord does run all this anon
>>
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To what extent do tycoon-type games need restrictions and objectives?

As far as I can tell most people just play free mode.
>>
>>172334185
Just like the steamchat before it.
>>
>>172334236
they need a campaign
>>
>>172334236
I never play free mode. I'm not creative enough, I need the game to lay out goals and progression.
>>
>>172334236
>>172334236
>restrictions
What do you mean by that?
>objectives
depends, but free mode with objectives/random elements is better than mission mode for tycoons, in my opinion
>>
>>172334236
I like having some restrictions and objectives, even if they're kind of light. Usually a small campaign can be used to teach players mechanics and such. But having a free mode is also a very good idea.
>>
>>172334185
>>172334250
if discord is running AGDG theyre not doing a very good job
>>
Just learned Brainfuck. Too bad you can't make games with it.
>>
>>172334236
I think having interesting situations put together that you're dropped into can be a good thing. But yeah with this type of game often people just have some kind of idea in their head of something they want to try that gets them to turn on the game rather than wanting to see what the game will steer them to do.

I see this as a design challenge. How can you get the benefit of both? No reason to restrict yourself to emulating what's already been done in the past.
>>
how do i 2d isometric walking animation?
just a simple 3frame animation of some dude will do, but how do i make it look cool?
someone post some examples, thx.
>>
>>172334236
I like having a short term goal to accomplish, but with the option of continuing to build more stuff
>>
>>172334709
No.
>>
>>172331313
Absolute madman
>>
>>172334580

>RNG never has a place in any game ever

Yeah, your opinion is shit and should be disregarded regarding all things.

Is your rap video still up on YouTube? I need a good laugh.
>>
>>172334236
I think your game would be more interesting as a puzzle game than a tycoon game
that is, instead of creating an "efficient" track that does whatever, you should make interesting situations that require weird trackbuilding
>>
Remember to make your game charming:
http://youtu.be/Z8Dc17qqrQs
>>
>>172334980
>tfw I use random numbers on my AI
I don't give a fuck.
>>
>>172323404
you are my new rival
>>
>>172335157
xcom has lots of RNG and is great
>>
>>172335121
game is technically impressive but looks boring as hell. would probably have more fun trying to recreate it than actually playing it
>>
>>172335248
>great
>point blank range
>miss
>>
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>>172335248
>point blank misses
>great
>>
>>172335248

Almost every game has RNG to at least some extent.
>>
>>172335373
nah thats bullshit
>>
>>172334236

You should post on discord. All decent agdg devs do. Consider this a formal invitation.
>>
>>172335303
>>172335342
scrubs
>>
>>172335505
this
>>
>>172335423

Name a good game that uses 0 RNG
>>
>>172335505
This anon
>>
>>172335505
>formal invitation with no invitation link

How to identify shit-stirrers in one easy step.
>>
>>172335505
>All decent agdg devs do
>he said while soliciting a decent dev to join
discord logic
>>
>>172335613
Tetris
>>
>>172335613
any game that uses RNG in gameplay isnt a good game so it's easier to do that the other way around.
>>
>>172335667
should be in the OP
>>
>>172335737
2 tries left
>>
>>172335737

Isn't the order the blocks come in random?
>>
>>172335737
you are a fucking retard
>>
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Is the guy on the right supposed to be Ted Cruz gogem?
>>
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>>172325903
The old world (ie. Earth) was a paradise where people were sensible and smart and knew how to run a society. Instead of having wars like idiots, countries would single out their strongest warriors and send them to have duels with each other, and the loser's country would gracefully accept its loss. Eventually the different countries had nothing left to disagree about, and they started having these competitions just for fun. Sometimes even the skylarks would participate. The system worked so well that they only had three wars, ever.
>>
>>172335779

Discord link isn't in OP. Can post it?
>>
>>172335881
no, why would you think that?
>>
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>>172335991
it looks like him
>>
>>172335926
sure, 30 minute link

https://discord.gg/kfyU2
>>
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I love Banjo Kazooie, and in a lot of ways the platformer half of Dixie is more derived from it than any other game, but there are just some things that Super Mario 64 did so right, and I had to include them. The cartwheel-skid-stop jump was one.

The belly dive was another.

Mayhem League had a belly dive, which was your dodge, and because of that shared functionality it wasn't a particularly good dodge OR belly dive. Dixie had a "chain dodge" ability, which let you tap dodge while dodging to roll out of your dodge into a little dash-slide for extra speed and distance, but it wasn't very fun to use. In the interest of making it more fun to use (and bringing back the belly dive), I've made belly diving the new "chain dodge" in Dixie.

It shares most of its functionality with crouch-based sliding, so it has low-friction momentum as its primary source of movement. It's less versatile than the actual crouch-slide (and it exists primarily to punish dodge-mashing or as a panic move for really quickly GTFOing an area), but it does provide extra distance off of a jump (at the expense of losing a lot of air control). The main thing, though, is that it's more fun to use.
>>
>>172336046
no, none of the characters in SIT look like serial killers.
>>
>>172336151
You do, though.
You look like a pedophile serial killer.
>>
>>172336085
how do you make the 3d environments in this game?
>>
>>172336484

Proc gen
>>
>>172336564
what is that? explain
>>
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old progress from the test level
>>
>>172336604
Perlin noise
>>
>>172336450
will discord please take care of this stuff already?
you're doing a terrible job.
>>
>>172336704
ty for memes and not explaining anything

/agdg/ sucks
>>
>>172336704
>using perlin noise in video games
I hope you're joking anon, unless you want to pay for the patent https://www.google.com/patents/US6867776
>>
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>>172336668
what the fuck why is it getting pregnant?
>>
>>172336484
The whole thing is just BSP brushes that I fuck around with in UE's level editor. Once the blocking-out is done, I'll take the brushes and flatten them down to static meshes and apply vertex smoothing and other cleanup operations to make them look less boxy.

All of the other assets are just actors I place around the level (well, there's some simple meshes, like the farm house).

>>172336564
This guy is being a smart-ass, but there is a lot of procedural generation in place; the fence and bridge assets, for example, are actors which procedurally generate a series of mesh instances so I can draw splines or set a couple of transforms and the rest is auto-magically generated to suit the dimensions and orientation I've specified. I try to do that wherever possible with assets so that I don't have to spend a lot of time going back and forth to my mesh editing software during the level design process, and I can iterate faster.
>>
>>172336798
Google it.
>>
>>172336905
you have to be 18 to use this site
>>
>>172337058
How is babby made?
>>
>>172337058
I'm 28 cuntshit fight me IRL
>>
>>172336978
I see so you just use UE's level editor. I always thought people were making levels in Blender and importing them into Unity or UE4
>>
>>172336868
>https://www.google.com/patents/US6867776
The patent applies to simplex noise, not perlin noise.
>>
What is the gamedevkino?
>>
>>172337317
Some do that too. Just depends on who's making the levelmeshes and what their aims are.
>>
>>172336668
Mydickkk
>>
>>172336798
Perlin noise is a method of generating noise, and by extension, heightmaps or other maps with it. You could literally just google it and you'd get dozens of tutorials and implementations.
>>
>>172337326

I prefer Diamond Square algorithm, it's much easier and has very similar end result.
>>
>>172337437
how much practice did you have to do learn modeling and learn UE4 before you actually got your game up and running to be able to do things in it?
>>
>>172337541
Any opinion on OpenSimplex?
>>
>>172337664
Not this anon >>172336085

But it doesn't take hardly any modeling experience to get a game up and running. Whiteboxing is a time-honored and recommended tradition and requires little more than, well, as you might guess simple primitives that are untextured.
>>
>>172337664
None, really. It didn't work as well as it does now in the beginning, but I just sort of jumped in and kept iterating, refining, and redoing until I got to this point.

I've been working on Dixie for a few months now, but before I turned it into Dixie it was a game called Mayhem League (which was similar in a lot of ways) and all told it's been roughly 3 years getting to this point.
>>
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This look ok?
Please say it does, I spent too much time on this shit
>>
>>172337837
alright thanks I will attempt to make game in UE4
>>
>>172338091
Looks fine. Good Artist's First Painting.
>>
>>172338091
i'd say it does
>>
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this is literally hell
>>
>>172337731

Haven't tried it.
>>
>>172338334
>1bit aesthetic
Please stop.
There is no such thing.
Early Macintosh computers were 8bit, like everything else at the time.
>>
>>172338334
what happened?
>>
>>172338789
I don't think the 1bit refers to computing capacity, but the fact that the art is composed of full black or full white pixels, which could be represented as 0 or 1.
>>
>>172338789
>monocrome bitmaps aren't a thing
>>
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>>172338818
I got to the part I need to explain mechanics and I just can't make it sound good
>>
>>172338789
Different anon here. The first few generations of Macs were all monochrome. I had one when I was little. "1 bit color" is accurate.
>>
>>172339169
I can help you out with this probably.
>>
>>172339169
I have been watching your game for months and I still don't know how you play it.

But that hasn't mattered to me. I am more interested in the content and aesthetic than the gameplay. I imagine many other people are the same way.
>>
>>172339727
+1
I don't know what genre it is
>>
>>172333678
yeah have it so it includes a bunch of symbols and replacement letters. Then have the harder stuff which is much faster as a numbers only where using just your keypad is the advantage
>>
What are some fast-paced, percussion-heavy music genres people in the west will take seriously? Electronic or otherwise. Ideally I'd look for some sub-genre of Hardcore, but I feel like it would sound too "old."
>>
>>172338091
aesthetic
>>
>>172340150
>What are some fast-paced, percussion-heavy music genres people in the west will take seriously?
Genres are dying. But there's a lot that fits that description. Why don't you just search for/make music you like rather than trying to do what you think other people want you to?
>>
>>172340372
I've been doing okay 1ma so far, but I feel like good music is really important so I'm looking to license some out.
Theoretically, the more people are making in a genre, the easier it should be to find good, cheap music.
I'd go the route of synthwave, but it seems pretty overdone at this point.
I have no fucking idea how much licensing music costs though
>>
>>172340150
>percussion-heavy
drum'n'base comes to mind
>>
>>172338789
1-bit refers to the color depth of the screen (1bpp graphics, one bit-per-pixel, where 0 is black and 1 is white). This is what we refer to as 1-bit graphics.
What you mean is that all computers since the '60s have 8-bit byte based architectures anon, but for example the NES has 8-bit graphics, and the SNES 16-bit - the Macintosh II had only got 1-bit graphics.
"1-bit aesthetics of early mac computers" is accurate as it's talking about the look of it.
>>
>>172339169
>>172339727
>>172339909
i make menu games and even i have no idea what the gameplay is... also i have a hard time reading the text and with about a quarter of the textboxes on screen i cant tell whether theyre normal textboxes or buttons.
>>
>>172338985
>>172339096
>>172339358
>>172341052
You're all retarded.
Monochrome =/= 1bit

The Gameboy was also monochrome, but it certainly wasn't 1bit and no one refers to GB graphics as anything but "8bit graphics".
>>
>>172341864
>Like other bitmaps, a monochrome bitmap is a rectangular grid of pixels, but each pixel is represented by a single bit
>>
>>172341864
It really annoys me when I see people label GB games as 8bit. Like in the Gameboy jam, almost all of the entries have an "8bit" label. It's god damn 2bit.
>>
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>>172341864
>The Gameboy was also monochrome,
>>
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>>172339727
>>172339909
maybe I'm worrying too much, thanks!

and my game is actually 2bit, with grays used in minor hud elements but 1bit sounds nicer
>>
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>>172342157
>>172342063
It's an 8bit system, which limits how much data can be displayed.
That's why they are "8bit graphics".

>>172342253
Yes?
Do you even know the meaning of the word?
>>
>>172342253
I don't know if you're just pretending to be retarded or not. But on the original gameboy system it rendered 4 shades. The way the screen looked made it green looking. And modern emulators emulate that green color, even though they could just choose any 4 arbitrary colors.
>>
>>172331313
Will be participating in this.
>>
>>172342398
Educate yourself
http://paulbourke.net/dataformats/bitmaps/
>>
>>172343160
I bet my life it's PNGs anyway, not bitmaps ;^)
>>
>>172343223
PNGs are bitmaps, in fact they are mentioned in the article. Read the article and you will understand.
>>
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>>
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>>172342398
>It's an 8bit system, which limits how much data can be displayed.
>That's why they are "8bit graphics".
>>
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>>172343330
I thought the smiley would be enough, but it was meant as a joke, Anon.
>>
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>>172343476
That isn't wrong, though.
>>
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rate my coffeemug

Am I going to make it for 3d gamedev?
>>
>>172343973
smooth normals before displaying your mesh and you might make it
>>
>>172344217
what does smooth normals before displaying my mesh mean?
>>
>>172343973
Tilt those edgeloops on the handle niqua
>>
>>172343725
So every 16 bit console was able to output 16bit color, then?
>>
Better to try and make beautiful art first, or do placeholder programmer art, and work on gameplay and structure, then come back to art?

Keep in mind I'm a one man dev.
>>
>>172296693
really like this so far anon!
>>
New thread up:

>>>/v/372087180
>>
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Just tried my hands on making floor tiles. I want to punch meself in the throat already.

Or maybe just go with something more simple like plank floor.
>>
>>172344920
It depends a bit on the game I suppose.

But I think in general, get the main gameplay system working first, then make all the assets. Because it's very likely that you will get bored/can't do it and then you are sitting on a fuckload of assets you wasted a lot of time on.

That said you probably should make some prototype assets as well to make sure it works as an artstyle and you can actually do it, just don't go overboard and focus to much on it.
>>
>>172345241
Just do ASCII graphics my mang. ASCII is unmatched in clarity and beauty
>>
>>172346262
>ASCII is unmatched in clarity
Dwarf Fortress's learning curve says otherwise
>>
>>172345241
Dunno what's supposed to be wrong with those
>>
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now i wanna make a spider boss

i don't even have a game to put it into...
>>
>>172346605
DF has a shit learning curve because its interface is designed stupidly, or rather - Today slapped it together one night and called it a job well done, never to be touched again. Also it's just complex on top of being unforgiving - if Sim City was this complex, you wouldn't say it has a difficult learning curve because you wouldn't be constantly tugged down by abysmal controls and city-crippling events.

Once you get to know what's what, the game is easy(ish).
>>
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So I'm making sort of a beat em up like pic related in gamemaker. Collision are run on an invisible object that is slightly smaller than the shadow, but I'm getting sick of them being so blocky. I also don't want to use gamemaker's in-built physics for it.

Now I want to make it so that the shadows can overlap and then push the other shadow slowly away so that a seemingly elliptical "collision" occurs.
My idea was that I'd use an ellipses drawing algorithm and draw an ellipsis around the shadow slightly larger than the shadow. Then I save the coordinates of every pixel of that ellipsis in a 2D array.
I would then check everytime if the coordinates of the player's ellipsis match the coordinates of the enemies ellipsis and if they do I'll apply a speed in the opposite direction that the player is going.
This does seem overly complicated though.

I also can't imagine how I could define that counteracting speed so that it basically gets larger the closer the shadows are to each other's centers and eventually is as large as the player's movement speed, thus stopping him from going further into the elliptical shape.

Any opinions on this?
I'd appreciate a hint or two.
>>
>>172346779
I see a lot of cute faces
>>
https://clyp.it/5kpvpb4f
what am i doing
>>
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>>172346779
where's this type?
>>
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>>172335505

yea i like the discord community. i like the threads as well but for in depth conversation about game mechanics and suggestions the discord is good.
>>
>>172346708
Mostly the time it took to make and it's still bad enough that you can see the grid pattern in there.

Is there a program where you can see like a 3x3 area made of the tile while working on it? Would help a lot when trying to make the tile more seamless.
>>
>>172344672
Every 16bit console was capable of 16 bit graphics, Anon.
>>
>>172347827
looks like oxyopidae
>>
>>172346605
What >>172346897 said, and Dorf Fort also uses a shit ton of ANSI characters which creates a lot of confusion as to what every damn characters is.
>>
>>172347975
I work with Krita and you can just push W and it will tile up anything
you can also draw "around" your original image in that mode, so you can merge the tiling nicely
>>
>>172344672
the gb has an 8-bit cpu, therefore "8-bit graphics"
The term has nothing to do with 8-bit color graphics
>>
>>172346947
just use precise collisions
>>
>>172346779
It really weirds me out that spiders have so many different eye arrangements and sometimes they have a few extremely tiny eyes and a few huge ones. Nature is weird as fuck.
>>
>>172348443
Spiders are amongst the least weird things in nature anon.
>>
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>>172347827

what about this one?
>>
>>172348576
>t. spider
>>
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>>172346947
The trick here is to realize that an ellipses is just a squashed circle, and circle-circle collisions are pretty easy

WIP related.

y is squashed to 1/2 of x, and to represent distance above the ground (z axis) I just subtract z from y.
>>
A game where u have to climb Mount Everest.

dont steal idea, im already working on it
>>
>>172348685
Anon...
>>
>>172346947
Check the documentation. There's a function that already does that (collision_ellipse).
https://docs.yoyogames.com/source/dadiospice/002_reference/movement%20and%20collisions/collisions/
For complex collisions you can also for example stack multiple rectangles to block out the shape. "Precise collisions" like the other anon mentioned are pixel-perfect based on the sprite, which can be useful sometimes but in many cases are too unforgiving.
>>
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Will you guys play my fighter?
>>
>>172348178
Hey that actually seems quite handy and less clunky that GIMP, gonna check it out.

Thanks!
>>
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>>172331313
On a scale from 1 to 10, how qt is my loli protagonist?
>>
>>172349171
5
>>
>>172348818
>frog eating beetles
>blood spurting lizards
>platypuses
spiders are fine, bar a few weird ones like the gladiator spider
>>
>>172349171
2 and that's only because i'm in good mood
otherwise it would be in negative
>>
>>172339169
Hey where's your blog? I really want to play your game when its released, or even as a demo.

also ignore /agdg/ they are too stupid to understand 1-bit colour depth
>>
>>172348893
>press W for 20 hours

such compelling gameplay!
>>
>>172349029
yeah!
>>
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>>172349171

kill yourself.
>>
>>172349012
thanks, didn't know that was already in there
it does seem like it's performance-intensive though because I'd need the precise collision check

it's also a problem because even if I use this function to check for precise elliptical collisions it would still not actually be elliptical because it checks for an object with a rectangular bounding box

but I could circumvent that issue by doing the collision check, then seeing if the same collision check returns true on the other instance
>>
>>172348443
Spiders are really old and everywhere so they evolved into many variations

>>172346779
I'm totally having one in mine and I will put a lot of effort in animation their beautiful motion
>>
>>172349451

thats where your imagination fails, you\ll never amount to anything with such low creativity
>>
>>172348016
https://en.wikipedia.org/wiki/Fourth_generation_of_video_game_consoles

You are wrong, Anon.

>>172348226
>the gb has an 8-bit cpu, therefore "8-bit graphics"
That's like saying that a car has a four wheel drive because it has four wheels.
>>
File: crying loli.jpg (10KB, 300x169px) Image search: [Google]
crying loli.jpg
10KB, 300x169px
>>172349330
>>172349504
O-Okay...
>>
>>172349171
I like the Rayman feetsies
>>
File: 2340e5e569.jpg (128KB, 1252x641px) Image search: [Google]
2340e5e569.jpg
128KB, 1252x641px
How's that tree on the left ? I think it kinda looks like shit, but since it's not going to be in focus it might be passable.
>>
So how painful is it to dev using C# on linux?

I'm learning python right now but I don't dig the syntax so I was thinking of switching over.
>>
new
>>172350235
>>172350235
>>172350235
new
>>
>>172349809
Make her a bit more like that pic
>>
>>172349805
>That's like saying that a car has a four wheel drive because it has four wheels.
because that exactly what it is
the term does not refer to color depth in this context
>>
>>172345241
I think that's more than fine, anon. I mean I wish I could do something like that.
>>
>>172349618
If you knew anything about mountains, you'd know that's exactly what Everest is.
>>
>>172336085
You are right to recognize the supremacy of the belly dive.
Thread posts: 758
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