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/agdg/ - Amateur Game Development General

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Thread replies: 771
Thread images: 122

File: loli jam.png (98KB, 1387x717px) Image search: [Google]
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Loli Jam tomorrow edition! :)

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

> /AGDG/ Loli Jam details coming in the second post

> /AGDG/ Short Jam #2
https://itch.io/jam/agdggj02

> 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
>>172568368

> 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

> .webm recording
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter
>>
>>172655578
Reminder that loli jam is for pedophiles!
>>
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reminder
>>
>>172655578
today edition for future peoples

>>172655858
labeling people is for bigots
>>
>>172655858
Reminder that FPS games are for serial killers!
>>
>R loli M I N D jam R
loli jam starts April 1, finishes April 15
post your progress in the thread to cause endless REEE from normie shitposters
upload your game to any filehost and link in the thread
if you get banned we will honor your memory
lolijam friendly irc is #AGDC on rizon.net (irc://rizon.net/AGDC)
>>
>>172656031
Itch deleted the loli jam page?
>>
>>172656224
nah, it's just gogem being gogem

the real loli jam is here
https://itch.io/jam/agdg-loli-jam-2017
>>
>>172656224
the itchio page was a false flag that pushed back the start date and forbid lolis
>>
>>172656224
>>172656031
No
https://itch.io/jam/agdg-loli-jam-2017
>>
>>172656398
>>172656463
Why is the link to the discord not on the jam page?
>>
>>172656463
>>172656398
well you 2 enjoy your non-lewd non-sexualized """loli""" jam in 9 days.
>>
>>172656603
because it's an agdg jam, not a discord jam
>>
>>172656398
>>172656463
>doesn't start on April 1st
How are people supposed to know this is a joke if it doesn't start an April 1st?
>>
>>172656732
Were you born on April 1st?
>>
>>172656676
Discord is a part of /agdg/, and should be included in every jam page.
>>
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>https://chemikhazi.itch.io/sprytile
It just keeps giving me errors randomly when placing tiles.

Anyone else try it? Which version of Blender do you use?
>>
File: loliprog02.png (143KB, 1796x796px) Image search: [Google]
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2 more poses
#lolijam
>>
>>172656934
no
not really
>>
>>172657150
gogo just because she's a washboard doesn't make her not look like an american girl who can already go buy her own booze
>>
>>172657150
holy shit gogem bringing the progress posts multiple times

gogem is truly a yesdev
>>
>>172657083
Haven't tried it yet. But there is a github for it. https://github.com/ChemiKhazi/Sprytile
Could report any bugs there.
Looks like a tile placement crash is known.
>>
>>172657150
is this an anti-pedo game?
>>
>>172657467
what does that mean?
>>
>>172657310
Then explain to me why the Discord link is in every demo day page? Is the demo day a discord only jam?
>>
>>172657524
Who hosts demo day?
I'll tell you who, it's vine, one of the mods of the discord channel, and one of the devs that left agdg years ago and only comes here to shill like once a month.
>>
>>172657524
demo day isnt a jam and im pretty sure it's 60% discord 40% non-discord whodev
>>
>>172657150
>quadruplets
NICE
>>
>>172657384
>Looks like a tile placement crash is known.
Thanks it's the same problem I got so I guess the devs will fix it soon.
Hype.
>>
>>172657521
a pedo game should have attractive little girls
>>
>>172657802
if that was true why did no one inform unteralterbach of this?
>>
Should have done trap/sissy/femboy jam
>>
>>172658151
I like the trap jam idea
>>
>>172658151
Nopepe
>>
>>172658228
Ok, you start.
>>
>>172657150
She looks 25 or something
Heck, she almost looks as tall as me
>>
>>172658207
>>172658151
We already had a trap jam and it had as much participation as loli jam appears to have
>>
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>>172658228
I tried last thread. 2nd Attempt.

Is the boss pattern too hard? Too easy? Excuse the quality, I wanted to jam a whole pass into one wemb
>>
>>172658151
I'm a trap and think that idea is terrible. Why can't we keep fetishes out of jams?
>>
>>172658446
>Heck, she almost looks as tall as me
when will they learn?
>>
How do I make an arcade-like mobile game so I can get that sweet sweet cash via ads and an ad-removal IAP
>>
>>172658446
She's a big girl
>>
>>172658228
>[Deleted]
ahah
>>
>>172658536
post pics for us please
>>
>>172658536
We should have a fetish jam
>>
>>172658628
_______________________For you____________________
>>
>>172658747
But my sprites and by extension game looks like hot garbage
>>
>>172658469
Here's a link by the way https://itch.io/jam/agdg-jam-november-2015
>>
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>>172657150
you fucking shitpost three threads arguing with people about definition of a loli and then you draw a 20-something looking slag?

fucks' sake learn how age and proportions work
>>
>>172658490
It LOOKS easy except for the laser
>>
>>172658887
pictures of your in real life butt
>>
>>172658964
That's funny, the laser looks and feels the easiest to me since nothing else is going on there
>>
>>172658746
I deleted it myself, now post progress you nodev piece of shit.
>>
>>172658912
bruh thats a toddler you're posting.
>>
>>172659016
I'm a pure meido trap and I'm trying to make game, I just think loli and trap jam are dumb ideas and shit up the general
>>
>>172658490
Looks 2nd bossish
>>
>>172659123
Where is your progress, though?
>>
>>172659265
Just send me some pictures you tease
[email protected]
>>
>>172659115
True, it just looks hard because you don't have much space left. Are you able to cross that horizontal line above the player?
>>
>>172659265
You're dumb and you shit up the general
>>
>>172659435
No, it put that there to make an excuse to have an invisible wall just beyond it so you can't just cheese the boss from behind, especially during the laser phase
>>
>>172658490
Doesn't look very interesting.
You might want to make the background more dynamic somehow, look at other shmups.
>>
>>172659165
toddlers are children who are leanring to fucking walk you orangutan, that girl is at least 5
>>
>>172657467
>no 'To Catch a Predator' game where you play as both the baiter posing as a little girl and the squad that has to ambush the pedo
>>
>>172659659
>greentexting his loli jam idea instead of making it
>>
>>172657150
tfw she looks older than me
>>
>>172657150
lolis have to be moe
these are not moe
at all
>>
>>172659659
make it like those mobile top down Rainbow six games
>>
>>172659902
take it, its free. You need the help ;)
>>
>manlets cant stop bullying my loli

>>172660046
thats not the correct usage of moe
>>
>>172660186
your "loli" looks like she's in highschool or older and has very broad shoulders that makes me question if it's a "she"

also not a loli
>>
Reminder Gen Z is coming of age and by and large is disgusted by loli. Loli won't be welcome on 4chan much longer.
>>
>>172660186
like you're a fucking authority on foreign words you've never heard before

take your Buffy the vampire slayer and make her 10 years younger and then we can talk
>>
>>172660306
she doesnt have broad shoulders at all, it's 3 skinnyheads wide, comparison in the same image the man is 7.
>>
>>172660430
It's okay, I didn't like loli at first.
then I read Inuboshi and my world changed
>>
>>172660568
Even if they're smaller than the guy's, they are still broad as fuck
>>
>all this hate on gogem's loli
He made a loli.
Where is your loli?
>>
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>>172660568
>she doesnt have broad shoulders at all
>>
>>172660804
Mine is even worse than his so I won't post it
>>
>>172660816
you can compare my style with any other styles proportions by removing the balloon heads and comparing neck width to shoulder width.
keeping in mind that my drawing is a 12yo tanner stage 1/2 not some just learned to walk preschooler.
>>
Goggum make sure your """"""""""""loli"""""""" is oppai as well. Wouldn't want the APD busting down your door.
>>
>>172661101
THAT's not a fucking 12 yo
draw a 20 year old next to her faggot
do it
>>
>>172659016
Keep your degeneracy off of aggydaggy pls
>>
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>>172661101
>shoulder to hip ratio

This is the body of an adult man.
>>
>>172661101
>by removing the balloon heads and comparing neck
You're a special kid of retard aren't you?
>>
>lolijam approved of and in the OP
>gogomem posts the most loli progress

can this thread get any worse
>>
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hey gogem i fixed your dumb fucking proportions
>>
>>172661597
You just posted, so I guess it could, but now it can't anymore.
>>
>>172633505
No problem. I'll probably give it another go. I quite enjoyed it.

>>172658490
Bullets and stuff are not very visible against that light floor.
>>
>>172661749
compare with this
>>172657150
>>
File: hey.png (47KB, 886x603px) Image search: [Google]
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hey gogem
>>
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>>172661836
I have a dark floor pattern, should I use that or have darker bullets? See the entryway of the room in this pic for the tile
>>
>>172661925
aw yes gimme the yaoi hands
>>
>>172661338
If she was standing behind me in line I would feel intimidated
>>
you know what maybe i will steal this clumsily edited version of gogem's work and enter childmolesterjam
>>
>>172662121
>yaoi hands
made me kek
so true
>>
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>>172661220
something like this, i mean its not like i have posted women draws before
>>
>>>/g/59674711
rate my wannabe dos game engine, /vg/
>>
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>>172657150
Gogem, it's common practice to look for reference before you draw something you know nothing about.
This is loli. What you have is a man in a skirt with a wig.
>>
File: clarentgal.png (115KB, 1145x893px) Image search: [Google]
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>>172662380
adult women in my style are not subtle
>>
>>172662396
>zzt takes a stroll through a forest.wmv
>>
>>172662380
gogem please learn proportions
>>172661749
>>
>>172662550
>reference
>posts anime
thats not how reference works, everything in that image is also stylized just in a different way.
>>
>>172662553
>a man with tits
Do you just not know how to draw women?
>>
>>172662396
You can use hastebin.com to post code here, if you want.
>>
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>>172662728
>>
>>172662380
I honestly thought that you were making some sort of elaborate, self-depreciating joke when I first saw your "loli" a few days ago... but now I'm starting to get the feeling that that you just can't draw for shit.
>>
>>172662707
I've only been a regular here for a few weeks but holy shit man, is there ever a time when you are not wrong.
>>
File: 31032017_cleanup.webm (575KB, 640x480px) Image search: [Google]
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spring cleaning.

removed the "obstacle hit" effect from bullets when they hit enemies, since they already have their own hit effect, small enemies and razors get their own, smaller explosions/hit effects. combat looks just that tiny bit cleaner now.
>>
>>172663013
>you will never have japanese girls bully you :(
>>
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>>172662053
My first impression is that that's too "busy" to use everywhere, but you could give it a try. I'd suggest to try making the tile darker. Maybe something along the lines of this crude mockup.
>>
How do I phrase refactoring so normies understand it in patch notes?
>>
>>172662550
>>172662707
shinobu is roughly the same age and clearly the same shoulder proportions
>>
>>172663687
Alright, that should be fairly trivial. I'll try it out
>>
>>172663906
Players don't need to know. That's the kind of thing you write in a commit message.
>>
>>172663912
Gogem stop seriously.
>>
>>172663912
your drawing doesn't even have eyes

also notice how shinobu's head is as wide as it is tall
>>
>>172663912
She doesn't look like a drag queen in a wig, doe
>>
gonna try to use straight opengl

what am I in for
>>
>>172663912
leave mai waifu out of this. even if she has the "same proportions" it's a totally different style and the same proportions don't work in your style.
>>
File: Sand.jpg (537KB, 1600x900px) Image search: [Google]
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What Engine has the most after effects like animation feature?
>>
>>172663906
Rewrote X system
Rebuilt X from the ground up
etc

you can even say some shit like:
Fixed X so now it's faster
>>
File: 1428363255725.jpg (80KB, 706x350px) Image search: [Google]
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>>172664054
those are stylizations mate.
>>
>>172663906
if it has absolutely no effect on gameplay then they don't care
>>
>>172664196
What do you mean by that
>>
>>172664109
A really shitty API.
>>
>>172664301
you have no grasp of aesthetics at all
>>
File: lolitaur.png (27KB, 545x853px) Image search: [Google]
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shes alive
>>
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>>172661749
>>172662380
what are you making me draw with my fucking mouse at 9pm instead of doing my own shit?
>>
>>172664395
take note googs

take fucking note
>>
>>172664395
its crazy what could happen if goggs stopped being a hack and learned anatomy an faces.
>>
File: camera and map sections 2.gif (1MB, 622x622px) Image search: [Google]
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Last thread someone said it was too fast, so I got some tweening in the camera movement. Moving to the right is the ease inout quad, and moving to the left is how it was originally.
>>
>>172664395
>turned a 12yo in my style into a 16yo generic anime slut
this is loli jam not light novel adaption jam
>>
>>172664395
A-are you going to participate in loli jam anon?
>>
>>172664547
That wouldn't change his shitty taste.
>>
>>172664547
I guarantee if he picked up an anatomy book and put down the pride he would be very successful
>>
>>172664597
>"I-IT'S SUPPOSED TO LOOK LIKE SHIT OKAY? IT'S MY STYLE"
lmao
>>
>>172664775
to be fair my edited version is waaaaaay better than what gogem made
>>
>>172664301
You actually need to know anatomy before properly stylizing anything
>>
>>172664902
Of course it is. Gogem's '''''''''''style'''''''''''' is shit.
>>
im going to be laughing when all you complaining faggots are masturbating to my lolis
>>
>>172664312
I have a lot of experience using after effects (around 7 years) and I want to know what engine has animation feature that are the most similar to that program
>>
>>172664996
I'm going to laugh when you become a millionaire thanks to your games
In other words, I'm never going to laugh
>>
can anybody from steamchat confirm theyre all shitposting with his name?

He hasnt been this awful in a while
>>
>>172665045
UE4's widget editor
>>
>>172664996
i'm not going to masturbate to the thing from the fucking peperami ads
>>
>>172665162
Steamchat doesn't exist anymore. They all moved to Discord.
And yes, everyone is shitposting and using his name. Just filter it, nothing of value comes when that name is posted.
>>
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>>172664395
>>172664597
>>
>>172664395
I like this, its much better, although still looking like a teen
and i feel bad for googs
stop bullying googs
>>
>>172665184
ok. i will try that out.
Thanks anon!
>>
>>172665247
>They all moved to Discord.
steamchat is catchier than discordchat
>>
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>>172664597
>16yo generic anime slut
LMAO you have no idea
>>
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>>172662053
The problem with your floor isn't just how bright it is, it's also the busy pattern and high contrast of the grout vs tiles. It doesn't help that your walls are also quite close in contrast to your floor.
You need tone down the pattern and contrast and/or break it up a bit with different tiles.

Check out enter the gungeon for some good interior contrasts with tiles.
>>
>>172665665
>bloom with pixels
make it stop
>>
>>172665330
That's why you call it Disco and say they all went to he Disco
>>
redpill me on rotations
>>
>>172665929
I like that word.
I wont tarnish it with sc shitters
>>
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>>172665825
You know they did the game in 2.5D purely to get that bloom right?
>>
>>172665942
Euler is pronounced Oiler
>>
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>>172664583
Looks good, I think the easing helps.

Also what are you writing your game in? And what's the general idea for how your "grid" works? I'm currently experimenting with top down stuff, and I wanna add a grid like yours so I can try to implement some basic pathfinding.
>>
>>172665330
>Chat client called discord
>Causes strife in the general

rmyt
>>
>>172665942
Use quaternions.
Don't question how they work, you wont understand. But the engine does all the math for you, so just like use it.
>>
>>172665942
https://www.youtube.com/watch?v=oKQpKwmd6os
>>
>>172666049
>unity
wow they really did.
>>
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>>172665942
They look like this more or less
>>
>>172660568
3 heads wide is some pretty frickin' broad shoulders, even if the head is narrow
>>
Game maker fag with no programming background here. How do I learn how to code "properly", good form, good techniques, avoid bad habits all that sort of thing
>>
>>172663906
>How do I phrase refactoring so normies understand it in patch notes?
You don't mention refactors, only bug fixes and things that improve performance of the game.
>>
>>172666142
This is just GMS 1.4. The grid is actually really loose. The only thing that follows it is collision objects, like walls, or those rocks (and when picking up the rocks, when you put them down they're aligned to the grid). Otherwise it's just a guideline for tile placement and the like.

I know GM has A* path finding (or something pretty similar.)
>>
>>172666049
I doubt that was their reason.
You can do bloom without 2.5D, it's just a shader.
>>
>>172666483
pick up an actual language.
GM doesnt teach you to program. It teaches you to hobble together a game.
>>
>>172665665
Thanks, this is helpful for someone who is not particularly an artist like me.
>>
>>172662396
QBASIC/10
>>
>>172666483
start with not abusing gm's syntax looseness like not having to put in semicolons and using = instead of == in conditions
>>
>>172663468
those are Koreans, you can tell from the circles and right angles in the text
>>
>>172666452
>tfw 4 head wide shoulders
F-feels good man.
>>
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>>172666686
They allegedly did it so that they could use 3d lighting and bloom. Here's a better res picture of the scene.
>>
>>172666989
There's nothing wrong with no semicolons.
The end of a line is obvious because of the fact that it's the end of the line. It doesn't need a semicolon.
>>
>>172665665
I do prefer the black in the dead space in the walls.
>>
>>172666452
not heads, ~skinnyheads~ which is literally necks
>>172663912
anyone who measures proportions in heads is an automatic retard btw, heads are not a useful way to measure proportions of anything not directly attached.
>>
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who the heck decided to schedule lolijam right at the end of the school year

I wanted to prove those anti-loliposters wrong.
>>
>>172666989
>>172667183
Lack of semicolons is fine since it is commonplace in scripting languages. Using = in place of == is a pretty dangerous habit though.
>>
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How do I cope with the fact that I'll never find a girlfriend if I continue gamedev?
>>
>>172667329
2 weeks is a lifetime worth of dev.
>>
>>172667273
YOUR HEADS ARE FUCKING 8% WIDER THAN YOUR NECKS EINSTEIN
>>
>>172667439
Why do you need to cope, you are literally dodging a bullet
>>
So why in Gamemaker, when I have two objects (one checked as solid one not) that use physics, when they touch, they won't move? As in, I've got my player object against a wall. If I press against the wall, but also put in another move command, the player stays still instead of just sliding along the wall.
>>
>>172667351
I agree with that, for sure.
A language shouldn't even allow that to be a thing, ever. Because = and == have different meanings.
>>
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>>172667502
ok?
>>
Daily Daily Reminder

I love all of you and want to collab with all of you
>>
>>172667591
Don't use solid. When an object collides with a solid object, its velocity is set to zero automatically.
>>
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>>172667273
>heads are not a useful way to measure proportions of anything not directly attached
kids have bigger heads in proportion to the body
this is literally a measurable thing until you're like 14
>>
>>172667573
I just want somebody to hug at night
>>
>>172667814
Get a boyfriend
>>
>>172667716
ayyy lmaos not welcome
crash on the moon, we're full
>>
>>172667814
buy a daki
cum on it so much it will come to life
>>
>>172667716
all this proves is that your characters are way too fucking thin
>>
>>172667945
>cum on it so much it will come to life
surely theres a manga of this
>>
>>172667761
making the player object and wall object not solid makes them not collide. I have a collision event for both objects with each other, with a blank code page so it stays and registers.
>>
>>172666935
qbasic wouldn't get that frame rate with floating-point math
>>
>>172667329
You had a whole month to suggest a date now you suffer the consequences of apathy
>>
>>172668070
pygmalion and galatea was written 2000 years ago
>>
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>>172667961
it doesnt prove anything other than that humans are beautiful creatures of endless proportional diversity and that measuring in heads is retarded.

>>172667776
>you need to be perfectly accurate to some generalized observation
>character stylized to have such a massive head and tiny feet that she would topple and crack here skull if she were real.png
>>
>>172668347
Is physics enabled for the room?
>>
>>172668706
argue all you like but your 'style' is unappealing and screams 'I don't know how to get better so i'll coast along'
>>
>>172669009
Finally it comes out. Googs' style isn't objectively unappealing, you just don't like it.
>>
>>172668706
Just stop.
>>
>>172668347
Long story short, Drag and drop is shit, breaks half the time and is generally way, way more trouble than it's worth.

Spend 15 minutes with this video to set up a proper character controller that will work a lot better trying to cobble something together with DnD.
https://www.youtube.com/watch?v=IysShLIaosk&list=PLPRT_JORnIur3eKIaD-IayrdEt8pOor18

Trust me, you will save a lot of time and frustration if you learn how to do it the proper way.
>>
Do you guys have any suggestions for someone who doesn't know shit about coding but wants to learn?

I don't even know where to start.
>>
>>172669325
Try lua.
has plenty of libraries too
>>
>>172668070
I've read one but I think it was a onahole
>>
>>172668812
Applying physics to everything made it work, thanks. Now going to figure out how to make the player object stay upright and not turn when moving along walls every now and then.
>>
>>172669325
see >>172669205

gml might give you a few bad habits but adjusting later isn't awful. It's better to understand the logic.
>>
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sup nerds, some me your models
>>
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>wheel click is acting up week after I praised this cunt for not breaking for two years

never buy fucking Razer
even if it's the only thing on the fucking shelf, like in my case
>>
>>172669991
Two years is really good for a mouse.
>>
>>172669406
>Try lua

Fair enough. I've modified LUA scripts for mods on certain games, but didn't really understand the underlying logic, just certain commands.

I guess what I'm asking is how do I even start learning? like, beyond choosing a language, how do I come to grasp the underlying ideas of coding? Are there exercises you'd recommend? Tutorials?
>>
>>172670372
Coding just dont like make sense. Like, I see the commands, I can copy em and manipulate a couple. But like, what it be doin tho? Like, wasda point?
>>
>>172670303
there are people with 10-12 years old logitechs
maybe old shit was really built to last
>>
>>172670505
>maybe old shit was really built to last
That's textbook survivorship bias, although old logitechs were just really sturdy.
>>
>>172670505
10-12 is still loli range
>>
>>172669991
>tfw I've had some basic Logitech mouse since 2012
>never a single problem with it

Now it's probably going to break tomorrow, thanks.
>>
>>172670505
Buy oldshit then. so much of this flashy newage crap is built to break so they can milk more ducats out of your fat american wallets. I have an old slide texter that is 5 years old and quick as an oiled sow.
>>
>>172670372
>how do I come to grasp the underlying ideas of coding? Are there exercises you'd recommend? Tutorials?
Hope theres a good book that takes you from 0-100 step by step. And then hope it has you do practice problems to test the knowledge. Concepts arent hard, you just have to put them into examples and it will click.

If you dont like Lua, then pick a c flavor.
C++, though intimidating has a 200 page book (A Tour of C++) that is considered very good. Compared to the usual 500+ ones.

If gatedev is still here and lurking maybe he could point you places as well.
>>
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>>172669991
No unnecessary buttons or colors
>>
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2 more poses and i've made all the common interaction pose types i want.
#lolijam
>>
Got my camera functioning a bit better. But right now it doesn't like moving through areas at a diagonal much.

Also, lifting rocks makes your speed go from 1 to 0.75, and walking through mud does 0.5, so your speed with both is 1*0.5*0.75
>>
>>172671854
>"""""""""loli""""""""'s head as high as a mans chest
wew
>>
>>172671854
it's supposed to be a loli jam, not a marfan jam
>>
>>172672067
that's a woman, men have shoulders
>>
>>172672147
>men have shoulders
Sorry
>""""""""""""""""""""shota""""""""""""""""""'s head as high a """"""""""""""woman""""""""""""'s chest
>>
What's the comfiest engine?
>>
>>172672251
>shota
you were wanting a shota jam huh?
>>
>>172672343
Your own.
Nothing comfier than an engine you know inside out.
>>
>>172672398
shota x milf of course
>>
I figured some would use the loli jam to troll but googs is going all out.
>>
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>>172670372
>how do I even start learning?
Books. Pick a language, and then pick a book for it. If you don't know which book to use, ask here or /g/ (in their stupid questions general). Thankfully pretty much every programming book worth reading is easily obtainable on the internet.

Then, once you've made a bit of progress in language (maybe made a few command line games like tic-tac-toe or hangman), pick a graphics library

>how do I come to grasp the underlying ideas of coding?
That takes a while, and what most CS degrees try to teach. There are books for these too, but they usually heavily focus on theory, which you shouldn't worry about when you just start out. You'll discover your need to understand these concepts as your games/projects become more complex.


Personally I'd recommend starting with Python, because it's pretty easy to pick up and you can get started with Pygame shortly after learning the basics. If you're interested in Python, check out invent with python, which is a website where an author of a few books hosts their contents for free.
>>
>>172672464
Nothing comfy about spending years doing a skeleton unoptimized piece of shit.
>>
>>172672692
>wasting your time learning a fucking shit language like python

The only realdev way is to pick your favorite engine and learn whatever language it uses.
>>
>>172672749
>skeleton
Drink more milk
>unoptimized piece of shit.
Don't use Java
>>
>>172672945
Oh boy, you mean I get to really choose whether to work in C++ or a slightly more constrained C++?
Or I have the pleasure of working with a non, language (GML).

What great choices.
>>
>>172673110
Using C++ won't make your engine automagically optimized or faster than professional engines that are also coded in C++.

>>172673146
Python is unusable for anything more than Pong, either pick a decent language or a decent engine, there's no reason to ever pick a shit language just for "learning".
>>
>>172672514
i could totally have /ss/ in my game but i dont want to expand scope, i'll probably addon after it's finished.
>>
post progress guys
>>
>>172673347
Automagically, no. It's not particularly difficult to do better, though. You don't need ultra-generic systems that can do whatever the designers want and that are usable by non-programmers. You tailor everything specifically for your game.

Missing out on all the extra complexity and inefficiencies of a "professional engine" is significant.
>>
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>>
>>172671854
Yep I'm convinced this is an anti-pedo game
>"I love little girls!"
>play Gogem's game
>"little girls are disgusting!"
>>
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Bokucube here is fanart for your game
>>
Reminder that Python is slower than fucking Java, you can't even make a Minecraft clone with it.
>>
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>>172674147
Wat
>>
>>172662380
>>172662553
Is hating gogem's art a meme or something?

His linework is solid and so is his stylized anatomy. It's clear he has an animation background just by looking at his stills, because even with the extremely exaggerated necks and shoulders, every pose still reads and connects immediately.

Prove me wrong or post art.
>>
>>172674309
Any excuse to avoid working on their game
>>
I don't know why an enginedev wouldn't use Rust.
>>
>>172674309
It's because gogem is a retard so the meme circlejerkers feel the need to bully him even though his art is pretty good and certainly better than most stuff here.
>>
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>>172673347
>either pick a decent language
What's are some decent languages then?
>>
>>172674309
I agree he has good art style and just does it to trigger the people here
>>
>>172674309
>I-it's muh style
>>
>>172674309
Can't argue with that.

What i can argue with though, is that he draws 18yo hipster dudess in drag and wigs and calls them loli characters.
>>
>>172674309
fyng
>>
>>172674309
>make everyone look like they have marfans syndrome
>m-muh style
>>
>>172674309
It looks bad. He refuses to admit it looks bad.
>>
>>172674563
C++, C# and GDScript.
>>
>>172674657
>>172674596
>>172674589
>>172674579
>>172674574
post art
>>
>>172674807
i posted my masterpiece earlier>>172664372
>>
>>172674309
>Is hating gogem's art a meme
Not only his art, hating gogem's is a meme.

He's an ass but with solid art and successful games so he triggers nodevs.
>>
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>>172674807
>>172674807
>post art
>>
>>172674668
Is C# actually worthwhile? I've never really met anyone who uses it. Has it just not caught on?
>>
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>>172674997
ok
>>
>>172674992
see>>172674589
>>
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>>172674807
>>
>>172674807
>You can't criticize something unless you're just as skillfull!
>>
>>172675104
Looks better than Gogem's
>>
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Finally finished dis level moving on to water levels soon after I add more enemies to the snow world like walruses, plastic toy robots, penguins, and snowmen.
>>
>>172675040
Lots of successful games use it, including all games made in Unity since that's the engine's language.
>>
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>>172672125
10/10
>>
>>172675513
Funny how Unity itself is written in C++ though
>>
>>172675450
Is the purple glow a filter?
It kind of hurts to look at it and makes it a little hard to track the main character.

Level itself looks pretty solid
>>
>>172675450
I just realized that the player's ass is blue which makes it even more impossible to see where the fuck he is.

Please learn some basic color coding and how to focus the viewer's attention, right now it's a fucking eye-bleeding mess.
>>
>>172675728
Weve been telling him that and more for what feels like years but he hasnt listened.
>>
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>>172675616
Yeah but the OS it runs on is usually C, so you should just use that.

Of course, that's really just fancy assembler, so I guess assembly would be better.

Though real pros just make games in machine code, so they're as close to the hardware as possible.
>>
>>172675728
Maybe that's the reason for the KickStarter. To fix problems like that.
>>
>>172675997
A Kickstarter comes after you fix severe presentation problems.
>>
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>>172675997
Wouldn't you fix issues like that before you kickstart?
>>
>>172676114
God I rant to rape buttercup so goddamn bad.
>>
Is vaporwave a dead meme yet?

I want to have a level of it
>>
>>172675997
>Making a kickstarter to fix problems you can fix before it
What the fuck?
>>
>>172676162
calm down Takashi
>>
>>172676246
Stop being retarded.
>>
>>172676114
>>172676162
where is degenerogue dev to draw us some buttercup
>>
>>172675450
Can't see shit captain
>>
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Post your code, get rated out of 10

I'll start
>>
>>172676638
>if if if if if else if if
terrible
>>
>>172676638
0/10
>>
>>172676638
Anon...
http://www.saltgames.com/article/awareTiles/
>>
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>>172675450
>>172675728
>>172675819
>>172675997
>>172676094
>>172676114
>6114▶>>172676162 >>172676336
>File: 1422179314228.jpg (74 KB, 621x492)
>>>172675997
>Wouldn't you fix issues like that before you kickstart?
>>172676246

Sorry lads theres a few problems I cant fix until I get a bit of cash from kickstarter. Though its early the final product will look the best clearly bokube has come along way and it still has a way to go before I get out of the trashcan and not have to sell my body anymore.
>>
>>172677003
boku doesnt use 'lad', nice try lad
>>
>>172676638
if true or
>>
>>172677003
only took me 6 seconds to find the player!
>>
>>172677136
Pokemon but you can fuck the Pokemon.
>>
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In almost 3 days, WORLD OF HORROR made it to the top100. Thank you guys for all the feedback
>>
>>172671854
1st pose is cute af
>>
>>172675450
>floor tiles same color as sky background
Really nigga?
>>
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>>172677003
He should ditch these ugly textures and make it all flat instead.

Also the mix between round, realistic shapes and blocky stuff is so bad, everything just looks so haphazard.
>>
>>172677489
cheers mate
hope you make it big time
>>
>>172675450
the level design in your game is really good but the camera view is bad you need to make a good camera view
>>
Why doesn't he just make the camera follow Bokube so he's always in the centre?
>>
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I made a warrior guy for my game.
>>
>>172678229
modern pixelshit, amirite? :^)
>>
>>172678212
I agree he should try this all he has to do is fix the camera view and he will have a really good game

You literally can't even see the main character in his videos lol
>>
>>172677489
inb4 your game and mine get let through at the same time.
>>
>>172672692
I don't think that's how hoverboards work.
>>
>>172678640
Good luck bro I hope you make tons of sales and get rich so you can continue making games for life
>>
>>172677489
if you make it big paypal me a pizza thanks f a m
>>
>>172678412
pixel shit is one-pixel limbs so no
>>
>>172679008
if that's the case then i'm beginning to suspect this warrior guy anon made might not be as modern as i once thought...
>>
>>172677489
Glad to see your hard work paying off my dude
>>
I've tried to learn music theory, but most courses I see online seems to cover only the basics.

by basics I mean:
>Notes, scales, intervals
>chords, chord progressions
>basic four voice harmony
>circle of fifths
>tonality (what feeling each scale represents)
>Ancient 5 notes modes
>basic popular music structure (chorus, verse, bridge, etc).
>basic classical forms (ABAB, ABC, structures)

So far, I understood all that in some basic sense.
But I am unable to compose anything.

Am I missing something?

I ask because whenever I read some music theory course is the same shit I just told you I know.

Is composing music the same as writing?
In the sense that after you learn the grammar, and how to write, there's not much you can learn beyond practice?
>>
new /gogem/

https://www.youtube.com/watch?v=2keb7H8cl_A
>>
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>>172655578
slowly making progress towards fishing

the maths to fake the physics isnt right yet, and doing it properly would be a bit too much

hopefully ill get further tonight and finish tomorrow :)
>>
>>172680046
Just like make something that sounds nice
>>
>>172680046
just like make music
>>
>>172680046
>there's not much you can learn beyond practice?
Pretty much. Thats why theory-less producers are so common now. Expand your music taste. Go check out wu's share thread and start downloading stuff that interests you
>>
>>172680046
>Is composing music the same as writing?
>In the sense that after you learn the grammar, and how to write, there's not much you can learn beyond practice?
It's a good allusion. If you're lacking creativity, ask yourself "what if ?". The only limit is "is it playable ?", and it's always going to be yes for a DAW, even when doing stupid shit like a 15/32 meter
>>
>>172678640
link me and I'll vote yes
>>
>>172680890
same

But also quick question about how place_free works in GameMaker. If I use it on an enemy, and set the x and y to be the player's x and y, will it constantly check to see if anything solid is between the enemy and player that is tagged as solid, or only if the player is solid?
>>
https://www.youtube.com/watch?v=vM39qhXle4g

opinions on this?
>>
>>172658151
It would make a decent amount of money.
>>
If I make enemies "tiered" and they're mostly recolours but gain a new ability or move would players notice/care?

>skeleton - shambles towards you, tries to bite you/smack you
>red skeleton - slightly faster, tries to bite/smack you, but will dive for you now
>black skeleton - same as above, but much more durable, will "die" as normal, but will continue to come after you once it falls to the ground

Just for examples. Is that worth the time for extra animations? Or should I just give these abilities to all skeletons?
>>
What's the best way to start if I want to work with Unity/Unreal Engine and have no skills?
Is this a good way in?
https://www.udemy.com/unitycourse/
>>
>>172682024
the main site tutorials
>>
>>172681975
Rogue Legacy did this exact same thing and it worked wonderfully. Go for it my man. I would suggest giving the sprites a bit more than just a recolor (maybe 2cd tier skeletons smack you with a club and 3rd tier swing a sword? Same animation could work if all 3 tiers smack with something, but the sprites would just look different.)
>>
Does somebody know what happened to the anon developing Vagabondia?
>>
>>172682334
Dead.
>>
>>172682334
Like literally every other lifesim/harvestmoon dev, he died.
>>
>>172681402
correct on every point.
>>
>>172678212
This. Why doesn't he do that pan shit to start the level, then focus the camera on the character? He gets to show off the level design he's clearly proud of, and I can see what the fuck I'm doing.
>>
>>172682459
>>172682653
Like... Literally died?
>>
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loli jam ideas please
not "X but with lolis", I can come up with those too
>>
>>172683521
Hard Candy the video game.
>>
>>172683521
you've just effectively eliminated all the ideas that aren't "girls in preschool play with toys"
>>
>>172683442
No, you dink.

He probably realized the immense ridiculous amount of work that necessitates making the genre of game he was working on, got bored/frustrated and took a break or moved on to something else.

t. guy who is working on a lifesim
>>
fuck you agdg for making me think i can make game
fuck you googum for making yesdev
>>
What if my game had a companion character that works like one of those learning chatbots? I guess it wouldn't be immensely hard to port Daisy for example, which is my favorite chatbot.
>>
>>172683521
STDs. Like, if you fuck a Loli you be turnin into a Zombie n shit. You gotta resist them loli temptations or you become a zomboido
>>
>>172684138
>make a game like this
>sell it through steam
>compile a list of people who become zombies
>send said list of usernames to the fbi
>mass report pedo's to jail them
sign me up
>>
>>172684558
ok you're first on the list :)
>>
>>172684558
>Achievement Unlocked: Gettin' Brained
>Feebs bust down your door
>>
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>>172655578
trying to get 4 players to work
>>
>>172683521
Mate with different lolis to breed the perfect loli and win undeground russian mafia loli cockfighting tournament
>>
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Divekick jump cancel works fine now, it's just me missing the timing in the webm. Going to juice it up later cause it could feel better.
I also added some variations for the ground tiles.
>>
>>172685186
Make sure you don't make the divekick too good or completely unlimted so that carefully designed bosses become trivialised
>>
>>172685408
Of course, I'll balance the attacks once I finish implementing them. Also other than dashing and a few specials you can still get hit during attacks.
>>
>>172685186
>>172685698
This is seriously looking like a fun game, anon.
>>
Is blender the best 3d modelling tool to learn? I'm trying to create city builder assets like little houses. It is frustrating when I don't have any hot keys memorized
>>
>>172685010
froghat
>>
>>172685408
simply make the boss with an anti air, like Rugal in kof and his DP.

>>172685991
blender is the only open source software that doesn't suck dicks.
>>
>>172685991
it is free
it is not industry standard
its workflow is unique
you must learn the hotkeys
>>
>>172685991
Well, it's the only free one worth of mention.
>>
>>172683521
Loli must go on a quest to rescue her oniichan from a busty succubus. Succubus will taunt the loli over the course of the game for her flat chest, but at the end of the game when she finds her big brother he assures her flat is where its at
>>
>>172685991
>Is blender the best 3d modelling tool to learn?
It's the best one at its particular price point. There are better tools that cost money.
Sometimes they're easier to use for specialized tasks, but there's no tool out there that does everything Blender does and is also easier to use.
>>
>>172685943
Thanks anon, I haven't added specials and other things you can do yet so it's going to be even more fun.
>>
>>172681402
>listening to le donut man
>le le le le le le le le
>>
redid the sweep kick.
>>
>>172686256
Is this primarily a Light Novel or a game? It'll be fun to get a light novel I can actually play and read.
>>
>>172686502
how did you get your guy to move all wobbly like that?
>>
>>172686502
I'm creamming my freaking jeans man.You even added hats. What is your endgoal?
>>
>>172686509
>light novel
I think you're confusing it with visual novel.
It's 80% a game. The reading parts is just there to create a setting and introduce the characters.

If you played touhou games, where characters talk before boss fights, most of the in-game dialogue is short segments like that along with a short intro story.
>>
>>172686658
>FIZZ EX
>>
>>172686683

madness combat mixed with jedi outcast 2 with a multiplayer if i can.
>>
>>172686658
everytime (:
>>
>>172686658
http://youtu.be/pgaEE27nsQw
>>
>>172686658
I agree with this guy you should make a tutorial on how to do it
>>
>>172686509
How could someone with eyes even ask this? Nigga, it doesn't look even remotely close to "Primarily" a VN.
>>
>>172685010
please respond
>>
I've somehow made an infinite while loop without knowing how I did it and need some help. Trying to make an enemy simply wander about while they cant see the player and if the player isn't inside their noticing radius. I've got code set before this that says if CanSee and IsInsideRadius is true, attack the player, but I've set this up trying to get them to mindlessly wander about.
while(!CanSee and !IsInsideRadius){
walking = random(4)
if walking = 1 {
enemy_obj.phy_speed_x = 5
alarm[1] = room_speed;
}
if walking = 2{
enemy_obj.phy_speed_x = -5
alarm[1] = room_speed;
}
if walking = 3{
enemy_obj.phy_speed_y = 5
alarm[1] = room_speed;
}
if walking = 4{
enemy_obj.phy_speed_y = -5
alarm[1] = room_speed;
}
}


should I just do a script of this and in the enemy's step program make an if statement where if these aren't true, run the script, set an alarm and when the alarm goes off run the script again? Using GameMaker.
>>
>>172687041
I've seen VN scenes from his tumblr turbodummy.
>>
>>172686919

i think they're just memeing on me at this point.
>>
>>172686923
this doesn't explain how he is accomplishing it
>>
>>172685186
>Maid Hot Kick
>>
Noob question here.
In Unity, I need to drop a GUI part from the Hierarchy into an Inspector field of an enemy prefab.
How can I do this?

It only lets me drop the GUI part into the inspector field when it is a prefab too, or when the enemy is in the Hierarchy.
>>
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>>172687041
Maybe he saw this old webm, I did make a dialogue engine for the game.
>>
>>172687154
A While statement keeps looping until it isn't true anymore, nothing inside the loop changes CanSee or IsInsideRadius so there's no way to stop it.

You probably want an If statement for this which only runs once per frame.
>>
>>172687494
tell me how many years you have been doing art and code.
>>
How can I make GUI part in Unity as a prefab?
As soon as I delete it from the Hierarchy the Hud is gone in the game.
I need it as a prefab though.
>>
>>172688132
Coding for about 8 years, started drawing "seriously" 4 years ago so I could 1MA games.
>>
>>172686502
thats some raid 2 shit
>>
>Working with photoshop but it crashes often and I forget to save
>tfw Some_random_image-Recovered-Recovered-Recovered-Recovered-Recovered2-Recoveredfinal-Recovered-Recovered.psd
>>
>>172686502
This is gonna make so much freaking lets play money
>>
>>172688447
can you do music?
>>
>>172689209
Nope and I won't even try, art is annoying enough as it is. I'm working with a musician for this game.
>>
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Started getting the basics of sword swinging down. I might make it closer to something like Zelda and make sword swings in only 4 directions, but since movement is in full 360, right now that idea doesn't feel right. Also still gotta make it so it doesn't bite health off the enemy every step the sword is colliding.
>>
>>172689323
come on, I'm on the same path bro.

music isn't as complex.

if you learned how to do art and code, you can learn music.
>>
>>172689427
why bother when musicians are begging to work on your game?
>>
>>172689427
I don't want to though. Art and code is enough.
>>
>>172689525
because that's not the path to 1MA.

why quit when you are at half the path.

>>172689562
ok.
>>
In Unity, how do I call a GUI from the prefabs folder, instead of having it just sitting in the Hierarchy?
>>
Should I use 16, 32, or 64 colors in my game?
>>
>>172689809
4
>>
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>>172676638
p-please be gentle
>>
>>172676638

i like it.
>>
>>172680046
The thing about music is that structure will only get you so far. Every element of a song is important, even the shit you wouldn't normally think about like the crossfades or beat drops.

Every instrument has a voice that tells a story, even if the notes played are the same. The Mario theme played on a piano has a different emotional feel than the Mario theme played on electric guitar. Outside of broad-stroke words to describe base instruments, there is no real way to learn what each instrument and effect does for your song, so all you can really do is listen to other songs and analyze how they make you feel, what you imagine when you listen to them and all that.

Music composition is one of those skills that you can learn, but there's damn near no way to learn it from a class or a book.
>>
>>172689659
I admire the true 1ma sentiment, but from a pure effiency standpoint it makes sense to get help from a musician. Supply and demand is VERY in your favor here, and music is not as tightly integrated as art or programming, so it can be added later.

I'd get help with art too but artists know their value and for several reasons will always ask for payment up front rather than collabing.

>>172689809
Assuming pixel art, start with 16 and don't be autistic about it. Add colors as you need them.
>>
Does destroying a monobehaviour in Unity that has a bunch of delegates subscribed to its events lead to those subscriptions being freed properly?

I know the other way around it does not, like if I destroy an object that has a function subscribed to some event, the function will still run so I have to be careful about properly disposing of my subscribers.
>>
>>172676638
I would rather not honestly. I am pretty sure everything I do is a hack job. I was actually really close to just wanting to find a coder to team up with several times but I realized my end goal was selfish. I basically wanted to tell only the stories I wanted to and that wouldn't have been fair to any teammate/partner I would have gotten so I started doing prototypes of different genres slowly and eventually settled on where I am at now. Sometime far into the future when I have proven to myself that I am not just going to waste other people's time I might actually look for another one or two people to help but again, I want to tell my backlog of stories so it probably won't work out even then.
>>
>>172690109
>giving up when you're 2/3 already done
don't quit, embrace the struggle, embrace the hard work.

work through the pain or die mediocre.
>>
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>>172689961
>enemyanim
Why not just call it anim if it's already a child of the enemy node?
>>
>>172689747
You can instantiate shit at runtime by:
> placing the prefab in some monobehaviour's fields so you can assign it in the inspector
> placing the object in a folder called Resources and then using Resources.Load(path)
> placing the object in a compiled asset bundle and loading it in

With any of those things done you can then just use var obj = (GameObject)Instantiate(prefab);
>>
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>>172690316

i actually think it's a good idea. i mean we're not all programmers here most of us only want to make a game.
so by posting our code we can actually learn from each other and gems like these >>172676907
are revealed.
>>
>>172690490
That's actually a very good point. I'll probably change it later on.

My main character has three animplayers because the sprites for legs, body and general animation are completely seperate in metal slug so I had to attach an individual animation player for them. I thought I might've done the same for the enemies too, but it ended up not being the case.
>>
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>>172686887
>Jedi Outcast 2 had mulitplayer
W-what?
>>
>>172689961
I know nothing about game maker but
>get_tree().get_current_scene().get_node(...).kill_wave_enemy(wave,self)
Holy fuck, isn't this the reason people hate Java (aside from Java being naturally slower)?
>>
If I'm completely new to game dev, should I jump headfirst into an engine like Unity or Godot, or should I stick to "maker" engines like Game Maker Studio?
>>
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It's a great night to get started on your rush hour jam game!

https://itch.io/jam/rush-hour-jam
>>
>>172691215
>game maker
It's godot m8. Also that's because I was too lazy to assign a variable for the current scene. The marco variable in the same script runs that entire command too.
>>
>>172691215
That's Godot, and GDScript, which is similar to Python.
>>
>>172691327

why are there 2 jams being hosted simultaneously ?
>>
>>172691215
That's Godot and they are already making the get_node code shorter in 3.0.
>>
>>172690578
Can you also write this in c#?
Let's say I have GUI element for a healthbar in my prefabs folder. What would I have to write on its script to make it appear at start? And do I also have to have the whole canvas as a prefab or can I just make its healthbar child as prefab?
>>
>>172686502
anyone know of a tutorial on how he did that
>>
>>172686658
Make the individual parts ragdolls and write a dynamic movement code instead of an animation?
>>
>>172691452
No idea
>>
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Finished the pistol, the shotgun, the AK and the uzi models. mapped and "texturized" then

also fixed the tracer so it goes exactly were the bullet hits and also also fixed the capsule not flying for the wrong side of the gun and also also also finaly fixed the third person camera so it looks were the gun is going to hit instead of fixed over the sholder
>>
>>172691452
>loli jam
voted highest in the polls several times
>rush hour jam
created to counter the perceived lewdness of loli jam
>discord jam
3 day jam that is really a different thing. doesnt actually overlap with the itch loli jam
>gogems loli jam
starts today and is very lewd, does not use itch
>>
Anyone have any good examples of dash code in C#Unity? Figuring out this thing that should be simple is killing me for some reason.
>>
>>172691635
how do you do both of those? any good tutorials on them
>>
>>172691737
>bandicam
Get ShareX m8.
>>
>>172691959
bandicam is the only one that gives me quality, frame rate and doesnt fuck the game performance that much

i used OBS for a time but im too dumb to fix that

eighter looked like crap. or the frame rate of the video was shit
or it fucked the frame rate of the game it was recording
>>
>>172691750
>gogems loli jam
you dont have to put my name on it, it's not like i proposed it - just keeping its integrity intact from the normie barbarians.
>>
>>172692181
Doing god's work.
>>
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What's the best engine for high-IQ geniuses like me?
>>
>>172692352
your own
>>
>>172691452
Because the shitters couldn't decide on a single idea that wasn't based on either anime or bad movies. So now we have both.
>>
>>172692352
if you had a high iq you would know this question already
>>
>>172692352
>engine

if you're so smart, why are you asking this question?

The only true answer is creating your own processor architecture, write your own assembly, only then you are allowed to define your own, tailor-made high level language and after that the engine is so simple you wouldn't even call it work.
>>
>>172692352
Godot, you have complete freedom since it's MIT license, and it's as powerful as other expensive engines.
>>
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>>172686502

you should teach your block men to do kick ups.

since they fall down so much.

loved the wizzard hat
>>
>>172692609
Ignoring the opinions and research of others doesn't make you smart, just narcissistic.

The Truly Smart Man collects data and then makes proper informed decisions.
>>
why the fuck can't you generate random numbers in GameMaker scripts?
>>
>>172692946
randomize()
>>
>>172692946
>he doesn't know how to generate his own pseudorandom numbers
kek kid.
>>
>>172690578
if I use this resource folder method, where do I have to write the code to call the prefab from the resource folder?
>>
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-Multi-part enemies
-New sniper weapon

Reminder that if you love your game you won't let it go to bed with bugs.
>>
>>172693160
programming is all about knowing your libraries and nothing else kiddo
>>
>>172693485
>he thinks REAL programming isn't completelly math
>he thinks script kiddie programming matters in the real world
lmao pajeet
>>
>>172693560
>he thinks you have to reinvent the wheel
>he thinks you have time to do all that stuff

lmao neet
>>
>>172693560
Where's your game?
>>
What 4chan android app do you all use? I want to be able to see progress here 24/7.
>>
>>172693757
>he thinks not knowing the math will make him able to code anything that isn't baby platformers
>he can't even into optimization
lmao kid.

>>172693780
in your mom ass, lmao fagget.
>>
>follow hour long tutorial, do everything, try to understand everything
>guy who makes tutorial simply doesn't explain a basic thing at the end
>end up having to search hours and days trying to find out how this basic thing works
Everytime. everyone just explains this super complicated shit, but noone explains the basics.
>>
>>172693819
Clover is the only one I know, I think it's not on Google play so you will have to get it from f-droid.
>>
>>172693931
>he thinks you need to know advanced math to program or optimize when all you need is basic math skills

lmao pleb who has never worked at a real software firm or done real gamedeving
>>
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>>172693042

type in googgle > random number in gamemaker

press Enter

click on first result

"the mist conceals and then reveals."
Abaddon
>>
>>172692448
>Rush Hour 1 and 2 a bad movie
What did he mean by this?
>>
>>172693941
>he didnt say what the basic thing was to get help from the enlightened devs of agdg
>>
>>172692718

yea ill be making a more in depth get up system soon
>>
>>172694047
>implying I implied the CS math you need to know is complex or hard
>he implies you can code and be fine without CS math
lmao fagget asking begginer questions about linear algebra operations.
>>
>>172694079
what is your mmr i bet you are a 2k scrub
>>
>>172694117

well they weren't exactly shakespeare, but they were fun to watch.
>>
>>172694117
Making the theme of a jam be a movie is always dumb, even if they were the best movies.
>>
>>172694264

>2k scrub

yeah, you guessed it mate.

i love that game but being really good at it requires a lot of dedication.
>>
>>172694154
I already did it, but noone responds to me.
And when they respoind, then they don't really help me much but just give me a fraction of the solution.
>>
>>172681402
I hate this stealing meme
>>
>>172694593
I am responding to you but unable to give you the solution
>>
>>172694079
what did he mean by this
>>
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So I followed the video below very closely, but by the end of it where his walks on the non-existent ground as intended, mine just does this.

https://www.youtube.com/watch?v=wf6vtCgLk6w
>>
>>172694593
>still not posting it even when asked
ok get fucked kiddo, if you post it though i'll help you as much as i can.
>>
>>172694638
>he fells for the originality meme
>>
>>172694712
I just want to know how to instantiate a prefab a single time at the start of the game in c#.
>>
>>172694926
In unity?
>>
>>172695010
yes, in unity.
>>
>>172694913
The meme is calling stealing something that is not like stealing at all
>>
I did now make an empty game object inside the hierarchy, and assigned my prefab through this code to it in its inspector.

public GameObject myPrefab;

// Use this for initialization
void Start () {
Instantiate(myPrefab);
}

However, my problem now is that the prefab appears over and over again, when I actually just want it to be created a single time.
>>
>>172695564
every artist have some artist that were his sempai in some sort.

fucking retards.
>>
>>172681402
If you are going to watch this I recommend watching at 2x speed
>>
>>172695056
Assuming that you have your prefab already created:
1. Make an empty gameobject in the scene.
2. Create a new script on it, called "AddObject". Open the script to edit.
3. Paste in this code. https://pastebin.com/jZzVQf5q
4. Make sure the name of the script and the class match.
5. Drag the prefab into the "prefab" field in the inspector.

>>172695580
Try the way i posted first. I think your misconception might be where to put the script. A prefab does not spawn itself.
>>
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>>172695580

being this daft
>>
>>172695929
This is just exactly what i did. I didn't assign the instantiate script to the prefab, I assigned it to the empty gameobject in the hierarchy.

The problem is that it doesn't stop spawning the prefab now though.
>>
Okay, so I have a C++ issue, I have 3 strings, two of them have a preset value and I am trying to get the third by seeing whatever characters are between the two strings. What I mean is that there will be user input, and the user is supposed to copy down the first string, write whatever they want after that and then copy the second string to end it. I am trying to get the value of the third string by checking for whatever the user put between the first and the second, how can I do that?

>>172676638
2/10, too many else ifs, I suggest you convert all that to a simple switch statement, the more convoluted you make your code, the harder it is to fix errors.
>>
>>172696450
can you screencap your setup in the unity editor? i feel like there is a crucial step you're missing somewhere.
>>
>A game like Slime Rancher will make millions
I'm sure ONE of you could make a game like that. Why aren't you richdev yet, anon?
>>
>>172695929
NVM, it works now. I just forgot that I still had an instantiate script on the prefab too.
>>
>>172696519
Scan for substrings.
>>
>>172696725
ya dumbfuck, good luck with your future endeavors
>>
>>172696519
>, and the user is supposed to copy down the first string,
why
>>
>>172696721
Never heard of or played Slime Rancher.
>>
>>172696721
slime rancher but you can fuck the slimes
>>
>>172696727
I know what substrings are but I am not too sure how I can do this. I know how to get a substring out of a portion of an already established string by using character location. How can I do this?

>>172696870
Why are you asking questions? I was gonna reveal my intentions for this after I fix it so it'll finally be functional for you guys to test.
>>
>>172696721
I met with a publisher yesterday and they want to give me money, so soon.
>>
>>172696721
I'm not good enough at 3D yet. But I would like to make a game like that.
>>
Posts like this >>172695580 is how I know that everyone in this shithole is shitposting.

That Start method doesn't work like so your shitpost is something that is impossible to begin with.
>>
>>172697051
>why are you asking questions relevant to my problem
>why are you trying to refine my design to help
Fine I wont then you daft cunt
>>
>>172696519
Get the first string by incrementing from the front of the string and the last by incrementing backwards from the end of the string.
>>
>>172696973
It's sold 600000 copies in 2 months at 20 dollars a piece.
>>
>>172697051
why dont you take the length of the first string and use it to ignore x amount of chars at the begining then take the length of the second string and use it to ignore x amount of chars at the end.

for (int i = 0 + string1.length; i < string3.length - string2.length; i++)
>>
>>172697118
>christ people in an amateur game dev general are still learning basics
>how can this be?????
>>
>>172695580
Do this:

public GameObject myPrefab;

int runOnce = 0;

void Start () {
for(runOnce != 1) {
Instantiate(myPrefab);
int runOnce++;
}
}
>>
>>172697118
Or somepeople are newfags who want desperately to be a yesdev. Not a thing wrong with that you queer.
>>
>>172696725

> lets post about it on AGDG before taking 2 seconds to try and think about what could possible be the problem.
>>
>>172697537
I spend at least an hour on this problem. I did search and try, but it didn't help me.
>>
Ghahahaaaaa! Unity users!! Ha!
>>
>>172697696

okay, anon, sorry. glad you figured it out.
>>
>>172697805

tell us what engine you use so we can laugh at you
>>
>>172697951
Panda 3D
>>
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>>172698041
HAHAHAHAHAHAHAHA
>>
>>172697696
If this was hard you have a long road ahead of you.
>>
>>172698041

my condolences
>>
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Working on the second mini-boss.
There was going to be phase of having to shoot his shield off, but this helps it from dragging and adds a quick joke.
>>
>>172698136
The simplicity of something doesn't have much to say. It just depends how easily you can google the problem.
I already did much more complicated things, because there were much better tutorials about them.
>>
>>172698306
Yeah this does seem like more of a conceptual issue. You were missing the fact that each object was creating another one immediately you did realize that, right?
>>
>>172697951
Look, using engines—my uncle was a great professor and game developer and programmer; good games, very good games, OK, very smart, very good, very smart—you know, if you’re an engine developer, if I were an Unity user, if, like, OK, if I made a game with Unity, they would say I'm one of the smartest people anywhere in the world—it’s true!—but when you're an engine dev they try—oh, do they do a number—that’s why I always start off: Went to Reddit, was a good student, went there, went there, did this, built a fortune—you know I have to give my like credentials all the time, because we’re a little disadvantaged—but you look at the engine deal, the thing that really bothers me—it would have been so easy, and it’s not as important as these lives are (engines are powerful; my uncle explained that to me many, many years ago, the power and that was 15 years ago; he would explain the power of what's going to happen and he was right—who would have thought?), but when you look at what's going on with the four engines—now it used to be three, now it’s four—but when it was three and even now, I would have said it's all in the messenger; fellas, and it is fellas because, you know, they don't, they haven’t figured that the women are smarter right now than the men, so, you know, it’s gonna take them about another 150 years—but the Indians are great developers, the Canadians are great developers, so, and they, they just killed, they just killed us.
>>
>>172698516
3/10 you should have replaced more nouns
>>
>>172697341
Didn't work.
>>172697220
Care to demonstrate?
>>
>>172698516
canada here its true we are great at gamedev
>>
>>172698306

just ignore that guy. everybody that devs has had an experience where it seems they just cannot find a solution to a problem only to later realize that they're being retarded and it's really just a simple issue.

it happens to all of us.
>>
>>172698487
I just can't really read code yet. I have memorized some parts of it, but how to instantiate a prefab was still new to me. That's why it took me so long.
>>
>>172698690
>canadian supremacy
This is society now-a-days.
>>
>>172698809
I posted this: >>172697428

This is a good demonstration that you can use numbers to your advantage (ESPECIALLY IN PROGRAMMING)

Being resourceful motherfucker.
>>
>>172698713
I think my problem was just that I worked on a much more complicated matter, and my head was already smoking, then the tutorial didn't explain a basic which I had no idea about yet, and I lost my nerves.
>>
>>172698690
now i realize canada can't participate in the current jam
>>
I haven't visited in a long while and I've been enjoying a nodev life but I just saw this fucking website. Did you guys do this? Am I being memed here?

https://agdg.co/
>>
GUYS, IF ANY OF YOU MAKE OFFICIAL WEBSITES FOR US TO GO FOR OUR AGDG SHIT, USE PHP TO BAN ANY IP ADDRESS WITH A LOCATION OUTSIDE THE U.S.

FUCK EVERYONE ELSE.
>>
>>172698946

he'd still run into the same issue because with each new prefab being instantiated the runOnce variable would be set to 0 again.

you'd have to make the runOnce a public static variable
>>
>>172699476
Literally all horrible shitposters are anglos while the gooddevs are from proper countries.
>>
>>172699607
Create a new integer variable for each prefab OR like you said, make the runOnce a public static. Either way, we can still fix it to work and if he only had one prefab, the original script would work.
>>
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I want to get into game dev, but it seems impossible for me. I hear about old people and teens getting in on this, so I don't understand why I can't do it. Everything I learn simply doesn't stick with me and I lose motivation half way(or when nearing the finish line so to speak).

I have to ask myself, "Is it the learning resources that are no good?", "am I a retard?", "do I lack passion and actually don't care for making vidya?", "if I were to start making games, what would I even make?". Plz help.
>>
>that one game that isn't super popular or polished but you absolutely love and want to remake and refine
What's her name, /agdg/? I know you all have one.
>>
>>172698258
Looks pretty good.
You should darken the background though
>>
>>172698258
Very smooth, shmoopdev. Looking good! Do you allow in between stage saving on the easiest mode to help the crowd who would be using said mode? Obv disabling that function on anything higher than Easy
>>
>>172699894
Plant Tycoon
>>
>>172699832
>am I a retard?
probably
>>
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>>172663074
>>
>>172699894
http://store.steampowered.com/app/270450/
Is ripe as fuck for someone to.
Fortix
gun
metroid prime hunters
and too many more, dont remind me
>>
>>172699832
Just do it. Seriously, you're over thinking things, just keep going and focus on each moment as it comes up, and if you can hammer out a basic understanding of programing then you can make game. Google exists for a reason.
>>
>>172699894
Grid Seeker
>>
>>172699832

dude, like what is your motivation for getting into game dev if you don't even know what you want to make.

The reason I got into it is because I have so many ideas for games that I'd like to play myself, it actually makes me sad that i'll never be able to get to them all or even be able to make even one of them on my own.
>>
>>172699894
Sonic Spinball
>>
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Well this is where I'm at over the course of a few days, learning as I go.
>>
>>172699894

Chaos Overlords
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>>172700317
>he is an idea guy
>>
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>>172699915
Thanks anon! That background's just a placeholder, but it looks decent enough to show off imo.

>>172700016
Thanks anon! There's only the one stage right now, so technically no. I was planing on doing it like Touhou 6+ where you can score attack individual stages you've beaten already, but not start in the middle of the game. I'll consider it though.

This background's due for renovation, I'm going to mess with the colors and overall make it blue-er and darker
>>
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>>172700524

fuck off Drake
>>
I am gonna repeat my question: >>172696519

Sub-strings are out of the question right now.
>>
>>172699476
>what are proxies
>>
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>>172698674
I could demonstrate that but then I realize I was being retarded and >>172696727 is a much better solution. I'm still learning the standard library. So here's a quick mockup.
>>
>>172695580
It's because the object instanciates itself when it appears. Sort of an infinite loop.
>>
>>172701271
>what is blocking common proxy and vpn ips to filter most of this sneaky traffic routing
I'll take Structural Engineering for 500 next, Alex.
>>
>>172700479
Is that radial animation a reload? Either way it looks great so far honestly. Every flavor of shmup is just another flavor of awesome!
>>
>>172699832
>"Is it the learning resources that are no good?"
I think this is sort of part of it.

There are plenty of resources, and they're accessible, but it's easy to get confused/demotivated if the tutorials your following don't have any structure. If you just randomly zip from tutorial to tutorial (without any thoughts on proper progression), you'll just feel lost.

What I'd seriously recommend is after doing a tutorial, make a small project/experiment/program that puts what you just learned into practice.

So if you're just learning collision detection, immediately make a pong game when you're done. If you learning about menus, immediately make one of those when you're done. Just keep implementing these things so you remember how they work better.

People can probably offer you good tutorials if you post your language, and what you want to make.
>>
>>172701329
You can edit code-blocks's colors
settings-editor-syntax highlighting
>>
>>172700841
>/agdg/ - cs homework general
>>
>>172701406
Still won't stop me
>>
>>172701889
>still won't stop me
Yeah, there is always gonna be an anomaly with everything in life, anon. For all we know, you are using a VPN server your cousin in America put up that we don't know about. At least we are catching most of these trespassers.
>>
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Wow UE4's bluescript is really intuitive and interesting

Fucking FBX's how do they fucking work what is this garbo filetype.

POST
R
O
G
R
E
S
S
>>
Has anyone self-taught themselves how to code shaders? Are there any resources you recommend for learning?
>>
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I'm new to Blender and there's a problem I can't find the answer to on Google.

I switched my brush to Mask and it immediately covered my model in a grey coat and removed my painted textures from my UV grid. I can't revert it and it won't let me paint over my model any more. Does anyone have a solution?
>>
>>172701662
Yep and there's a small bug in there I have to sort out.
>>
>>172702327
You ruined the SCAR-H with those horrible colors.

Sorry, I mean WEAPON NAME.
>>
>>172702826
>scar h

that is a good meme
>>
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A or B?
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>>172702890
That's the fucking SCAR-H, I played Modern Warfare 2 as well, anon.
>>
>>172702945
>White outline
Into the fucking trash
>>
>>172702945
A if you insist on making your games background black
>>
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>>172702945
stop using black, use high saturation, low constrast near greys.
>>
Do GameMaker scripts simply run a line of code or do they read themselves every step? Got an enemy to randomly wander around using a timeline and scripts but now he doesn't collide with walls, trying to figure out how to make him stop close to a wall and move backwards a little.
>>
>>172702945
Does your background really need to be black?
If you require an outline just to make shapes distinguishable (as opposed to stylistic effect) you've probably done something wrong
>>
>>172703370
Step events run every frame senpai, you should have learned this before even knowing what a script is.
>>
>>172703209
that's at half speed anon right?
right?
>>
>>172703515
My scripts are overriding my step events. I've put something in the enemy's step event that would cause it to stop if it got close to a wall, but it still goes until it's phyically touching a wall, and then it stops and does nothing.
>>
>>172703529
A "speed" reload for a rifle is roughly 4 seconds which includes getting an new magazine, removing the old one, loading the new magazine, and readying the bolt.

However, when you reload normally, you take them magazine out, put it in your pouch, then grab a new one, then return to your weapon's space.

That will take more time.

I'm currently planning the following:

Rifles:
Regular: 6-7 seconds
Empty w/ Magazine: 7-8 seconds
Tactical(lose the magazine from your inventory): 3-4 seconds.
>>
post your vocaroo /agdg/ memes

or

post progress

the choice is yours...
>>
>>172703209
>black is evil meme
>>
>>172703995
The step event runs the script every frame, it doesn't override anything.
If your code isn't working then it's not because of step order or anything but because it's not coded properly.
>>
>>172704161
its not a meme. Its a real thing you should follow.
Lots of pure colors are bad in a world filled with non-pure colors.
>>
>>172703995
Use a state machine and in it's normal operational state have it run your script. In the event it gets close to a wall switch it's state to one that does not run the script until you have the object correct itself or turn around or whatever you want, then you can return to the previous state or to another one instead.
>>
>>172704354
reality is illusion
>>
>>172704354
People hated world of horror aesthetics because pure black is evil. Oh wait...
>>
>>172704076
Are you going for ultra realistic? Because I forsee players finding that way too slow for what they've come to expect
>>
@172704597
l2read
>>
@172704768
>black is evil meme
>its not a meme
l2read
>>
My problem with isntantiating a prefab still doesn't work.
I can instantiate a prefab now, but it still doesn't let combine a prefab with an other prefab in the inspector.

I need to put a GUI element from the hierarchy into an inspector field of an enemy prefab. How can I do this? Unity doesn't let me put stuff from the hierarchy into prefab inspector windows.
>>
>>172704768
>>172704850
>@
>>
#172704850
B&W is ~primarily~ WoH's aes. Thats why it works.
Pures out number the impures.
When impures out number the pures, the pures stand out jarringly.

This is day 0 color theory, nearly common sense, but evidently not.
>>
>>172704896
When you instantiate the enemy, you will need to grab the reference from the scene / hierarchy. A prefab can only hold references to other prefabs.

I am curious why the enemy needs a reference to the GUI element, though.
>>
Is SBCL fast enough to make games in?
>>
>>172704354
>Lots of pure colors are bad in a world filled with non-pure colors.
where is this world filled with non-pure colors you're referring to?
>>
>>172705523
Your game.
>>
>>172705556
???
>>
>>172705195
How do I write this then? I write something about "Use GameObject.find in the enemy start function to set the reference", but I don't know how to write this exactly.

>I am curious why the enemy needs a reference to the GUI element, though.
He needs it, because I try to make an enemy healthbar, and I have to assign the origin of the bar to the enemy prefab.
>>
>SEGA makes their 2D games in Unity
Unity confirmed best engine for 2D.
>>
>>172705903
Sega is shit these days, what are you talking about?
>>
>>172705903
>gay-ass filtering
>mixels
Bravo Sega! Truly an old-school dev.
>>
>my game is now 20kloc of C
I regret my choice of language.
>>
>>172705735
Whatever class spawns enemies should hold a reference to the gui element. After you instantiate the enemy, give it the reference to the gui element. You might also need to create a new health bar for each new enemy, depending? Code (might be off):

GameObject enemy = Instantiate(enemyPrefab);
enemy.GetComponent<Enemy>().guiReference = guiReference.

> assign the origin of the bar to the enemy prefab.
You aren't assigning it to the prefab, you are assigning it to the instantiated object.
>>
>>172692906
>on 4chan
Yeah. Smart choice. Your posts literally reads as: "Hi I'm too stupid to do basic research. Spoon feed my inferior mind."
>>
>>172686502
This looks like a lot of fun.
>>
>>172705979
>>172706060
Asshurt GMbabbies detected.
>>
>>172705267
probably, but it doesn't matter because no lisper has ever finished a project
ever
>>
>>172706410
I hate GameMaker. Using C++ is the best way to go, faggot.
>>
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made the adult's 3 poses
#lolijam
>>
I AM LOOKING FOR WORK IN CREATING TRAILERS FOR YOUR GAMES.
>>
>>172705267
It's plenty fast, but you shouldn't write games in Lisp, for exactly the same reason you shouldn't make your own general purpose game engine.
>>
>>172706759
I can do that myself tho
>>
>>172706817
Then why respond?
>>
>>172706123
I still don't have an idea how to write this, sry.

>Whatever class spawns enemies should hold a reference to the gui element.
You mean I have to attach the script to my enemy spawner or what?

Where do I have to write this, and what is "guireference"? Do I just have to write the name of the gui element there?
>>
>>172706715
nice tranny
>>
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So for sake of context, the art IS on a hard black background. I'm making a really high contrast, sleek, sharp-looking aesthetic but because its 1MA I don't want to spend forever making backgrounds and it makes it easier to guarantee that the sprites will look good against the backdrop. Basic black is a solution to my needs for the game.
>>
>>172706759
Thanks but no thanks.
>>
>>172655578
none of you faggots are gonna make any games for your shitty jam.
Fuck off to 12chan and jerk off over there.
>>
>>172706759
Let me re-phrase this, I know this is the problem:

WHEN I MEAN WORK, I MEAN BUSY WORK, I AM DOING IT FOR FREE.
>>
>>172707001
Good call. You obviously have a sense of style so keep it up.
>>
>>172706715
why does the big woman have a smaller head than the tiny guy?
>>
>>172706960
so you knew that you're not needed
>>
>>172662553
Could you stop posting the same fucking images each thread?
>>
>>172707062
REEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>172707106
PLEASE, SOMEONE LET ME CREATE THEIR TRAILER, I AM FUCKING BORED.
>>
>>172707001
Do you really think people will pay money for a half finished game?
You have nice characters but no environments. Stylize all you want but many people, myself included will just conclude laziness.
>>
>SEGA is making mobile-tier shit on Unity
How the mighty have fallen.
It's so weird seeing these old market leaders being reduced to low-tier devs.
What's next?
BioWare making amateur broken shit games with terrible writing?
Valve abandoning game development?
Jonathan Blow making card games?
>>
>>172702945
A when the BG is black,
B otherwise.
>>
>install estimate for new xcode is going from 1 hour to 2 hours to 4 hours now
krill me
>>
>>172702945
>>172707001
Your art looks good but couldn't you try to go for more of a rimlight effect, the solid white outline is too much i think but without it the characters melt into the background.
>>
>>172707001
you seem to know what you're doing when you draw normally, lose the jaggy art.
>>
>>172707447
>Jonathan Blow making card games?
he announced his new game?
>>
>>172707664
No, I'm just speculating.
>>
>>172707192
I recon it was mentioned last thread that children have bigger heads
>>
>>172706968
Dude I want to help but you're missing so much contextual information about how unity works that I would have to write everything out for you.

Your problem is that you want each of your enemies to have a reference to a GUI element. I don't know exactly what you mean by that since unity has so many UI things, but I'll assume that its a variable that can be passed around like anything else. But you can't assign it to the prefab because prefabs can't have references to the scene.

Now you are spawning your enemies in some class, right? And in that class, somewhere is this code: " Instantiate(enemyPrefab);". When you call instantiate it returns a GameObject, which is a reference to the thing you just instantiated. Replace that line with "
GameObject enemy = Instantiate(enemyPrefab);".

On your enemy prefab, you should have some script that stores its health and all its variables. What is that script called? I'll assume its called "Enemy". Add to that script a field for the GUI thing that you need a reference to, called guiReference. This is a variable in the Enemy script.

In your spawner class you can have a reference to the gui element, because the spawner is in the hierarchy. So make a variable, expose it to the inspector, and drag your GUI element in there. After the instantiate line, add this: "enemy.GetComponent<Enemy>().guiReference = guiReference;". This gets the Enemy script on your enemy GameObject, that you just instantiated, and assigns the gui reference.

guiReference is probably a gameObject, but I don't know.

If this doesnt help i don't know what to say besides do more tutorials. Catlike coding is very good if you start from the beginning. I've heard the official unity tutorials are also good but haven't personally used them.
>>
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le ebin retoste because I love how this animation set is turning out thus far.
>>
>>172707392
>Do you really think people will pay money for a half finished game?
All of Undertales combat background were straight black.
>>
>>172707447
Got a link to SEGA's mobile-tier game?
>>
>>172700592
Your stuff is looking neat (and I'm always impressed by how quickly you work), but if I had one point of critique to give, I think you could achieve a much better sense of contrast (both in what is emphasized and what is deemphasized). IMO visibility in shmups especially is paramount.
>>
>>172707001
lets collab i can program the game for you
>>
>>172708246
Sega All-Stars Racing.
>>
>>172708246
See >>172706410
>>
>>172708203
But it had shit art throughout so its different.

Its like making one super good 3d model for your MC and then greyboxing the rest of your game.

That shit wouldnt fly in 3d, so it shouldn't for 2d.
>>
>>172708286
That's actually a pretty decent game.

>>172708312
Anon, it's April fools
>>
>>172708286
All-Stars Racing was p good tho
>>
>>172708406
No it isn't go dick yourself.
>>
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>>172708439
Guys, I found Mitchell Henderson.
>>
>>172707936
they have bigger heads in relation to the their body not actually bigger heads, or do you think the head starts to shrink once you are older than 10?
>>
>>172707956
>Now you are spawning your enemies in some class, right?
I use a an own spawner for enemies. I have an object in the hierarchy, which lets me spawn enemy prefabs. I do not spawn them from their own prefab. I spawn them through the spawner.

Anyway, this makes no sense. I have no idea what you are talking about.

That#s the problem with following tutorials. They just simply don't explain the basics at some point, and then you stand there with all this shit you just wrote, and have no idea what to do with it.
>>
>>172708439
besides the fact gravity was tied to your speed so if you ever hit a wall that had a deep drop it would take fucking forever to fall
>>
>>172707447
It's smart Sega is adapting to the reality of the mobile game situation since Unity can port to many different platforms it is a no brainer and saves them a ton of time and money get rekt you pleb
>>
Haha my game was just an April fool's joke! It was bad on purpose! Haha...
>>
>>172708593
catlike coding explains the basics.
>>
>SEGA's April fools game is still better than what 90% of AGDG will make in their lifetime
really thinks, doesn't it?
>>
>>172708653
>smart
>mobile games
Mobile games are possibly the worst thing since disco.
>>
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>and I'm always impressed by how quickly you work
Ha, If anything I think development's a little on the slowside. Compared to the breakneck of pace of Shmoop 1 anyway.

>IMO visibility in shmups especially is paramount
We're working on that. That particular background we went a little nuts with with, but the other ones will be more manageable and that one will get toned down.
>>
>>172709312
>>172708256
>>
>>172707146
Thanks anon

>>172707392
The set on the right is not a finished scene, just an example of what a scene's pallete and layout would be-- strong sharp colors on a black background. The scenes will be complete before the game is released.

>>172707556
I could, but that would through off a bit of the blend because then you'd get black outline -> glow -> black background. Also violates one of the sacred rules of pixel art. But I know what you're saying and I agree.

>>172707586
You mean the pixel stuff? It doesn't look jaggy against black. If I have time, I'll go back and clean up the ends but the amount of time it would take to do that for all 15 something characters on every frame of every animation might be a little extra this early in the dev stage.

>>172708274
What can you program?
>>
I am making a substring in C++ that consists of the characters in between two different strings printed to the screen with the user input in between them. Instead of getting the comparison between the two, I decided I will go with the approach to search the user input for the beginning of the first string and the beginning of the second string and then sets it's own value to whatever is between that. How would I do that.
>>
>>172710138
>You mean the pixel stuff?
pixelart is when you draw precisely pixel by pixel
you have not made pixelart, that's jaggyart
>>
>>172708575
>or do you think the head starts to shrink
Brain volume decreases during pregnancy takes some time to go back to regular size
>>
Is there anything wrong with using while statements? They're very useful for some things but I've heard a lot of people avoiding them like they're the plague
>>
>>172710518
not this again gogem
not after I defended you >>172674309
>>
>>172710831
There isn't anything wrong.
>>
>>172710831
Why?
>>
>>172710831
The heart of virtually every game is a while loop
>>
>>172710885
if you dont want to get criticized for jaggies, dont make jaggies.
it's 2017, there is no reason you need to draw in a low resolution if you intend to draw in a normal way.
pixels are for pixel artists who draw by the pixel.
>>
>>172711117
>>172710930
oh good

>>172710956
from what i've heard, it's mostly that they can create memory leaks and that for statements are much better

but i use whiles all the time if i don't know how many times i'm gonna loop it and i've never gotten memory leaks, but i'm not experienced in programming enough to know
>>
>>172710831
While statements are perfectly valid
The only reason I can think anyone would say to avoid them is in case you're bad at programming and don't remember to include a way for the while condition to change inside the braces
>>
>>172711251
>they can create memory leaks
loops dont touch memory
>>
>>172711139
gogem I want to see how would you draw a cat in your art style
>>
>>172710831
Depends what you're doing. Most loops are for iterating through some kind of data structure, so if your language has support for that, you should go ahead and use it, because doing that manually is pretty error-prone.
>>
>>172711251
I mean you can translate any while to a for and vice versa. Often I use a for with two conditions to continue, one that is a finite number of loops and one that can end early. Whiles are SLIGHTLY easier to fuck up and forget to increment your index, or loop forever.
>>
>want my game to have a set resolution and have black borders around anything that isn't pure pixel scaling
>don't know how to add it because I made a good fullscreen scaling script that takes up the whole screen
>search on google and game maker forums
>all the results are people trying to get rid of them

god damn it
>>
>>172711491
>don't know how to add it
black bars are just a virtual window on top. You can draw them as a layer and then shrink when theyre drawn.
> I made a good fullscreen scaling script that takes up the whole screen
You mean you copied it from somewhere, otherwise you shouldnt have an issue.
>>
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>>172711139
How do you think this was drawn? A stamp tool? Paint bucket? How the hell else do you draw pixel art except pixel-by-pixel?

Take a closer look at the strokes, they're pixel perfect, especially at the curves. "Jaggy" would be if the curves were broken like in pic related.

Literally the only thing left would be to do pseudo anti-aliasing like in pic related, but that wouldn't work because the sprites are already against a black background so it would only look worse, unless I was dicking around with alpha masks on every frame.
>>
>>172711853
>You mean you copied it from somewhere, otherwise you shouldnt have an issue.

the fullscreen scaling script is the first thing i made because I wanted pure scaling because it was stretching the whole screen but fucking up the pixels

now it works properly and scales pixels perfectly but i realized this is going to be hell when dealing with GUI and shit
>>
>>172711859
>unironically giving googum a (you)
>unironically taking anything he says seriously
>>
>>172711859
teach me your pixel art ways
>>
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I made a thing.
>>
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>>172711859
>they're pixel perfect
not this bullshit wording again please.
it was obviously drawn like normal art which is why there is curves everywhere creating jaggies everywhere.
the position of every pixel is important for pixelart, if you're going to draw strokes you're not doing pixelart.
>>
>>172712431
learn how to draw.
lower the resolution and draw jaggies.
>>
>>172712431
you draw something normal and then shrink it, drawing over with hard pixel edges
>>
@172712510
>it was obviously drawn like normal art which is why there is curves everywhere creating jaggies everywhere.
Its amazing that stylization isnt allowed when you dont like it. Even when its technically proficient.
>>
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is there a way to get these anchor points to always move with the object?

it seems like i always have to replace them manually and its getting time consuming
>>
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I swear to god, I am sick of this. THIS MAKES NO SENSE. I CLEARLY HAVE A NODE PLUGGED INTO IT, I AM NOT REFERENCING SELF.
>>
>>172707001
Badass style, but it might be hard to see the characters with say, black hair, in this kinda style.
>>172711139
Piss off, Gogem, it's called having an art style.
Quit acting like some king of alpha thread pack leader and go back to making shitty newgrounds porn games with shitty block people.
>>
>>172712956
>using unity's UI system
dont do that
>>
>>172712510
>comparing those broken curves to mine
>pixel art can't have curves everywhere
>pixel art EVER NOT being done in strokes
wew lad, ok. pic related.

>>172712431
For a helpful answer, if you're having trouble with getting the pixel style itself down, try this tutorial. http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial

If you are having trouble keeping pixel perfect strokes, you can rely on Aesprite's pixel perfect curve setting, though it's a crutch you want to shed quickly.

>>172713008
Yeah I agree, I'm figuring this out now. If there's more things in the background, it makes them easier to see, but I might just have to push the black hairs up to a dark grey so they can be seen.
>>
>>172712481
This a VR game? Where do I preorder?
>>
>>172712801
>all stylization is equal
incorrect, for one >>172707001 has jaggy art mixed with normal res
the jaggyart then on top of that dramatically changes the proportions
what good reason is there to break consistency?
>>
>>172712956
>unity
Quit while you're ahead.

If you are extremely retarded and plan on developing in that shit engine, make a C# script with an update() function that matches the mentioned object's x axis, repeat with the y axis if you want it to follow the object up and down too.
>>
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>>172713321
>no pic related
Dropped the attachment. Here it is.
>>
@172713451
>has jaggy art mixed with normal res
nigga are you serious right now
>>
>>172713451
>the sprites and portraits have different proportions!

No shit googem. Ever play an RPG before? Can you hear yourself think over your mouthbreathing?
>>
>>172713640
what ugly ass rpgmaker game are you thinking of when you say this?
>>
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>>172713321
i did the tutorial you recommended
>>
>>172713738
Goog, nobody likes you and your opinion means jack shit.
Fuck off.
>>
Java sucks.
>>
>>172713382

Will you buy it if it is VR?
>>
>>172713321
>comparing those broken curves to mine
>pixel art can't have curves everywhere
>pixel art EVER NOT being done in strokes
i see your problem. you're confusing old videogame art which was forced into low resolutions with ~pixelart~ you see streetfighter or whatever did in fact draw their strokes normal but thats because it was never their intention to make pixelart, they were just making regular art and were forced to work in a low resolution.

are you even making something that is meant to play on nostalgia?
>>
>>172714315
draw streetfighter pixel art
>>
>>172713772
Try aesprite's pixel perfect feature. It's ez mode.
>>
It makes me keel over when programming languages are missing operators and abilities that should be a logical necessity.
>>
File: platformer1.webm (627KB, 640x480px) Image search: [Google]
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Decided to try and finish something crappy just to have something finished. Last time I completed a project was 2005.

Enjoy first progress video of terrible platformer.
>>
gay
>>
>>172714669
do you know how can I compile their program from their github? I can't afford to pay for it right now
>>
>>172714932
>can't afford 15 USD

im so sorry
>>
redpill me on materials
>>
>>172712971
you need to right click and convert those cast nodes to "pure cast". they require execution pins the way you have it set up now
>>
What should I do if I stand in front of a wall?
Should I work on other things instead?
Should just scrap the whole project?
Or should I try to find a solution until I go insane?
>>
>>172712971
>"game developer"
>>
>>172714932
https://www.reddit.com/r/PixelArt/comments/546t7g/metaaseprite_builtcompiled_by_me/
recent enough
>>
>>172715223
thanks greatly appreciated I will try it out and report back how the pixel feature thing is
>>
>>172715112
use as few as possible, try to make multiple models use the same material by optimising your texture space
>>
>>172715158
Keep trying to find a solution
The only joy in my life is deep thinking, a hard problem is a delicacy
>>
>>172715158
>What should I do if I stand in front of a wall?
Sit down in front of the wall?
Lay down in front of the wall?
Make love to wall?

>Should I work on other things instead?
I don't know. Do you like standing in front of a wall? If so, then nah.

>Should just scrap the whole project?
>Or should I try to find a solution until I go insane?
I'm not sure how one would "solve" standing in front of a wall that doesn't involve physically moving themselves out of the standing position and/or away from said wall.
>>
>>172714779
Nice work. Now increase the gravity (and jump force), bump up the move speed a tad, and maybe consider just a pinch of inertia on the horizontal movement.
>>
>>172715394
I already tried everything. I googled and googled, but nothing works. No clue what to do there anymore.
>>
>>172714669
holy shit the pixel perfect feature is so good it makes pixel art so easy
>>
>>172715985
be advised-- it's an algorithm that guesses what you're trying to do, so it's not always right. Make sure the strokes it's laying down are what you want.
>>172711859
Curves should look like the right top image
>>
I have to assign an object in the hierarchy as a public variable in a prefab. This obviously does not work in Unity with simple dragging. So what do I have to write there?

In the hierarchy, I have a Canvas with a GUI called "EnemyHealthBar", which is obviously a health bar for enemies.

Then in the prefabs folder, I have an enemy prefab. Now what should I do there?

I read this: " The most common is to use GameObject.Find() or GameObject.FindWithTag() to find the the external link. This is usually done in the Start() function of any script in the prefab that needs to reference another gameobject/script."

But this does not work for me. I wrote GameObject.FindWithTag ("EnemyHealthBar"); at void start of the enemy prefab, and also assigned a tag to the healthbar of course. Does not work.
>>
>>172716169
fuck you man
>>
>>172715510
Yeah the jumping is very floaty at the moment. I didn't wanna spend too much time on the physics just yet, wanted to get something end to end working, then go back and clean everything up. The code's a fucking mess at the moment...
>>
>>172716169
If you want the enemy health bar to be a canvas element, I'm guessing you want tabbed targeting? If that isn't what you're after, what the fuck are you even doing.
Anyways, I use events for this sort of thing. How you choose to implement them is up to you. I went insane and made my own event system. You should use unity's built-in one if your game will be small I guess.

If you aren't after tabbed targeting, then just have the enemy health bar as a child GO of the enemy. A prefab within a prefab is supported. To get the parent, do transform.parent.gameobject.GetComponent<EnemyClassName>() (I think?). If you need the enemy class to control the health bar instead of adding a listener to the health, you can just do GetComponentInChildren or something. Another alternative is to define a public GameObject field in the enemy class for a reference to the healthbar GameObject, then select the enemy prefab and drag-n-drop the child health prefab into it. Then in the Enemy class, in awake, do healthbarGO.GetComponent<EnemyHealthBar>()
>>
File: reimu.png (1KB, 256x256px) Image search: [Google]
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is this art acceptable?
>>
>>172716929
Draw textures large, then scale them down if necessary. That's how you make pixel art look less shit.
>>
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>>172716929
Try this edit.
>>
>>172716929
no, pixel shit is never acceptable
>>
>>172716929
You overuse single pixels sitting diagonally next to each other.
>>
>>172717079
You can actually make that into pixel art by just doing nearest neighbor on that while scaling it down.
>>
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>>172717147
Wow!
>>
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>>172717147
>>
>>172716892
>I'm guessing you want tabbed targeting? If that isn't what you're after, what the fuck are you even doing.
I am doing a "universal" healthbar for enemies in a shmup. Sort of like in Ikaruga. When you shoot an enemy its health appears in the bar, until you shoot another enemy, which displays its health in the bar and replaces the old health.

>just have the enemy health bar as a child GO of the enemy.
That's not what I want. I want a static bar at the top of the screen for every enemy.
>>
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>>172702945
Edited your sprite for fun.
>>
>>172717484
>First fan art

It's a special moment for me, anon. Thank you
>>
>>172717326
>>172717363
Might work better if it's a POT texture.

But yeah...that's basically the gist of it. I don't know why more people don't know about that shit. You can make all your character art assets from photographs of people dressed in costumes against a greenscreen if you really wanted. Helps if you can have them go into different poses for you.
>>
>>172717617
Because it looks bad m8
>>
>>172717484
>She doesn't have a dick

Anon...
>>
https://www.youtube.com/watch?v=0KSXlYXfDb0

20k a month.
>>
>>172717369
Lookup tutorials on C# events and UI or maybe even C# events and showing healthbars. I could recommend ways of doing things but every time I start typing out details it just doesn't sound right.
>>
>>172717807
well deserved
>>
>>172717807
the 3d models look really good and so does the backgrounds
>>
>>172717720
But at least >>172717079 is closer to classic pixel art vs >>172716929. You've got a much better baseline to work with in the first one. Not saying it's perfect, but you can touch it up after that to make it better.
Also if you apply effects to the texture prior to doing the nearest neighbor scale, it can radically change the results (for the better sometimes).
>>
>>172718167
Whops I meant to link >>172717079 as the first one.

Oh and also, before you scale it down, always give it a transparent background.
>>
>>172717807
Why is Akabur the only person to actually put a shred of effort into his stuff. Everybody else just shits out bare implementations with zero polish
>>
>>172716929
WHAT EXACTLY AM I LOOKING AT. This might as well be a mess of colors randomly placed by some shitty artbot. Im looking at pixelized pepperoni pizza vomit. Pixelshit artists ACTUALLY believe that people will pay REAL MONEY for this HORSESHIT.
>>
>>172718317
In your opinion, what is missing from MGI?
>>
>>172691750
>>172692448
The fact that rush hour jam already has more than twice as many people joined compared to loli jam should be a stark reminder that virtually everyone who votes in Jam polls these days is a nodev with no intention of actually participating.
>>
>>172718435
real grass, flowers, trees, pretty much just actual props to liven the set up.
fixing those hello world text boxes
Theres also a clear clash in lighting between his models and the rest.
Actual animations during conversations like the anime whos hopelessly trying to copy.
That crystal throne model is terrible.

It just looks and plays like a model importer to a test environment.

Youd think people who make eroge would actually play the genre, but I guess not. Nothing but Sakura*-tier, shallow wank-bait.
>>
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place.webm
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i found a strange place today
>>
>>172718714
Rush Hour Jam is just a better Jam Idea in general. Think of the fukkin Possibilities.
>TFW no programming skills to make that Children's Fantasy/Lovecraftian mashup
Being shitdev is suffering
>>
>>172719046
I really want more portal games so godspeed
>>
>Making dumb top down game for practice/progress
>Trying to get mouse aim right

>Version 1 of mouse aim uses atan2( (mouseClickY - playerPos.centerY), (mouseClickX - playerPos.centerX) ) to get the correct angle, then uses cos and sin to get the x and y speed multiplier respectively. (So to move the projectile it'd be: projectile.centerX += speed * cos(angle), then the same idea for the y value)
>In theory works but in practice there are odd cases where the projectile/square misses the mark. Sometimes by a margin of 40 pixels. Also if you shoot a bit left/right to the top or bottom of the screen, the projectile just goes straight and doesn't curve at all.

>Version 2 doesn't use trig functions and instead multiplies the speed by (mouseClickX - playerPos.centerX), (then repeated for y values)
>This is extremely accurate, but if I click close to the player, it barely moves, and if I click far away it hits light speed
I need help, I've been trying to get to work for 6 hours, fucking kill me.
>>
>>172718872
noted
>>
>>172719143
(MousePosition.toWorld-PlayerWorldPosition).normalize * speed
>>
>>172717807
>>172718317
>http://monstergirlisland.com/
>1st post Sep 10 2015 - 146 notes
>Says he started it a month before that, but it was probably way longer.
I like his game. But people shouldn't feel bad about their own games not matching up to it unless they've also spent 2.5+ years working on the same game.
The 20k a month on paetron is impressive, though. He stuck to the long marketing game and he came out on top. It's what we all strive for I guess.
>>
>>172719143
>6 hours
>too retarded to learn basic trigo in youtube in the mean time so you know what are u doing
>>
>>172719143
http://answers.unity3d.com/questions/932115/top-down-aim-at-mouse.html
Have you tried looking for people with similar problems on the same genre?
>>
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Healthy grown girl coming through
I just suck at making cute things
>>
Agdg who are your favorite stylized 3d artists and games with stylized art?
>>
>>172719810
The muscle girl market is also good.
>>
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>>172719810
>>
>>172719987
Th-that's good, I guess
>>
>>172720142
kek

She's slanted because I sculpted her from a sphere in Sculptris (had no real way of controlling which direction I was sculpting in)
>>
>>172719536
How did he market his game?
>>
Somebody post some good looking grass.
>>
>>172720302
Why do I keep thinking I wrote this post. Did I write this post?
>>
>>172720696
what
>>
>>172718106
The 3D models are the only good thing about it, really. Those animations aren't very good.
>>
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>>172720459
>>
>>172720783
Yup, and that's because he uses a generator make them (well, the base bodies, anyway)
>>
is 3d really all that hard
>>
>>172720863
That's disgusting. Fuck you.
>>
>>172721421
extremely no
>>
>>172720773
I wrote that post. I'm sure of it. I just can't remember it at all. Unless I'm sleeping right now. Then it would explain all of this.
>>
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>tfw you don't have the artistic skills to add more detail.

I'm finally making a new enemy type besides zombies
>>
>>172721941
textures anon, textures
>>
hello
>>172722359
>>172722359
>>172722359
>>
>>172722396
hi
>>
>>172722224
NO
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