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/agdg/ - Amateur Game Dev General

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Thread replies: 781
Thread images: 115

File: happy.png (7KB, 205x203px) Image search: [Google]
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Lolis 5ever edition

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

> /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
>>172655578

> 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
>>
meme drive to full power, deploy meme gear
>>
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>>172719453
I appreciate the attempt, but this behaves the way version 1 did (with atan2). I divided the deltas by the magnitude, and multiplied that by the speed, but like I said, the problem still persisted. This webm does a decent job illustrating what I mean. For the first angle it's accurate, then less so in the second, then it doesn't even move on the x plane in the third.
>>172719734
Yep. One of them led me to version 2, but again, I couldn't make it perfect.
>>172719625
Yeah I know, being dumb and self aware sucks.
>>
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post progress
>>
Who needs art? Tell me about your game and be sure to mention the engine you use, thanks
>>
Anybody else find it hard to work on art things that aren't game assets after getting into gamedev?

Feels like guilt at times.
>>
>>172723648
Push The Brand
>>
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cant wait to have some comfy pre-alpha test sessions


http://steamcommunity.com/sharedfiles/filedetails/?id=881528628
>>
>>172722849
>text position computed when new letters are added
It's the engine default isn't it? I don't see people doing this by a conscious decision.
>>
>>172724420
hope youre polishing up that gunplay.
>>
I need a coder.
>>
>>172725715
l2code
its easy.
>>
>>172724420
You kinda jumped the gun by hitting greenlight with no gameplay. What engine are you making this in, anyway?
>>
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>>
>>172727213
Almost there senpai, i can feel it.
really need a nichijou break
>>
tfw taking a break from game progress to learn how shaders work
>>
>>172729160
Never stop learning, anon
>>
>>172729160
as long as youre learning something related to gamedev, its gamedev
>>
>>172729418
is learning how to draw related to gamedev?
>>
>>172712971
Why are you using HUD in the first place you freaking lunatic? HUD is a relic from the past. Just use UMG widgets and enjoy the best engine on the market. You don't even need to set values being displayed on the UI by hand - just add binding functions to grab what you need from the widget itself.
>>
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>Doing thing that works towards actually making a game
Gamedev

>Doing a thing that's very related to gamedev but no clear plan ever made to bring it into making a game
NOT GAMEDEV
>>
>>172729527
secondary gamedev so yes
>>
>>172729527
Yes, but most people can't find a useful application for it.
Meanwhile the other end of the scale has things like Hollow Knight and Hyper Light Drifter, where drawing is used to speed up art creation massivly.
>>
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Does it look like a shield?
>>
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First post here. Been lurking for a while.

Do you like my 8k mud texture soil?
>>
Why is everyone only doing fucking floating enemy healthbars?
Why is not a single fucking person able to do a universal enemy healthbar?
>>
My main problem is that while I feel things like >>172729160 are progress, I feel like I'm just wasting time while doing stuff like >>172729527.
>>
>>172730123
floating healthbars are fashionable and nudevs are all sheep that do the same juice and general design
>>
>>172730123
what is a universal enemy healthbar?
>>
>>172730387
A healthbar like in Ikaruga

https://www.youtube.com/watch?v=kIxKjmrCrS4

Not a single person does this, although it is way better than fucking ugly floating bars above each enemy..
>>
>>172730519
it depends on the game really.
If its more static like shmups sure. But a game like souls Id just turn them off
>>
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>>172730519
Literally shit. Do not post as a 'i know what's good for your game' ever again.
>>
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So here is my homemade Custom 8k leaf texture.

I hope you have a good graphic card and 32gb ram to handle my game
>>
>>172730883
You most likely make a shit game anyway, so shitty bars above each of your ugly enemies fits
>>
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Grass on rock.

Do you like my creation? It's an UE4 game
>>
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>>172731061
typical retarded nodev. Stay in your shithole called engine and cry about why people make games you dont enjoy.
>>
>>172730797
Souls games do not even need a bar. I am talking about games which actually need a bar of course.
Most people just throw their healthbars in as stupid eye candy anyway.
>>
>>172731130
As if I gave a shit about others making games. 99% of video games are complete trash anyway.
>>
>>172731141
I need health bars in DS because I want to know what's happening around me as much as I can to prioritize and make immediate calls on what to do next. Realism != fun.
>>
>>172731216
>>>/r/nodevs
>>
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So guys no one replied to >>172731108 >>172730036 >>172730989

Would you buy a game with pic related as assets? Photorealism, 8k texture etc.
>>
>>172731419
I would buy a game with paint scribbles if I knew the gameplay was good.
>>
>>172731241
You can just tank your way through these games. It's unecessary.
>>
>>172731419
We already have enough walking simulators, so no.
>>
>>172731695
>>172731515

At this point it's purly a hunting game, but I also think survival mecanics would be a huge arguments.

I know that survival or zombie became a big word here.
>>
>>172731419
A lack of replies is feedback in itself. People still read your post, they just deemed it not interesting enough to respond to
That's a good sign that you need to rethink something because if you can't get attention here you're sure as fuck not going to get attention when you have to start promoting your game
>>
>>172731419
Yeah, if it's fun to play. If it's boring, then no.
>>
>>172732032
>That's a good sign that you need to rethink something
fuck off, its just textures
call us when theyre in game
>>
>>172732178
they're clearly not interesting enough textures to get any feedback
>>
>>172731419
It looks good but I generally play games for gameplay, not graphics.
>>
>>172732203
mundane prop textures arent interesting.
The only feedback is when therye in game. And whether they look good or not.

Like you said, not everything warrants feedback, but that doesnt mean hes doing anything wrong.
>>
>>172730519
Kinda pointless / inexpressive.
>>
>>172732032
Visibility is important yeah.
I consider shilling it to some small youtubers/twitch streamers, because they like those kind of games.

>>172732162
Well for now 90% of gameplay is identical to theHunter game.
I want to make something close to The Forest perhaps.
>>
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>he makes universal health bars
>>
>>172732594
>he has health bars
>>
>>172732335
>Kinda pointless
you need to timekill enemies
>>
>>172732372
>I consider shilling it to some small youtubers/twitch streamers, because they like those kind of games.
don't those people ask for money thought? Giving them a free game isn't enough
>>
>>172732723
>timekill
What did he mean by this?
>>
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>>172732689
>he has health
>>
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>>172732774
>he exists
>>
>>172732774
>>172732865
>he
>>
>>172732948
>>
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>>172732865
Don't reply to me with your """2d""" game ever again.
>>
>>172732763
I assume really small one like sub-50k will do it for free?
>>
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>>172732963
fight me
>>
>>172724420
I'm taking notes on ut2k4's Invasion RPG mode to recreate in UT4, have some.

https://pastebin.com/9hjHG9q6

Did you schlep it or use an engine?
>>
>>172732763
You actually have to pay lets players? What the fuck.
>>
>>172733407
Money is lubricant for when your game isn't undeniable.
>>
>>172725954
Might as well do it now before it costs 600$ to get your game on steam.
>>
>>172733407
>You actually have to pay lets players?
no
as far as I'm aware, none of them take payments
none of the ones that matter, I mean
>>
>my character being used as OP pic
The project is on hold right now, not sure if I will continue making it. Or I might take it in a complete different direction. But for now I'm working on some other stuff.
>>
>>172733679
Whats the new project m8?
>>
>>172727213
Fixed a bunch of dumb things yesterday and added some minor things with GUI and level select.

No progress today because family things and real work.
>>
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>>172733773
This is one of them.
>>
>>172733903
oh, had no idea you were ladder dev.
looking forward to seeing if you take it anywhere.
>>
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Do you have a long credits crawl that looks like this?


>Story
>Anon

>Programmer
>Anon

>Artwork
>Anon

>Characters
>Anon

>Level Design
>Anon

>Sound
>Anon

>Music
>Anon

....
>Anon
so on

>~Special Thanks~
>Stackexchange
>Autistic programming guru from some forum
>Yet another autistic programming guru
>>
>>172733903
Holy shit, I didn't know. Godspeed, anon! Your sprites are good as always, and make me mad jelly.
>>
>>172734061
>Thanks for playing my game, you're here so i hope you atleast liked it. Enjoy the post-game t. dev
>>
>>172734061
Also, it's epic if you append some vindictive message at the end saying "No thanks to those who wronged me" or something. Like, if you hate your parents or your school counselors and you're proving them you made valuable use of your time making this game.
>>
>>172734061
make sure to include pets and babies born during production
>>
>>172734061
There will be no credits on my game unless required by law
>>
>>172734061
>~Special Thanks~
>Stackexchange
Wow, I'm stealing this idea.
>>
>>172734061
credits where you can shoot/interact with the names
>>
>>172734061
It's pretty much what I will do.
Music might have my friend dude who does music.
Also gonna put Mom and Dad, and You
>>
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Still taking ideas for what to call this thing.
>>
So how do I get on those kickstarter/patreon buxs fellas
>>
>>172734061
>~Special Thanks~
>Stackexchange
fukken lol

to be honest if anyone deserves a shout out for my game it's them
>>
>>172730989
Tell me your secrets Anon-dude.

>>172735131
Indian Crossroads

>>172735148
Porn/Furry stuff
>>
>>172733407
The "big" ones all the kids watch like markiplier only do sponsored videos (ie they were paid), not just random indies who email a code of their game
>>
>>172735148

What >>172735329 said, but I would include anime and non-porn fetishbait as well
>>
>>172735329
lol
>>
>>172735384
Do they mention how much it costs?
>>
>>172735721
I sincerely doubt it
>>
>>172735747
Then how are you supposed to find out how much they need to get paid. Just offer a random amount of money through an email and hope they accept?
>>
This is just a meme if anyone is concerned, you don't need to pay anyone.
>>
>>172734061
>~Special Thanks~
>you
This is the correct answer
>>
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Right guys,

Let's play ideas guy for a bit. Been thinking of making an SRPG for a while now, kinda akin to FE and Advance Wars. (Floating isometric land in a lucid LSD dream world does nothing for me, nor am I a fan "height" advantages. Do like tile terrain advantages though)

But what to make a fairly unique setting, so I'm after some ideas of what to include. From setting to systems. What kind of ideas have you guys had for SRPGs?

Probably going to try and make it in Love, because pic related is the system I'm using, so I'm fairly limited to what I can run.
>>
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>>172722359
>didn't call it "Idea guy general" for April Fools
Why do pedophiles have no creativity?
>>
>>172736963
>not being a twine dev
>>
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>>172736786

>not a fan of 3d terrain

Let's assume you have enough talent and money to take care of everything. A setting is quite important in a story based game, you should give more details or think about what mechanics you want to implement first so that the setting complements the gameplay.
>>
>>172736963
this year's april fools joke is loli jam
>>
>>172737968
What's the joke? It's just another jam like any other.
>>
>>172738086
>What's the joke?
googem
>>
>>172738086
googum
>>
>>172738170
>>172738227
kek
>>
>>172736786
I guess you should find a story first which you really want to tell, and from that figure out the classes, the battlefields etc.

And Löve is not your only option. Löve is basically lightweight engine devving, so with that effort you could just jump to C++ with SDL2.
>>
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Making an A R T G A M E about bullying.
>>
>>172739047
Bullying a game about art
>>
>>172739047
You play as the bully?
>>
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Man, mirroring morph targets has been one of the most painful things so far because my rig is slightly offset in rotations etc so it never matched up. Turns out you can disable the skin modifier, mirror the morph and then re-enable the skin. That just took me like 4 hours or so to figure out.
>>
>>172739047
take a look at prom week
>>
>>172739145
I love video games with bald MakeHuman character models!
>>
>>172739254
Sorry but I made that one myself from scratch. Also I'm gonna give players a couple of hairstyles to choose from if I ever get that far.
>>
>>172739121
Yes, it's about how much fun bullying can be

>>172739174
Wow, that art is even worse than mine..
>>
>>172739381
it's a game about social AI interactions, not spriting
>>
Are you ready for every general on /vg/ to get frozen when the board is merged with another board?
>>
>>172739905
wut
>>
>>172739952
>>>/cock/
>>>/mlpol/
it's happening one by one
>>
>>172739905
Topcake
>>
>>172739986
these april fools suck
not even an announcement or anything
give us back moot
>>
>>172740059
it's a day full of shitposting though
what better use for april fools?
>>
>>172738639

SDL2 isn't a bad idea, actually. I've been always meaning to learn C++.

I think it's time to hit the notepad and Vim for a bit. Get some ideas together and learn some cpp at the same time.
>>
>>172741386
>t. nodev
>>
>>172741439

Not even going to deny it, if I manage to make anything in 3 months, I'll be happy.

SDL2 or SFML?
>>
>>172741587
it makes no difference in the long run
but I prefer sfml
>>
>>172741587
Having used all of these, do not use SDL2.
SFML or GLFW + OpenGL
SDL2 doesn't do what either of those 2 do properly.
SFML:
Easy simple API, out of the box rendering of sprites and many other things

SDL2:
Piece of shit renderer, you HAVE to make your own in OpenGL if you plan to make anything substantial, it is horrendous.

GLFW+GL:
If you were going to use SDL2 you may as well use GLFW which is lightweight and sets up the GL context, you'd be doing the work you'd have to do in SDL2 with a better library.

tl;dr
Want to start from GL? GLFW
Want to just like draw images easily and without a dumb renderer? SFML
>>
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Monster progress.
>>
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>>172742176
>>
>>172739986
>/mlpol/
this should stay
>>
>>172741587
SDL2 + OpenGL is the only valid answer.

SDL2 gives you input+audio+network+image loading and lets you replace those parts with anything else.
>>
>>172742176
Come at me bro
>>
>>172742176
>paying for alloy
>>
>>172743018
>>172743594
It's still in T-pose.

>>172743695
What?
>>
>>172741587
I'm seconding what >>172741887 said.
GLFW with OGL is max comfy. I only use SDL2's mixer library for sound.

>3 months
I'm terribly sorry, anon, but it'll take much longer than that with this toolset, especially if you are new to it, but if you are really disciplined, maybe you could make it. Godspeed!
>>
>>172733903
looks great, are they going to be different types of ladders? more platfroming or puzzling?
>>
I have a new found appreciation for pixel artists...

I guess the only thing I can do is drill stuff every day.

Anyone got any good ideas on what I can drill tomorrow?
>>
>>172744361
drill a girl who knows how to pixel art so she can do it for you.
>>
>>172744394
Are you sure you don't mean Girl (male)?
>>
>>172744361
make a skeleton giant made of thousand skeletons
>>
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>>172744348
I think I'm gonna focus more on platforming than on puzzling. Trying to get that Kirby vibe.
Different kind of ladders sounds interesting.
>>
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Just need to put in grunge/graffiti/pipes/wires now.
Slooowy getting there.
>>
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>>172744361
What a coincidence, I'm also doing a skelly.
>>
>>172744591
yeah, bigger timed ladders, electrified-, fiery-, small floating ladders etc, huge potential for gameplay mechanics, you got a tumblr bro?
>>
>>172744361
You can steal ideas from here if you want a broader spacing of things to draw https://www.reddit.com/r/SketchDaily/
>>
>>172744776
No but I got a twitter
https://twitter.com/sheepolution
>>
>>172744591
Put in some physics, enable horizontal positioning of ladders so you can use your ladders to make "Valve seesaw puzzles©"
>>
>>172744774
Skeletons are surprisingly fun to draw, I've been working on my bone anatomy in pencil/paper sketching.

They always look sad though.. like they want to kill themselves... again...

>>172744795
>reddit
I'll book mark it regardless.
>>
>>172744919
>They always look sad though.. like they want to kill themselves... again...
They're often drawn like that because of cultural reasons but in reality, their expression is rather neutral.
>>
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Not entirely sure where I'm going with this but you can place some objects
>>
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>>172745581
always cool to see your work
>>
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pansy numale manlet makes his appearance!
#lolijam
>>
>>172746015
so the midget has two fathers?
very progressive of you
>>
>R loli M I N D jam R
loli jam runs April 1 to 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)
>>
>>172746116
pansy numale manlet makes his appearance!
>>
>>172746015
which ones is it?
>>
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>>172746306
this is gonna haunt you for some time
>>
>>172746306
pansy numale manlet makes his appearance!
>>
>humans without eyes
disgusting
>>
>>172746441
both suck
>>
>>172746306
never seen you but just from your faggy stoner who's just hitting puberty voice I would think twice before giving people tiles like that
>>
>>172746614
sure, but different things
the one on the left sucks souls
>>
>>172746705
pansy numale manlet makes his reappearance!
>>
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>>172746441
fixed
>>
>>172746015
>>172746306
You don't need to call your name every time you make an appearance googay
>>
So the player can press key 1 for a light attack.
He can also press key 2 for a heavy attack.
He can also press key 1 AND key 2 for a super attack.

How do I check for that super attack input? Because as it stands you have to press 1 and 2 on the same frame to get a super attack.
I do have an input buffer, but the player goes into the attack state with whichever input came first, unless they're on the same frame.

Do I wait for a few frames and see if that second input happens?
I'd like to avoid as much input delay as possible.
>>
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not even my final form
>>
should player deceleration on x axis in platformers be lower or equal to acceleration
>>
>>172747438
lower when at high speed
equal when at low speed
>>
>>172747521
also should moving in opposite direction decelerate the player faster than as if he was left to decelerate on his own

as in holding D right after holding A to the max speed
>>
>>172747697
it should decelerate him quicker, and accelerate him quicker than normal, too

I'm thinking of SM64 movement, at least what I have in memory of it
>>
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Optimizing my "neighbour-checking" algorithm is a pain in the ass, I'm gaining microseconds and it's still shitty (at least on my laptop)... But I'm almost done, I can only think of one last trick but it hurts my brainlet mind just thinking about reorganizing all my functions. I messed around with the rules to create an "explosion/swarm mode" and learned to work with colours in a less retarded way just to take a break from optimization.

I'm thinking of making the game about being cancer and killing your host, or being the immune system and killing cancer... But I'm not sure, the former sounds too edgy/gory and the latter sounds corny, and both might take the gameplay in unsatisfying directions (overly favouring destroying or growing the blobs, instead of using both). The "mom's womb" levels in Binding of Isaac get tiring to look at very quickly in my opinion... The boring old "fight alien fungi" option might be less risky.
>>
>>172747798
>accelerate him quicker than normal too

huh

is it supposed to work like a swing where you keep gaining speed when changing directions
>>
>>172745687
Thanks.

Also
https://www.rockpapershotgun.com/2017/04/01/free-loaders-rebuild-your-childhood-with-tracks/
>>
>>172747362
Have a transition from light to heavy, which is only allowed for a short period of time.
>>
>>172747961
I'm jelly
you deserve it, your gaem looks really well made
>>
>>172747923
"you don't understand! That thing wanted to be US! If a cell gets out, it could imitate everything on the FACE OF THE EARTH! AAAAND NOTHING can stop it!"
>>
>>172747974
you mean start the actual attack state and the animation and then decide which attack version it is while the startup-frames are happening=?
>>
>>172747924
I only thought of it in the way that you keep at least some of your momentum when you're changing direction by about 160°-200°, whereas you keep all of your momentum when going left/right and everything in between

it's pretty much what SM64 does, so look at that maybe and see if it helps you out
>>
big publisher here looking to scout out potential games

post your game progress
>>
>>172748563
oh sorry my game isnt 3d LMAO
>>
>>172748784
doesn't matter, you can use the same principles in 2D
I mean, there are 2D super mario games after all
>>
>>172748765
prove it - timestamp and some evidence.
>>
>>172748765
big leech here looking to scout out potential hosts

post your flesh
>>
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Do game developers enjoy playing their own games?
>>
>>172749104
Some don't, some do.

It can depend on the game too
>>
>>172749104
she is trying to hold her boner down and contain it
>>
>>172744443
Is there any other kind?
>>
>>172748853
yeah except for the changing direction in degrees part

anyway the way i have it now is deceleration without a key is 0,75x of speed and deceleration with a key is 1,25x and it works nice
>>
>>172747923
I take it you've already checked how the game of life does it? That shit seems to be able to run quickly with a dickton of neighbor checking.

Or perhaps the rules are just dead simple...

Anyhow, this shit is neat as fuck https://copy.sh/life/?gist=9d7468755dd76a35d93beeb5c0a5bdcf&step=512

(JavaScript implementation of Game of Life, with a functional AM/PM clock)
>>
artist here looking to collab
>>
>>172749104
Depends on the type of game.

It's a fuck ton easier to enjoy an action game that you yourself made.

Puzzle game devs will never know the joy of tackling their own puzzles with a completely fresh mind barring brain damage of some sort...

I imagine story centric/story heavy games would cause a similar thing, unless perhaps the mood building is real goddamn comfy.
>>
>>172749837
Thanks but I'm not interested in artists right now.
>>
>>172749837
Nice, I'm a programmer/musician and badly need an artist. Can you post some of your art?
>>
>>172749837
Cool, what tool do you draw with?
>>
>>172749763
The thing that causes me the most trouble is that I'm checking two or three layers of neighbours (depending on the "mode" i.e. "expanding mode", "swarm mode", "wriggly/writhing mode similar to Conway's game of life", "cyber-amoeba mode") to have more interesting and fluctuating behaviours. After a few rounds of optimization I created a step where I have to fetch the cell itself from the center of its neighbourhood, which I'm pretty sure is my new bottleneck. I just have to make it so the cell is the first item in the array I'm checking.

Thanks for the link, this looks like a great implementation!
>>
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>>172749975
sure

>>172750005
aseprite
>>
>>172750406
oh haha nevermind
>>
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>>172750461
>>
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>>172749975
>I BADLY need an artist
>but I need to see your work, so I can tell you to fuck off if it's not up to my standard
>>
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>>172750406
>full black
>full white
>"wrong" lineart (see pic related)
>super saturated
>weird shading
>weirder hilights
>wings barely parse as wings
>can't tell if those are horns or ears
Anon pls...
>>
>>172746015
Shoulders and torso broader than hips = men
Hips broader than shoulders and torso = women

Stop drawing dudes in dresses
>>
>>172750406
On second thought, I'm not really interested. Good luck with your art though.
>>
what is the going rate for modelers these days? looking to get like 6 models done and all would have the same animations.
>>
https://www.youtube.com/watch?v=JmwbYl6f11c
>>
>>172750586
>Hips broader than shoulders and torso = women
post reference for this (no fatties)
>>
>>172751156
after you post reference for your heads and legs
>>
>>172750586
>Amerifats think all women need to be 100 kilo SBBW models
>>
>>172750582
I don't see how any of those things would make the creature better I like my style
>>
>>172750558
It's goes without saying the need for an artist is the need for decent art. If I needed bad art, I could just do it myself.
>>
>>172751246
Got a new googum in the making here lol
>>
>>172751156
>>172751235
Fucking basement dwelling retard. I mean, how much a fucking mongoloid do you have to be to not know women have wider hips to give birth.

Damage control in 3...2...1...
>>
>>172751246
googum is that you?
>>
>>172751397
it's true I don't. You can remake the drawing with all of those things and show me because I honestly don't think it would make it better
>>
>>172751538
You'd have to explain what your drawing is, first.
>>
>>172751627
a darkish blue fighter imp with yellow eyes and pinkish red wings in the pixel art style
>>
>>172751343
I usually set the bar at "can do a thing objectively better than myself"
There are times when I just need an extra pair of hands and then I settle for "can do a thing same as me"
>>
why are artlets always so mad at goog's unique style
>>
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>>172750406
I dunno. How's this.

I'm a hack too though so w/e!
>>
>>172752416
I like his style. Too bad its unrefined and forever will be due to pride.
>>
>>172752430
yeah back to my original point it looks pretty much the same as mine and I don't really see an improvement it just looks like a different unique art style. I do like the horns though they look cute
>>
>>172750406
embarrassing
>>
is game maker 2 worthy of the price?
it seems much better, also arrays
>>
>>172752581
>eye gouging mess >>172750406
or
>tolerable colour scheme and readable forms >>172752430

>I don't really see an improvement
Is deviantart still alive? You would fit right in.
>>
>>172752430
this actually looks so much better
>>
>>172753118
what do you mean readable form?

>>172753123
I think it looks the same
>>
>>172751413
do you not know what portions of the body are called hips or shoulders? because that image is not showing what you want.
>>
>>172753036
It's literally the same as 1.4 but with a shitter interface.
>>
>>172735131
Ninja chicken
>>
>http://store.steampowered.com/app/567090/
even sega uses unity

>unreal hacks btfo
>>
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>>172753453
Yeah but look at these UE4 rocks
>>
>>172753453
I wouldn't use UE4 on a game like that regardless
>>
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>>172753453
>sega uses unity to make a shitty bayonetta game that looks worse than even the cheapest 2d platformers on steam
>meanwhile at Epic Games
>https://www.unrealengine.com/blog/final-fantasy-vii-remake-built-with-ue4

Case closed.
>>
>>172753308
You draw dudes in dresses, even an highschool kid wouldn't screw proportions this bad. Stop being in constant denial you talentless moron and improve yourself.
>>
>>172753312
in the old one you couldn't create arrays afaik
there was only a single, predefined, shitty data structure
>>
>>172753453
>unity
>for that
Talk about overkill.
>>
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>>172753453
wow that looks like utter fucking trash
>>
>>172753809
nice damage control but those hips are still not wider than the shoulders.
>>
>>172753284
Your sprite is too busy, you tried to cram too many details and lost part of the overall form, just look at the head, taking a quick look you can't distinguish between eyes/reflection/fur and if you can't distinguish the overall main parts in a quick look, you already lost the viewer attention.
>>
>>172753816
You crazy nigga?
https://docs.yoyogames.com/source/dadiospice/002_reference/001_gml%20language%20overview/401_06_arrays.html

They changed the syntax a bit in 2.0 and added some extra functionality but they are still pretty much the same.
>>
>>172753806
that explains why the remake will suck
>>
I wanna wurk fur vidjer geams!
>>
>>172754058
ohhh I see this kind of makes sense so basically doing too much with not enough space in the form of the head given?

Interesting...
>>
>>172754094
i see, thanks, i used it years ago
so no important improvements so far?
>>
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>>172722783
After some sleep, I've figured out the problem (and why at the end there, it just goes straight up).

To move the bullet, I increase its x/y positions every frame using the formula
>divide the deltas by the magnitude, and multiplied that by the speed
However if the distance between the x positions is small, the sum of the above equation will be a small decimal number (like 0.07 for example, which would increase to 0.21 after multiplying it by the speed).

The problem with this is the x/y positions of the bullet have to be an int.Trying to add a decimal value will just result in that value getting rounded down to nearest integer. So as seen in the last part of the webm, the x value was like, 0.21. However plugging that into the bullet would lower it to 0, hence why it doesn't move (on the x-axis) at all in the end there.

By increasing the speed sufficiently, accuracy improved and that annoying last case is a thing of the past.

I may be retarded, but at least I'm slightly less retarded today than I was yesterday, and that's something I guess.
>>
>>172754160
No the remake will suck because it's made by the guys that did ff13 and 15.
>>
Does Unity 5.6 have any interesting new features?
>>
What happened to the youkai jam?
>>
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>>172754492

good job bro

one step closer
>>
>>172756134
>using Unity
The only two features of 5.6 worth pay attention to is that the 5.x series is now officially abandoned and perpetual licenses no longer exist. Now be a good goy and pay the $3000 subscription and maybe they'll finally get around to implementing the features they promised would be in 4.6.
>>
>>172756249
That whole poll got swept under the rug.
I got pretty mad but what can you do?
I'm making a little girl/yokai exorcism game now
>>
>>172729701
yes
>>
>>172733480
T-thanks, Undertale...
>>
>>172756725
butt I can't get UE4 to install on my computer and Unity works fine on my pc

UE4 blown out once again it eats up too much of your pc specs anyways t b h
>>
PLEASE POST LOLI GAME IDEAS
I want to participate but for some reason nothing good comes to mind
>>
make Devil May Cry but with lolis

easy
>>
>>172757165
Crying lolis are cliche
>>
Making a trailer is a lot more annoying than I thought it'd be. Getting a of footage about different stuff and remembering where it was is annoying. Trying to think of how to order everything is annoying. I thought it'd be a small thing but it's actually a bunch of work, at least to explain all of the features of my product. Which isn't exactly a game but marketplace asset mini-game for others to expand.

Anyway fuck, video editing, yet another thing to learn, like I don't have enough
>>
>>172757256
make it with windows movie maker 2000 for extra nostalgia points
>>
>>172756979
A man falls in love with a girl.
Unable to confess, he is gifted with by a deus ex machina with the girl’s phone number. Never minding the strange area code, he immediately calls her, and is overjoyed to find out that she has a crush on him as well.
But, the next day, when he recounts the previous day’s confessions to the girl, her mother calls the cops on him with a shocked expression. After some investigation, he finds out that the girl he called is not the same girl he fell in love with. In fact, she doesn’t exist in this universe at all. She is the girl’s alternate universe counterpart, who has fallen in love with the MC’s own AU self, who's daughter called the cops on her (the AU has inverse pedophobia).
Hijinks ensue as the two strike up a deal to give each other their darkest, most private secrets in order to equip the other with the weapons they need to kidnap the heart of their other selves. While the two chase their respective loved ones, DRAMA ensues as they begin to fall in love with each other instead and question the NATURE of LOVE.
>>
>>172757470
webm converter for retards needs basic chopping and adding new clips, then it'd literally be perfect
>>
>>172757472
Keit-ai finds a way!
>>
>>172757472
convoluted
>>
>>172757256
Trailers are Easy. Gamplay showcases are hard.
>>
>>172756979
Inspired by the classic NES I got for Christmas and Yume Nikki.

Game uses something like UE4 for a 3D, fairly realistic environment representing the single room apartment of the protagonist, a qt but unhealthy hikki girl. Scattered around the room are various devices and consoles that have various simple, unrelated 8 and 16 bit games featuring lolis as heroes.

Evidence around the room (i.e., phone with voicemails and texts) hints that the MC is planning to kill herself soon after being cut off by her parents and having no luck getting other relatives and her childhood friend to send her money and is spiraling down into delirium from overdosing on the psychoactive OTC meds she was able to get the delivery service to bring her.

As you progress through the various minigames, you start running into enemies from the other games and eventually the heroes of the other games appear as twisted versions of themselves as enemies. As the games begin swirling together, the difficulty increases.

Call it WAIFU WARS©®™.
>>
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Suggestions for insults are welcome.
>>
>>172758000
Right a subroutine that paths multiple "turns" of movement to a distant destination, displays the number of turns greater than one it will take to reach a highlighted square and require something like a double click to verify if it's >1.
>>
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First time here, what do you think /agdg/? Suggestions for improvement?
>>
>>172757945
>>172757472
Literally zero gameplay described.
>>
>>172758284
A game developer should be able to come up with his own gameplay
>>
give me a cool idea for an ebin twist in my RPG that will make me millions of dollars and thousands of reddit fans
>>
>>172757945
>>172757472
These suck
>>
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who /enginedev/ here?
>>
>>172758425
The main character is a black trans girl.
>>
>>172758000
>that walking animation
perfection
>>
>>172758425
The main character is a black trans girl (female).
>>
>>172758284
this got enough "gameplay" for you?
>>
>>172758284
https://en.wikipedia.org/wiki/List_of_Nintendo_Entertainment_System_games
https://en.wikipedia.org/wiki/List_of_Super_Nintendo_Entertainment_System_games

At the highest levels of difficulty, parts of the other games don't just appear visually, they start bringing not necessarily compatible mechanics from other genres (i.e., a Street Fighter punching your Gradius).

Ostensibly, it's all just variants of 2 and 2.5D schema with the interest generated through things like platformer units being affected by gravity in a top-down game.

Me explaining Samus dodging Tetris blocks while fighting Metroids isn't something that's gonna happen. You people should have already done video games and been imaginative if you want to make them.

tl;dr He came on to me, man.
>>
>>172758425
it's also a dating sim and the characters are furries
>>
>>172758687
Gogem, you really can't stop ripping off manga plots to make your games, can you?
>>
I want to make a videogame inspired by the bad apple video, something with black and white shapes where you play a 2D sideways game where you start in the sumerian times and every level is a period from human history, the backgrounds represents a certain historical location and the gameplay of the level represents historical events of said period, of course the music is also inspired by said period.

Eventually you go from greek and classical times to modern period, the game is structured in the same way a symphony is structured.

this is game idea I want to explore but have no skills right now to do it.
>>
>>172758549
I don't think he can handle anything more than a suite of minigames if he hasn't made the conceptual leap of just taking any other game and swapping out lolis to make a loli game.

All you need for a loli game is lolis. It doesn't matter how much it sucks, some sick fuck will play it and it wasn't gonna become a runaway cross-platform blockbuster anyway.
>>
do you know if there is a service to get good native japanese speakers?
possibly female
no complicated acting stuff, i'm making a training app
>>
>>172759067
sounds boring

if you're gonna be inspired by bad apple, add some waifus idiot
>>
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I'm trying to find some pixel art to use as a reference for my artist. I think it was used in a Kickstarter campaign but can't remember. It was a blue haired anime style girl looking at a city, and the style was simple and not overly detailed. I think there was a frame or two of her hair blowing a bit in the wind. If anybody can help me that'd be awesome.
>>
>>172759163
people also think clasical music is boring, so you have no point.
>>
>>172759113
I'm sure you could get something on Fiverr
>>
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>>172759067
You can keep posting your ideas and hope that Todd Howard sees one of your posts and makes you head of ideas at Bethesda, never learn anything, become discouraged that no one thinks your ideas are amazing and unique, begin associating game development with negativity until you can't even brainstorm without depressing yourself and spend the rest of your life feeling an uneasy lack of self-efficacy that makes you die weeping when you reflect on your life during your final breaths.

Or you can seal yourself from the petty world around you and live a monastic lifestyle for months to learn to code for yourself, find your own path up the mountain and return when you've glimpsed the realm beyond this mundane one.
>>
>>172759113
If you can speak Japanese and have a workable demo that doesn't look shit, you can have your pick of bad seiyuus at Japanese digital entertainment tech schools.
>>
>>172759737
I'm already too deep in the hole.

I've overcomed the deep and right now understand the path I need to walk and how should I walk.

Let's hope in five years from now, I've become a pro in drawing, painting, animating, 3D modeling, music composition, storytelling, writing, poetrhy coding and math, but also have a basic understanding of world history, literature, philosophy, economics and politics and science, also theology.

It's a long life project.
>>
>>172759979
hahahaha
>>
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PROGRESS has been slow the last couple of days; I ran into a gamemaker compiler error that forced me to restore from an earlier backup.
Good news, though! I've ported the player's left jab over the the new animation system, and have made adjustments to it that makes it operate independantly from most of the built-in gamemaker sprite animation systems. This has allowed me to do things like in the webm: The player's recovery while punching is now greatly slowed if they hit a location the enemy is guarding.
>>
>>172757472
I remember this MUHREX
>>
>>172758000
>You suck
>Eat shit and die
>You're an inspiration for birth control
>I'm gonna rip your head off and shit down your neck
>I've got balls of steel
>This sucks
>Holy shit
>AAAAUUUGGGGHHHHHHH
>>
Would a VN be enough for loli jam?
>>
>>172759965
I'm learning it at uni and I just want to merge my didactic duty to a simple 2d gamemaker project
i'll probably choose this route >>172759712
>>
>>172758000
On your birth it took the medics 2 minutes to realize your mother had not taken shit on the operation table.
>>
>>172760463
I'm saying you can get your pick of the bad ones for free if you know Japanese (and I guess have the soft skills necessary to persuade someone in Japanese desu now that I think about it). Female voice actors are the idea men of Japan.
>>
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Alright idea guys, I'm going to actually give you something to do for once.
You are a grill. You wear a simple sundress and thigh highs. You are also flat as shit, so no cleavage.
Where would you realistically put a bunch of pistol magazines?

hard mode: no cunt jokes
>>
>>172761239
asshole
>>
>>172760959
>Female voice actors are the idea men of Japan
whut?
>>
>>172761239
you are a grill, but crossdress as a trap for the sake of the mission. that generous bulge is in fact you ammo cache
>>
>>172761239
Like Lara Croft does, those little leg holster things
>>
>>172761239
Pockets?
>>
>>172761367
probably meant ideal
>>
>>172761239
Into a pistol.
>>
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>>172761356
>>172761395
ha
>>172761423
>>172761468
pic related you literally wear this and don't have any purses or pouches or anything like that

>>172761596
another fucking joker
>>
>>172761939
Girls don't use fucking guns.
>>
>>172761939
ever heard of bags
>>
>>172761939
Like this but with magazines instead of chopsticks
>>
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Added a lightspell
>>
>>172762150
>the hair gets loose when you are out of spare mags
FUND IT
>>
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>>172762167
Also revisiting that enemy to finally give it a new rig and add some variations.
>>
>>172760959
i see, i love some fiverr voices tho
>>
>>172761939
>want to carry something
>no pouches
why

a belt military pouche (dunno how is called)
>>
https://www.youtube.com/watch?v=-SsHCuz_r2A

trying to make car physics more versatile now and at same time not too sensitive/complicated when doing long, high speed drifts
>>
>>172745581
noice i like the boxes a lot mate keep it up
>>
>>172762167
>>172762356
teach me your 3d modeling ways
>>
>>172762030
>>172762469

>you don't have any container whatsoever in your possession
>b-but why don't you just use a container?

are you two pretending to be retarded?
the fucking problem I gave you to solve wouldn't exist if I just gave her a fucking bag

you are dressed lightly in the middle of nowhere
shit goes down
you kick a rock and underneath there is a 1911 and 4 loaded spare mags

WHERE THE FUCK DO YOU PUT THEM ANON?

>>172762150
you know what?
this actually sounds kinda cool, at least the concept of just strapping that shit anywhere you can
I'm probably making her take off one sock and tie it as a belt around her waist and just stick them behind it
>>
>>172762871
are you trying to be funny or dont realize how retarded you sound
>>
>>172761367
There's a ton of them who want to be involved in the industry but don't want to expend any effort, so there are plenty of them who are willing to share the entirety of their wealth of talents in thinking or talking if you show them a screenshot of textureless models and say "Everything is coming along nicely."

In the case of female voice actors, a significant number of them are more interested in money or fame than actually contributing to the industry or realizing personal dreams.

Y-you are being a good person and aren't making vidya for wicked reasons, right, anon-kun?
>>
working on really mundane stuff, canceling changes to settings
>>
>>172762871
>how do you solve a problem with no solution?
>>
>>172763306
Seems pretty early in development to spend so much time on your menus
>>
>>172758583
Me.
>>
>>172762871
you're retarded if you think women don't carry bags whenever they go.

virgin.
>>
>>172761239
From the sound of it your character has a fundamental design flaw where 'realistically' concealing a bunch of pistol mags will always look dumb. Also post design
>>
>>172763306
You're going to make it anon, and I'm mad jelly
>>
I know what my game will play like but I have no idea how to structure it so it's easily expandable and not a nightmare to keep.
How do I learn to structure code?
>>
>>172762735
read loomis
>>
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Another visual novel BG courtesy of the wife (male).
>>
>>172763580
http://gameprogrammingpatterns.com/

And with trial and error, practice, etc.
>>
>>172763676
Your wife is pretty good. Is she keeping her penis?
>>
>>172763329
there is a solution already in the post you are replying to
>>172763439
you are retarded if you think there isn't a plausible scenario where a woman wouldn't have a bag on her, like, for example, after getting physically kicked out of a speeding car, while her shit is on the backseat

>>172763458
concealment isn't a requirement though
>>
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I kept going with my skull from earlier.

Anything fundamental you'd change?

I'm gonna take a break and then try animating a walk cycle (more like shamble I guess)
>>
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>>172762871
Alright, here's what you're gonna do: First, you're gonna ditch the mags, mags are for ass-grabbing boys who aren't mahou shoujos. What you're gonna wanna do then, okay, is code those bullets so that they just fly back into the gun after a few seconds when you're not firing. What you wanna do is, you gotta code the bullets to shoot straight at the player from the point of impact UNTIL, okay, UNTIL if gets close to the player, then you're gonna have that trajectory that of course you knew to temporarily store to recreate the flight of the bullet out of the barrel in reverse.
>>
>>172764050
Post the design
>>
>>172762871
You fold your skirt up so that it makes a pouch around your waist.
>>
>>172764050
just make the shit magically appears, noone cares retard.
>>
>>172764337
this
>>
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>>172764273
but then you would see her panties
>>
>>172762871
You have a ribbon in your hair. You tie it to your lower leg instead and use it to hold magazines.
>>
>>172764050
It sounds like this scenario will only occur at the beginning of the game or in certain situations where you are caught unprepared. You have full control over the setup of these scenarios! Give the player almost no ammo, give the player a bag, put the ammo in a bag, have the player grab their purse as they're thrown out of the car (mild situational humor here if you like too).

If this is the characters everyday outfit just change the outfit to be more practical.
>>
>>172764493
You said concealment wasn't a requirement
>>
>>172763790
It's where the drawing ability comes from, so yes.
>>
>>172764616
hahahahaha
>>
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PVP turned out so fucking incomprehensible, that it's actually fun to play. As long as you don't bring the big guns.
Underwater fights are shit though, I need to tweak hurtboxes and aiming.
>>
>>172736963
>Why do pedophiles have no creativity?
who are Charlie Chaplin, Chuck Berry, Woody Allen, and Michael Jackson.
>>
>>172764050
Give the gun little arms and a purse and make it change its own ammo.

Get a middle aged Korean woman to voice the gun.
>>
>>172764770
You forgot Pete Townsend.
>>
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Is there any profound reason why pretty much everyone uses tiles in 2D games beyond "can't be arsed to manually draw whole level"?
>>
>>172751102
>how to make boring match 3 games forever
>>
>>172765069
retard
>>
>>172764138
shoulder blades
>>
>>172765069
It's fundamentally less work to draw, understand, and change a map made of tiles?
>>
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would you play a game with this art?
>>
>>172764708
>it's a "lighting isn't effected by geometry" episode
>>
>>172765197
And what triggered you?

>>172765223
So, precisely what I said?
>>
>>172765069
I don't think you understand the amount of work that goes into building a level.
>>
>>172765349
>So, precisely what I said?
you ignored 2 of 3 things the guy mentioned
>>
>>172765058
whatchoo talkin bout? that was just "research". he was "writing" "a" "book"
>>
>>172765069
I've worked on projects with artists who insisted on drawing entire levels as a single background when we could have used some form of tilesets. They invariably abandoned the projects or regretted their own decision.
>>
>>172765462
>it's less work to
>draw
>know what's what in your drawing
>and draw

ok
>>
>>172765349
It's a bit more than that. Tile based levels are easier for the player to understand. They're modular and easy to change. A non-artist can work with tiles and make changes to the map. And, of course, it can be less work to actually draw the level (although depending on the number of times a tileset is used, it might be cheaper to draw a single level than to make a tileset).

On top of that, if you draw a level, you still need some way to handle collisions and doors and everything else.
>>
>>172765069
Significantly less memory usage/faster load times.
>>
>>172765235
I can't tell who the girl in middle right is. Also no.
>>
>>172765069
Can you post your game?
>>
>>172765069
You "tile" with both textures and meshes in 3d games as well. You want the ability to build dynamic levels.
>>
>>172765069
Oh and I forgot, you can runtime modify a tile-based level.
>>
>>172765729

You scrub, not recognising an SNK fighter's MAIN character.
>>
>>172765069
Owlboy took 9 years and they made their backgrounds by hand.
>>
anyone has a tutorial on "advanced" stuff in a 2d platformer like ladders or one way platforms

i managed to do normal movement and jumping but those two i have no idea how to tackle
>>
>>172765235
I've played games with worse art, like Star Citizen.
>>
holy shit /pol and /mlp are the same board now
>>
>>172765834
With that art it's a miracle I can recognize any characters at all. It looks like Rimururu to me but she's not in any KOF I've played.
>>
What are the minor, inconsequential inconveniences in Godot and LOVE that the other one doesn't have that everyone will be bringing up in four months as they talk shit about my choice of engine?
>>
>>172766209
http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
>>
is piracy good or bad for your game?
>>
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>>172766516

Not a bad guess
>>
>>172766550
THANKS man
>>
>>172725425
>>172725954
>>172733069
working on other stuff now
ue4
but yea, i dont know how much the new fee will be, so im trying to get greenlit before that if possible
>>
>>172731695
Actually we don't. Not even trying to be ironic. We have a bunch, but most are extremely unimaginative.
>>
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I wrote a camera perspective change thing.

I had one before but it was faulty and harder to set up.
>>
>>172766654
For an indie dev it is probably good. You need someone to start the reddit threads and to have people to discuss the game with.

Effective DRM on AAA causes butthurt pirates to shittalk your game at every opportunity though.
>>
>>172762529
Are you remaking GTA3 without graphical upgradeS?
>>
>>172766546
not an expert but the only one I can think of is
>Godot
>custom scripting language

Also, Love is more of a framework than an engine which I believe is less true of Godot. However, I've never seen a good comparison of the two.
>>
>>172767018
>7018▶
>>>172762529 (You)
didnt even start on graphics yet
and funny that you say that, cuz the place holder models are from "top notch"game called asseto corsa. Shading and materials make the difference dont they?
>>
>>172766923
The capitalisation annoys me, and I don't think it is even correct.

I'm glad you're alive though.
>>
hold on a second

how would i make ladders in a game where up arrow is jump
>>
>>172765235
HAAAAhahahahahaha
>>
>>172766923
What game is this?
>>
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You have 5 seconds to name a 3D graphics engine on C# that isn't Unity.

Protip I need a framework. ;_;
>>
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>>172762529
>he's making a nocturnal tofu delivery game
the absolute madman
>>
>>172767298
GTA6
>>
>>172767181
Learn proper context-aware controls and don't be that idiot that makes a platformer with 20 keys.

>If Up is held while touching a ladder, attach to ladder instead of jumping
or
>If Up is held, jump; If Up is still held and vertical motion is slower than ladder motion, attach to ladder and keep moving
>>
>>172767181
by making the jump button something else you mongol
>>
>>172764708
>>172764138
>>172763676
>>172763306
>>172762356
>>172762167
>tfw these guys are a 1000 times better than you at art and coding that there is no point in even making a game because it will be shit

why even bother when there are guys 10000 times better than you and you cannot compete
>>
>>172767449
how would you detach from the ladder though
>>172767512
no
>>
>>172767578
You have the Perfect Idea.
>>
>>172767578
Because their games aren't finished
>>
>>172767578
>he doesn't know he can improve if he works hard enough
>>
>>172762529
Needs panel action slide ins to show feet doing a heel-toe downshift
>>
>>172767578
>spend 2 hours making a crappy pixel art skeleton
>be someone's anti-inspiration

You gotta chanel your inner shia labouef and JUST DO IT man

You won't get better by not doing it.
>>
What would be a good character design for a sonic rip off?
>>
>>172767787
sonic but huma
>>
>>172767607
Move left/right until you aren't touching the ladder anymore
or
Detach if you are touching the ground

If your game has nothing but directional controls then these seem to be the only ways, you could do something funky like hold both left and right together to instantly detach but that wouldn't work with a joystick.
>>
>>172767787
woodlouse
snake biting its own tail
wheel skeleton
>>
>>172767159

Yes the capitalisation is wrong.

>I'm glad you're alive though.

thanks

>>172767298

3rd person survival horror + a bit of "Mizzurna Falls"
>>
>>172767787
Greyhound wearing aviator goggles
>>
>>172767895
yeah i dont think im going for joystick controls with jump on up arrow lol

ill try out the left/right and see how it feels though
>>
>>172767787
use sonichu.
is not like chris chan will sue you.
>>
>>172767643
> le idea guy

>>172767647
>implying I can finish a game
Anon..I can't even do pong

>>172767661
>>172767761
>le if you practice art for 6 hours a day for 5 years meme you will be good
>>
>>172767385
X E N K O
E
N
K
O
>>
>>172767181
>up arrow is jump

Woah, I found a list of people who will play your game:


For real though, your game better have customizable controls or you should just give up now.
>>
>>172768035
>LE CAN'T MAKE IT SO WHY TRY MEME
Yeah stay lazy and keep whining, that will help
>>
>>172767578
By putting a mere 100 hours of practice into a disciple, you too can be better than 95% of the population.
>>
>>172767672
I ll keep that in mind hehe
>>
>>172765834
>SNK fighter's MAIN character.
u wot m8. That's not even near Mikasa.
>>
>>172767110
Are you greentexting it because it's shit?
>>
>>172768192
what other key do you propose
>>
>>172768193
>>172768194
It's true some people are just naturally talented at doing art and coding it is how their brain is wired and they won the genetic lottery
>>
>>172768294
spacebar.
>>
>>172766546
Godot has no flaws, buddy.
>>
>>172768192
>>172768294
also i didnt mean up arrow but W but if i said W on its own you might think i want to use left/right arrows and W
>>
>>172768354
Keep telling yourself that.
>>
>>172768354
Yes, people have an easier time learning some fields. They still put in the hours. So find the field that you're naturally talented in, and put in the hours to become great. Then put in the bare minimum into every other field, or collab. A game only needs to be excellent in one aspect, as long as its passable in everything else.

>But I didn't win the effort genetic lottery
So you're a lazy fuck. Ok. Now pretend you're not and get to work. Thinking that you are lazy is a self-fulfilling prophecy.
>>
>>172768415
wouldnt it feel weird to have left hand on wsad and right on mouse and use space for jumping
>>
>>172768694
a game has to be good in all aspects
>>
>>172765069
idk if this is the reason the majority use it (probably just down to tools pushing it and legacy) but the reason to use tiles is for where level design impacts gameplay so you can A) program that interaction in a more systemic way and B) easily iterate on level design.
and if you're already doing tiles for A and B might as well have it do the art too.
>>
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This is the main menu of Squirrel Sphere, depicting the interior of a Squirrel's home, what do you think?
also greenlight if you wanna help it out
http://steamcommunity.com/sharedfiles/filedetails/?id=877722790
>>
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>>172768780
Uh, no. Have you ever played an FPS?
>>
>>172768354
>>
>>172768780
Have you ever played a video game before in your life?
>>
>>172768817

I think the transition should be slower.
>>
>>172768796
"Good" and "passable" are equivalent in my mind. A game that is merely "good" in all aspects is forgettable. A game that is great in one and good in the rest is flawed but memorable.
>>
>>172768895
have you ever played a platformer with that kind of keybinds?
>>172768935
i tried playing yours but couldnt find it anywhere
>>
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You'd think that being a failure at life in general , though actually being good at programming, drawing and design would motivate me to work towards finishing my game, but boy, I just keep surprising myself every day.
>>
>>172768985
>"Good" and "passable" are equivalent in my mind.
>>
>>172769162
Lifes amazing isnt it.
>>
>>172768817
I thought I told you to call it WAIFU WARS©®™.

Good job on the suicidal atmosphere..
>>
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>>172767181
What is: Maze of Galious.

I love the game but the controls are one of the major reasons why it's hard to recommend that people nowadays play it.
>>
>>172769281
Truly a wonderful gift that keeps on giving
>>
>>172769263
how thick are you
>>
>>172769162
nothing can fix the crippling feeling of being lonely when

>tfw no gf
>>
>>172769413
You could stop being a bitch
>>
>>172769001
Dude, up as jum is dumb as fuck, space feels way better.
>>
>>172769516
it feels extremely awkward for me but oh well
i figured i dont need ladders anyway so you can use either right now
>>
Is GUI a subset of UI?
Is a button an UI element for a GUI element?
What about a custom cursor?
Who stores the cursor position, the UI, GUI or the Cursor?

Does it even matter?
>>
>>172769509
you could liek make a game
>>
>>172769650
Mate, i'm a bit drunk right now so i set devving aside for today but trust me and other people in this thread. Space as jump is something you want in your game, really.
>>
>>172769690
>UI
>user interface
>GUI
graphical user interface

for all intents and purposes they're the same thing.
>>
>>172769764
yeah well im basing my game a lot on soldat which afaik uses W for jumping and everyone was alright with it
>>
>>172769946
Controls aren't graphical but they are still user interface.

Checkmate.
>>
>>172767181
Up while jumping climbs on ladder, up and down move up or down of ladder, sides make you jump of ladder (multiple heights of jumping off ladder controlled by holding up+left/right or down+left+right or simply left+right
>>
>>172770006
Soldat was indeed aa allright game, but if you insist, why not let the user define their own controls, and make a short survey on jumping buttons aswell?
>>
>>172769690
IMGUI
>>
>>172770278
Hello GUI, I'm Anon.
>>
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>>172770039
How can controllers be real if our eyes aren't real?
>>
>>172767110
Gdscript seems surprisingly good for a proprietary scripting language, based on my limited experience with it. Also, apparently C# support for it is in the works, along with improvements to modules, etc.

Speaking of Godot, what's the general take on it as a 3D engine compared to Unity and UE4? I've been playing around with it and really like it for 2D, but haven't checked out its 3D support.
>>
>>172770359
Would've been funnier if you said "dear imgui"
>>
>>172770968
I haven't used 3D yet but it seems very outdated rendering-wise, 3.0 has a pretty big focus on getting it up to par with other engines though.
>>
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I've just played Prehistorik 2 for an hour and half.
God fucking dammit games got easy.
>>
Whats more fun

>Tons of fodder that is easy on their own, but it's super easy to get overwhelmed
>Single tougher enemies
>>
>>172771487
both
>>
>>172771345
>Prehistorik 2
post screen you liar
>>
>>172771238
Yeah I'm aware that the renderer is outdated, but how is it aside from that?
>>
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Does Godot possess the functionality to allow me to use min/maxed trig functions to create coordinate systems of straight lines and right angles to generate semirandom spaces and also randomly select points within a finite set of the functions to seed with branching spaces created from functions of greater complexity?

I'm asking for a friend.
>>
>>172724420
how is your shotgun approach to greenlight working for you?
>>
>>172771642
Probably, it has some pretty solid math functionality.
>>
>>172771487
A mixture of both, introduced at strategic places/times
>>
>>172771345
Still to this day I don't know how to finish the ice level. I always got to the exit, then it sent me back to the beginning.
>>
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>>172771601
why would I lie?
>>
>>172771487
big guy whose strength = number of small guys around him
big guy who buffs nearby small guys
big guy who splits into small guys
3 small guys fuse into big guy
>>
>>172772018
you like big guys, that much is apparent
>>
>>172771487
>>Tons of fodder that is easy on their own, but it's super easy to get overwhelmed
>>Single tougher enemies
Mix of both.
Look at dark souls
>>
>>172771974
Because i played prehistorik 2 like a madman and wanted someone to post a screenshot of this fantastic game
>>
>>172772121
the big guy / small guy ecosystem is far more complex than you imagine
>>
>>172772153
My game is going to get compared to Dark Souls by idiots and it's going to drive me up the fucking wall....
>>
>>172772018
These are all good ideas
>>
>>172772324
What game?
I can only think of a few agdg games that could be compared.
>>
holy shit I hate all programming languages I hate having autism sometimes
>>
>>172772153
Dark Souls uses fodder very sparingly.
>>
>>172772324
Pretty much all games in existence have a mix of Big Guys and Manlets.
>>
>>172772324
It's probably because you're making a dark souls clone
>>
>>172771487
why the enemies in videogames don't make conjoint tactics, like enemies healing their low HP friends, tanks taking the big damage and protecting the healers, some fast enemies doing status attacks and stealing your items.

basically you need to fight a rpg party and you're the big boss.

is this too hard to implement?
>>
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>>172771754
I guess that was really what my friend was asking. If it has good support for transcendentals, he can pretty much math it into doing whatever he wants.
>>
>>172772324
I would think a normal human would be flattered by such association. But maybe your project is more important than I think.
>>
>>172772586
>why the enemies in videogames don't make conjoint tactics, like blah blah blah
>implying
they totally do
just not that often
>>
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What do you do to brainstorm ideas to use in your game, /agdg/? What's your process?
>>
>>172772821
I used to love Dark Souls, but I've grown to hate it due to 2/5 of the games being dogshit, and the fanbase being full of morons.
>>
>>172772586
Because smart enemies that play safe aren't fun enemies.
>>
>>172772856
give me examples then.
>>
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>>172772586
Yes.
>>
>>172772981
t. casual baby
>>
>>172772324

started making a game myself and kept adding to it and then I noticed that my combat was basically skyrim.
>>
>>172773117
He didn't say too hard, he said not fun.
>>
>>172773208
so pacman isn't fun?
>>
>>172773269
Not really but I don't see what it has to do with smart enemies.
>>
>>172772997
that's PvP, not PvE

fucking retards.

>>172773371
>too dumb to understand I was basically describing pacman AI
read a book kid.
>>
>>172773269
Pac-man ghosts aren't smart, they are actually very predictable and that makes them fun instead of frustrating.
>>
>>172773429
>enemies healing their low HP friends, tanks taking the big damage and protecting the healers, some fast enemies doing status attacks and stealing your items
Ah yes I remember seeing this in Pac-man.
>>
>>172773429
>describing pacman AI
Pac-Man AI doesn't do conjoint tactics, doesn't heal allies, doesn't have tanks to take damage and doesn't have fast enemies stealing your pellets.

How is that Pac-Man AI?
>>
So do they call it Godot because the prompt yells about getting an image as nothing happens when you tell it to create a new project?
>>
>>172773439
>>172773523
>>172773592
https://www.youtube.com/watch?v=xMEjovSlyqs
>nobody in agdg understood the reference
kys casual scum.
>>
>>172773669
>some reddit nu-male show about video games
Yeah no I think you're the scum here.
>>
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>>172773117
>>
>>172773632
I know exactly how the ghosts work and they have nothing to do with what you said.
>>
>>172773592
The ghosts are aware of each other's positions as well as yours and will more frequently try to move to block all possible escapes as the levels increase. For Pac-Man's complexity, that's brilliant teamwork.
>>
>>172772586
that's not even conjoint tactics, it's just enemy variety.

you can very easily achieve something like that by giving different goals to entities.

>Healer enemy
>give additional weight to in-sight regions to the pathfind algorithm
>make it healing a low priority goal
there you have an unit that avoids the player, hides and heal. for a tank enemy, you can look at the way soccer AI handles unit position to catch balls to implement it.
>>
Is Monogame XNA any good for 3D or is it all deprecated?
>>
>>172773724
Good thing we're making AAA games here, mass appeal is essential.
>>
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I've been messing around a bit with the psx shaders in Unity and I'm not sure I'll stick with using them. The texture distortion is really alot and a bit nauseating. I tried breaking up the walls into smaller parts, or using subdivided cubes, but it doesn't help at all. I watched some videos of PS1 first-person shooters like Medal of Honor to try and get an idea of what I could do to reduce it and honestly the distortion was pretty bad then even. Maybe it was just far less noticeable on our CRTs. Anyway, I'm considering dropping the retro-shaders and just going with low poly stuff instead. Plus without using vertex lighting I can do a proper flashlight like I was wanting.

Any thoughts on reducing the distortion from the affine texture mapping? I enjoy the aesthetic but not enough to nauseate players.
>>
>>172774017
you should learn to model in high poly not ps1 graphics
>>
>>172772929
I lay down in my bed close my eyes and dream without sleeping
>>
>>172766550
>How to develop game when your incapable thinking on your own - The Blog
>>
>>172774085
t.Mr. Nogame
>>
>>172773715
>le reddit and pol buzzwords
here, non numale.

https://www.youtube.com/watch?v=sQK7PmR8kpQ

now kys retard.

>>172773724
>doing videogames for the low IQ average brainlet
pic related.

>>172773759
>I'm too stupid to make the conection

>>172773906
>I'm too retarded to think of group tactics in my enemies
that's the most fun part, even more fun than designing the main character.
>>
>>172773812
The ghosts are still aggressive though. The original argument was that anon was a casual because he didn't enjoy fighting enemies that are too passive or defensive and have healing backup.
>>
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big update soon log in @ www.wiz.zone if u wanna hang : )
>>
>>172774085
Ignore this piece of shit, that looks awesome.

Personally, I'd shelve the vertex for misc use somewhere else and stick with the normal if it were giving me better results and functionality.
>>
>>172773812
They don't do that, at least not in the original game. Blinky's target tile is always Pac-Man's tile
Pinky's target is 4 tiles ahead of where Pac-Man is moving
Inky's target tile is the doubled vector of Blinky's position to Pac-man's
Clyde's target tile is Pac-Man's position, if Clyde is less than 8 tiles away from Pac-Man then his target tile becomes his resting tile (bottom left part of the map)

There are other stuff like rest/chase cycles but that's the gist of it, they are actually pretty dumb but a very well designed kind of dumb, they are actually a perfect example of good AI: Predictable enough to not be annoying but random enough to make it challenging.
>>
Fresh loli jam idea
Stealth game where you play as Little Red Riding Hood
>>
>>172772984
Warcraft
>>
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I already have GM:S. I'm on a windows platform. I don't care about making anything not on windows.

Is there any reason I should get GM:S2?
>>
>>172774312
The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings.
>>
>>172774467
pacman is the citizen kane of game AI retard.
>>
>>172774543
Ooooh I like it
>>
>>172774407
Yeah you might be right. I keep bumping into little problems here and there with the retro shaders, and there's not really a great way to get around them since the shaders are essentially just for novelty. Plus I can't have a flashlight like this with vertex-lighting and I really want a flashlight haha
>>
>>172773994
>>172774247

literally everyone dreams about super witty AI that reacts realistically in their games and the real cream of the crop are the shit eating retards who keep bringing up F.E.A.R as the holy grail of AI, even though the enemies in that game - aside from few special cool behaviors like overturning the furniture to create cover and block paths and basically running away from you when there was only one guy left - were fucking drooling retards who shouted their every action into the radio and bumrushed the corridor you holed yourself up in as long as there was no way to flank, no matter if you were hosing it with bullets or not. IF they were really smart, they would just fill it with grenades and them camp behind corners until you would fucking ragequit.
>>
>>172774696
you have to either open this as one of your first tabs after opening firefox or just use chrome. afaik this problem is fundamental to the unity webgl player.

t. no the devs
>>
>>172774901
>more retards still miss the admiration for pacman AI
>still missing the point
>>
>>172774312

What's the controlls? What can you do?
>>
>>172766923
how did you do this?

multiple cameras? or moving camera?
>>
>>172774467
Okay, so the design of the levels combined with their behaviors produces the same result as brilliant AI. It's not like you can use your superior human intelligence to make Pac-Man hop a wall.

Enemies don't have to be smarter than humans to be challenging and entertaining, they have to be smarter than the game.
>>
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Moving air ship
>>
>>172775441
they have to be well designed, that's why I brough enemies doing conjoint tactics.

fucking god, this general is filled with retards who have no imagination and ideas for games.
>>
>>172774467
And adding to this, imagine if the ghosts were actually smart, doing box formations to catch the player and avoiding stacking several ghosts in the same position.

What would this cause? A terrible game because the player is always being pressured and forced to go in circles just to avoid dying, if you teach the most effective way to beat a game to an AI then all the player can do is either cheese it out and abuse some oversight in the AI (this is pretty common in FPS games for example where the AI might get stuck in some corner) or just ragequit.

Good AI isn't the most intelligent AI, it's the most FUN
AI.

I think UT2004 is a great example of good FPS AI:
It's fast, it's active and it's ruthless. It basically only runs around the map picking up stuff and chases down the player when it has enough stuff.

Meanwhile TF2 AI is a bad example:
Sophisticated, but slow, overly cautious and tends to group up in blobs that just aren't fun to play against.
>>
>>172775670
t. misunderstood genius
>>
>>172775670
And there's you, with lots of ideas but no game
:-(
>>
>>172775735
game AI != strong AI

retards.
>>
>>172775980
OK so?
>>
>>172776107
you faggot keep thinking about game AI in terms of academic AI, that it needs to be more complex to be better.

newfags.
>>
>>172775367

Multiple cameras

Maybe it would be better to use just one and move it around, don't know.
>>
>>172776196
Did you even read my post? That's the exact opposite of what I'm saying.

Let me quote some easily digestable parts for you since you don't seem to like reading
>Good AI isn't the most intelligent AI, it's the most FUN AI.

>Meanwhile TF2 AI is a bad example:
>Sophisticated, but slow, overly cautious and tends to group up in blobs that just aren't fun to play against.
>>
>>172776196
But you said it first. >>172772586
>>
>>172776390
I'm not refering specifically about your post.

It's not the first time we discuss this.

>>172776429
That's a simple state machine with hardcoded team tactics.
>>
>>172771487
>Mosou v SoulsBorne
You decide.
>>
>>172776524
And your simple state machine doesn't make for fun gameplay, that's why you don't see it often.

AI serves a single purpose: Provide a challenge.
No one cares if your AI plays in a logical and safe manner if that simply isn't the most fun way to play.
>>
>>172776787
So fighting games AI aren't fun?
>>
>>172776886
Fighting game AI doesn't tend to be overly safe so I don't see the connection.
>>
>>172777031
I was basically talking about fighting game AI between more than one enemy at the same time.

>but is too hard
>I'm a casual baby
>>
>>172775980
Predictability is the #1 concern for game AI. The player has to mentally model several AI actors while still making their own plans. This isn't to say that each AI has to do one thing all the time, but they should react consistently to a situation.

A good pattern is to have each AI have a movement pattern and one or two actions. For example, they will always rush, always flee, hang back and cover, maybe set a trap. Pacman is a good example of this. Each ghost follows a dead simple algorithm, but combined they create a complex situation that the player has to navigate.

>>172776886
>>172776787
Fun is a nearly useless word in game design, it means roughly "good". Games should be fun but that is a goal, not a guideline that is useful when designing. Think about the situation and use words that actually describe the thing.

>>172776886
>>172777031
Fighting game AI is different from FPS AI or pacman AI, because it is trying to emulate a human player in charge of a single character. Here maybe you SHOULD have a complex AI.
>>
>>172774629
Wow, literally no one cares about Game Maker anymore, huh?
>>
>>172777295
my point is to use a fighting game AI as the basics for other genres.

>but is too complex and hard
>I'm a casual baby

I'm tired of other games having shit tier simple AI.
>>
>>172777347
Huh, umm, yeah, that seems to be the case! *cough* *cough* E-e-*cough*everyone moved on to Godot and Panda3D. *scratch scratch* *braap*
>>
>>172777143
Your train of thought is all over the place and you fail to make your points clear.

First you talked about RPG team tactics and I explained why you don't see that often, then you rambled about Pac-Man and tried to imply that your RPG example had anything to do with Pac-Man (it didn't) and then F.E.A.R. or something and now you mention fighting games for the first time as if you talked about it before.

I don't even know what you are advocating for but all I know is that you are a retard that doesn't understand what makes good AI.
>>
>>172777503
complex ai usually isnt fun tbqh my senpai man
>>
>>172777520
What did he mean by this
>>
>>172777503
Pac-Man has simple AI but it's good AI, anon. You were fooled into thinking that it was super smart and complex but if it was actually super smart and complex then it would simply be unfun.
>>
>>172772981
Just change that to "enemies that play safe"

Games like Heavenly Sword and Enslaved are super boring mostly becasue enemies just block constantly and you have no avenues to actually guard break them.

Guarding should instruct the player to do something to guard break. Not just keep attacking until the guard gets dropped.
>>
>>172777702
GM2 is pretty divisive like any big engine update, for me personally I used the opportunity to learn other engines that I was already keeping an eye on.
>>
>>172777548
>>172777554
okay, let me explain with toy lego blocks, retards.

Imagine a game where the enemies have the state machine of a fighting game as the basic bloc of it, in the sense every minion is like fighting a diferent fighting game enemy.

So, basically besides it, every enemy have rpg tactics (tank-healer-DPS-rogue) that follows how a MMO party fights that control the overall enemy party, as if it were a single enemy.

Every enemy then uses fuzzy logic to take decisions as to pick from several behaviours or moods.

It's basically a multilayered State machine.

>but is too complex.
>>
How about a game like Pokemon?
>>
>>172778037
>reddit spacing
Out you go!
Or better yet, post your game, then get the fuck out!
>>
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>>172778037
>>
>>172778037
That still makes no sense, are you advocating for a specific code structure here?
Who the fuck has the time to code complex AI for every single enemy in the game and how will that be a benefit to the overall design of the game?
>>
>>172777887
simply put ways to break the guard.

>>172778250
kys newfag.
>>
>>172778326
not an argument
post your game
>>
>>172778275
>>172778301
okay, easier this time for brainlets brains:

First layer of the AI = pathfinding and other basic shit.
Second layer = AI designed to combat the player, similar to a fighting game.
Third layer on top = AI designed to cooperate with other enemies, following a MMO (tank, healer, DPS) way to combat.
Fourth layer = AI director who control all the minions as if they were a RTS army.

>but is too complex.

>>172778427
kys
>>
>>172778037
t. ideaguy
>>
Any good tutorials for basic 3d games in unity? I'm trying to generate cubes but they arent showing up. They are in the hierarchy, they have a mesh filter and I've applied my mesh
>>
>>172778543
Nodevs don't belong here
>>
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>>172778037
>meme line breaks
>>
>>172778543
How would these layers be implemented

Why do you think this would even be apparent or interesting to the player
>>
>>172778543
That makes sense and would be a good system if you wanted your AI to win all the time. Game AI is not designed to win but to provide a puzzle for the player
>>
>>172778543
You sound like a complete retard that never made a game in his life and just learned about groundbreaking concepts such as state machines and "AI directors".

I will give you a little piece of advice:
Think about the player's perception when designing gameplay, not the underlying logic behind it.
>>
>>172778543
So do it. Make a game with that kind of AI.
What's stopping you?
>>
Good afternoon /agdg/

Made some more music for you.

puu sh/v66cN/8ff55241b4 mp3
>>
Here's some free ideas:
At the end, it's all been a dream
Magic has been outlawed
Magic has been lost
Magic is actually technology
The MC has special/magical birth origins but doesn't (yet) realize it

Hope this helps if you're stuck with your worldbuilding! Good luck
>>
>>172777520
I tried using Godot about a year ago, but it was sooo bare bones and was missing a lot of stuff I needed. Also, no sprite editor. 9 patching, though.
>>
>>172778838
rad :-)
>>
I have a GUI texture here in Unity which I soawn through an if statement.

void OnGUI() {
if (blablabla < blabla)
GUI.DrawTexture (new Rect (90, 48, blablabla, 4), blaaaa)

Now, how can I make this texture always reset itself through a collision detection? If the collider of the gameobject this texture script is attached to hits with an other gameobject, I want the texture to always disappear and reappear (getting reset).
>>
>>172778885
>image editor inside a game engine
GMBABBIES OOOOOUT
>>
>>172778721
>fuzzy logic is too hard to implement

>>172778772
t. casual scum

>>172778785
I want to play a fighting game versus more than enemy at once.
Is that too much to ask?

>>172778828
I will, soon.
>>
>>172778543
so this is an advance wars style tactics game youre describing i take it?
sounds like a perfectly good AI, stop arguing with shitposter about it and make it.
>>
>>172778838
I like it, but the melody is too quiet, it's being drowned out by the percussion
>>
You know you did something wrong when goog agrees with you.
>>
you know you're the supreme shitposter when goog never agrees with you.
>>
Same enemies.
Different animations.

IE: Alternative walk, attack, death animations.

Worth the time? or not.
>>
>>172779018
Is basically mixing the AI designs of RTS, fighting games and how guilds fight in MMOs, nothing too revolutionary.
It's heavily inspired by pacman AI.

dunno why faggots think is overly complex.

>>172779187
sometimes I agree with a lot of shit googs talks about, but I don't namefag.
>>
>>172779013
I didn't say it's too hard, I asked you how you would implement it

You also didn't answer my question of whether the player would notice it and be interested by it
>>
>>172779012
If I just want to make quick pixel shit, the GM sprite editor is one of the best around. If I could use the GM editor without GM, I literally would. ASESprite is the only one I've found I like as much.
>>
>>172779293
it should be low on your list
>>
>>172779013
Don't post until you have something.
>>
>>172779293
that kind of variety i definitely better than shitty recolors, but consider making a good gameplay before doing these kinds of things
>>
why is this guy using a trip? does he represent /agdg/?
>>
>>172767181
Are the ladders necessary?
>>
>>172779338
I simply want a game where the enemies are something interesting beyond cannon fodder.

I don't care if the pleb casual scum masses even understand what I want.

I even want to make a fixed number of enemies in my game and give everyone a basic bio and give every enemy a basic story.

Is that too hard to ask in a videogame?

I'm tired of braindead simple enemies with not story or interest beyond being cannon fodder.
>>
>>172775664
SMB3 vibes, anon. I do like it though
>>
>>172779012
lmao go fuck yourself you shit eating nigger, almost every successful game from these threads was made in GM
>>
>>172779314
>dunno why faggots think is overly complex.
at least one is just a shitposter.
others might be thinking of what youre describing through the lens of whatever low information throughput genre they dev/like.
FPS, platformers, basically any genre where you have minimal space awareness is terrible for complex AI because of low player awareness of the game state.
>>
>>172779013
>I want to play a fighting game versus more than enemy at once.
Fighting game AI can't be translated into a strategy game, that's ridiculous.

The thing about fighting games is that they are for brainlets, basically just muscle memory and reflexes. You can't port that to a strategy game.

>>172779314
Your proposed AI is the exact opposite of Pac-Man AI: Unnecessarily complex and doesn't focus on player response.

Learn from the man himself:

>“To give the game some tension, I wanted the monsters to surround Pac Man at some stage of the game. But I felt it would be too stressful for a human being like Pac Man to be continually surrounded and hunted down. So I created the monsters’ invasions to come in waves. They’d attack and then they’d retreat. As time went by they would regroup, attack, and disperse again. It seemed more natural than having constant attack.”

Pac-Man AI focuses on tension and release without stressing the player, what is your AI's goal? What does it provide?
>>
>>172779712
also time is a factor, RTS has lower info throughput than TBS.
RTS brainlets make 4 layer AI.
>>
>>172779604
You should read this:
http://askagamedev.tumblr.com/post/76972636953/game-development-myths-players-want-smart

I also dislike how utterly retarded AI usually is but what you are proposing is simply unrealistic and unnecessary.
>>
>>172779604
Then make it!
>story
Giving enemies backstory is a concern from giving them unique AI. I can tell you from experience that players will project motivations onto even random enemy movement. I'm sure if you wrote even a simple backstory, players would interpret the AI's actions through that backstory. This is all before you program unique AI!

Backstory and AI can work in tandem to give the player the perception that enemies are unique.
>>
>>172779803
download scwu and play it's battle royal mode retard.

or just play versus 3 AI enemies in smash, same deal.

>>172779953
>never played versus a 3 AI enemy party in smash
>being a casual scum
>caring about what casual scum wants
>>
>>172774629
https://www.youtube.com/watch?v=h7KxgqQzTak
>>
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BIG PROGRESS!
Some of the previously-unused variables I put in place when I created the script to generate hurtboxes have finally paid off!
>>
>>172779712
I for one care very much about AI that take s backstory into account

For example one enemy is more defensive because he has a family to feed, but another is suicidally aggressive because he was abused as a child. and yet another gets flustered in battle because the player character is attractive to him but he's married, so he pauses from time to time to contemplate the cognitive dissonance the situation presents
>>
>>172780094
War and peace of tolstoy is a novel that has near 500 characters, so is doable.

>but I'm too casual to write and design characters
>>
>>172780250
Dude at this point you're projecting
My post was agreeing with you
>>
>>172780154
Those personalities would be ridiculously easy to program with a few lines of code without needing some fucking stupid multi-layered emotion simulator, again you are ignoring player response and autistically focusing on the underlying structure.

It's pretty funny how you started this whole discussion telling how Pac-Man ghosts are fucking sentient gods with perfect team tactics when in reality they are pathetically cheap and simple, you need to realize you don't need to simulate intelligence to give the illusion of intelligence.
>>
>>172780481
dude, we're just shitposting.

chill bro.

someday I'll make my dream games true and agdg will see their glory.

tired to see the same boring shit being remade both in AAA and indie games.

>inb4 idea guy
>>
>>172780481
You can't really make story-based AI without at least 12 layers of AI directors modeled after brain scans of the top WoW guild masters
>>
>>172780618
So you don't want to innovate and be in game history as a genius?
>>
>>172780643
stop

typing

like

a

faggot

>please

you are an idea guy btw
>>
>>172780147
i know it's mostly because of the animations but your game is really starting to look solid and enjoyable props my dude
>>
>>172780094
>not having their backstory affect their AI NN
>>
>>172780618
I'm not him, that was a shitpost. I agree with you completely though
>>
>>172780779
Pretending you were just shitposting doesn't make your posts less shit. You are just another stupid ideaguy that doesn't understand basic game design.
>>
>>172780662
You really only need a brain scan of Kripp, I think.
>>
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>>172780643
>inb4 idea guy
you've dispersed any doubts about that like 20 posts ago
you are also obnoxious as all fuck
>>
Today, I am starting my journey into the realm of Rust game development, wish my luck brethren.
>>
>>172780798
Thank you! It means a lot.

I noticed a coloration mistake in the new dizzy frames, though. The fuzz on the top of his head changes to red instead of being white. Gonna have to ask my artist to get that fixed later.
>>
>>172781029
Feel free to post any queries here. I like talking about Rust.
>>
>>172781153
I'm mobileposting so I'm just gonna reply to this post instead of the one with the webm, but I agree with the other guy, it's looking great. The movement of the animations feels "jumpy" in the same way it did in punch-out, which is a good thing imo
>>
>>172781029
gl m8, rust is interesting but a little 2verbose for me.
>>
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So I'm trying to download the GM2 trial because I'm curious now, but I keep getting a nameless error when I go to make an account or download. Does anyone else have this issue? Getting a little heated.
>>
>tfw /agdg/ and /lit/ hasn't merged into one making the best games
>>
>>172781540
That is to say, one which is talked about extensively and never made?

If you want writers that actually do something, grab /tg/.
>>
Post your game
>>
>>172781351
Believe it or not, that's something I'm intentionally going for. The fact that people have noticed means that hopefully I'm doing my job correctly in that department. Thank you!
>>
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>it's been a while so decide to take a look at agdg
>625 posts with barely 8 progress posts

It's actually amazing that this thread is still shit after years. I'm glad I moved to the reddit gamedev.
>>
Pre my game
>>
>>172781540
/lit/ is full of pretentious nowriters and dumb discussions about entry-level philosophy books.
>>
>>172780147
teach me your gamedev ways you post progress daily multiple times a day, How do you do it Anon?
>>
>>172781736
Stay there.
>>
>>172781718
I believe it, although I wasn't sure how intentional it was. Really nice work, it adds to the charm of the game I think
>>
>>172781540
Youve never been to /lit/ have you?
Theyre just as shitposty as the rest and their crit threads are full of thin-skins. They do have some talent posting though.
>>
>>172781736
>agdg is only for progress reeeee
>no game design discussions allowed reeeee
>>
>>172781916
Yes?
>>
>>172781804
Every day I sit down for anywhere from an hour to two hours and just like make game.

I know it sounds stupid, but that's all I'm doing. No matter how small my progress is, I try to make progress on *something* every day.

If I'm feeling less motivated it might just be something like tweaking frame data or cleaning up an animation, but on more motivated days like today I get multiple states or systems done and shit feels good.
>>
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void update()
{
This.state = FuzzyLogicBetweenStates(Low(), PvP(), Team(), Director();

This.applyState(this.state);

}

State Low()
{
if (enemy.distance > thresshold) { return State.walkTowardsplayer.}
if (enemy.HP < lowHP){return State.runfromplayer;
}
if (StateDirector == State.AttackPlayer)
{
State.AttackPlayer;
}
}

State PvP()
{
if (enemy.distancetoPlayer < nearPlayer)
{
switch (random.next(1, 3))
{
case 1: PickRandomAttack();
case 2: block;
case 3; idle;
}
else
{
return PickRandomFarAwayMove();
}
}

State Team()
{
if (ListofEnemies.tank.HP = LowHP)
{
HealTank();
}
if (ListofEnemies.player.getRandomLoot)
{
TrytoStealPlayer();
}
if (Timer < StatusTimer)
{
CastSpellStatusonPlayer();
}
}

State Director()
{
if (ListEnemies.someonewithlowHP != null)
{
for (Enemy i ListEnemies.someonewithlowHP)
{
i.priority++;
i.status = lowHP;
Tank.class.manager.protect(i);
Healer.class.manager.protect(i);
Warrior.class.manager.protect(i);
}

Enemy.class.randomAIdecision (Ai.status.offensive, Ai.status.defensive, Ai.status.idle, Ai.status.mocking);
}
}
>>
>>172782261
cool!
now make a game too!
>>
>>172782261
Where's your game?
>>
>>172781736
More interesting games/content comes out of /agdg/, from what I've seen. Even gogem's games are more interesting than the typical game posted on r/gamedev for screenshot saturday

>>172782156
Keep it up anon, that's how you become a yesdev

>>172782261
This is the programming equivalent of writing an outline and calling it a novel
>>
>>172782261
>using state machines
Dumbass.
>>
In hindsight, I believe that the way we approached the problem was fundamentally flawed. We had erroneously chosen the role the AI took, and that had been our downfall. We made the assumption that the AI’s primary goal was to be given the same tools as the player, and to use those tools to defeat the player in an intelligent way. The problem with this approach is that it assumed the fun was inherent, when there was no real way to prove that out.

That is not what the goal should have been. The goal from the start should have been to design an AI that was fun to beat. This is a rather crucial difference that I think we glossed over at the beginning, and it ended up hurting us in the long run.

In retrospect, had we been able to do it over again, I would have erred on the side of more variety and less “intelligence”. If we had enemies who actually behaved differently it would then be up to the player to mentally come up with a strategy to deal with each (recognizable) type and thus improve and exhibit skill with the game. As long as we provided a steady stream of reasonably interesting and varied decisions and choices to make (a mix of snipers, assault types, pistol types, breachers, mid-long range rifles, etc.) then the gun combat would be more interesting and less frustrating. It may not have been the “smart” AI that some players clamor for, but it would have been fun to play against and beat, and that’s what really matters in the end.
>>
In Unity c#, how can I check for a collision in OnGUI?
>>
>>172782597
This. If I wanted to fight an enemy on equal footing I'd play online.
>>
>>172782261
You still didn't explain how AI that heals and retreats intelligently makes for fun gameplay, your favorite games probably have much dumber AI than you think.
>>
>>172782597
You're basically explaining why the original DOOM AI is superior to modern FPS.

https://www.youtube.com/watch?v=yuOObGjCA7Q
>>
>>172783008
because that gives the illusion of coordination, making the enemies feels as if they're smart enough to "think"

I've made some small test with this idea and the enemies feel really smart.

I am not talking from idea guy realm, but ideas I've tested on game maker.
>>
>>172783137
How does that make the game fun? You didn't explain it.
Code wanking isn't gameplay, what the developer thinks is fun is not what the player thinks is fun and that's where most amateur devs fail.
>>
>>172782597
That's... like... super basic stuff...
>>
>>172783137
post webm
>>
>>172779604
You're basically just having your game be a boss rush then.

It can be good, but it can also be shit (FURI for instance I thought was god awful)
>>
In UE4, is it possible to set a component root to a specific bone? If so, is there a GetBone(FName bonename) or similar on USkeletalMeshComponent? I can't see anything in the docs like that, though I see it's possible, given the name, to get the position and rotation (I'd just rather not setup a Tick() for that).
>>
I seem to have walked into idea guy general
>>
>>172782597
Wrong. You need smart, but not cheating, AI. This is why fear is great and AAA copy-paste job #902348239048 is garbage.
>>
>>172783362
Can you add a socket to the bone, and set the parent socket field on the component?
>>
>>172783262
I did a small demo in game maker once where there's not player input, but a simple house that spawn enemies versus the same situation in oposite house.

Every enemy has a fuzzy logic decision between attacking, retreating, and being idle.

When I played the game, the bots fight alone and in random but interesting ways, almost as if they were smart.

So, is fun.

>>172783306
Let me upload it to my itch.io
>>
>>172783526
AAA enemies typically have neither apparent intelligence nor variety.
>>
>>172783393
You've walked in on a guy who thinks he's doing something unique and special without knowing that he's reinventing the wheel for something that has been part of games since 2004.

Let him have his fun.
>>
>>172783586
That's exactly what I said, retard.
>>
>>172783586
Just like their devs
>>
>>172783662
So why did you say he was wrong?
>>
>>172783639
Idea:

>Do something incredibly generic, but execute it well

Sure you won't be getting a circlejerk from GDC, but you'll also probably have a crowdpleaser.
>>
>>172783014
I already watched this video and again it goes completely opposite of what you are proposing.

Are you like, even paying attention to anything at all?
The video tells how the enemy variety is what makes the game fun, Doom AI is pretty simplistic but the way the enemies act force the player to play tactically and use the different weapons to deal with different enemies, they were tightly designed to act the way they do to provide the experience the developer intended and they don't rely on boring tactics like retreating.
>>
The real difference between stupid and varied enemies and smart but matched enemies is how they work with level design. Stupid enemies are empowered by the level design and thus can be controlled by the designer. Smart enemies will do what they want and you end up with encounters that all feel the same.

FEAR works because the enemies are stupid but the level design guides them to appear smart.
>>
>>172778785
>>172778275
>>172778301

It's cristian
What do you guys expect
>>
Does it matter if my game uses 32 colors instead of 16?
>>
>>172783820
What I'm trying to say is that I would like to see devs to give more though and care to the enemies than the care they give to the MC.

Give every enemy, dozens of attacks, tools and lot of shit, so they can be interesting.

That's what made pacman so good, the ghost are more complicated than the MC.
>>
>encounter a bug that breaks everything that happens only if you jump to a really precise height
>its so precise i can reproduce it around 5% of the time when trying to
>no idea how to fix it
>if i leave it in people are bound to get it sooner or later

fukc i hate gamedev now
>>
Is there any benefit to keeping to 2^x sizes for stuff like 64x64 in unity? Or can i just make 100x100 textures like a normal human
>>
>>172784796
leave it in as a speedrun strat
>>
File: loliprog06.png (216KB, 1629x908px) Image search: [Google]
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216KB, 1629x908px
manlet and man interaction poses completed (loli provided for scale)
#lolijam
>>
>>172784884
>man so tall his head is in perspective
>>
>>172784884
your """"""""""""""humans"""""""""""""" would make really nice design for robots desu
>>
>>172785020
>so tall
poor anon, that's an average man's height
>>
>>172781736
Of course I'm going to be called a yandere shill even though I've never played it and personally know the lead dev to have some form of autism or another, but nothing in his post seems out of turn. This place can be awfully unkind.
>>
>>172784597
Sure, that's a great thing.
But simply making smarter AI won't solve that, Doom is great because there's great enemy variety and the maps are tightly designed to constantly provide interesting challenges, the AI itself is pretty dumb.

Again it's all about the player's perception and response, I can argue that Doom would be far worse if it had intelligent AI that responds to the environment since that means it would always choose the best strategies no matter the situation which kills variety and ruins the pacing of the game.

Code wanking isn't fun for the player, focus on enemy DESIGN instead.
>>
>>172783538
I think that's exactly what I need, thanks!
>>
>>172784884
i'm not going to lie, this womanlet you call """""""loli"""""" does look like a loli in comparison
>>
@172784884
its amazing that you manage to be even lazier for direct shot faces than faces in birds eye anime scenes or crowd sweeps.
>>
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>>172785067
>>172785391
>>172785501
>>
>>172784884
how does googum style (TM) affect dick size
>>
>>172785643
huge shafts and tiny heads
>>
>>172785643
finally someone asked the real question
i dont even know myself, i am excited to find out.
>>
>>172785621
he should finish chewing that chunk of metal before trying to slurp spaghetti
>>
>>172784545
Yes, but one isn't better than the other. Just depends on what visual design choices you want to make.
>>
>>172784545
IMO you should minimize the amount of colours on screen at any given time, but go wild with the game's overall palette.
>>
>>172785775
Trying too hard senpai
>>
@172785621
now show me him holding the fork from the opposite side.
>>
>>172784884
I like your art style lets collab
>>
If I want my game to work well on older PCs too, should I make it in Unity or Unreal? Or any other engine?
>>
>>172785262
Agreed. You can do a lot with stupid basic enemies if you position them in a carefully constructed environment that plays to their strengths and forces the player to find new ways to approach the situation.

Making smarter enemies is, ironically, the lazy option. You end up shifting the burden of creating an interesting experience onto a complex and unpredictable state machine that might end up being frustratingly difficult or easily exploitable.
>>
>>172785873
i actually laughed at that joke
>>
>>172785621
goog, can I ask you a serious non-troll question?

Is your stylistic choice intentionally supposed to be impersonal? The lack of a distinct face and de-emphasis on the head in general really creates hollow characters that are hard to sympathize with or even register as people. Is that what you're going for, or do you just kind of like the style?
>>
does anyone want fanart of their (or some other anon's) game?
>>
Where's the anon making the pixelshit loli game? Did he fuck off when he realized reddit-tier humor doesn't fly outside the discord?
>>
>>172786960
top tier meme my friend lol!
>>
>>172786595
you actually took the words out of my mouth anon

in this post:
>>172784884
the guys are perfect because they look so lifeless which is perfect for porn

the girl on the other hand it's not so great
>>
>>172786960
>pixelshit loli game

there's a lot of them, which one
>>
>>172787039
The one where he insisted it wasn't a lewd game but then made disembodied dicks dancing around.
>>
I really want to make a Dark Souls game.

How?
>>
>>172787401
recreate dark souls one mechanic at a time
>>
File: chun-ts-throw.gif (49KB, 241x105px) Image search: [Google]
chun-ts-throw.gif
49KB, 241x105px
So is this the best way to animate attacks like this, or would it be better to animate it in place, and move the position of the sprite in engine?

What if the attack moves the player a fuckhuge amount of pixels? Would you just use a massive resolution, or would you animate it in place and move it via the engine?
>>
>>172786285
>>172785262
Another good example is the Souls series. Enemies are dumb as shit and usually only have a few moves but just placing them in interesting positions is enough to create very memorable encounters.
>>
>>172787792
>or would it be better to animate it in place, and move the position of the sprite in engine?
Usually you don't want to make the sprite move like that because of things like collisions. For example, if your character is close to a wall and does that move the animation is going to go right through the wall. What you can do if you think it helps is animate it like that and then just shift the x pos of the frames after you're done so they're all on top of each other, and then add the movement in the game.
>>
>>172786595
it's a whole bunch of confluent things.
firstly i've always been fairly anti-eye obsession, the whole generic anime thing of making eyes huge and detailed i never got into, for one it makes no sense, realistically eyes are small.
my previous style was influenced by aspects of FKMT, Matsumoto Taiyo, Mitsuru Adachi but eventually i decided it was just too generic, wanted something more unique so i started developing the style i use now.
the style is a mix of yaoi artists propensity for hyper elongated limbs and shoulder fascination (very female thing to obsess over), along with superbrothers pixel art which also contributed to the idea of elongation and got me thinking about ditching facial features, especially eyes.
and as ive ditched eyes ive realized what i didnt like about them and also why generic anime loves them so much... eyes inherently steal viewer focus. it's something to do with human facial recognition that if you so much as put two dots somewhere they hyper focus on it and form a face :^( so ditching eyes more than anything is to give viewers a better opportunity to appreciate form.
>>
>>172788090
autism
>>
question for musicbros.

should I focus on learning music using a score software like guitar pro or should I learn to compose using a piano roll in FL studio?
>>
>Due to cuts in government funding for the arts and our spring break trip to mootxico, we've had to combine a few boards. Try and make some new friends!

are our overlords becoming opressive ?
>>
>>172788090
>ditching eyes more than anything is to give viewers a better opportunity to appreciate form
I think that backfired a bit on you, Googs.
>>
Unity sucks.
Prove me wrong.
>protip: you can't

>inb4 it's free
So is developing in a language by itself.
>inb4 they don't take your profits
First of all, if you are such a poor faggot that you pay attention to people taking a percent of money less than 10, you need to rethink your life. Secondly, developing in C++ with SFML or Graphics.h is also free. Unlike Unity, the people who made SFML don't take a charge you a one time fee before you release it either.
>inb4 its less work
If you really cared about game development, the amount of work wouldn't matter.
>inb4 i am too dumb to learn
You go that right, still no excuse.
>>
>>172788090
>>172785621
wait what I thought those brown lines are the eyes
>>
>>172788345
>So is developing in a language by itse
stopped reading right there
>>
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>>172787856
I was about to add that the NPC enemies in the souls series are ironically the least interesting encounters in the game.

Compare those encounters to Demon's Souls first encounter with a giant depraved one on the bridge (pic related). They're not smart, but they're always placed in bridges, cliffs, and swamps where movement is impaired.
>>
File: unity.jpg (102KB, 1342x788px) Image search: [Google]
unity.jpg
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When I put a texture on the albedo of my tile material, it only uses the black border for the whole tile. it also wont let me change the default material on this cube in order to check if my texture works on it.

Is this the best place for unity questions? Feels like pulling teeth trying to get the simplest stuff to work.
>>
>>172788413
Argument? Nope. If you did provide an argument, would it be valid? Nope.
>>
>>172788345
So why does it suck?
>>
>>172788247
If you're going to be producing your music in software like FL then I'd say learn to use that. If you're going to be playing your guitar then maybe use Guitar Pro. Learning to score in a traditional way isn't going to make you better at FL than if you hadn't. It's just a different way to write the notes.
>>
>>172788437
Create a new material with the standard shader if you want to test changes to the default material.
>>
>>172788090
also theres the added bonus for various mediums of not having to do X
without a mouth you dont need to lipsynch in animation
without eyes and mouth i can use each of these interaction poses in multiple emotive ways without having to create multiple facial states

>>172788375
if you had more opportunities to appreciate form you would know that the top of the nose bridge starts at the brow line.
>>
File: 1468694733374.png (129KB, 314x278px) Image search: [Google]
1468694733374.png
129KB, 314x278px
>>172768780
What the fuck did I just read.
>>
>>172786595
he did better work on his porn games
>>
>>172788090
Much appreciated. Apologies for the inevitable rash of shitposting to follow.
>>
>>172788589
Everything.

Shit lighting, shit sound, shit physics, shit UI, etc.

It uses C# and not C++, that's pretty shitty.

It has no ability to produce anything good.
>>
>>172788716
He made porn games?
>>
>>172788437
You can change the default material in the mesh renderer

>>172788646
Sounds like you have brain damage. No wonder your games sell like shit.
>>
>>172788803
https://onehandgames.itch.io/collection
>>
I made a programming language in C++, still doesn't have a name and it's only ability is printing to the screen, to print to the screen you type in "LangOut("YourTextHere");" and compile the C++ file again, it has a basic syntax error:

#include <iostream>
#include <string>

using namespace std;

int main(){
string languageVersion = "0.001";
string line1;
string printx = "LangOut('";
string printy = line1 - printx, line1 - printz;
string printz = "');";
string output;
getline(cin,line1);

if(line1){
cout<<printy<<endl<<endl<<"You are using version "<<languageVersion<<"."<<endl;
return 0;
}

else if(line1.length() == 0){
cout<<"Write some code to execute."<<endl<<endl<<"You are using version "<<languageVersion<<"."<<endl;
return 0;
}

else{
cout<<"Syntax error."<<endl<<endl<<"You are using version "<<languageVersion<<"."<<endl;
return 0;
}

return 0;
}
>>
>>172789195
Ok but where's the game?
>>
>>172789276
No game, I am just posting that I am making a programming language. I know I shouldn't post it here.
>>
>>172789329
You do know that there's a programming general on /g/, right?
>>
>>172787856
Never memorable in a good way. Memorable in a "holy shit what were these devs smoking? The fumes from the Game Design they just up and lit on fire?" way.
>>
>>172789195
>"LangOut("YourTextHere");"
try again. thats an awful print name. Does it aut handle formatting?
>cout<<printy<<endl<<endl<<
>arbitrary returns
its just c++ with tiny changes.
>>
>>172788437
yeah i dont get it
its just using what ever is in the top left pixel of my texture

guess i have to make my own engine first instead of using this garbage
>>
>>172789397
You do know he's just memeing, right?
>>
>>172767578
Literally all you need to do is find a book/tutorial series that suits your learning.
>>
File: unity.jpg (93KB, 988x655px) Image search: [Google]
unity.jpg
93KB, 988x655px
>>172789793
>>
>>172789702
>not wanting to bang out LangOut's
>>
>>172789864
At least make the meme tangentially related to gamedev.
>>
>>172789793
Use UE4, not ushitty.
>>
>>172789654
>Never memorable in a good way.
Right, that must be why those games sold millions of copies, have a cult following and became part of gaming culture.
>>
>>172789654
The fuck are you smoking nigger? DS is a masterpiece when it comes to crazy moments that stay with the player.
>>
>>172768817
>http://steamcommunity.com/sharedfiles/filedetails/?id=877722790
>That trailer
>That church
Isn't that from an FPS or something?
>>
Daily Reminder

you can't make any real money with gamedev it is only a hobby
>>
File: Stuck_In_ice.webm (628KB, 800x422px) Image search: [Google]
Stuck_In_ice.webm
628KB, 800x422px
Boku and his dead body can get stuck into icicles.
>>
>>172788345
>you can't prove my subjective assessment of Unity is wrong
fair enough

imo Unity is a good engine that comes with tradeoffs, just like every good engine. Pick which benefits you want the most and which tradeoffs you dislike the most and choose accordingly
>>
>>172790702
Trying to find bokube before the webm ends is my favorite game.
Now please redo the graphical design.
>>
>>172788646
>just explained his affinity for anatomical exaggeration
>then lectures someone about anatomical accuracy

make up your mind
>>
>>172774017
If you're making a horror game, you could use affine/vertex lit for when shit hits the fan.

You are right though, that shit is nauseating.
>>
>>172790982
exaggeration != inaccurate
get your shit together kohai
>>
>>172790982
Hes just explaining away everything to laziness and lack of skill.

He hasnt made anything that even starts to reflect his vision of faceless expression.

>i hate anime eyes because theyre too big and unrealistic
>but my giraffe necks and fucked anatomy are just fine :^)

tldr; its only okay when i do it
As noted yesterday when he proved he doesnt play RPGs
>>
>>172785182
That's /v/ mentality for you, the moment something becomes popular, it becomes popular to hate.
>>
>>172790702
You NEED to scrap all of your levels and art and redo everything or else the game is just trash.
>>
>>172790982
Trying too hard.
>>
>>172768817
main menu reminds me of conker's main menu, I like it

>trailer
wow, I went from "a monkey ball clone? yawn" to "this looks fun as fuck" in the space of about 10 seconds, nice work. Dropped you a vote
>>
>>172790223
>>172790353
Hello redd!t.
>>
>>172791607
can you even say nigger on reddit without getting banned and arrested.
>>
File: HC_explosion.gif (3KB, 96x96px) Image search: [Google]
HC_explosion.gif
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House Cleaner dev here. I drew an explosion for the grenades. u like
>>
>>172791901
>>172791901
>>
>>172791607
>wants to make games
>doesn't even understand why other games do well
good luck you stupid fuck
>>
>>172791496
stop samefagging, gogem

>>172791138
right, because in real life people have 20 inch necks. regardless, the eyebrows read as eyes and I shouldn't have to have an "appreciation for form" just to immediately grasp your intentions regarding facial anatomy
>>
>>172791942
You subhumans are the reason only shit games exist nowadays and why there hasn't been a single playable game for the past entire decade.
>>
>>172791607
Let me guess: you are the 50 Layers of AI guy.
>>
File: 1469490600498.jpg (313KB, 2831x2000px) Image search: [Google]
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>>172792107
>>
>>172792137
Let me guess: you are clinically retarded.
Oops, looks like I win again! Let's play some more. What are we going to guess next?
>>
>>172792336
>I was actually right
good kek my man
No but seriously now, learn some fucking basic game design before trying to sound smart and "in".
>>
>>172792460
Thanks for proving to everyone that my guess, once again, was right.
>>
>>172791865
>le patreon tutorial man explosion

It's shit.
>>
File: ryu-attack.gif (11KB, 120x96px) Image search: [Google]
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Lets say I have an idle state for a sprite that it just the size of the sprite, then an attack animation that is this gif posted right here in example. What would be the best way to match the animations together since they have vastly different sprite sizes ? Should ALL sprites be of the same size to avoid the problem (might fuck up collisions) or always rearrange the sprite's position depending of the animation ?
>>
>>172792704
you should ask this in the new thread, but I think probably my first instinct would be to give all of the sprites the same origin relative to the character in the sprite (i.e. the spot on the "ground" directly beneath him) and then base the collision shapesor around that
>>
>>172792671
Post your animations then
>>
File: ebony and ivory.gif (110KB, 640x385px) Image search: [Google]
ebony and ivory.gif
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>>172786960
still right here friend, can't wait to make you proud!
>>
>>172794629
LITTLE
>>
>>172790702
you need a better camera view everyone is saying this...
>>
File: pixel cat.png (2KB, 300x400px) Image search: [Google]
pixel cat.png
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>>172794629
you can use this cat I made to use in your game
>>
>>172795795
will use as easter egg, i promise. if i see my game through to the end (which is something i can't promise) keep an eye out for it
>>
>>172792074
that you dont know basic rules of facial anatomy says more about you than me. namely that youre a pleb.
Thread posts: 781
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