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/agdg/ - Amateur Game Dev General

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Thread replies: 769
Thread images: 125

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You can do it edition!

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

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

> Previous Thread
>>172959361

> 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
>>
Rust
>>
Scala
>>
Report on your current small goals!

I'm going to clean up terrible platformer's tile map code to support different tile types, and improve collision detection with keys and exits.
>>
Keep shitposts about gargamel in the previous thread.
>>
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OOP > FP
>>
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>>172999195
Started working on a harvest moon-like
Just making a prototype of growing plants right now.
>>
>>172999590
harvest moon roguelike when
>>
can one of you artfags teach me to art properly?
>>
>>172999760
elaborate

seems like all the labor or hm would feel wasted if each run could end whenever you fuck up
>>
>>172999795
no, the only way to really learn is to just draw a LOT

draw things from real life/photos, draw from imagination, draw shapes, draw body parts, draw diagrams, draw draw draw every day. everything else is just tips to enhance that but the meat and potatoes of it is practice
>>
>>172999760
I'd like to see a roguelike where you own a potion shop, grow some of the ingredients in a garden, and find rare ones in a forest or something in a roguelike fashion. Then sell rare potions to patrons.
>>
>>173000025
this sounds comfy
>>
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>>172997619
>>
>>173000103
noice
>>
>>173000025
>>172999760
I feel like the structure of a permanent town with harvest moon gameplay combined with roguelike runs into a dungeon has potential. You just can't risk losing all the progress you made in town.
>>
Help me out, should I try and get on Greenlight now or wait until Steam Direct comes out?
>>
>>173000284
Rune factory already does that. RF3 even has a large procedurally generated dungeon that's post-endgame. It can definitely work with a solid game loop and the non-procedural dungeons could definitely be substituted by procedural ones.
>>
>>172999760
Elona? Don't Starve?
>>
>>173000308
Steam Direct is a relative unknown compared to Greenlight, and therefore a risk. If your game is mature enough to show off on Greenlight, go for it. If not, just wait for Direct rather than rushing the game to an imperfect debut.
>>
>>173000308
You'll get a refund if you buy greenlight and none of your games are greenlit. That said, EVERY OTHER DEV has the same idea as you right now.
>>
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>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)
>>
>>173000535
>>173000537
Good points, I think i'll wait it's probably a safer bet.
>>
>>173000469
Neither even remotely qualify desu senpai.
>>
>>173000440
RF has the problem of making farming completely useless. There's nothing you'll need that you have to grow that you can't find in a dungeon somewhere.
>>
>>173000815
I don't know about Elona but Don't Starve definitely "remotely" qualifies, unless you want to be a bitch and quibble about roguelike vs. roguelite, in which case you can go fuck yourself desu senpai
>>
>>173000830
You can't find plants for shit in dungeons and farming is the most profitable by far, though. You won't be able to cook or make medicine without at least some amount of farming and the games feature gatepoints where you need to give crops to pass.
>>
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>>173000968
>unless you want to be a bitch and quibble about roguelike vs. roguelite, in which case you can go fuck yourself desu senpai
Fuck you.
>>
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>>172999195
rebuilding innkeeper game, reimporting stuff from my old project and updating a lot of it as i go
being sick is slowing me down ;_;
>>
>>173001064
sucks to say this but at this point roguelike purists should come up with a new term for true roguelikes. it would be nice if people respected the original definition but aint gonna happen desu
>>
>>173001163
feel better anon
>>
>>172999195
Trying to find an engine with an editor that doesn't crash every 5 minutes.
>>
>>173001163
teach me your artways
>>
>>173000440
>>173000830
Opinions on 3 vs 4? I want to emulate one on pc
>>
>>173001393
3 has better girls.
>>
>>173001379
i'll teach you suck my dick, bitchboi
>>
>>173001163
digging that art style, nice animations too
>>
>>173001265
Traditional roguelike is the term I use. That way it's clear that it's like the older roguelikes.
>>
>>173001335
Have you tried Godot?
>>
>>173001379
>>173001495
Apprenticeship, Greek style.
>>
>>173001534
>>173001326
thanks

>>173001379
im not a very good teacher
just make little vector dudes and put them on a texture sheet and treat it like any other 3d model, but flatter
>>
>>173001393
4 is the better game, 3 arguably has better girls. 4 is effectively a straight upgrade from 3, while the previous titles also had deviations (2 lets you play for 2 generations and other townfolks can interact romantically, and has puzzles to solve, 1 has many more dungeons than the other games)
>>
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some twitter friends made art for the museum
>>
>>173001956
Can we make 3d art too
>>
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----[ Recap ]----
Game: Locked Masts
Dev: IceDev
Tools: Unreal
Web: N/A
Progress:
+ Small touches on the merchant ship
- Schoolwork swallowed most of the week as I expected.
>>
>>173002006
yea gotta be real low poly tho
>>
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>>173002195
mmmm....are you crown...or...are you....company.....mmm...
>>
>>173001956
How do you make this effect?
I love it.
>>
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>>172999195
finish block out of character
>>
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>>173002553
ɯɯɥɯ

both
>>
>>173000025
I had a concept once of a harvest moon, tho more towards Terraria in a topdown, preferably procedurally generated, world

The introduction would be you trying to get support from the King to go on a quest to slay the Demon King.
The King however has long since grown tired of adventurers heading off to their deaths so he decides he will not support any quest.

He will however give you this shoddy cabin out in the woods because an adventurer should be able to take care of some brigands and monsters at the very least.

The gameplay from there would revolve around doing the basic farming, hunting monsters for materials and befriending forest spirits/gnomes that eventually add NPCs to your camp that can craft things for you or teach you skills.

Combat items would mostly be crafted by your NPCs but 'key items' like a Fishing Rod or a Sicklerang that allows you to reap crops faster would only be found in specific areas or even dungeons.

The main problem I had when trying to flesh it out a bit more was that I was unable to get a good gameplay loop really.

How small would the world have to be for you to be able to travel back home and the very last zones like the Demon Kings Fortress.

If you would set up proxy bases or tents would your homebase become useless?

micromanaging farms/plants and at the same time going off on adventures where you're gone a couple of days sound incompatible to me.

If plants dont require that level of micromanagement what is the point of farming?

Would you have to return every day to give items to a travelling goods peddler or the like?

In the end I came to the conclusion that a simpler game would probably be more fun like your idea. You could be a Witch or something getting visitors on a varying schedule with them placing orders and you having to meet their demands.
>>
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Added an option for changing dashing types (actually implemented in the menu eventually). Now you can either use the two buttons for forward and back dashing or one button for both (defaults to back dash if no direction is pressed). Not really sure what to do with the 2nd dash button for type 2 though. Probably just keep it disabled.
>>
>>173002816
retro pixel pro
>>
>>173001538
Enlighten me, what's the difference between like and light?

Other than that Doom roguelike, I think the closest thing I've played that comes to a roguelike is is Path of Exile on Hardcore mode.
>>
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>>173002484
Is 156 tris okay?
>>
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>>173003564
sankyu
>>
>>173003654
Actually like Rogue.
>>
>>173003654
A roguelike is a game that is like Rogue.

A roguelight is a game that is nothing like Rogue.
>>
>>173003654
Roguelike is this:
http://www.roguebasin.com/index.php?title=Berlin_Interpretation

Rogueliite is some of those criteria in a modern context. Permadeath and randomness are the two that usually trigger it being called roguelite.
>>
So my mini crowdfunding is slowly getting more support.
I got a few reviews (but only in frog language), such as this one:
https://www.youtube.com/watch?v=vZImy-mEOkY

I'm getting bigger and better contacts, so I hope to get more support soon.
>>
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started on fresh new younger loli.
comparison with her oneesans.
#lolijam
>>
>>173003654
A roguelike is a game that is turn based, grid based, has random level generation, and has permadeath.

A roguelite usually only has random level generation and permadeath, but has real time combat and isn't constrained to a grid.
>>
>>172999562
this
>>
>>173003984
>far left
>googum actually drew something bordering on attractive
holy shit
>>
>>173003984
i would like this style if it was actually compatible with video games
>>
>>173004035
According to >>173003889, it doesn't need everything, but should have most. Wouldn't this mean if it didn't have turn based combat and wasn't grid base, BUT had everything else, it'd be considered a roguelike? Or do fans of that genre argue even that too?
>>
>>173004372
>an art style incompatible with video games
that doesnt even make sense.
>>
>>173004374
Is it worth spending any time arguing about?
>>
>>173003984
googs can you draw a side ref too so i can model one of these
>>
>>173003724
yea send it to our email we'll put it in somewhere when we can
>>
>>173004473
visual novels aren't video games
>>
>>173004374
There's just a lot of confusion around it. Because originally a roguelike was just a game like rogue, and that's what it meant. But eventually more games with permadeath and random generation started using the term roguelike even though they didn't really have much in common with rogue other than the permadeath and random generation. So then the Berlin definition came around to try to make a more clear line of what is roguelike and what isn't. But roguelike is still just a generic tag used on Steam by many games. So many traditional roguelike fans started calling those games roguelites.

This is why I just refer to turn based grid based roguelikes as traditional roguelikes, because the traditional roguelikes were all like that.
>>
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>Put in crosses that appear at the player spawn after you die and reload
>One spawns in such a way that it extends another one.
>Also because this is nothing more than an experiment/exercise I put in Evangelion music on the death screen, making this even more relevant.
Dem odds.
>>
>>173004374
The thing is, when the game isn't turn-based, you tend to lose other high value factors like complexity and non-modality. So it is typically a "super high value" factor along with randomness and permadeath.
>>
>>173004908
agreed, now fuck off back to /vndev/ or whatever
>>
>>173005078
>i agree that my art style is incompatible with video games because visual novels aren't video games
>any art style can be compatible with video games
get a load of this faggot
>>
>>173005207
>VN is an artstyle
how about you make like a VN character and go get hit by a truck
>>
im sick and alone and its my bday
i just want to dev without these feels
>>
>>173005324
devving is about feels, friend. who wants to play a soulless game?
>>
>>173005324
Happy birthday, anon! I hope you have a good day of progress
>>
>>172977584
no one knew about bokus game anyway
its free advertising if anything
>>
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How do I get more Twitter followers for my dev Twitter? Do I just post with hashtags each tweet. Which hashtags should I use?
>>
>>173003961
Have you contacted some youtubers? As much as I enjoy a lot of LetsPlay content, I'm sure they all charge for coverage. I'm curious if you've had a response from someone like quill18. Or even, are the popular names we see in the states the same people you Europeans see.
>>
>>173006408
how accurate is that image? i have my twitter and tumblr backwards pretty much
>>
>>173006408
try making some games and then get your marketing department to deal with that stuff
>>
>>172926586
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Wrote a fuckhuge timeline that comes out to seven pages JUST for the backstory of one character and some of the planets she visits
+ Named a bunch of planets that didn't have names yet and estimated their relative positions on the galaxy map
+ Came up with what seems like a really solid approach to queueing up one-shot bits of content that will seamlessly extend to all the different kinds of scripts that need to run
- Actually making that work will be a giant pain in the ass
- I left important planets out of the timeline just because there's a bunch and I forgot about some of them
>>
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>>173006408
>>173006532
It can't possibly be accurate (across the board). You have to change shit based on your target demographic.

I imagine they derived the "best" times based on peak activity in America for each of the services. But then:

What if your demographic tends to stay up late.
What if your demographic is children.
What if people in your not-America country have substantial free time at different times (siesta in Spain?).
What if peak activity actually works in your disadvantage, because you'll be drowned out by all the other people posting at the same time?
>>
>>173003984
>>173003984
Why middle bitch gotta geass on her neck
>>
>>173006408
>>173006532
>>173006928
someone make a program that you can feed a bunch social network profiles to and it assesses the activity of them all to make a heatmap of activity across the past month+
>>
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What do you think about my UI mockup?
>>
>>173006408
Yes always use hashtags, they work. Use #gamedev always. On Saturday there's #screenshotsaturday. You could also use #indiegame
There's more for specific stuff like #pixelart #lowpoly #3D and hashtags for the engine you're using, if you do something cool maybe the engine's official twitter will retweet it.

As for the times to post, like the other anon said, it can depend on your target demographic. But afternoon to evening tends to be the best bet.
>>
>>173003984
aww what a cute family! The daughter on the left the man in a wig on the right and the wife in the middle cute cosplay

10/10 would hire as an artist
>>
>>173006408
As someone with 2k+ followers on twitter and 3k+ on tumblr, it took a pretty long time for twitter and my tumblr kind of blew up without me noticing.

As for twitter, (my tips) use hashtags #gamedev #indiedev #screenshotsaturday #gamemaker #unity or whatever engine you use. Post once every couple days with interesting looking progress.
DONT follow anyone and everyone, people can see through that. Follow people who you are genuinely interested in their own gamedev progress. Talk to them and give them constructive criticisms. Become friends. People are more likely to share stuff by people they like.

Something I notice a lot of other devs doing, refrain from posting personal things. If you're depressed, lonely, whatever, dont post about it. No one cares, no one wants to see it, and it'll just cause you to lose followers.

Aside from all this, hope a big dev or youtuber with a following sees your stuff and follows/retweets your stuff. Once that happens your followers just snowball from there.
>>
>>173003984
these get a lot better when you imagine that their heads are eyes and their noses are the pupils
>>
>>173007340
Oh fuck, right, seasons/holidays.

Image is shit. SHIIIIIIIIIIIIIIIIIIIIIIT.
>>
>>173007353
Not a fan. The floating ui puts me off a bit. Gives me fps HUD vibes. Also don't particularly like the color
>>
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>>173007384
i know youre joshing but still....

>>173007407
the fuck is wrong with you?
>>
>>173007389
>Something I notice a lot of other devs doing, refrain from posting personal things. If you're depressed, lonely, whatever, dont post about it. No one cares, no one wants to see it, and it'll just cause you to lose followers.
Seriously important point. Don't tweet about shit that is [notgame] on your twitter that people follow for [game].
>>
Protip: Don't tweet crap like "I'm going to get back to progress soon guys I swear"
>>
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Friendly Reminder not to even bother because you can't do anything
>>
>>173007524
>the fuck is wrong with you?
there's nothing wrong with a little creativity and imagination googlem

actually the left and center ones also look like their heads are giant noses, now that I'm looking more closely. rightmost one is still definitely an eyeball though
>>
>>173007662
Don't make any commitments period.
>>
most important twitter retention advice right here:
dont spam my feed with bullshit.
>>
>>173007353
The UI buttons are good. But the HUD is kinda boring, since they're all just the same shape with different labels. Plus the transparent background makes some of the text harder to see.
>>
>>173007524
where is the family cat tho?
>>
>>173007759
elaborate

personally i unfollow anyone who retweets too often. i follow you for YOUR progress
>>
>>173007662
if you cant resist shitposting, dont be on SM at all, unless thats your gimmick.
>>
>>173007759
I like how Steam Spy fuck retweeted a video, like 15 tweets explaining all of the content of the video, and then a posted another fucking tweet "I decided to put all the tweets into a Tweetstorm (or whatever that shit is called)
>>
>>173007784
https://www.youtube.com/watch?v=rh_4U65hp88
>>
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>>173003984
>>173007524
>when you can't draw for shit and never try to improve so to escape the horrifying reality you tell yourself that you just have your own artstyle
>>
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cute fan comments?
>>
>>173007859
follow mushbuh and try lasting more than a day with his nonstop meme-of-conciousness

>>173007895
i saw that shit too but he gets a pass because he only even tweets anything once in a blue moon and its informative
>>
>>173008038
>the double wow
He's over the moon!
>>
>>173008038
>tfw will never have cute over enthusiastic fans
;_;
>>
>>173008038
>>173008821
It's all fun and games until you have to try and be diplomatic with angry 12 year olds on the steam forums (and adults so stupid you can't differentiate them from the 12 year olds).
>>
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I worked on the face textures so they are actually faces and not just blur.
>>
>>173009320
Well, is he?
>>
>>173009320
Is this sovereign citizen simulator?
>>
>>173009320
Police rarely beg.
Might want to do
>Please show me your ID, sir
>>
>want to make gaems instead of enginememeing especially since enginedev in 3d takes forever
>all current engines are shit
>

Why the fuck is there such a massive disconnect between 2d and 3d anyway? What year is this again?
>>
>>173009651
just use unity bro lol
>>
>>173007389
>>173007601
Some non-game stuff is fine. The real thing that puts people off is political talk. Doesn't matter what your beliefs are, no one goes on Twitter to listen to political shit.
>>
>>173009651
Just use Godot 3, you can even improve the engine yourself if you ever get that itch to delve into the engine.
>>
>>173009712
>Some non-game stuff is fine.
Strongly disagree but to each their own.
>>
>>173009712
>no one goes on Twitter to listen to political shit.
>no one goes on Twitter to listen to political shit.
>no one goes on Twitter to listen to political shit.
>>
>>173009712
>no one goes on Twitter to listen to political shit.
go look in your trending hashtags right now and tell me there isnt politics in there.
>>
>>173009420
No ID. 5th amendment right of the Constitution.

OK?!
>>
>>173009651
>between 2d and 3d anyway? What year is this again?
Its not just games, software in general is a clusterfuck of awful and good with a catch
>>
>>173002907
Looks creepy af senpai
I'd try making the eyes a bit smaller
And the high poly count might be a concern

Design looks solid though, cute little sister style
>>
HOW THE FUCK
>>
>>173003369
Disabled is probably the right choice.

Looks good!
>>
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>>173002907
>>
>>173007353
Menu is good, simple and easy to read

Make the hud differ from the menu. Different color and shape
>>
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Almost done adding the walrus pirates to the snow flying ship level. Gonna finish odd adding enemies and extra detail to the kids room next.
>>
>>173010251
Thanks anon.
>>
>>173010829
nice Divine Beast Vah Medoh clone
>>
>>173010829
teach me your nintendo 3d game ways

Also, what are your political views?
>>
>>173007601
What if some artist you'd like working with you (but isn't) puts out some work? Do you retweet it in your [game] twitter?
>>
What is the secret to being a successful gamedev and making a successful game?

Tell me your secrets!
>>
>>173010084
One thing that's really different from my field is that nobody would even look at something that doesn't have a thorough test suite attached. We do have garbage software, and garbage software that becomes incredibly popular for no apparent reason, but at least it works (it's just a massive pain to work with and you have to pin the version you use because the api changes literally every minor version and there's no change log... but it works).
For some reason that's not the case in the world of 3d engines. Everyone seems really hungry for whatever scraps they can get, and there's nothing good in sight.
>>
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finally got my dungeon generator working
here's my debugging output
>>
>>173010829
You deleted all your fucking racist tweets off twitter?!? Wtf bokudev I can't wait to see your career fail that kickstarter is going to bomb.

>name fagging

REEEEEEEEEEEEEE GET OUT OF AGDG
>>
>>173003984
fix your style googs jesus fuck please
>>
>>173011583
the best 3d engines are all written in Java
>>
>>173011517
Knowing how, when, and how hard to shill. Game quality doesn't even matter a bit. Hell, you don't even need to have a game if you can make artwork and pretend the game totally exists. It's a sad reality but this is the secret to being a successful gamedev. Now, the secret to making a good game, that's another story completely.
>>
>>173011583
Most of the time its no scope control, or people with zero 2d exp trying to into 3d.

Or what ive seen is a stupid NIH approach where they just hobble together dependencies. Then realize its un-maintainable, bloated trash. So they try to implement all of it themselves and realize they cant.
>>
>>173011613
That looks great!

What kind of algorithm did you use to check for part fitting? Just based on block?

Whats the game going to be?
>>
>>173011719
yes I want the secret to making a good game not faking with art work if I wanted to do that I would tell my really good artist friends to pretend a game exists etc
>>
>>173011903
It's obviously trying out random room shape candidates at random existing room endpoints.
>>
>>173011613
Looks like it could perhaps use some erosion passes (to kill off pointless hallways or whatnot).
>>
>>173009651
What about Irrlicht?
>>
>>173011701
cant fix perfection
>>
>>173011967
Have you thought about optimizing it just try more outward exits? I noticed it tried to place shapes inside itself a lot
>>
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>>172926586
----[ Recap ]----
Game: jamos
Dev: anon
Tools: c sdl allegro
Web: n/a
+ added opensimplex noise as agdg thread said it was better than perlin noise
+ fixed some more vs6 compile errors and removed optimised double bit twiddling code that was causing the compiler to crash during optimized builds, replaced it with standard libc functions
>>
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>>173011613
more

this actually handles multi leveled rooms, but I'm only debugging with a single room since rotation was a big issue.

>>173011903
block based. Rooms will have set templates which are a list of "floors" that have 2d bool arrays for spots that are occupied.

I want a dungeon crawler-esc game where it'll be 3D and the dungeons will be generated randomly each time.

I'm already testing 4.6 unitys new "runtime navmesh generation" which seems really neet

>>173012172
Maybe, I'll keep that in mind
>>
>>173011907
There are many methods. The key is to design around a fun experience, i.e. gameplay in the loose sense (in an RPG, dialogues are usually a big part of the gameplay, unlike the combat).

Strictly speaking, it's about stimulating dopamine spikes. The way to achieve that will depend on factors such as your audience (which you must know - "people like me" is a valid choice, but that doesn't mean your audience will be large). Thrill-seekers will like it when surviving alone is hard, for instance (e.g. you die in just a couple of hits). If that is your target audience, you would then design the game around encounters like these, which means everything must exist for the sake of building up to these encounters. You can't throw infinite health potions at the player if the fights are supposed to be hardcore.

While some of the best games are simple iterative processes over previous games (see: quake or ps:t), others are completely new designs (which does not mean they aren't based on other games), such as diablo or harvest moon, which target audiences that haven't truly been tapped before.

Finally, you must know how to listen to what your audience says and evaluate their propose solutions without letting them direct the development, but you're not there yet.
>>
>>173012172
>>173012429
nah fuck that, just join pointless hallways into pairs that are linked by teleportation portals at the end
>>
>>173012518
That actually would be infinitely easier
Or just put something at the end of deadend hallways like a small chest or something.
>>
>>173012193
Limited capabilities all around. I'd rather use urho3d if I were to go that way.
>>
>>173012429
You don't need runtime navmesh generation since you won't be dynamically generating rooms during gameplay (as opposed to at level load time).
>>
>>173009320
post version where copper breaks windshield with built up rage
>>
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Is it a good or bad thing to have your game constantly compared to another more popular game that came out before yours?
>>
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lel

Who wants to animate my game for me?
>>
>>173012931
depends on how old the other game is
if its an old beloved game, good!
if its a recent indie hit, bad!
>>
>>173009907
>>173009959
I literally couldn't care less what the dev of some 2d platformers opinions on politics are. I go to a game dev twitter to check on progress of games, not hear some uninformed retard blast his retarded political opinions out of his asshole. It's bad practice to talk of politics on your dev twitter because regardless of what "side" you're on, you're going to lose potential sales from people who disagree.
>>
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>>173012248
i beg to differ
>>
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>>173013087
My game keeps getting compared to undertale.
>>
>>173013234
+1
>>
>>173013535
No blue men?
>>
>>173013535
post game?
>>
>>173013535
is your game an undertale fangame
>>
>>173012705
If I want the mesh from rooms to flow seemlessly into eachother I would, unless there's some other simple way to do it.
I haven't seen any other simple solutions, and generating a navmesh that connects all the rooms together is super simple
>>
>>173013234
>potential sales
the people who care about this always have billions of units of potential sales
>>
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>>
>>173006408
>Step 1. Draw art for popular fandom.
>Step 2. Draw porn for popular fandom
>Step 3. Repeat for a while and rack up a follower count
>Step 4. Eventually mention you've got a game in the works

Alternatively:
>Draw porn of your characters to up your followers, then announce there's actually a game about them coming out
>>
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Is there any software that will help with non-linear story development?
>>
>>173014116
Yeah It's called being good at programming
>>
>>173014116
You mean a program to visualize and edit a node structure for a VN?

Might wanna try traditional graphing software with editing / notes features.

But its an interesting project, going on the backlog
>>
the yellow man in my closet keeps telling me to quit gamedev =(
>>
>>173014116
Program it directly using coroutines.
>>
>>173014691
I meant every word of it
>>
>>173014116
Just search for a tutorial on how to do your dialogue scenes, and then use bools to connect them or disable other choices... I guess.
>>
what's a "normal" field of view? what does 60 mean?
>>
>>173015449
nvm im stupid
>>
>>173013535
post your game so we can be the judge of that.

Also don't let shitheads discourage you, undertale was fine for what it was. Maybe a little overhyped by its rabid fanbase, but it was enjoyable.
>>
>>173015550
join da club
>>
>>173015449
90-110 for normal 16:9 monitors pc games
>>
>>173015609
im gonna use 50
>>
>>173015449
The "normal" (vertical) FOV probably refers to the expected angle between the top and bottom of the window/screen from your perspective. Ideally this angle is what you use in-game, otherwise you can confuse your brain and become less immersed, more prone to motion sickness, etc.
>>
>>173015803
well youll have no problem porting to consoles
>>
>>173015449
>>173015847
Of course, since you can't predict this since it depends on how big the user's screen/window is and how far away they are, you should make it an option and give a large range (support both couch gamers and Quake pros) like a sensible developer.
>>
>>173001265
>sucks to say this but at this point roguelike purists should come up with a new term for true roguelikes

>immigrants come in our country
>present them various foods, among which there is sushi
>from now on they proceed to call every single fish food as "sushi"
>we're the ones who have to change and come with new term for true sushi

Or instead of choosing the easy way out and accommodating the mouth-breathers , you could aim to educate them and refer to games properly. Don't Starve for example doesn't have roguelike as a tag. I mean casuals don't even know what a roguelike is, so long as you refer to roguelite games as such, or just as "proc-gen survival" games, they will also do it. This tendency to call every randomly generated game a roguelike probably started from the developers themselves trying to reach more audiences/make their games look more "hardcore".
>>
>>173007389
>Something I notice a lot of other devs doing, refrain from posting personal things.
That's a side-effect of how Twitter works really, broadcasting it to every single person that follows you. So shill twitters stick to substance.
>>
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dialog line parsing for super easy dialog tuning.
debug player name input.
debug gender input that effects dialog.
>>
>>173016806
>you could aim to educate them and refer to games properly
or you could aim to make a game
>>
>>173017937
HETERONORMATIVE!!!
>>
>>173014052
Question: does map generation take that long when you're not putting up a debug display?
>>
>>173017937
>that sudden anime girl
>>
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Keep spending time on my menu UI stuff since it's kinda fun. Think I'm at a stopping point for now though. Can always go back to it.

Before: https://streamable.com/8cx13
After: https://streamable.com/gy2dw
>>
>>173018012
No

I generated a 1000 room dungeon in 2.5 seconds in visual studio.
And a 40 room dungeon took 10 milliseconds.

Haven't run it in Unity, but there are still plenty of points in the code I could optimize if I really cared to.

It's plenty fast for Unity since generating the template for the room is the easy part (especially with the way I represent room data).
The most time costly part will be creating all the prefabs in world space, placing them right, and then generating a navmesh over the whole thing repeatedly for the different entity types

I don't imagine it will take too long, but it doesn't really matter since I can just stick a loading screen on it. Entering into a game and having to wait a second or two is the least of my worries.
>>
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>>173018164
>Project: TRANNIES
>>
In EVE online, how long would it take to go from one end to another?
>>
>tfw you want to make a game but suck at all aspects of making a game
>>
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Just for shiggles, I'm trying to remake that perplexus game ball thing in Unity for VR.

Is it possible to make the Unity physics more snappy and less floaty? Whenever the sphere is lifted too quickly (honestly, not very quickly at all), the ball drops through the bottom of the rail even when everything is scaled up, the fixed step is set low, collision is continuous, and the solver iterations are set high.
The ball also gets kinda "sticky" on the tracks at many points.
>>
>>173018305
We've been calling it shootyships but that's pretty good too.
>>
>>173018319
>getting excited about HUGE empty games
>>
>>173018320
>tfw you are excellent at all aspects of making a game, but just too lazy
>>
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audio testo
how is it
agdg
>>
>>173018357
just wondering
>>
>>173018373
a bit quiet
>>
>>173018373
fix your camera for your game already jeez
>>
>>173018365
so you arent excellent at all aspects of making a game
>>
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>>173018373
>>173018426

https://twitter.com/TheeWhiteReaper/status/849144932749246464

Whoops I'm retarded I forgot to link
>>
>>173018164
This looks pretty nice. What's the gameplay like in this?
>>
>>173003984
DRAW
FROM
REALITY
FUCKTARDE
>>
>>173018525
reality is an illusion
>>
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>>173018521
Top-down 2D space arena team shooter, aiming for 40-60 slots in a server.
>>
>>173018512
sounds need some balancing in terms of volume, the buttons feel way too loud compared to everything else
you can make them slightly louder but make sure their noise is distinct and cuts through everything else and you don't really need the volume
>>
>>173018525
why
>>
>>173018373
Silence is vastly preferable to bad music. Good ambient is better than bad music.

... Good music can be godly, though.
>>
>>173018595
I see, it's you again. Your title screen Ui somehow looks way more professional than your in-game ui.
>>
>>173018525
reality is uglier than anything ive ever drawn.
>>
>>173018708
that's not reality, that's a fascimilie of an imitation of reality
your art is fucking ugly dude
>>
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>>173018694
Yeah, I never decided what I want to do with it so I got frustrated and went back to working on the main menu again instead. Here was my last mockup but it still needs a lot of work.
>>
Anybody using Unity 5.6 already? Been waiting desperately for being able to update navmesh stuff during runtime because I want dynamic/procedural maps... According to the release notes this finally seems to be possible - is this true? And does it work "well"? Are there any restrictions to keep in mind?
>>
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>>173000103
https://www.youtube.com/watch?v=ZKz65z1ItX0
?
>>
does love2d need a dll library for basically everything i require into my game?
do i need some "socket.dll" in the same folder as my game just to have it connect?
>>
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rate my pawn piece
>>
>>173018748
even google cant stand humans, it gives me anything else because humans are so unaesthetic
>>
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I need help
I don't knwo what to do with its arms
I don't want him to swing them back and forth like on a stroll, but holding them like this is shit too

any suggestions?
>>
>>173018902
tag yourself
>>
gugem getting destroyed in the /v/ thread:

>>>/v/372782614
>>
>>173018895
I think you could cut down the facecount a lot without losing too much quality. How often are you going to zoom in on 1 pawn that closely after all?
>>
>>173018963
make the fingers move up and down
>>
>>173018839
you can download the scripts from the git repo for navmesh runtime generation
google it, it comes up

I played with it and it lets you generate stuff at runtime.
I tried connecting separate meshes, but it was really shitty so I opted to just connect my prefab areas and then generate over all of it
>>
How does this make you feel?

https://www.youtube.com/watch?v=WztV1shdveM
>>
>>173018963
spooky geocities 1990s skeleton gif / 10

Anyhow, try making them bob just a little with the stride. Holding them perfectly still is weird as heck.
>>
>>173018512
Got a link to the full music track?
>>
>>173018810
Doesn't look too bad. I would also still make some kind of ship hologram art for something.
>>
>>173018983
thanks for the thread alert, i barely ever think to check /v/
>>
>>173019001
I plan on the person playing the game will be able to pick up the pawn and place it on the gameboard and it will zoom in on the piece when you pick it up
>>
>>173019048
>git repo for navmesh runtime generation

Thanks, just searched for it, found this here:
https://github.com/Unity-Technologies/NavMeshComponents

I assume this is the repo you were referring to? Sorry for asking stupid questions, I just found out about 5.6 earlier this morning.
>>
>>173019010
>>173019121
thanks
>>
>>173019191
Alright then. I'd still make a lower res version for using in a bird-eye-view when it's on the board.
>>
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Is this a video game?
>>
>>173019361
yeah I have to make different model views for different views of the game board when playing. Thanks for the feedback. It is so much work making multiple different models of the same thing in different views
>>
>>
>>173019379
No.
>>
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agdg has a voice chat... how do I get them to like me there?
>>
>>173019576
But that's Sam Hyde. He doesn't live in Halifax........
>>
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>>173018525
Hey, that's rude, Marfans syndrome is a real thing.
>>
>>173000587
>posts about lewd loli jam
>pic is from the most pure and non.lewd loli manga ever
Come on gogem
>>
>>173019714
1) Ask anyone who enters whats their game if they are a new dev in the room.
2) Do not shout over others wait your turn to speak.
3) DO not even give a single fuck about the 2 to 3 girls that come in from time to time, bantering at them won't get you a gf and they have nothing to offer gamedev wise so just ignore them since they are pointless attention whores anyway.
>>
>>173019876
>Boku, Batch, and comfy.

>3 Girls.
>>
>>173003984
they remind me of the tall chicks from high school

and they were hot

keep going
>>
>>173019869
marrying a loli is inherently lewd
>>
>>173019379
WTF this is? this is game? this is not game
>>
>>173020070
I'm pretty sure he says he'll wait ten years before marrying her. At least read the manga before you shitpost with it.
>>
>>173019379
Delete this.
>>
>>173020303
What is the name of it? It looks cute.
>>
>>173020475
Miman Ren'ai
>>
>>173019379
No, doesn't look like it. What is that supposed to be?
>>
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>>173019010
>>173019121
thanks once again guys, I think I'm getting the hang of it
>>
>>173020070
>gogem.pro
Reminder that this idiot thinks loli is inherently pornographic.
>>
>>173020606
Woah nice. That really brought it together.
>>
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How's your progress today, Anon-kun?
>>
>>173020303
>loli promising to marry adult
cute
>adult promising to marry loli
lewd

>>173020610
reminder this idiot cant distinguish erotic from pornographic and cant read the complete first line of a wikipedia disambiguation page.
>>
>>173020694
>he thinks wikipedia dictates the definition of the term loli
You really are a complete fucking retard. Lurk more.
>>
>>173020610
>loli
>from lolicon
>ie lolita complex
>"an attraction to young or prepubescent girls"
>...
>not pornographic
Okay dude
>>
>>173020694
This first line?
>Loli may refer to:
>"ロリ", A Japanese slang word which represents a cultural version of a more youthful or childlike female appearance. For example, ages under 13 or 14 are called loli. Sometimes we can call a girl whose body that has not yet reached adulthood as a loli while disregarding her age as criteria.
>>
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>>173020689
Here you go!
>>
>>173020768
Switching your name off to back yourself up again?

Pathetic.
>>
The thread is hereby closed until the Loli Shitposters are dealt with by federal agents. Thank you for your cooperation and obedience in this trying time...
>>
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>>173018902
How about you try googling something less like what a fucking alien would do to figure out how a human looks and do an actual search
>>
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>>173020824
>>
>>173019226
You need 5.6 to run it, and yeah that looks like it
super easy to run, just attach the script and hit the button in the inspector on the script
>>
>>173020992
Here's my argument
your wordplay is wrong
>>
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>>173021048
>>
>>173020893
well im drawing lolis so maybe you should google for children.
>>
>>173021074
my argument is that you made a false equivalence and that loli does not equate to lolita complex because they contain the same root but that doesn't mean that they mean the same thing

This is like arguing that being a pediatrician is the same thing as being a pedophile
>>
>>173021074
>>173020992
good job idolizing a fucking psychopath
>>
>>173021149
>This is like arguing that being a pediatrician is the same thing as being a pedophile
grade A retardation right here
hope it's not infectious.
>>
>>173021149
It's not an equivalence. It's the literal source of where the word "loli" came from.
>>
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>>173021132
>>
>>173021253
none of those are real
not a single one
>>
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----[ Recap ]----
Game: Legacy Code
Dev: legcodev
Tools: GMS, Photoshop, Python
Web: legacycode.itch.io
Progress:
+ Tutorial fleshed out
+ Different types of chests can spawn
+ Chests can drop random loot (just hp for now)
+ Polish bullets
+ New particles
+ Buildings have glass all over
>>
>>173021229
>It's not an equivalence.
You said that the two words were the same so yes you are arguing that it is an equivalence

>>173021361
man maybe that has something to do with the fact that figure drawing from children would be illegal
>>
>all that progress
stop, i can't handle it anymore
>>
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finished the fresh loli poses.
gonna make one more and move on to other stuff.
#lolijam
>>
>>173021408
Ok here's where you're fucking up:
"source" vs "likening two things"
>>
>>173021408
>figure drawing from children would be illegal
stupid?
>>
>>173021507
did she drop her contacts
>>
>>173021559
she's looking for her eyes
have you seen her eyes around ?
>>
>>173021590
Her entire head is an eyeball mate.
>>
>>173021559
they all have a pickup/inspect pose for a game mechanic.
>>
>>173021149
>>173021408
Anon they don't share the same root word, lolita is the root word.
A better comparison is like saying pedo is the same thing as pedophile, which, it obviously is.
In both cases the shorthand is slang derived from the full word.
>>
>>173021625
>trying to find MC's micro pedo dong
>>
>>173021003
>You need 5.6 to run it
Yeah, that's kinda obvious. Downloading it right now. Thanks again, and have a successful day.
>>
Anyone here who wants to make a hardcore loli game with me. I'm pretty good at drawing lolis.
>>
>>173021507
what is post 4 indicating exactly?
>>
>>173021638
no
>>
>>173021507
really enjoying this spicy googum art
>>
>>173021624
Well, freud's holding me by the titty, I can't see her head as anything other than a penis with a wig
>>
>>173021680
it's holding onto an adult character.
>>
>>173021737
Haha oh god the ears work perfectly for that
>>
>>173021408
>naked children are illegal

Welcome to the 21st century. No wonder Bioware just said fuck it and scaled down the adult model for the kid in the final scene.
>>
>>173021226
You really are a complete idiot.
>>
>>173021507
Can you please learn how to draw or stop posting your shitty art? You're an embarrassment.
>>
What kind of documentation would you want as an artist? Like I make a bunch of base blueprints/prefabs/whatever and you need instructions on what everything I made was and how to them. A link to a google doc? A text file included in the project? A sample map with each feature?
>>
>>173022710
>and how to them
>>
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>>173021507
>openly being a pedo when here everyone knows your identity
>>
>>173022710
2D or 3D?
>>
>>173022797
3d I guess? I made this scriptable interaction system for some artists where I have a base Interactable class, and a list of scripts, and you can assign a list of scripts to the Interactable. So I need to convey to them how to make their own Interactables with custom functionality and how to configure each script.
>>
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Frendly reminder - THIS is a person you share the thread with
>>
>>173022961
don't bully jofer
>>
DD14 is May 8th?
>>
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lrsp suggested a japanese elementary schooler uniform for the next loli but i think she just looks like a hipster, probably discarding this.
#lolijam
>>
>>173022961
It was a cute dev food video! I loved it.
>>
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A few updates on the second weekend jam: It starts on Thursday and lasts for 72 hours. The theme will be announced 24 hours in advance so you can get your noggin joggin. No cheating!

17 people have joined so far, more than double the participation of last time! Don't be a nodev, make something!

https://itch.io/jam/agdggj02
>>
>>173023649
>jam organized by discord circlejerk
pass
>>
>>173022790
Gogem is really hungry for attention now. Like more than ever. Year upon year of failure even after the school shooting game have made him really desperate.

He is going to try and stir controversy as usual but all it's going to do is tack another mental disorder to the laundry list of reasons why everyone hates him and he's below bottom of the barrel.
>>
>come back after a year
>still source posts
>still namefags bitching at each other

good to see nothing has been made hmmmmmmmmmmmmm
>>
>>173023649
>memegames
>>
>>173023790
just like your game huh
>>
>>173023293
Stop trying to clique about loli rape sim dev and try to make an actual game this time retard.
>>
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>>173023293
better headwear
>>
>>173023836

I don't make game dummy.
>>
>>173023949
exactly
>>
>>173023790
>posts
>>still namefags
Bokudev is the only namefag/discord namefag who just constant progressos regardless of everyone else here bitching at him or trying to end his career before it even starts/he can leave agdg its quite wonderful honestly him and some other devs here make agdg good times again since hopoo.
>>
What's wrong in my workflow in blender if I get flipped normals often ? It happens too frequently to be the program itself I think.
>>
>>173023293
>>173023857
Does good take drawing requests?
>>
>>173024015
Boku runs his mouth shitposting about politics so he is dead in the water and will always be here. He is the next gogem.
>>
>>173023857
>proportions are closer to half-decent
>looks like an actual human
>looks almost like a girl at that

This is where you need to start learning from googs.
>>
>>173024015
Bokudev asks for feedback then ignores all the feedback he gets, and he keeps bring ing up 'Discord told me to do this' 'Discord told me to do that' in the thread. I wish he just moved there and stayed there.
>>
>>173024205
>paying monthly for what should be a simple exchange of money for a drawing
>>
>all these samefag posts from gogem praising his """"""improved"""""" """"""""""""""art"""""""""""""
You'd think after being caught doing this so many times already especially on 8.chins with the IDs he would give it a rest.

No gogem, a magical gaggle of fans do not materialize for you everytime you decide you're going to save face on agdg. Fuck off.
>>
>>173023649
Reminder that if you participate in these discord organized circlejerks, you have failed as a video game developer.

Stay away at all costs.
>>
>>173024110
Whats wrong with talking about politics as a gamedev? Redpill me er... Don't pill me
>>
>>173024205
>implying anybody here has any money
>implying if they did they'd put their money into you
0/10

maybe you should try drawing for free before you try drawing for money so that way you get more good rep?
you can start by drawing something free for me :^)
>>
>>173024313
Nobody plays videogames to deal with any kind of political bullshit, it's escapism.
>>
Why are so many /v/bros trying 3D now?

>>>/v/372755443

What happened to them? They used to be cool.
>>
>>173024443
>Nobody
nice absolutism there, im sure it will hold up universally.
>>
>>173024502
Fuck off you talentless hack.
>>
>>173024502
So, just like your games then ?
>>
>>173024598
where's yours then asshole?
>>
>>173024443
That's a stupid statement.
>>
>>173024472
3D is more validating for ADD kids because you can c/v assets store stuff in no time.
>>
you told me the /v/ threads were better

instead there's just an autistic "artist"
>>
>>173025884
Theyre not.
You see a couple of projects who may not post here but thats it.
/v/ know even less than /agdg/ so theres even more idea guys.
>>
>>173025884
Both are filled with shitposting, you're on 4chan after all.
>>
>>173007524
If none of the characters have no mouth how will they give oral?
>>
hey its me that highly motivated anon from 6 months ago!

i didnt work on my game
>>
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>>173027349
it's magic, i dont gotta explain shit.
>>
>>173004660
>our email
>doesn't post email
O-okay
>>
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>>172998916
Remember to keep nutrition levels up during your late night dev sessions

https://www.youtube.com/watch?v=SOxw1nqJNOg&feature=youtu.be
>>
Wtf. Why did the Unity team decide that their Color.yellow constant is not (1,1,0) and is (1,0.92,0.16) instead. Like... what? All their other constants are standard unit colors.
>>
I'm making a game in GameMaker. What should I do about fonts? Is there any license bullshit I have to worry about if I'm using the built in fonts? Should I make my own font?
>>
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Reminder that if you are not anti-white, you will never make it
>>
Does anybody know if it's possible to integrate XNA into VS2017 Community yet?
>>
>>173028190
>XNA
anon
>>
>>173028032
I'll never betray my race or the great western civilizations. If hajeeb wants to fight I guess it will be time to don the cursader helm and get ready to dues vult because I'd rather fill hundreds of mass graves with mudskin civilians than see one glorious fellow westerner die.
>>
>>173028231
I like XNA, it's great for prototyping small stuff.
>>
>>173028231
>>173028329
Besides, there are some extremely successful indie games made with C#/XNA. One of the latest being Stardew Valley.
>>
>>173028279
t. bokudev
you are done kiddo, DONE!
>>
Is Gogem the Anthony Burch of /agdg/ ?
>>
>>173028708
I hate gogem but you're going too far
>>
>>173028190
This used to work for me in VS2015 pretty well: https://github.com/Noxalus/Danmaku-no-Kyojin/wiki/How-to-use-XNA-4.0-with-Visual-Studio-2015

Since VS2012 they've tried to keep the versions as cross-compatible as possible, so that may still work. Haven't verified it though.
>>
gugum getting BTFO hard on /v/.

>>>/v/372793532

>>>/v/372793743

Why does he even bother?
>>
>>173028708
No, Anthony Burch has actually created relatively enjoyable content, which is something goog will never be able to do.
>>
>>173028917
Thanks a lot! iirc I got the updated version for 2015 from the blog page of one of the XNA team members back then, but I lost the link.
>>
I used to defend both Rotate and Gogem, because I couldn't believe they were as bad as people said.

Until one day, gogem suddenly went into a massive fit attacking my progress post for no apparent reason. Now, I make sure to shit on him and his failure of a life every time I see him try to pose as some sort of game guru for newfags.
>>
Your clique drama here is so fucking pathetic. No wonder you will never make it.
>>
bad at unity dev here

how do i properly reference my camera's transform rotation on the X axis?

it keeps going over and under the desired threshold
>>
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Two tracks, the credits and final boss variation on the victory fanfare

https://soundcloud.com/ryunocore/144-credits/s-YXVUW
https://soundcloud.com/ryunocore/150-new-fanfare/s-5DNDB
>>
>tfw no neet slave programmer to do your bidding
>>
guys im thinking about working on dignity again
>>
>>173029865
You mean you want to constrain your camera movement to specific angles?
>>
>>173030362
yeah
>>
>>173030378
https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html
>>
>>173030269
>tfw no passionate and talented animator to crank out character animations
>>
>>173030492
email me

[email protected]
>>
>>173027505
Are they eyebrows or eyes?
>>
How many sprites draw calls can software rendering usually support? Any way to test without installing OSmesa?
>>
>>173007340
lol, you fucking retards would rather do this than making a decent game
>>
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Found and fixed stupid bug in world generator at last. Now I need to add loops generation to it.
>>
>tfw no email from 2nd greentext poster
>>
>>173011517
>/agdg/
>successful
>>173011719
""""""""successful""""""""
>>
>>173031030
Draw calls are not limited by anything. You can have infinite number of them, it will just take infinite time to render, that's all.
>>
>>173031254
Won't I get some sort of overflow because it's done in main memory rather than on the GPU?
>>
>>173031151
Why are the hearts upside down?
>>
>>173031310
I doubdt you are capable of reaching this. It would take some tricky code to do this and could be done only intentionally.
>>
>>173031390
they're not hearts
>>
>>173027980
Use dafont.com, look for commercial free ones,
>>
>>173031390
It's not hearts.
>>
>>173028397
I thought stardew valley was made in rpg maker.
>>
>>173007407
wtf i love gogem now
>>
>>173031506
I see, thanks.
>>
>>173009651
you can easily make a game engine yourself if you're not retarded. most commercial (not talking about amateur indie retards) game developers use in-house engines, not the off-the-shelf garbage you get with unity etc
>>
>>173030269
I'm a neet programmer and I will literally make your game if you supply me with decent art.
>>
>>173031983
>you can easily make a game engine yourself if you're not retarded.
hi nodev.
>>
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>>173031616
>>173031623
>>
>>173031991
what engine
>>
>>173032068
nicely meme'd
>>
What's a nodev?
>>
>>173032105
My own in C++/SFML.
>>
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>>173032184
shoot me an email

[email protected]
>>
>>173032174
a buzz term for someone who doesn't make games. "no dev". generally used by amateur devs as a coping mechanism when people point out flaws in their game engine (usually the unity engine).
>>
>>173032292
shorter answer:
(you)
>>
>>173032292
T. nodev
>>
>>173032283
Post your art first. Because I have a feeling you're that guy who posted that ugly purple gargoyle.
>>
>>173032292
Cool! Nodev here.
>>
>>173028190
>microshit
>>
>>173023702
>>173023832
>>173024296
>S-stop organizing actual jams in my circlejerk thread!! REEE
>>
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>>173032465
random animation im working on with dota models i rigged
>>
>>173024296
this
>>
>>173009651
I know that feeling bro:
>Want to make 3D game
>Tons of hi-quality 2D engines around, most of them free and opensourced
>NOT A SINGLE ONE descent 3D engine
>Making your own is nearly impossible in terms of time investment
>FFFUUUUUuuuuu...
>>
>>173032697
I don't play dota, so no clue but, are those your models you made yourself?
>>
>>173032801
nah my modelling is passable though
>>
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>he makes shitty games for some Jam because he cannot create actual good games.
>>
>>173032815
Example?
>>
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>>173018164

Finalizing the in-game menus at this point. For now, anyway. Also adding silly filler flavor text for the ship hulls. Still need a scoreboard (not sure how to do this nicely for 4 teams) and popup ribbons for kills and for a team willing a match/round and such. And of course the actual in-game HUD. One day I can get back to gameplay.
>>
>>173032769
have fun with your 2d pixel "art"
>>
>>173032643
should I post some jams organized by reddit too?
>>
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>>173032854
>Please do make a game for the loli jam though!
>>
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>>173032864
>>
>>173033027
>jam announced on /agdg/ and organized by members of the semblance of community /agdg/ has is not an /agdg/ jam
are you just upset somebody decided to take the matters into their own hands and didn't let you spam polls to get some shit anime theme in
>>
>>173024296
>s.s.stop, bow down to my supreme authority OR ELSE
fucking idea guys I swear.
>>
>>173033000
>Comment completely unrelated to original post
Never drawn a single pixel art in my life btw.
>>
>>173032942
Looks nice. You could improve consistency in box spacing, fonts, and launch button and then it would be perfect.
>>
>>173033158
how many participants of the first one are not Discord regulars?
how many Discord regulars post just as often in the thread?
>>
>>173033205
well you have basically these options:
>invest a shit ton of time into learning how to use some schmuck's off-the-shelf game engine which ends up being lackluster for what you want to do
>invest a shit ton of time into learning programming and making your own game engine which perfectly suits your needs and with the skills learned you can improve other aspects of your game development (programming the game itself, making tools etc)
>make shitty 2d games
>give up
>>
If you get a bunch of Steam keys for your game and sell them externally, do you still have to pay Valve their cut?
>>
>>173033402
And 2D is shit because..?
>>
>>173031757
XNA
>>
>>173032864
not interested then
>>
>>173033594
Theyll remove your game if they ever got wind. But they're gonna kill grey markets soon anyway.
>>
>>173033290
there are at least 4 games which devs i recognize from threads, which makes a pretty damn good whodev to dev ratio for a jam that was created and promoted by someone who is completely unable to do it
it's a better result than """agdg""" lewd jam could ever hope for after being shilled everywhere outside /agdg/ and not having any association on the page
>>
>>173033609
because that faggot thinks drawing sprites is hard
>>
How do you feel about gogem.pro?
>>
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>>173033704
they're gonna kill low-quality games too

https://www.youtube.com/watch?v=L1OyenZvskc
>>
>>173033704
Isn't the whole point of the key system to let you sell them externally?
>>
What's the largest a sprite should be for a 2d game?
>>
>>173033801
I feel nothing
>>
>>173033804
>Valve says they know all the issues and why they happen
>done fucking nothing for years
I'm keeping my expectations down
>>
>>173033804
Ive already seen TB's version.
no smart dev will externally send keys after the feature gets implemented.
And Valve could easily trace grey keys after that.
>>173033901
no, valve hate grey sites.
>>
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>>173033221
Everything is pretty measured margin-wise, but if there's something in particular that I missed I can take a look at it. I like the console-style font within the black panels compared to the thin interface font on the outer gray panels, as if you're looking at a computer screen. I don't love where the launch button is but I have to leave room on the right side of that panel for text, especially taking localization into account.
>>
>>173033914
that entirely depends on your ability to make them look good at given size
>>
>>173033914
2048x2048
>>
>>173033981
>I'm keeping my expectations down
good

but you know it takes time to implement the quality control system and you have to figure out if you're doing it the right way (see: paid mods fiasco)
>>
>>173033982
im stupid, after shit gets in, there probably wont even be codes. Youll just have a virtual stock to send to people or something. so no more codes in general
>>
>>173034073
It sounds like they're letting the userbase handle quality control again, which is classic Valve and will almost certainly be abused just the same.
>>
>>173033804
>video
is this guy the alex jones of video games?
>>
>>173034153
Theyre not going for blanket CC besides upping the minimum and a goal before you can even add cards. (which will get abused). Their future gimmick is everyone only seeing exactly want they want based on XYZ.
>>
>>173034023
That explains it. So the launch button looks off due to text line heights in header and left box. Just moving launch button up a little until horizontal and vertical paddings are equal would fix it.
>>
>>173034073
It also takes more time because it doesn't cause immediate benefit like the paid mods fiasco, so they'll just take it easy.
>>
>>173033784
show us your portfolio Da vinci
>>
>>173034449
https://www.google.sk/search?q=famous+da+vinci+paintings&hl=en&site=webhp&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiD7-Kf4YrTAhXFCCwKHVFWDwsQ_AUIBigB&biw=1760&bih=867
>>
>>173034379
I was doing 10px horizontal padding and 5px vertical padding but I might swap it out for just 5/5 (10px is too much for vertical). It's like that on all my windows, but it isn't a difficult change.
>>
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>>173033804
>mfw shitdevs like gogem will finally disappear
>>
>>173034535
checkem
>>
>>173034680
What is this expression conveying?
>>
Are itch.io good lads? Worth supporting?
>>
>>173033804
>you need to pay valve to get your shovelware on steam now
who is defending this
>>
>>173034901
Have you been asleep for the last 5 years?
>>
>>173028279
The last time westbros tried that it ended really well right?
>>
>>173034964
>it's 2017
pretty much yeah
>>
>>173034901
greenlight has a submission fee already anyway.
>>
>>173035154
wait so gogem spent 100 dollarydoos to get his shit out there
>>
>>173031983
Is that why the only people who successfully release anything along with making an engine make a barely-engine and release a pretty broken games, after years of work for what should be months at most?
>>
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1/4 room sections of oldtown ingame now.
>>
>>173035358
LOL delusional newfag, good luck making a half-way decent game in a few months, for example bokube is still in development and it has been for like a year+ (idk exactly how long)
>>
>>173035736
>bokube's game
>decent
Nice try bokube
>>
>>173035420
If every single light flashes like that I think it'd be really annoying
>>
>>173035420
give your character some clothes
>>
>>173035823
oldtown, dilapidated, hasn't modernized along with rest of cyberpunk city.
But yeah, I was trying to recreate the buzzing/flickering those old lights do.
Your right I'll tone it down/restrict it.
>>
>>173035807
that's the point, whether or not you consider bokube to be a decent game, it has been in development for a while and using a game engine isn't a magic bullet to getting a GOOD game on the market in "a few months". the only exception is if you hit a home-run with a game like flappy bird which is still shitty from a technical standpoint
>>
>>173013535
>implying that's abad thing
Undertale has vibrant characters, amazing music, fun gameplay and gave me a stupid grin the whole way through, take it as a compliment man, if you're getting compared to one of best selling indie darlings favourably, something's going right.
>>
>>173031983
Why the fuck would you reinvent the wheel though? You can just get GODOT which supplies you with all the basic stuff you'd waste months developping for no reason and if it's not enough you can always add more modules to it very easily.
>>
>>173036190
nice try, shill.
>>
>>173036408
>undertale is bad because /v/ told me so and two fanart pics i've seen on tumblr made me cringe
>>
>>173036408
>an indie game made by one guy and some help has paid marketers
What?
>>
>>173028279
>my superior ethics and moral codes are supreme
>time to murder defenseless women and children to prove it
I take it you're american.
epic
>>
>>173036458
>undertale is good because >>>/r/eddit told me so and two fanart pics i've seen on tumblr made me fap
As I said
fuck
off
shill
>>
>>173035928
Gay
>>
>>173036637
Undertale was literally made possible thanks to /v/ you newfag
>>
>>173036637
I pirated the game, dipshit, the game came out 2 years ago, why the fuck would there still be shills for it you paranoid fuckwit.
>>
>>173036190
>Undertale has vibrant characters, amazing music, fun gameplay and gave me a stupid grin the whole way through
who the fuck writes like this if not a shill or a sarcastic troll
>>
>>173036718
>>173036734
hownew.ru
>>
>>173036734
Just ignore him, it's probably the same guy who kept trying to derail the thread with /pol/shit yesterday.
>>
>>173036637
fuck off retard
>>
>>173036734
>>173036718
t. cucks
>>
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>>173036846
>>173036718
>>173036830
>>173036734
>mfw there are retards on this board who defend Undertale
>>
>>173036808
>>173036868
Here's two (You)s, now fuck off.
>>
>>173036928
You can get a (You) too buddy.
>>
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>>173032942
Trying the radial hud thing but I feel like it's just too distracting. Not sure if it's worth pursuing.

Full video: https://streamable.com/oaveb
>>
>>173037003
>>>/r/eddit
>>
>nodevs asslicking a shitdev
I bet these people like gogem too
>>
post number 173037091, you've had enough (You)'s for one day, we don't want you getting any fatter do we?
>>
>>173037213
>an Ultra (You)
Woah thanks anon!
>>
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>he unironically likes shitgames
>>
>>173037041
why not? seems much more useful for the player to be able to keep the eyes on the center-ish area
>>
Onodera > Chitoge
>>
>>173037041
i like it. maybe make it translucent to make it less distracting
>>
>>173037041
Try lowering the opacity of it a bit?
>>
>>173037673
>>173037635
>>173037513
>>173037041
Excuse me but can't you see we're having an argument here? Nobody cares about progress posts so you should go to >>>/r/gamedev while we argue why a game is shit or not.
>>
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>>173037041
>>173037635
>>173037673
With some alpha to fade it out some. Harder to see against bloomy geometry now though unfortunately, but better overall.

Video: https://streamable.com/vwvlh

>>173037513
Just concerned with there being too much clutter in that area while also trying to dodge and shoot bright colorful bullets.
>>
>>173038075
looks nice imo. you could make different options to let players switch to a screen corner hud if they prefer
>>
>>173038075
Have a the screen give an effect around the edging (kinda like blood in fps games but different) when the ship is low on HP or when the ship is out of energy.

Include that and it should work well in conjunction with this UI due to it's centric design.
>>
>>173038221
or having the hud at the bottom center of the screen
>>
>>173038221
I could do that. I'll probably do radial or bottom-center as a toggle, but that will have to come later.

>>173038291
Yeah. I'll do some sort of (optional) screen-edge warning for damage. Energy drains out and recharges so frequently that I think it'd be annoying to flash at people for that.

Still have no idea where to put the weapon selection/ammo indicators. Big ships can have up to 8 weapon groups equipped.
>>
A shooter game where you shoot things.

BUT IN REALITY IT'S AN HORROR GAME, once you finish the game you go back to the places you shot up, now all gory and shit with spooky ghosts trying to kill you like in Fatal Frame.
>>
>>173038641
how about you get to work, nodev ideaguy.
>>
>>173009320
Dindu nuffin simulator 2017 edition
>>
>>173039024
I'm in the bathroom.
>>
>>173038641
a shooter game where youre the bullet
>>
>>173039112
perfect place to make your shit game
>>
>>173039264
rekek
>>
>>173038641
game starts cute and cartoonish, but gets bloody and gory in NG+
>>
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Rate my (two) rocks and tree trunk.
>>
>>173039630
Happy Tree Friends: The Game
>>
>>173039721
looks straight out of 7 days to die
>>
>2 ideas for loli jam
>can't choose which one to develop
fug
>>
>>173039825
choose the least developed one
>>
>>173039721
2007 call of duty / 10
>>
What does it take for a game to achieve the success of something like stardew valley?
>>
>>173037550
Onodera has written some pretty good papers on high performance concurrency primitives. Dunno what Chitoge has done.
>>
>>173039894
cheeky
I like it
>>
>>173039996
have passable art and a lot of content.
>>
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>>173039129
>>
>>173039825
Gimme your ideas
>>
Reminder that gogem and the discord idiots are so stupid they think loli is inherently pornographic.
>>
>>173040739
This
Don't bother trying to reason with them, they'll just call you a falseflagger (gogem) or a pedo (discord).
>>
>>173040739
as long as they provide delicious lolis i dont mind
>>
Dunno if this is the place for it, but here goes.

I want to make a text-based game set in the Holy Land, centered around the 3rd Crusade. Plot aside, I need an engine that allows for things like stats, perks, inventory, and exploration. I've dabbled with Twine, but it doesn't seem like the right choice.

Any better alternatives?
>>
>>173040739
It's not inherently pornographic. But who else but a pedo would make a game centered about children in skimpy clothing.
>>
>>173033804
googum on suicide watch
>>
>>173041174
>in skimpy clothing.
??
>>
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>>173041073
You can look forward to ""lolis"" like this
>>
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>doing Unity code tutorial
>guy uses mono, I use VS, because that's what the fucking Unity opened instead of its own IDE and guy says you can write in whatever you want
>write code exactly as he does
>get syntax error on a line
>compare with the tut
>exactly the same, no error
fuck this shit
>>
>>173041287
Remove the moustache and we've got a deal
>>
>>173041597
>Unity
stopped reading there
>>
>>173041597
this is why i can't into code myself

Learning art and animation instead, then i'll hire a monkey
>>
Modern lolifags are truly the worst. "I'm so nerdy eeks dee" normalfag-tier worst
>>
>>173041864
forgot to put your name back on, gogem
out of curiosity, what defines a non-modern lolifag?
>>
>>173041273
>no burqa
L-Lewd
>>
>>173040739
Why does gogem even bother shitposting here when he has Discord at his beck and call? Do any of them even post here except for him?
>>
>>173041978
My guess it would be thouse who fapped on Sakura Kinomoto before the first CCS doujin was released.
>>
>>173041145
You'll need to use a general purpose engine, like Gamemaker or Godot, and create the systems you need.
>>
How do I make a perfect circle in photoshop with pixel art? Seems impossible.
>>
>>173041864
Teach me how to be as hardcore as you
>>
>>173042125
now that's fucking degenerated
it's like fapping to yotsuba I wish I didn't do both things
>>
>>173042175
Use circle tool.
>>
>>173042175
You pick the circle tool.
>>
>>173042187
You need to make a game
>>
so from the unity asset store I am using a sword model, but the model also has a sheath connected to it. like it is in the same model. is there a way to disable the sheath by turning off its mesh or whatever in unity? or do I have to go into blender or something and get rid of it that way?
>>
>>173042302
>>173042314
It's filled with jaggies to the point where it's unsalvageable.
>>
>>173042484
Unless it's a separate object in the mesh/gameobject then probably not. You'll need to open it in Blender and re-export.
>>
>>173041597
seriously what's its fucking problem, it's defined right there
>>
>>173042325
loli jam hasnt even started yet
>>
>>173042493
are you baiting?
>>
>>173042559
You forgot the = retard
You have no idea what you're doing
>>
>>173042493
Anon, do you know what pixel art means?
>>
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>>173042559
>>
>>173042706
I didn't forget anything I erased whole line and copied it straight from his file, then erased it and the THEN forgot the = because I ws mad as fuck
it was throwing up the error the entire time
it's still doing it
>>
>>173042559
>>173042706

this right here, but I won't blame you. I was a fucking retard at coding for like a year and needed constant help.
>>
>>173042762
>>173042617
Yes, I know what pixel art means. What tool are you all talking of?
>>
>>173042992
You forgot the braces around the body of the loop.
You wrote:
>for (...) ...; ...;
Change it to:
>for (...) { ...; ...; }
>>
>>173042992
You also didn't enclose the two floats in braces
Please study some C#
>>
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>>173042559
>>
>>173042992
>coding while angry
nearly worse than coding at 3 am.
Go watch some porn, eat some cookies, then get back to work with a clear relaxed mind.
>>
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>>173043148
anon
>>
>>173042175
>photoshop
>pixel art
you'll have better results with MsPaint and I'm not even joking.
>>
>>173043320
I meant being able to do that in photoshop. Those were probably done in mspaint using the circle tool, but the circle tool in photoshop is fucking obolete. You can't even use the "pencil" tool to stroke the selected circle, it only uses the brush tool.
>>173043427
I would do mspaint but they don't have layers.
>>
>>173042617
>>173042762
I think he means a hollow circle like what is shown here >>173043320 and it's true there's no good way to go about that in photoshop that I'm . It's bad for pixel art in generalaware of
>>
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>>173043148
>click circle on tools panel
>drag circle on canvas
Is it really THAT hard?
>>
>>173043576
A hollow one...NOT a filled one. And I have cs5, not that ancient dinosaur.
>>
>>173043541
>that I'm . It's bad for pixel art in generalaware of
No idea what the fuck happened to my post.
>that I'm aware of. It's bad for pixel art in general
>>173043576
Not what he was asking for
>>
>>173043696
And now the real question again - do you know what pixel art is?
>>
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>>173043158
>>173043178
so it was this in the end
fuck my life this isn't fun at all
>>
>>173043576
that's a disk, not a circle
>>
>>173043875
>fuck my life this isn't fun at all
Welcome to gamedev, i've been at it for half a year and made a mistake solvable within 10 seconds that i spent 4 hours on.
>>
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>>173043696
use paint dumbass
>>
>>173042125
Now, why would one fap to Sakura when Tomoyo is much better?
>>
>>173043696
>draw filled circle
>ctrl+click on layer thumbnail to select contents
>Selection > Modify > Contract
> 1px
>Delete

Should work for what you're wanting
>>
>>173043875
your fault for falling for the asymmetric bracket meme.
>>
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>>173043875
Programming will always be a pain in the ass, but especially so for a beginner, because you haven't yet stubbed your toe a thousand times on the exact same piece of furniture.

Even professionals make that exact same fuckup now and then. Remember this?
>>
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>>173043946
I made it into circle in like, two clicks. So what was your problem again?
>>
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>>173041287
what the FUCK is "cmloto"
>>
>>173043320
it still has jaggies just that it's higher res you moron
>>
>>173042175
Use the circle select tool, and then draw with the pencil around the edges. It's real shitty but it's the best way I've found to do it without some sort of plugin.

If you're doing pixel art, get Aseprite, mate.
>>
>>173044050
>>173044078
>>173043992
I just feel like that code is not structured right
like you could do something to make it more readable but I'm afraid to touch anything to not break it
>>
>>173044195
?
>>
>>173044149
>in like, two clicks
Why doesn't a 2017 program do it in one click? Doesn't make sense.
>>
>>173044078
Hence why good programmers recommend always using braces on ifs
>>
>>173044167
Chloroform
>>
>>173044230
>>173043530
nah surely photoshop has to be able to draw a circle and draw pixel by pixel not just with the brush
>>
>>173044009
I personally fappen on Meiling.
>>
>>173043696
Hollow it out yourself with the pencil tool you lazy fart
>>
>>173044247
Yeah, that's programming. You get used to it, and then you realize everything in the world is totally broken and it's a miracle any of our technology ever works.

>>173044316
Allowing people to leave off the braces is one of those C design flaws that hundreds of other languages cargo-culted without applying an ounce of critical thinking skills.
>>
>>173044247
public void Childhood(){
print("I am cool");
}

public void Adulthood()
{
print("I make more sense");
}
>>
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>>173044195
pixel art is working with individual pixels you humongous faggot

if you want smooth shit do vector art
>>
>>173044463
>void Childhood()
>void Adulthood()
;_;
>>
>>173044247
>I just feel like that code is not structured right
what do you mean not structured right?
>>
>>173044331
There is no option to stroke with pencil instead of brush.
>>
>>173044463
public void OldFart(){print("I don't care anymore");}
>>
So I've been trying to go back to one of my old ideas and the main thing I've been thinking about lately is how to make a 2D platformer game which is basically a pure boss rush interesting, whilst still keeping the game relatively simple so that I don't run into many walls where I just don't want to do anything anymore.

The main core elements that I've always had in mind were ghosts 'n' goblins-esque gameplay, which means the combat is relatively simple and potentially dull, but each boss is selected from a pool of random bosses and when defeated gains you a passive ability and an active ability, but you can only use one set of abilities at a time.

But this still limits the amount of options available to the player during the boss fights so I was also thinking of a system between boss fights where you can sacrifice the two abilities to either get a permanent upgrade to the main characters stats or a weaker version of the passive ability that is permanent and can stack with other abilities you gain from bosses, meaning you risk not having more powerful abilities for the next fight for the potential of being more powerful in the future.

But at the end of the day, if all you're doing is fighting bosses, will that interplay of systems be enough to make an interesting game, or do you need to have other types of game play in there to mix it up? Like a linear level or possibly a randomly generated metroid-esque level first? (mainly thinking about cuphead here, as there were apparently a lot of complaints about it being a pure boss rush despite the player having a lot of combat abilities, which lead to them adding traditional levels before the bosses, which didn't look particularly interesting to me).

I know there's the fact that it all depends on how well it's executed in the end, but on a purely conceptual level it'd be interesting to hear some musings on how people feel about boss rush games.
>>
>>173044478
What are you even talking about. The first thing that's always not reccomended to do for pixel art is to not have fucking jaggies. Are you just shitposting right now?
>>
>>173045445
Are you looking for anti-aliasing help then?
>>
>>173045445
https://opengameart.org/content/chapter-6-anti-aliasing
>>
>>173045445
>The first thing that's always not reccomended to do for pixel art is to not have fucking jaggies

you are supposed to get rid of jags by hand with intermediate colors
anti aliasing in hulking majority of raster editors is fucking shit and creates pixels with reduced opacity and general blur
>>
>>173046319
>you are supposed to get rid of jags by hand with intermediate colors
>this is what 2d devs spend their time on because they're too scared to enginedev
>>
>>173028190
Why not just use MonoGame?
>>
>>173035420
I like that you picked up the arrows from ff7
and some of its apocalyptic futuristic aesthetic as far as I can tell
>>
>>173046509
you engine will create and animate pixel perfect sprites for you?
that's some fucking magic under the hood stuff you've got going on there mate
>>
>>173032697
That is actually really cool!

How hard do you think it would be to model and create a dota 2 hero that looks as well as those in Blender?
>>
>>172999195
Abstracting out a lot of elements of fighters into seperate components that can be reused for things like stage hazards, projectiles, etc. without needing entire new objects dedicated to them.
>>
>>173045387
>how to make a 2D platformer game interesting
impossible because it's an oversaturated market
>>
>>173046817
>what is 3d
>what is hardware anti-aliasing
>>
>>173047578
what the fuck does going from 2D to 3D have to do with enginedeving?
>>
>>173047690
Why the fuck are you replying to obvious bait? People like you decrease the quality of the general by indulging shitposters with replies. Fucking stop it.
>>
neet programmer here willing to do your game bidding
>>
>>173047137
Maybe interesting wasn't the word I should have used, as you're completely right in terms of oversaturation.

I guess the better term would be how to keep the gameplay systems engaging over a longer period of time.

>>173047772
This, I know the temptation is there to reply to shitposters, I almost replied to that first post myself, but just ignore it, they add nothing to the conversation.
>>
Does anyone here know of any good free hand model for a fps game? I don't really care if its animated as long as its rigged and I can do it myself.
>>
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>>173047772
>quality of the general
where the fuck have you been until now?
why am I the one you have to lash at?
this place is so shit I can't even tell who's serious and who's doing it for shits anymore
>>
>>173047807
For free?
>>
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And it's only just begun
>>
>>173027505
>>173030909
Eyes
>>
>>173048123

not that guy, but he will probably want revenue shares. not like there will be any, probably. Has there ever been a project from here that has made money?
>>
>>173047882
well just reading what you wrote i think you're going in the wrong direction

>each boss is selected from a pool of random bosses
no
> when defeated gains you a passive ability and an active ability, but you can only use one set of abilities at a time.
sounds like bastion
>I was also thinking of a system between boss fights where you can sacrifice the two abilities to either get a permanent upgrade to the main characters stats or a weaker version of the passive ability that is permanent and can stack with other abilities you gain from bosses, meaning you risk not having more powerful abilities for the next fight for the potential of being more powerful in the future.
it just sounds like you can have the bosses drop cash and let the player choose what they want to buy from the shop, maybe with unlocking items you can buy as the game progresses
>But at the end of the day, if all you're doing is fighting bosses, will that interplay of systems be enough to make an interesting game, or do you need to have other types of game play in there to mix it up?
interesting environments with simple gameplay systems tend to work best
>But at the end of the day, if all you're doing is fighting bosses, will that interplay of systems be enough to make an interesting gam
if the bosses are interesting and varied enough then sure, look at sotc

but that was more of a platformer/ puzzle game than a combat game
>>
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>>173048330
how new are you?
>>
>>173048298
Cute! What is this game about? And do you have a website?
>>
>>173047882
You can't go wrong with metroidvania. Just follow the formula and don't try to deviate from it.
>>
>>173048330
>revenue shares
This is understandable. I think it would be nice to partner up with someone, they do code and I do art and writing and we split profits 50/50.
>>
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>>173038075
Redid the radial bars so they look nicer now. Adding a little indicator in the center for the icon of your current weapon and how many charges it has.

I guess I'll put the full weapon readout in the bottom left. Then I need a place for chat, match status, killfeed, and some other things. So many HUD elements to worry about.
>>
>>173048665
your stuff would have to be head and shoulders above everyone else for someone to agree to split 50/50
>>
>>173048123
depends on the scope of the game and varies but I am a reasonable guy who is pretty open minded to all different game types

What kind of game do you have in mind friend?
>>
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>>173048531
Thank you.
The game is Comfy Alchemist, it's about well alchemy in a comfy village.
I have a blog squaredev.tumblr.com but I rarely update it.
>>
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>>173049015
>inb4 it's another haha nevermind episode
>>
>>173047690
the only reason why anyone would do 2d dev is because of technical and/or artistical incompetence. any real game developer would rather work with 3d if they could
>>
I might be the only one that use Clickteam fusion 2.5 but i released my pathfinding engine from House Cleaner as open source if anyone wants it, u can get it here https://shotgunanacondadev.tumblr.com/
>>
>>173048365

>no
What's wrong with the random bosses as an idea? The bosses themselves wouldn't be random, each one would have it's own area, but the progression from each one would be random, so instead of it being Boss A -> Boss B -> Boss C, you could instead get Boss C -> Boss A -> Boss B.

The problem this runs into though is that you have to design around the fact that any boss could be first or last, but my intention of solving this would to just have the bosses health and base damage scale with how many bosses you've defeated as well as giving each boss 'tiers' of abilities that they gain access to depending on how deep into the game you were.

>sounds like bastion
Haven't played Bastion so I can't really comment on this

>it just sounds like you can have the bosses drop cash and let the player choose what they want to buy from the shop, maybe with unlocking items you can buy as the game progresses
I've considered this in the past as well, with them dropping more or less money depending on how well you did, but I don't know if that is as interesting as forcing the player to make choices in terms of sacrificing stuff they already have as well as giving the abilities themselves more lasting worth rather than only having that one set of abilities, or is that concept less "interesting" than just giving the player multiple progression options that they can strive towards gaining through a system that rewards them for doing well.

Maybe a combination of both could work? Have a shop that requires money that you gain from bosses where you can buy items but also have an option to pay money to lock in your current ability as permanent trait so that it stacks with other abilities? I think that's potentially the best route here.
>>
>>173049487
I have no use for it myself but I appreciate the gesture.
>>
>>173049570
what's the point to randomize the order of the bosses? from the point of view of the player, in one playthrough it may as well be ABC, he doesn't care if it's BCA or ACB. this is something that should be set up by the developer, randomization/procgen should only be done when you actually gain something from it
>>
How do you guys structure your code for making a game?
>>
>>173048568
My only problem with mini metroidvania esque levels before bosses is that personally I'm not that interested in the idea of it, so I can see myself losing the will to dev considering my motivation behind this idea is that I want to design bosses rather than levels.
>>
>>173049570
>The bosses themselves wouldn't be random, each one would have it's own area, but the progression from each one would be random, so instead of it being Boss A -> Boss B -> Boss C, you could instead get Boss C -> Boss A -> Boss B.
why would you do this instead of putting them in order? replayability?
>The problem this runs into though is that you have to design around the fact that any boss could be first or last, but my intention of solving this would to just have the bosses health and base damage scale with how many bosses you've defeated as well as giving each boss 'tiers' of abilities that they gain access to depending on how deep into the game you were.
or you could just design them to be played in order and it would be less work and it would give players the mastery experience

i mentioned sotc here as an example of a boss fight only game that worked
>have an option to pay money to lock in your current ability as permanent trait so that it stacks with other abilities?
this sounds overly complicated and players will not want to put effort into understanding this
>>
>>173049920
Very carefully
>>
Looks like Yooka Laylee has turned out to be a failure.

Do any of you faggots still want to make Unity games now? You are destined for failure.
>>
>>173049801
Thank you for your appreciation <3
>>
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>>173050234
>Looks like Yooka Laylee has turned out to be a failure.
>>
>>173048665
I'd be down for this assuming you can do decent 2D art. Typically artists here who want to collab are literally children.
>>
>>173050234
Is Layers of Fear the only good looking Unity game?
>>
>>173050234
Game looked like a generic "me-too!" collectathon from day one. Manchildren are easily duped.
>>
>>173048665
this: >>173049014

or both of you will half-ass your shit so you both think you're the one getting the better end of the deal
>>
>>173050234
>blaming the tools
Fucking genZ, this is why you don't have any jobs.
>>
Is it ok to take models from professionals until you coded the prototype?
I would make own models, but I first want to learn how to code this shit.
And just using ugly box shapes hurts my eyes. I need some eyecandy to stay motivated.
>>
>>173050728
I agree you can create great games even in the source 2 engine just look at portal 2 one of the best puzzle games
>>
>>173050397
Nothing wrong with simple game genre. I mean, it's not less complex than uncharted or soulbornes.
>>
>>173050728
the major studios don't use unity, with a few exceptions like the cod of doody character dress up side-app. even people who use unity will admit that most of the built-in stuff is shit and you need to write your own code or use third-party extensions.
>>
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>>173017937
Gift giving half finished.
Just gotta make it remove inventory and give appropriate affection level boost based on a parse that checks the dialog string.
Parsing is FUN
>>
>>173050776
of course
>>
>>173049920
Write it one way, watch it devolve into spaghetti, rewrite from scratch, repeat ad infinitum.
>>
>>173050936
What exactly is this game?
>>
>>173050984
There has to be a better way how come I haven't heard one viable solution in these threads
>>
>>173051083
>/agdg/
>viable software solutions
>implying
>>
>>173049920
In any way it just werks
>>
>>173050361
you mean those guys who made literally one 32x32 doodle in MS paint and announce themselves with it every other thread?
they are not children, they a grown men with too much time and no one to love them
>>
>>173051083
I don't think there is
>>
>>173051274
>>173051342

I am curious to see how the devs here are doing it because there are quite a few devs here who have pretty unique games like the robot guy dev guy with his 3d adventure game or the n64 dev with his super mario 64 clone type game or the cube guy dev who has a nintendo type looking guy and the resident evil guy dev
>>
>>173050234
the engine is the last problem yooka-laylee had.

A first, and worst, problem was being a boring collectathon.
Those sort of games died for a reason.
>>
>>173049914
My main thought was replayability, I like the idea of having say 20 different bosses, but in a play through you might only see say 10 of them before you fight the final boss, so mixed with each boss giving you unique abilities that you can choose to mix with other abilities each play through would feel more different and you can have each run unlock harder end bosses and the typical shit like that.

>>173049982
>why would you do this instead of putting them in order? replayability?
Same reasoning as above

>or you could just design them to be played in order and it would be less work and it would give players the mastery experience
It would be a lot less work which I feel is a plus but then surely I'd need to scrap this idea of abilities and replace it with just a linear, set progression and design around that? Which I don't know if I have much interest in personally, I know you mentioned SoTC but I didn't reply to that part because the post was too long and I haven't played it so my only knowledge about it is fighting large beasts by climbing on them and attacking weakpoints, I don't know how the progression works in that game, I've got more Banana Nababa in my mind when I think of a linear boss rush game.

>this sounds overly complicated and players will not want to put effort into understanding this
I don't think it sounds particularly complicated?

-Killed bosses drop an item
-Item goes into a slot on the HUD and gives you abilities
-When you kill another boss you can swap the item, or keep the one you currently have, but you can't hold both
-In the room between bosses, you can choose to turn the item into a weaker version of itself with the upside of it being a permanent upgrade and freeing the slot up

Maybe my initial explanation was bad but I don't feel that it's particularly complicated, but I might be wrong. I think I've had the idea in my head for so long that maybe I'm a bit too resistant to the idea of changing it?
>>
>>173051083
Ohoho. You think art or anything else is any different? You will never get it right the first time.
>>
>>173049014
That is true. I don't know, I always have this dumb idea of finding a cool person that will team up with me and we'll make games together and up becoming good friends and we'll both give it our all to make the best games that are possible. Would'nt even have to make games for money, we could just do it for free, for the fun of it. This is unrealistic though, I guess. Nevermind.
>>
>>173052172
art is probably even worse, because it takes a lot longer to do something passable
>>
>>173052089
>then surely I'd need to scrap this idea of abilities and replace it with just a linear, set progression and design around that?
yes, keeping the idea of a platformer boss rush and actually designing the game would be better
>In the room between bosses, you can choose to turn the item into a weaker version of itself with the upside of it being a permanent upgrade and freeing the slot up
ok i get it now i just don't think it's actually good
>I think I've had the idea in my head for so long that maybe I'm a bit too resistant to the idea of changing it?
if you don't want feedback on your idea don't ask for it
>>
>>173052312
what game idea do you have in mind that you want to make?
>>
>>173052595
An MMO kinda like Skyrim but with more depth and a bigger world.
>>
>>173052669
Make it. I believe in you!
>>
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>>173007353

here. just steal this overwatch hud and change it up a little ;)
>>
>>173051537
>Those sort of games died for a reason.
CurrentYear logic, mostly. Just look at what people play today, it's still barebone as fuck. RPGs now have less stuff to care about than in the mid 90's.
>>
>>173052595
I'm the guy here:>>173052312
I have a lot of ideas, but it's not really one specific one I have to make right now. I was thinking more like we would both choose a story to work on together and collab and think on it together for mechanics/subplots/other ways to better implement the ideas I already have. Obviously we would start and work on a very short game first just to see if we can complete a game together.
>>
>>173052487
>if you don't want feedback on your idea don't ask for it
That wasn't me straight up saying I wasn't going to listen to what you guys have been saying, because I'm definitely considering making the game more linear now, if not because I prefer the linearity then for the sake of it being easier for me to do, it was more me being a bit self reflective and wondering if I'm too attached to the original idea to listen to better ideas.
>>
Is there any magical reason why my anti-virus is suddenly detecting 5spiceIDE as ransomware each time I try to run my GM:S game inside studio for testing?
>>
>>173009320

why did you cut before the shootout scene ?
>>
>>173053040
you also need to play more games or at least watch playthroughs of them
>hasn't played bastion
>hasn't played sotc
>>173052946
>RPGs now have less stuff to care about than in the mid 90's.
and thank fucking god for that
>>
https://i.imgur.com/cycGCtp.jpg

Rate my first attempt at creating marketing
>>
>>173053103
Because GM is ransomware.

>stopped selling export modules for 1.4 to force users to upgrade to 2.0
>>
>>173044648
);}
>>
>>173053103
Download Godot
>>
>>173007859
you can mute a specific person's retweets on their profile
>>
>>173053236
SotC is a shit game.
>>
>>173053616
>SotC is a shit game.
everyone else disagrees
>>
>>173053616
Your opinion is actually wrong.
>>
>>173053616
It always amazes me how shit agdg's taste is.
>>
>>173053616
I think it was pretty fun!
>>
>>173053829
>one person has shit taste
>suddenly all of /agdg/ has shit taste
>>
>>173053236
I have watched a play through of SotC, but that was years ago, I only remember the flying sandworm boss and that I'm probably never going to play it myself even if I love the designs and the world because I just wouldn't get past the water boss because I'm a pussy around water.

And I watched the start of a Bastion playthrough a while back, but it just seemed like a hack and slash with good production values, it didn't look like something I'd actually want to play, unlike SotC. It always looked to me like a game people enjoyed just for the narrator, but I'd never say that's 100% the reason why just because I haven't actually played it myself.
>>
>>173053757
>>173053768
>>173053829
>>173053840
>Time is spent 50/50 fighting colossus and running around an empty world trying to find them
>if there was anything in the world it wouldn't be so bad bu there is literally nothing of value to find
>Rest of the game is shit controls
>Scripted boss fights
>If you fall off you have to repeat the same boring process to remount them
>Only one way to beat them

Shadow of the Colossus is probably -THE- Single most over rated game of all time
>>
>>173052946
>CurrentYear logic, mostly.
Nah, it's because games like Croc and Banjo Kazooie and DK64 actually suck.
>>
Final Fantasy 7 was the best Final Fantasy from a gamedevs perspective
>>
>>173053236
>and thank fucking god for that
So you admit collect-a-ton aren't outdated, then.
>>
>>173054482
Final Fantasy is a garbage series with zero worthwhile mainline entries from a patrician's perspective.
>>
>>173054083
>because I'm a pussy around water.
i don't want to know
> it just seemed like a hack and slash with good production values
well you're not wrong

what games do you want to make your game like? name them and i'll give you some games to check out
>>173054095
>Time is spent 50/50 fighting colossus and running around an empty world trying to find them
it's atmospheric you fuck and you never have to find them because of the sword
>if there was anything in the world it wouldn't be so bad bu there is literally nothing of value to find
lizards and bird you shoot to get upgrades that are mandatory for finishing the game
>Scripted boss fights
it uses complex AI as well as scripts
>If you fall off you have to repeat the same boring process to remount them
fair enough
>Only one way to beat them
not an argument

https://www.youtube.com/watch?v=q5AGtu0oMUY
>>173054568
what?
>>
>>173054582
>garbage series
>one of the best rpg series of all time

Anon...
>>
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>>173054582
>edgy /v/ opinions
>>
>>173054754
>one of the best rpg series of all time
Hah, good one.
>>
>>173054635
>>Scripted boss fights
>it uses complex AI as well as scripts

>>Only one way to beat them
>not an argument

your post is a trainwreck
>>
>>173054816
>mass-appeal casual opinions
>>
>>173054336
I like collectathons, but having some sort of structure to them really helps, might be why i prefer sm64 to banjo kazooie
>>
>>173053616
What a contrarian opinion
>>
>>173054829
lets hear which rpgs you think are the best

I think the best series were Final Fantasy, Legend Of Dragoon, Chrono Trigger, Mass Effect, Dark souls
>>
>>173054849
there's nothing bad about only having one way to beat a boss as long as the fight is enjoyable

and the fights are enjoyable
>>
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>>173055035
>>
>>173054635
>you never have to find them because of the sword
False.
The sword draws a straight line between you and the colossus. It's an absolutely terrible way to find them since you frequently have to go a way the sword doesn't tell you to actually get towards them. This is especially true for the later Colossus.

>only one way to beat them
>not an argument
>set up a bunch of mechanics
>always fight them the same way
>no ways to use the environment to mount
>no new tools as the game progresses

>it's atmospheric you fuck
If having to rely on big swatches of emptiness means being atmospheric I want nothing to do with it.
>>
>>173055035
I'm not him but I really like some of the Tales of
Mass Effect is super overrated though.
>>
>>173055035
mount and blade
bg2
mass effect
>>
>>173054635
>I don't want to know
It's nothing weird, I just have a major fear of open water

>what games do you want to make your game like? name them and i'll give you some games to check out

I mentioned it in one of my previous posts but I'd probably say Banana Nababa as the game that I think I'd trace back as the game that made me want to make a boss rush. It definitely inspired the setting I had in mind and the first boss being a mask inspired one of the themes I was thinking of for the game.

I think Banana Nababa + Binding of Isaac would probably be the way I'd describe what I wanted it to be like. But I don't know if I'm going to bother with the roguelike/randomised elements of it now.
>>
How do I make a survival-horror game thats good and unique?

I feel like the genre gets a lot of bad rep because of how many shitty indie games labelled "survival horror" there are, but also that it has a lot of potential to be good...
>>
>>173055438
>always fight them the same way
well that's untrue
>>
>>173055885
Take inspiration from books and ignore genre tropes.
>>
>>173055885
make survival kids except spooky
>>
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Hey aggydaggy, was wondering if anyone might be able to help me out with a small problem I'm running into in blender with the IK rigging system.
In the picture I have an example of the model and its rig in the edit window. Ive attached an IK to the leg to simulate a knee bend along with a pole target to give the bend a direction, but for some reason this bend it not following the pole target properly and when switching to the pose window the leg is spun backwards by default (seen in 1). when the leg is lifted the knee bends inward to the leg and carries the feet with a strange inward rotation too (seen in 2). I can change the pole angle to the correct orientation, but the feet and toes are still rotated inward at a strange angle (seen in 3).
Does anyone know how I would go about fixing this strange rotation in the feet?
>>
>>173055885

Well for one, ditch the idea that :horror: is a genre.

Horror is a theme.

So knowing that, you can forget the tropes of the "survival horror" genre.

Make a game that's enjoyable. Take elements from games that you think are worthwhile. Add horror as a theme at the end.
>>
>>173053257
>>173053391

Ended up having to exclude the entire GM:S folder from virus and ransomware scans in order to get the ability to compile my project again for testing. And I am far too along with the game to switch engines right now. Maybe some time in the far off future. It might just be that Malwarebytes is being finicky but I have never had this problem before so it is unusual.
>>
>>173056417
this is retarded.
>>
>>173056567
Thanks for a great post.
>>
>>173056784
You're welcome
>>
post plot spoilers for your game
>>
>>173057093
You were the player all along
>>
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Just 5 more levels to finish the chapter
>>
>>173057093
I have no game
>>
>>173057093
You are a descendant of the evil guys.
>>
>>173054095
Even if you're right I still thought it was fun!
>>
>>173057093
you're in a d&d game been controlled by nerds
>>
>>173049049
please keep your blog updated?
>>
>>173056298
Still stumped on this. anyone have any blender rigging experience?
>>
>>173058543
too much readingggg
>>
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Which resolution do you guys prefer?
>>
>>173058872
Right, get that artificial low res shit out of here.
>>
>>173058872
left
>>
>>173058872
Make it a toggleable option
>>
>>173058872
What >>173058973 said, but I like right more.
>>
>>173058872
right
>>
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I just made gaem!
>>
>>173058872
I posted >>173058973 but I guess I should add that I like left more (i like both though)
>>
>>173058872
left unless your textures improve
>>
>>173059209
You stole my game idea
>>
>>173058872
teach me your 3d modeling ways
>>
>>173029207
>I used to defend both Rotate and Gogem
I can understand defending Gogem if you didn't know any better because at one point he used to post progress and apparently had made games before.

Rotate was a raging attention whore faggot for as long as I've known him and has gone more insane more quickly than any namefag I've ever seen on 4chan. He makes gogem look like a fucking pillar of the community and a reasonable mature person which gogem was more than happy to capitalize on by bullying Rotate in his IRC chat and accelerating his mental breakdown.

They are both human garbage.
>>
>>173058543
>>173056298
I just solved the problem! If anyone is interested, the solution was to go into edit mode and 0 out leg bones scaling on the X axis. from there the bend started to properly follow the pole target and all I had to do was the rotate the leg in edit mode to fit back into position on the mesh. now in pose mode it acts properly

>>173058738
I dont know why, but this response made me laugh pretty hard
>>
>>173058872
Depends on how the rest of the game looks and how many 3D models (like the boat) are present throughout it
>>
>>173058973
>>173059129
>>173059267
Planning on doing this but trying to figure out which I should have on as default and which I should have displayed when I do the KS trailer

>>173059293
What don't you like about it? Still a 3D newbie so any advice helps.

>>173059442
my 3D skills suck anon, it'd be better to look to someone else
>>
>>173059425
I can sell you some new ideas.
>>
>>173059457
how did gogem bully rotate?
>>
>>173059652
It's not even worth getting into. If you know Ryan you know he is a sick and vindictive person who preys on others. He's a bad person not just a bad game dev.
>>
new thread
>>173059810
new thread
>>173059810
new thread
>>173059810
>>
>>173059457
All namefags are attention whores anyway.
>>
>>173059812
he's a literal bully but if you fight back he'll leave you alone.

t. someone he ignores now
>>
>>173059652
rotate looked up to gogem and was in his chat all the time. gogem knew rotate was mentally ill and would fuck with his head by telling him to drop his artists and that he was never going to finish his game. so rotate not only dropped theonian his artist but his entire game. it got even worse than that as we all know but that is off topic and not gamedev related.
>>
>>173059998
>he's a literal bully but if you fight back he'll leave you alone.
People shouldn't have to "fight back" against a fucking fellow gamedev. Ryan is cancer.
>>
>>173059457
Between the two of them Gogem is far worse. Rotatedev used to say outlandish shit but he never made school shooter games or promoted lolishit with his name.
>>
the thing that most annoys me about gogem is that he doesn't wear tripcodes specifically so he can deny he is a shitposter
>>>/v/372792048
he's the kind of poster moot tried his best to keep out of 4chan. a shitposting namefag who refuses to use a tripcode who expects respect because he has been doing it for x amount of years therefore he is 4chan verified or something. he's a joke.
>>
>>173057093
You're the big bad.
>>
>>173060261
To be fair rotate was dragging ass anyway and everyone could tell he was too mental and attention whorey to actually make a game.

Still if you compare Rotate when he was making Rotatevania to Rotate now it's startling. And if you consider how much poison Gogem was dripping into his ear as someone Rotate actually looked up to it's disturbing and really makes you see Gogem in a dark light, not just a haha troll but an actual trollish creature. They were both trolls though, both beady eyed and soulless. Not to sound shallow but you can literally see it in the face and eyes.

It was like watching rats gnaw on eachother until the king rat (gogem) finally won out.
>>
>>173061689
>It was like watching rats gnaw on eachother until the king rat (gogem) finally won out.
Welcome to /vg/
>>
why do you people fight so much?
we should help each other :3
>>
>>173057093
You shoot stuff.
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