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/agdg/ - Amateur Game Dev General

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Thread replies: 781
Thread images: 140

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Never give up!

> Upcoming Demo Day 14
itch.io/jam/agdg-demo-day-14

> 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
>>173211479

> 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
>>
>>173321332
Loli Jam!
https://itch.io/jam/agdg-loli-jam-2017
>>
Art is gamedev.
>>
>>173321561
it is
>>
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How's your progress, Anon-kun? Did you achieve a lot today?
>>
>>173321771
Just woke up 30 minutes ago, had breakfast and espresso.
Gonna start devving now.
>>
>>173321332
Actual Loli Jam!
>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)
>>
Reminder that if you ever want to be successful, stay away from agdg jams.

They're organized by talentless hacks and want to drag others here down to their level. Just work on your own game; make what you want.
>>
Who's your favorite videogame concept artist?
>>
>>173321771
Went to bed yesterday with a serious bug in the code. Of course, like always, I've figured out the solution almost the moment I woke up. Too bad I'll only have the chance to sit down devving again at the end of the day.
>>
>>173321960
What if what I want to make is jam games?
As a beginner making jam games helped me a lot, forced me to learn things I may not have otherwise learned. Things that I can now apply to my main game to make it better.
>>
Help me /agdg/. I have two concepts I came up with during a 17 hour train trip a few weeks ago. One is a more generic action rpg side scroller, the second one is a more niche, weird game, with a smaller possible player base, but also a higher uniqueness potential. Which one I dev?
>>
>>173322110
the one you would enjoy making more
your "potential playerbase" means fuckall if you're going to halfass the game because you felt like making was a chore
>>
>>173322110
Make a prototype of both. Only spend a week or two on each prototype.
Then choose which one you had more fun devving, and which one seems like a more fun prototype. If you're unable to finish a prototype in 2 weeks then that game is probably out of scope for a 1 man army.
>>
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>>173322110
The one which falls into the middle.

Based on your comment alone, I would go with the second.
>>
>>173322001
I only know Viktor Antonov by name :(
>>
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>>173322306
>Games I want to have made
Can someone translate that for me?
I genuinely don't understand that sentence.
>>
>start writing story for my game
>can't write anything serious without sounding pretentious
what do I do?
>>
>>173322580
Read some books.
>>
>>173322580
Practice more.
Do revisions of the same thing until it gets better.
Get feedback.
Actually study about how to write. I bet your dumb fucking ass didn't even consider that as an option.
>>
A game that you want to exist. Whether you make it or someone else makes it, you want that game to be made.
>>
>>173322580
Post something here, let's see how bad it is.
>>
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more progress on this map, I guess
>>
>>173322423
Do you guys really can't distinguish russians from middle-asians, turks, and other asians and mongolians? (since I've never seen a russian face on this-is-russian image memes yet. And by never I mean never.)
>>
>>173322423
Meant to quote you: >>173322826
>>
>>173322093
You can if you want', but it will minimize your chances at success.

>forced me to learn things I may not have otherwise learned
You just convinced yourself of this. Couldn't be further from the truth.
>>
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>>173322908

Are you really so young that you don't know the USSR controlled vast swaths of central asia, which is full of turkic mongols?

Why are we even having this conversation on /vg/ and not /int/? Go make a thread there
>>
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I'm making a game somewhat about quantum physics and sokoban for the micro/small agdg jam.

Understanding the game mechanics by yourself is part of the experience so don't watch if you don't like spoilers.
>>
>>173322423
Games you want to play. Games you want to see on the shelves on the store. Games you wish big companies would make. Games you think should already exist. Etc.

Example: "I wish there would be more RTS games other than this MOBA crap. Hey, I know! I'll make one!"
>>
>>173322580
just write.
If it's bad, that's good, because at least you know what's bad and what isn't.

Re-write, a lot.
>>
Reminder that art is far more important than programming in the current indie climate. If you want to optimize your game's chances at success, practice your art skill every day, be it in 2D or 3D, and stop making shitty, uninteresting 8-16bit pixelshit.
>>
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Progress.
>>
>>173323020
It sort of hurts my eyes, but it also makes angry that how come some people can make a simple cube look nice while I can not.

So good job and that mechanic with the blue cube is cool.
>>
>>173321771
I wrote 2 lines of code and scribbled in mspaint
>>
>>173323216
>>173323020
That monstrosity is far from looking nice. Christ, my eyes.
>>
>>173323020
>sokoban

I don't know if you plan to take your game further, but this game is some good shit (and is kinda based on the idea of sokoban):

http://store.steampowered.com/app/353540/

If you don't want to pay for it, there's a mega link in /indie/ too...
>>
u guys like my character select screen

htt WHY p://puu. DOESN'T sh/vclAw/bda2deea92.m 4CHANLIKEPUUSH p4
>>
>>173323216
>>173323285
It's just a CRT shader I downloaded, I'm still playing around with the settings.
>>
>>173323320
Just upload weebm friend
>>
>>173323020
Cool. Is that zoomed in though or what?
>>
>>173323163

>____ is a nerd

Does anyone older than 13 write this?
>>
>>173322001
Arne
>>
>>173323013
No it wont minimize anyone's chances of success. What are you even talking about with that?

It is the truth though. Some of the jam games I made were genres or types of games I would have never made outside of a jam. And because of that I learned new approaches and new tools. Expanding what I know about gamedev, which will help me with my dream projects.
>>
>>173323412
i rendered a webm but then it said no sound was allowed so i said fuck it
>>
>>173323263
I did this but it was more like 50 lines.
>>
>>173323320
Novel idea, it tickles me... I'm not sure I like it.
Also goddamn work on your animations lol (both transitions and characters)

I would post the fundamentals_of_animation.webm but apparently I forgot to save it.
>>
>>173323320
>>173323476
mixtape.moe you baka
>>
>>173323459
>No it wont minimize anyone's chances of success. What are you even talking about with that?
Yes it will. You're working on something that wasn't your idea, nor planned on working in the first place. It's just a stupid, meaningless activity for retards like yourself.

Again, people will ALWAYS be better off working on their main game.
>>
>>173323435
Implemented randomized titles for later on as a bit of juiciness, it's just a placeholder because I couldn't think of anything else to write.
>>
>>173323598
>Again, people will ALWAYS be better off working on their main game.
Please provide proof.
>>
>>173321960
>Just work on your own game; make what you want.

What if I want to work on jam games?
>>
>>173323638

that's alright then, Mr. Fish
>>
>>173322763
How does one study to write senpai?
>>
>>173323320
virus do not click
>>
>>173323848
Read books on the topic.
Go to classes on the topic.
Deconstruct books that are considered good.
Watch youtube videos on the topic.
All possible, put in order of sane (top) to retarded (bottom)
>>
>>173323459
>No it wont minimize anyone's chances of success. What are you even talking about with that?
>comprehension of a retard
By all means, continue wasting your time on jams. It's all talentless idiots like you have because you certainly don't have a hope in hell of becoming successful.
>>
>>173323848
read a book nigga
>>
>>173323424
It's part of the experience. I will probably make it more zoomed out in later levels.
>>
>>173323598
>You're working on something that wasn't your idea
But a jam game is your idea. Just because a jam theme is slightly restricting doesn't mean you become a mindless zombie with no input on the game you're making for the jam.

>nor planned on working in the first place
Except you can plan to work on jam games.

>It's just a stupid, meaningless activity
It's a way to learn, it's far from meaningless. You also learn other equally important skills that you wont learn making your dream game. For example how to set up a nice looking itch.io page to entice people to download your game. And also interacting with people that play your game, whether it's them giving feedback or reporting a bug. Those are things you don't learn until you release something.
>>
>>173323942
>>173323959
ok faam
heading over to /lit/
>>
>>173323598
>>173323958
Clearly you guys are successful yesdevs, which games have you sold?
>>
>>173323740
You fucking can't, you have to do exactly what I say if you want to be successful.
>>
>>173324060
>yesdevs
How hard have you been sucking gogem's greasy, smegma covered cock today?
>>
Every time I start to make some sweet 'gress, I fall into a nodev hole.

Then, when I come back, I just want to start over with something new.

How le fug do I stop doing this?
>>
>>173324058
good luck
>>
>>173324469
the generic advice I see everywhere is if you're able to commit the time, work on your project every day, if only even for an hour on some small shit.
No "rest days" either, or the one day you take off will fuck you.
>>
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Redid the anim/movement system due to dd13 feedback. Still a little bit of tweaking to go, but done nonetheless.
Gotta work on guns now, firerate and stuff has to be redone too.
>>
>>173324469
Maybe you autistically focus too much on polishing one tiny not really important detail? Subconsciously being afraid of venturing into other new unknown features. "Perfectionism" is one of the biggest threats to progress imo
>>
>>173324807
I'm proud of you
>>
Is smooth scrolling in a 2D game even possible in Unity? Or am I doing something inherently wrong? Got some annoying stuttering, despite perfectly stable 60fps.
>>
>>173325018
>2D
>Unity
I'm so sorry, anon
>>
/v/ thread up

>>>/v/373113507
>>
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>>173321332
Toeto?
>>
>>173325095
Great, now the /v/ thread will be as shitty as AGDG, why do you do this to me?
>>
>>173325079
Well I can "easily" move on to 3D I guess. Can't into sprite art anyways, just started with 2D for simpler physics.
>>
>>173325306
But the physics is already done for you in Unity.
>>
How do I give a silent protagonist character development?
>>
>>173325546
Cut their hair.
>>
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>>173325018
>Got some annoying stuttering, despite perfectly stable 60fps.

You're probably updating things incorrectly in your code (especially the camera)

Check this chart

https://docs.unity3d.com/Manual/ExecutionOrder.html
>>
>>173325546
The fact that you're asking this question shows how much of a retard you are.

Free tip: don't make a story-driven game. You're not cut out for it.
>>
>>173325687
Too bad, I'm gonna cut their hair
>>
>>173325546
you could just leave them a blank slate and let the player use their imagination/self-insert, like half-life

Or just have implied dialogue like zelda games do.
>>
>>173325546
Cut her penis
>>
>>173325506
OH REALLY?
>>
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>>173325546
Imagine Gordon Freeman but without a beard.

Now imagine throughout the game, his beard slowly starts growing. After a while it becomes a goatee, and at the end of the game it becomes wizard-tier. Now appearance is actually a great way to express a person's characteristics, so this way you can imagine your protagonist starting off young and naive, then slowly growing up into a wise and old man, all without ever saying a word.
>>
>>173325546
Have you played Dust: An Elysian Tale?
>>
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I always forget to post just enough progress to not be called a whodev.

Anyways, after having finished the 2nd boss, I'm now working on the underworld/hell levels.
>>
>>173326428
Isn't that the fur shit game
>>
>>173326483
>not at least recognizing it for its technical achievements made by mostly one dude.
>>
>>173325638
>You're probably updating things incorrectly in your code (especially the camera)

Maybe, but I'm not aware of it. The camera is attached as a child to the player, I'm setting player velocity in FixedUpdate(). But it happens when moving with a constant speed, so there shouldn't be any velocity changes between frames at all.
>>
>>173326483
> hurr evil furries

I don't like that trend either, but the design and gameplay is excellent and you're a dumbass.
>>
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if you consider this as a good way to showcase what your tutorial is about, you deserve to be shot
>>
>>173326483
Give me 3 reasons furry art is a bad thing.

Protip: you can't.
>>
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I made a shader
>>
>>173326928
Nice, but you should fix the black outline around the pelvis disappearing when the arm passes by the second time.
>>
>>173326898
1) it's closet bestiality
2) it's fucking gay closet bestiality in most cases
3) it's obnoxious and furfags shoehorn their fetish into everything
>>
>>173326898
Awful fanbase would be one good reason. But besides there's no problem as long as it's done well. Countless Nintendo characters fall into the same category, after all.
>>
>>173326852
It seems to be about convolution.
That would look much better written in C++.
>>
>>173326928
Looks great except for what >>173327109
mentioned. Keep it up!
>>
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>>173327142
And then there's this asshole...
>>
>>173326928
Pretty damn sexy.
>>
>>173327260
Do you write your materials/shaders in C++?

That's interesting.
>>
>>173326428
That's not a game with a silent protagonist.
>>
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>>173327109
I did notice that, it's due to the fact the right arm is a separate model (swaps out for a couple things) and the depth sorting seems to be per object origin rather than a pixel by pixel basis. Right now the outline is set to draw underneath the model completely. I've got another version of the shader that's just a standard inverted hull (so pieces of outline are visible on top of the model in places with edges) - that version of the shader doesn't have the outline pop-in problem but it doesn't look as clean.

This is just two days worth of learning shaders, I still have plenty of room to learn and figure out a smart way to handle depth sorting stuff that could fix that
>>
>>173327260
You are fucking retarded.
>>
>>173327260
If you can't organise boxes so you can know what's going on by a glance, your code would probably be worse
Not that I advocate for any option being better than another
>>
>>173327447
How is it not? Got some quotes for me?
>>
>>173322891
Oh you're alive? Nice! I missed your progress.
>>
>>173327618
https://www.youtube.com/watch?v=IyeihmavXlc
dust is not silent
>>
>>173327647

yeah it's hard to find time for Vindis since most of my time is now going to Arcadian Atlas. I'm under NDA for it so I can't really share it in AGDG, which sucks
>>
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I finally got all the info I want to display for my enemies. The next step is probably not making it look like shit.
>>
>>173327769
Still silent 95% of the time. The side kick does most of the talking.
>>
>>173327618
It's a game filled with the main character, Dust, speaking and responding to things other people are saying.
Perhaps you could explain why you think he counts as a silent protagonist?
>>
>>173327953
What is your definition of a silent protagonist?
>>
>>173327953
Oh, you're just that [shitty perspective + HLD knockoff character] dumbass.
Nevermind, proceed thinking your dumbass thoughts out loud.
>>
>>173328131
how do you know this
>>
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>>173325546
>>
>>173329698
post src so i can continue devving
>>
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>up-early gettan
>coffee drinkan
>news readan
>progress repostan
>>
>>173330569
>browsing #meta
It's all shitposting.
>>
>>173330569

looks good
>>
>>173330095
I don't remember but it's reversed
>>
>>173327307
Disney was a pedophile furfag BTW
>>
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>itch.io notifications
>>
>>173333375
>it's someone giving you a bad review with no feedback
>>
Dear fucking god

they are multiplying

https://squinky.itch.io/dompam2

SOME ONE KILL IT WITH FIRE
>>
>>173333692
Wait what, itchio has a crowdfunding thing?
>>
>>173333786
looks like it, they are growing a lot recently
>>
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>tfw you figured out you can combine meshes through code in unity and it drastically increases performance even more than marking them as static
>>
>>173333692
What's wrong?
>>
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>>173333919
you tell me
>>
>>173333786
http://blog.itch.io/post/106163580664/introducing-sale-goals-and-sale-analytics

it's been a thing for years
>>
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cleared rooms should cause less dumb damage now. also bloodlust sword, but nobody's really realized that it's the best sword yet
>>
>>173333692
This looks sweet. Are you the one who made it?
>>
>>173321771
Finishing a couple of animations and hopefully making a quick webm to show AGDG the progress I have been working on for the past 8 days (it has mostly been code and balance that taking up the time, I had to re-balance the numbers almost 13 times and it is still not set in stone until I get people willing to try it out and give feedback).
>>
>>173334248
>bloodlust sword
Is it like Bloodlust from Dark Souls 3 where you sudoku yourself to buff it?
>>
>>173334607
nah, it buffs up while you kill stuff and debuffs over time. you're supposed to just rush in and out of rooms and kill everything quickly to keep it buffed.

i was dubious about that idea but it turned out to be pretty fun once you get a hang of sword in general. i should probably webm that
>>
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Fucking shaders, reee.
>>
>>173326928
Nice, looks PS2 tier
>>
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>>173336124
That is not a bug, it is a feature.
>>
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Just combat progress today:

+Added another fist attack; this is a "post-finisher" Combo+ attack on the primary alt branch. Just the first of three, though it may end up merging into the flurry finisher at the end. It's like a double-overhead roundhouse thing that shoots fists from her feet. Why not.

+Added more heavy attack crossover points; ideally, every attack has a heavy crossover so there's never a point in the combo where pressing heavy doesn't do an attack. I'll need a generic "heavy finisher" for all combo+ attacks, too, I guess.

+Redid the speed indicators for ALL fist-based attacks so that the "unarmed" weapon had a base speed stat of 1, rather than 2. Just for consistency's sake, so all the basic weapons can have a speed stat of 1 and there's consistency. I could use this to recycle certain animations as well; for example, some of the kick attacks/strings work fine with any weapon equipped.

+Added another sword attack, the first "finisher" for the main (no Combo+) string. Also added a sweeping summoned fist animation, and added that to some of the fist finishers with kicks as well.

+Changed how the swipe effect works a little bit so that it goes with summoned fists as well. Heavier use of the "unarmed swipe" effect, so that you get the weapon-colored trail AND the larger fist trail, which looks nifty

+Gun-hand sword attacks implemented. Also piggybacked on the "charge alternator" effect I used to have optionally two idles for each melee weapon; used here for each side the sword can be on pre-swing.
>>
>>173325546
Kill them off
>>
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fixing faces, how is it
>>
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Does it make sense to just save information about a sprite's animation in an array?

I've created an attack animation and I want to have control over how long certain frames are going to be held for.
Is there a better data-structure for that sort of stuff? Using GameMaker by the way.
>>
>>173339003
looks like matsui jurina
>>
>>173339446
>attack
i'd use scripts + ds_map matching the scripts to sprites, then calling scripts with timing as the argument through script_execute
>>
>>173339003
How is your greenlight going, mate? I tried your game today, and it was pretty good. A bit chaotic, but I can see that as a feature, like bad controls were in ps1 era survival horror games.
>>
>>173339767
scripts as in a script for every single attack?

the way I've been doing it is to get the input, decide which attack that corresponds to, then get all the framedata from the array of that attack, count down startup frames, create the hitbox, count down active frames, destroy the hitbox, count down recovery frames, return to previous state

and basically I had the same idea for the animation, create an array with the framedata (frame 0 held for X amount of steps etc.) and have that run while in attack state
>>
>>173336124
How to raycast floors/ceilings?
>>
Okay I must be retarded, but isn't there an easy way to store and instantiate a grid of tiles in Unity (inb4 >Unity, don't bother)? Since it's not possible to show a 2D array in the Inspector, and even then, it's not exactly efficient to edit the values there.
I need a way to actually visualize the values in a grid. I guess I could use plain text and split it in lines and chars, but there must be a smarter way, right?
>>
>>173340318
You'll most likely need a Tile class, and have things like neighbors stored.

iirc you can do it with a 2D Array, I've done it before. I think I just had a double for-loop in a function that took the origin point, the size of each tile, and how wide and tall the grid was going to be.
>>
>>173340243
yes, script for every single attack
this would require some kind of timer in order to determine how far into the attack the character actually is, then, depending on the time, pick different frames in the animation, create hitboxes, visual effects, possible action interrupt frames, etc. - a lot of possibilities

but judging from your newer post your problem isn't in storing the attack data, but actually making use of it
for this an array containing the time how long each frame should last could potentially work just fine, though as a whole this system doesn't sound very flexible
not that it has to be very flexible depending on what exactly you want to do with your game, sometimes less is more
>>
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>>173339558
who
>>173340031
>I tried your game today, and it was pretty good. A bit chaotic, but I can see that as a feature, like bad controls were in ps1 era survival horror games.
Thanks, accessing equipment and spells will be much easier in the new version.
>How is your greenlight going, mate?
#50 out of 3200 games

POST HAIRCUTS
>>
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>>173340967
>who
best akb
>>
Should I use game maker studio 1 or 2
>>
How do I get ScreenToGif to stop outputting my gifs at what feels like 15fps? In the recording window it was 15 default but I changed it to 30 once and then to 60 on two other tries and the gif always comes out with the same 15fps playback when it is done processing the file.
>>
Is the thread kill? What is happening today
>>
>>173344415
Maybe everyone decided to make games instead of shitposting
>>
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is this fine topology for my game?

I'm using Unity 5 but only have an intel integrated graphics card atm (same guy from last thread)
>>
>friday
>/agdg/ is dead
>/agdg/ confirmed to be a normie central
>>
>>173344849
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>173344415
Maybe there was an unexpectedly large amount of posters from Syria.
>>
>>173341797
There's more info out for GM1, so if you are new to programming and general asset management systems, it's probably the better place to start.
>>
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Well, this is how I ended up doing.
It works, but it feels wrong.
Actual game screenshot in 120 seconds.
>>
>>173334008
Please no. Not again.
>>
Does anybody have the game design documents of Pac-Man by any chance?
>>
>>173344415
I'm busy making prgoress
>>
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>>173345113
>>
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How to get excited about gamedev again? It feels like such a chore nowadays.
>>
>>173345304
Noice.
>>
>>173345517
Start by making a small game
You could enter loli jam!
>>
>>173340270
Well, that's a very good question. I never got it right, even if I've read like all the tutorial there is about the subject.
http://permadi.com/1996/05/ray-casting-tutorial-11/
http://lodev.org/cgtutor/raycasting2.html

But pic related is actual 3D with OpenGL.
>>
>>173345517
I've used to say just work it out, discipline, every small piece of work counts, but now, I just say fuck it. I've felt the same recently, and I went to waste a few days in good old WoW, and bam, I've not only became inspired to dev more, but I've also managed to forget about it for some time, which made me completely relaxed and filled me energy to go on. Find something which really makes you relaxed and have fun. It is more beneficial in the long run, because it helps avoid bornouts.
>>
>>173345583
I don't have any good ideas for it.

Any idea guys here mind sharing their ideas?
>>
>>173342180
>how do I get ScreenToGif to stop outputting my gifs at what feels like 15fps?
use https://gitgud.io/nixx/WebMConverter instead I tried screentogif but it all ways gave me trouble like you are having.
>>
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>>173345517
stop being a faggot
>>
>>173344415
lolijam has poisoned the thread
>>
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>>173346398
>that girl with the angry face at the end
SUCK IT BITCH
A ONE-ARMED ONE-LEGGED MAN CAN DO IT, WHY CAN'T YOU? BECAUSE YOU'RE A BITCH, THAT'S WHY
>>
>>173346256
I'm attempting an idling game
>>
>>173345517
>>173345583
>>173346256
samefag
>>
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>>173347307
>>
Talk to me if you need art. Let's get this thing going!
>>
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I made a menu and some sound effects

https://streamable.com/1v6t8
>>
>>173347543
I would like to! But I am developing my own engine in C++ so I think you are not really interested. Good luck to me.
>>
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We can not have enough pantsu stealing games!
http://gematsu.com/2017/03/konosuba-game-launches-ps4-ps-vita-summer-japan
>>
>>173347817
>the sprite is cute as fuck
>the character is pretty ugly
Too bad. The game is still incredibly fun, though, so props.
>>
>>173344415
I got a job offer today so I've been celebrating, but I'm also trying to get the inventory screen for Hemoglobin drawn out.

also rip progress, becoming a wageslave again
>>
>>173347953
I believe that's fanart, Anon.
>>
>>173347817
>VN
>game
>>
>>173344849
what the fuck, tim?
>>
>>173347981
Yeah but money, anon. This makes life easier in the long run. Just Like Make Game on your off hours leisurely while enjoying a drink or something. Congratulations on the job though!

>>173346337
Thank you, anon. I will try that now!
>>
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What is the correct number of producers to have?
>>
>>173347543
I could use 2D pixel art. Can you post some examples of your work?
>>
>>173344849
You haven't reached 100,000 faces yet so you're probably fine
>>
>>173348860
All of them.
>>
>>173348860
if you are asking about this here, chances are you don't have enough human resources to be thinking about dividing them like that, so you probably just wanted to say "Hey guys, look at this picture I found on the internet! This game took this many people to make!"
>>
>>173349148
Jokes on you, I made the image
>>
>>173349281
damn, i've been bamboozled
>>
>>173344849
This is not fine by any stretch of the imagination
>>
>>173348574
Thanks anon! We've been trying to get a house so we can finally be done with apartments so this job will help alot.
>>
Question: who is the guy that many people recommend for Unity tutorials? His name has come up a few times but I've forgotten
>>
>>173330569
Don't you have a job or all you all just NEETS?
>>
>>173350009
>NEETS?
Only for a few months month unfortunately.
>>
>>173350052
ah k,
but seriously being unemployed for a long time is really not fun either, despite what you might think
>>
>>173349906
Catlike Coding?
>>
How do I make money with my weeb game?
>>
>>173349706
>We've
Dropped
This thread is for kissless virgins only
>>
>>173350130
It depends on the person. I didn't leave my house for two years and those were the most enjoyable years of my life.
>>
>>173349906
quill18 or sebastian league something like that I don't use Unity
>>
>>173334248
whats your engine anon?
>>
Never give up
>>
>>173348860
I don't even know what a producer is. Is that a fancy word for "idea guy"?
>>
So to someone who is new to programming.

Why use one IDE over another?
>>
>>173352746
Lack of familiarity with programming, desire for ease of use just making a game as opposed to learning how to program (they aren't necessarily different but you can certainly do one without desiring to do the other and vice versa), depth of documentation which might make the process easier to get through, flexibility/limitations and if the ones specific to an IDE will affect you or not, etc etc
>>
>>173351529
There are different types but a producer generally works between and above teams to make sure each separate aspect is synced up, on schedule, not having issues etc. Organising things which don't nicely slot into the responsibility of a certain department. If you have 100 employees they don't just automatically know what needs to be done.

You don't really need that in a team of 5 students, so yes, an idea guy but with an even bigger delusion of grandeur
>>
>>173352746
Its all about preference
Some IDEs like Visual Studio will crash from time to time if run on toaster
>>
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i have to update my old AI with the improved balance.
>>
>>173340794
I thought about it again, you gave me some good ideas on how to go about this I think I'll manage now, thanks
>>
>>173345517
make short, quick prototypes until something really sticks and gets your gears going

you'll know you're there when you really align yourself with your project and feel that it is meaningful to work on it
>>
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>>173340967
>>
As an ideas guy rolling solo, why are all of my ideas just cherry picked variations of preexisting ideas
>>
>>173357291
Because you don't know enough about game design to create a meaningful distinction
>>
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Working on the first boss.
2d skeletal animation is the worst, but it looks kinda rad when it all comes together.
>>
I LOVE GODOT
>>
>>173357475
wow this looks really good
>>
>>173350009
Had a job, but bailed on it to NEET at my moms house for a couple years
>>
>>173351528
thanks, anon
>>
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first enemy, getting a bit excited!
>>
>>173351138
GMS
>>
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>>173321332
I haven't done much development on this game since DinoJam but I feel like it has some potential. I don't really know where to take it in terms of features, should I add more types of "human" to moonwalk over? I've been told it would make a good browser game but I'm having trouble exporting it to the browser without massive hits to FPS. Any criticism is appreciated
>>
>>173358268
>getting a bit excited
dont
>>
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>>173358089
Thanks anon. That's been in the works for a while now.
>>
Are Mac & Linux builds a meme?

I can't imagine any significant part of the gamer population has no access to Windows
>>
>>173348971
Cool, that's mostly what I do. I'd like to talk a bit about you game first if you don't mind?
>>
>>173359745
>wanting the "gamer" population
>>
>>173359745
The engine you're using exports to those platforms for free, so why not?

You ARE using an engine that exports to those platforms for free, right?
>>
>>173360338
Yeah, why would anyone want to sell their game to gamers? That would be like selling a book to people who read books!
>>
>>173324807

a hooker MC... nice !
>>
Such a ded thread

Everyone must be deving really hard!
>>
>>173360450
My game uses a lot of reflection, it seems doubtful shit like that will just werk on mac
>>
>>173360531
>why would anyone want to sell their game to gamers
Because gamers are the worst thing to happen to games and developing for them means your game is bad
>>
>>173360619
>My game uses a lot of reflection
JUST

>it seems doubtful shit like that will just werk on mac
Why wouldn't it?
>>
How does one develop for Nintendo platforms? I wanna make a fun little 3DS game
>>
>>173360586
y-yea haha
I've been trying to 3D model all day and I'm just trash at it and keep scrapping what I make.
>>
>>173361171
Have an uncle who works at Nintendo
>>
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Mocking up scoreboards. Last big hurdle on the in-game UI. A match can have 2, 3, or 4 different teams and lots of players so the scoreboard design needs to be able to account for that. The rest of the HUD is mostly implemented in the background.
>>
>>173361174
POST IT FAGGOT
>>
>>173338104

could you post a frontal pic of dixie so we can get a look at her pls ?
>>
>>173361171
You need to buy a devkit and does go for tens or hundreds of thousands at least.
>>
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>>173361372
3-team version
>>
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>>173360531
You didn't call people who read the books "bookers".
Do you see the point now?
>>
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>>173361516
And 4-team version
>>
>>173361664
You call them readers because they read, and gamers game.
>>
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>>173360586
I've been working on the MC for my Loli Jam entry!
>>
>>173322423

End goal thinking. Like saying you want an RPG based around golf. Like literally a plot of elves and dwarves and faries being threatened by an ancient evil and golf is how it is won.

That's the game you want made. Whether or not it is a game you yourself would want to make because of the work involved is a vector elsewhere on the pie.
>>
>>173361784
Readers read books, gamers don't game games
>>
>>173361784
Read is a verb, game is a noun
>>
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>>173361784
>gamers game
>>
>>173361936
What do gamers do then?
>>
>>173361936
>>173362104
>he doesn't game it up like a bro
you gay?
>>
>>173362127
Post 'teehee I'm such a nerd XD le cake is a lie' on facebook
>>
>>173361936
>>173361943

>Dynamic languages are static languages
>>
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>>173362127
>What do gamers do then?
Gamers are self important cunts, who treat consumption of an entertainment medium as a profession or even life's calling.

People play games. They are called players, and they do it as a form of leisure activity.
>>
>>173344849
How the fuck did you even do that? 3D scanning?
>>
>>173361936
>>173362104

Then you could argue they should be called 'Players' instead, except that 'player' is already a term used to describe people who manipulate and play the 'dating game'.

Gamer is a fine enough term. You disliking it because of /v/ autism or you don't want to be associated with le reddit is not an excuse. You play video games often, you're a gamer. Get over your bullshit identity crisis.
>>
>>173361836
>SquareDev goes to loli jam
At least something good comes out of it.
>>
>>173362387
Hmm, yeah, no.
>>
>>173355229

holy shit, your guys are getting gud.
>>
>>173352746
If you want a programming job, you should use whatever IDE is mainstream for your language. Otherwise it doesn't really matter.
>>
>>173321771
Not much, but at least I learned how to store integers in the VBO, and how to pass them between shaders.
>>
>>173362512
You should take a look at who made the Jam page.
>>
>>173360450
because exporting to mac on gms is a fucking nightmare
>>
>>173359196
The way the humans jitter around kind of hurts to look at. Personally I'd remove the jitter and maybe make the civilians flee from you.
>>
>>173362329

underrated post

i'm a games btw
>>
>>173362387
https://www.youtube.com/watch?v=z1Ch6N8QT00

If you can watch this without feeling strong urge to throttle the cunt, you are dead inside
>>
>>173362329
Most people who use the term gamer use it to mean someone who plays games as a hobby. I get your point, since there are plenty of people who do that, but there's no reason to just change the meaning of the word because of that, especially when most people till use to mean what you call "players".
It's just easier for everyone if you stop trying to change the meaning of the word and just use it the way everyone else uses it
>>
>>173361664
But you do call people who golf golfers. And people who ski skiers. Hell in Europe they even call divegrass players footballers.
>>
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>>173362760
>That American dream
BITCH IT'S YOUR FAULT YOU PICKED A USELESS DEGREE, SOME OF THEM ACTUALLY NET YOU A SHIT TON OF MONEY!

I'm mad.
>>
>>173362867
They are footballists and your fucking handegg is no football.
>>
>>173362538

You not wanted to accept basic fucking reality is your problem, not mine.

>>173362760

Wow dude, somebody made a cringy video about playing video games, better not call myself a gamer now xd

Let's say I played Golf every day. I loved Golf. Then some SJW cunt started talking about how much she's a golfer and how golf is so great and feminine positive or some BS.

Does that suddenly make me not a Golfer? No, it doesn't.

Every community has obnoxious cunts or annoying children. Video games especially, as it's so cheap to get into compared to most other hobbies. The fact that you refuse to accept that you are, by all definitions of the commonly accepted world, a 'gamer' because some people you dislike are also gamers is a sure sign of autism.
>Oh well I watch MLP but I'm not a 'brony' eww I don't like this
^ You right now

Go
Back
To
>>>/v/
>>
>>173361836
>starting before the startdate
>>
>>173363215

>Not making several hand crafted games and assets of random topics like boats, skeletons, lolis, lizards, and other related stuff
>Not waiting until a game jam starts and you can upload your secret file without having to worry about getting it done on time

pleb
>>
>>173363486
don't think I've forgotten what you did for dinojam
>>
>>173362387
The problem with "gamer" is it doesn't mean someone who genuinely enjoys the vidya, its a marketing term invented to sell electronics to dudebros and normies

inb4 you bring up PC Gamer magazine, thats different
>>
>>173363215
>tfw you start early and still doesn't make it in time
>>
>>173363584
I think you might actually be even more autistic than me
>>
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>>173355229
how many bodies can your game handle? please make a robot war mini game.
>>
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>>173363584

Do you think the exact same thing used to market to Golfers? Boaters? Skiers and Snowboarders? Skaters?

Get over yourself you dumb cunt. It's marketing, it's ancient. Christ, I don't understand why people this retarded are even on this website. Are you too fucking stupid to understand that literally, LITERALLY every fucking hobby, group, or social activity from the dawn of time has had a conflict between the 'legit' oldschool people and the newschool people from muh marketing and muh generation.

I'm not kidding. Get a fucking grip. You are acting like a 14 year old. There is no difference between (You) trying to cast away or make some pointless division in your hobby group because you are trying to cement your identity then the 'dudebro normies' who want to cast themselves as 'gamers' because they play the newest call of duty.

The ultimate joke of course is that they are just as much gamers as you. You are an elitist, not some persecuted minority of 'real gamers' among all the normies.

I realize I'm arguing with a child here, but seriously. That's enough of this bullshit for one day. You're mentally deficient, and you will continue to be so until you get over your very minor language hangup you fucking underage fedora tipping piece of fucking garbage.
>>
>>173364120
You must be 18 or older to browse this site.
>>
Does having lots of alpha maps slow down performance at all? Instead of baking shadows which would create big textures to look good, I was thinking I just have a small alpha map of a black shadow, slap it on a plane, and mold that plane around where I want shadows on the geometry. So instead of having a bunch of 1024 textures I would have only maybe 1 or 2, but maybe 10-20 instances of a small alpha map on the screen at any given time.
>>
>>173363584
>>173364120

What leads to arguments like this is that the term "gamer" has been used negatively both by people that are hardcore into the hobby and people that are hardly associated with it. It used to be a term used to criticize people whose knowledge of video games was limited to Halo, Call of Duty, World of Warcraft, and Mt. Dew. Then it became a term used by outsiders to criticize anyone that didn't agree that gaming should be more inclusive, centered around social issues, etc. So now when you use it as a shorthand way of associating yourself with the hobby, you trigger both casuals and the hardcore alike.
>>
>>173327401

Isn't HLSL basically C++? At least syntax-wise it's C. Thought UE4 implements it's own shaders with nodes like these.
>>
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>when ur crashing from ur stimulant abuse and cant work on game
kill me
>>
>>173364775
You would have to regenerate the alpha maps on the fly as well as fix the shadow plane just so you can then redo dynamic shadows on CPU. It's not even remotely a question of slowing down performance, you couldn't do that even with a dozen low-poly items in a scene.
>>
Have some progress. When speeding up the sword, I realized that because it might not actually touch an enemy between frames, the enemy would not take a hit. So now the hitbox changes size depending on the swing speed. I realized the same code could be used to add a little smear to the swing, so I added a slight trail to the tip of the sword.
>>
>>173364120
There is absolutely a difference between someone who does something because the thing is cool, versus someone who does something because doing it is cool. Popping colored bubbles on a tablet doesn't mean someone is playing a videogame. The games industry wouldn't be around if not for people like /v/ that actually supported it back when there was social stigma around it. We helped nurture it, and suffered the slings and arrows of pop culture targeting us for derision, and now that theres a critical mass of dumb newbies that believe whatever the media tells them because they have no experience (and therefore no perspective) we can safely be cast aside as "entitled" or "dead", so games can be further Hollywoodized so substandard, bland, safe, manufactureable garbage can be sold reliably every quarter
>>
>>173365524
anything but SPIR-V is degenerate.
>>
guys, I'm feeling the sadness come once again... I'm starting to sink into one of my emotional swamps. Wish me luck, I'll probably cry myself to sleep today again.
>>
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>>173338104

SIRRVERU CHARRIOT!
>>
>>173365754
Dev so you feel accomplished
>>
any tutorials for a metroidvania in gamemaker
>>
>>173362736
Fair enough. It looks better when its not a compressed webm
>>
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>>173365946
Just read the documentation. You should learn how to use the software, not how to make a specific thing in the software. Just start by trying to make a simple platformer to start, simply by looking at the documentation.
>>
>>173365546
r*tate?
>>
>>173365946
>>173366080
While I agree with what this guy says, I think its ok to look a tutorials too if you hit a wall and don't know how to do something. Just try and figure things out yourself as much as you can and look at tutorials whenever you have to.
As for what tutorials to use, I used Shaun Spauldings Youtube videos on basic platformer stuff, although to be honest those videos aren't great and certain things he did are perfect examples of how NOT to do something. They were good enough for me to learn the basics though, so if you can't find anything better then consider trying them.
>>
personally, I don't want gamers to play my game, or anyone else for that matter. It's just for me. I still want to put it on Steam, but with a Not For Sale sign, so everyone can see me at the #1-and-only spot on my game's leader board.
>>
>>173367243
No reason to feel insulted.
>>
>>173363909

no, thats what TABS is doing pretty much.
>>
>>173367284
I don't follow you? I was being serious. I think my game could be the next big thing with YouTubers as everyone makes a Let's Not Play of my game.
>>
Is the guy making the Megaman Battle network clone still alive?
>>
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Just started working on a game that's going to be like the CUBE movie but different.
>>
>>173326452
Lava looks too much like walkable ground
Ground/lava way too goddamn noisy

otherwise: neat
>>
>>173368957
which Cube movie? Anaconda, Boyz N the Hood, or Friday?
>>
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>>173369608
this
>>
>>173368957
Hypercube is the best one so make sure you copy that one.
>>
>>173368957
https://www.youtube.com/watch?v=4aGDCE6Nrz0
>>
>>173369721
Ice Cube wasn't even in that
>>
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Animation is hard.

FUCK.

being 9 hours in this crap.

but...
I've learned so much doing it

pls rate.
>>
where is that third world war people talked about yesterday
>>
>>173369842
>unity.mp4
>>
>>173369842
was that Blender Game Engine?
>>
>>173370042
The higher res / more detailed you go, the more that skeletal-animation/rotating-fixed-limbs thing won't work.
>>
>>173368553

confirmed dead. He was found in his apartment last weekend. Looks like a coke overdose.
>>
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>>173369842
never gets old
>>
fuck guys, I've just had the greatest idea in ages. I feel like the patron deity of ideaguys just came down and touched me. THIS IS GONNA BE GREAT. YOU JUST WAIT, IN 5-8 YEARS, I'M COMING DOWN WITH THE GREATEST FEVER SINCE PÓKEMON.


THIS IS SO GREAT

IT'S MY LIFE'S MISSION FROM NOW ON TO MAKE THIS IDEA INTO REALITY

I JUST NEED TO WORK MY WAY UP UNTIL THE POINT I CAN GET A TEAM OF PROFESSIONALS TO CRYSTALLIZE THIS INTO A PITCH.
>>
>>173370945

Why don't you tell us about your great idea, hmm?
>>
>>173370842
For what purpose
>>
>>173370945
games that use two mouse devices will not catch on
>>
Is it a bad idea to edit the shape of UV islands to make them all square so I can easily edit and swap textures (for different clothes and shit)
>>
>>173371231
what about two keyboards?
>>
>>173371224

that's supposed to be the joke
>>
>>173371047
IT'S A SHONEN COLLECTEMALL TYPE GAME/ANIME/EVERYTHING, WITH BOOKS. THE CHARACTERS DRAW THEIR POWERS FROM FREE-DOMAIN BOOKS, DRAWING WEAPONS CHARACTERS AND THE LIKE STRAIGHT FROM THEM. IT MAKES IT EASY TO DRAW INSPIRATION FROM ANY GREAT BOOK EVER WRITTEN, AND IF I GET THE DESIGNS, THE GAME AND THE ANIME RIGHT, I ALSO GET THE SUPPORT OF PARENTS BY DEFINITION SINCE THE FREE DOMAIN BOOKS WILL BE SOLD ATTACHED TO GAME CARDS/POWERUPS/DECKS. AND READING IS GOOD FOR KIDS.

AS LONG AS THE BATTLE SYSTEM FOR THE MOBILE GAME IS FUN, AND THE GACHA ELEMENTS AREN'T OVERBEARING........

I CAN HAVE A MAIN CHARACTER THAT LIKES OLD TOMES AS HIS MEDIUM, AND A COOL RIVAL CHARACTER THAT PREFERS READING STRAIGHT FROM HIS E-BOOK READER.

COULD ALSO HAVE OPTIONAL CHANTS AS A WAY OF SUMMONING THE CARDS

COULD DO SO MANY THINGS

AS LONG AS THE PRODUCTION VALUE IS HIGH
>>
>>173371563
>agdg
>high production value
>>
>>173371678
that's why I added the whole "I need to build up to a place where I can get a team of professionals to create something good enough for a BIG PITCH.
>>
>>173366080
>>173367076

to expand on what this guy said, you should learn how to program first and then just look up platform game theory.
>>
>>173371563
>no gameplay
>reading books
nope
>>
>>173371231
Hammerfight was fucking great.
>>
>>173371824

>AS LONG AS THE BATTLE SYSTEM FOR THE MOBILE GAME IS FUN, AND THE GACHA ELEMENTS AREN'T OVERBEARING........

the gameplay is paramount. but also are the character designs and anime. This is go big or go home.
>>
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>>173370042
it's probably to late to fix 9 hours in but i think the eyes and shoulder are a bit off, I tried to do a quick paint over to show how to help fix them. what software are you animating in btw?
>>
>>173371913
>the gameplay is paramount
which is why you've outlined it so thoroughly
>>
>>173372017
flash, learning all the quirks with the software.

planning on making a HD sprite from the animation, already asking in some semi dead forum some coder to make a game.
>>
>>173372110
it's not just because I haven't figured the entirety of gameplay yet that i'm going to neglect it before pitching it. I'm not making the same mistake as pokemon go.
>>
>>173372201
what kind of game?
>>
>>173372661
a fighting game.
>>
>>173372239
much like pokemon go your idea is neither good or bad yet because it doesnt connect to any concept of gameplay.
come back when you have something and it can actually be assessed.
>>
so is flash what people program web games in these days or is there something new?
>>
>>173372683
it's a good start btw
>>
>>173372737
html5
>>
>>173372720
I don't need to "come back". I just came up with this idea, and i'm making it a reality. I don't need it to be judged by you. This is a LONG LONG LONG term project. If I'm still around here while working out the details of this, it means it won't work out, because I won't have the resources needed to make the pitch. I need to be big enough before even considering working on this.
>>
>>173373046

sounds like a meme quest to me
>>
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would you slay this goblin? It's still a wip but does this design look ok for a catoony shooter?
>>
>>173373046
>pitch
pitch to who? for what purpose?
sounds like something some 12yo fresh out of /v/ would say.
>>
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added an in-game timer and gave the damage/max ammo icons instead of text.
>>
>>173373489
>design
anon, i don't you know what this word means
>>
>>173373649
at least he has fucking ambition, and confidence, and ideas
all you have is edgy meme games and shitty art
>>
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where all the qt female protags at?
>>
>>173373649
you really didn't read anything I wrote, did you? How the hell you think I'm gonna make something this big without a big company behind? The purpose is I want to make it. I want to make this REALLY BAD. I never wanted to make something so hard in my whole life. I'm getting my CS degree next year, I'll start working hard fulltime some smaller games I'm already working on, to build up the team with the talent needed to be respected enough to pitch this.
>>173373393
It will the BIGGEST MEEM, just you wait, your kids will be playing this non-stop, begging you to buy every single related merchandise.
>>
>>173374061
In the trash where they belong
>>
>>173374152
I'm neither of the people you're replying to, but you're quite literally the definition of delusional.
>>
>>173374061
I'd post mine but it would probably trigger people like last time.
>>
>>173374354
dont flatter yourself, im sure its garbage
>>
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Started working on the water world. How the hell do I make good looking water falls in unity? Anyone know of a good asset or something?
>>
>>173374321
well, I might sound delusional now, but we'll see , won't we? I'm going to be in gamedev anyways, unless I'm forced out of the career by sheer incompetence. I'm working up to this, but if it doesn't work out, then I will have at least done my best. Do you think people get to be sucessful by dreaming small?
>>
how hard would be to finda competent programmer once you have made all the game assets?
>>
>>173373489
Those hands don't look like they have the capability for much articulation
will that character need to hold anything in a hand?
>>
>>173374497
>good asset
Think of a game you know of that has a good waterfall effect
Reverse engineer that effect
Nothing about it is unity specific, boku
>>
>>173374436
>dont flatter yourself, im sure its garbage
yeah THICC garbage but yeah.

>>173374657
good point I'll adjust them.
>>
>>173374647
>making all of the game assets before you have even started to develop the gameplay
no programmer would accept those conditions.
For example - if you make the walk cycle animation before implementing movement, you'll be forced to make the player move at a certain speed so there's no feet slipping - but chances are that's not the ideal speed in terms of fun gameplay. Same thing goes for attack animations and their duration. Art like that can only be made after you've locked down the speed and timing in-engine. Doing it the other way around is not a good idea.
>>
>>173375024
Better risk finishing first all the animations before asking for help anon.

If I need to make more sprites it's much better than my coder asking for art and me haven't done nothing.
>>
What's everyone's opinions on people shilling their greenlight here?

asking for myself
>>
>>173375264
pointless
>>
>>173375024
Not that guy, but for the game me and a programmer are making all the timing is derived from the timing of the animation files themselves. Certain conditions can interrupt others (like being hit snapping you into the hurt animation) but the duration and timing on everything is derived from the animated images themselves (like how long the hurt animation should play).
>>
>>173375264
if you've posted progress here before you should be fine
>>
Ask someone who was working in Vegas for 5 hours on a 108060fps trailer for their almost finished game and then had Vegas crash on them before they can save and export anything.
>>
>>173375896
>not saving every time you make a change
>>
>>173375896
Why didn't you spend at least 30% of your 5 hours spent on that trailer saving? I save like everything will crash within the next 5 minutes and it's saved my ass a few times.

At least now you know what to do and it'll be faster when you restart
>>
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>>173374061
I recreated her face once again, I'm again not happy with it. On the engine side I have clustered rendering, PBR and IBL working, next up is shadow rendering and then a skin shader and an eye shader. After that gameplay if i can't think of something else unecessary to implement.
>>
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>>173374061
My friend recently completed a new character sheet for one of our female protagonists. Is she qt?
>>
>>173376343
Yes, quite
>>
>>173375264
I'll vote no on principle for any posted here.
>>
who else can barely get out of bed let alone start doing anything. I can't even play vidya, as soon as I get up I'm fucking exhausted and ready to get back in bed. I wish I was dead at this point.

>>173376251
round out her cheeks until they look cute
>>
>>173376343
>not having ghost pale skin on a waifu
Tell him to kill himself.
>>
>>173376729
>He doesn't like brown/tanned cuties
Your taste is shit.
>>
>>173376450
>>173375264
Only yes votes actually matter for getting greenlit. For every salty baby who's butthurt about other's making progress, you'll get a good handful of people yesvoting you here because they like your project or you're a fellow AGDGer.

>>173375360
Some people very recently posted a greenlight (way after the notice) and already got through. I wouldn't say "pointless".
>>
>>173375194
>my coder asking for art and me haven't done nothing.
No good programmer would ever do this. Placeholder assets exist for a reason

Also I sincerely hope you don't think there's anyone who will just program the game you dictate unless you're paying them well enough. They're going want to have their own input and ideas and you'll need to put up with that
>>
>>173376820
C-KEK
>>
>>173376823
*others
>>
I'm gonna make a Mario Party clone.

What characters should I use?
>>
>>173376830
that's why I'll ask for help in fighting game forums.
>>
>>173376921
Oiram
>>
>>173376820
C-U-C-K
>>
>>173376921
Cute anime girls
>>
>>173376921
Mechs
>>
>>173376880
>>173376986
>mods on 4chan have censored the work c.u.c.k

truly work of the jews and or beta males.
>>
>>173376823
>and already got through
no they havent.
>>
>>173377095
hownu.ru
>>
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>>173377128
Check the dates on these greenlit games friendo.
https://steamcommunity.com/workshop/browse/?appid=765&browsesort=pending&browsefilter=pending&p=1

tfw BTFOing googum and he can't even wiggle out of this one without proving himself a max fuccboi
>>
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>>173375896
>108060fps

Who needs >100k fps? The Flash?
>>
>>173377605
what exactly are you referring to?
i dont see any games that were posted on AGDG in this list.
>>
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>>173376687
Yeah might have gotten a bit flat there, I'll try to fix it tomorrow.
>>
>>173377745
Shit, I meant 1080p60fps.

I think The Flash's eyes have gotten so fucking used to running that fast that he cansee at 108060 frames per second. (Or whatever measurement FPS is in eyeball terms)
>>
Did lolijam happen?
>>
>>173376687
>who else can barely get out of bed let alone start doing anything. I can't even play vidya, as soon as I get up I'm fucking exhausted and ready to get back in bed. I wish I was dead at this point.

Classic symptoms of depression, anon. (Same here btw, kinda sucks.)
>>
>>173375896
Why couldn't you save for five hours?
>>
>>173378179

Things are better than they used to be but I still don't have the energy to do anything. I've got a sleep disorder on top of it so staying awake is difficult.
>>
>>173378261
I forgot to, I was too lost in my thoughts about what I was going to do that I forgot about everything else.

I missed a date for this.

I love make game and every bonus that comes with it.
>>
>>173378080
>>173321920
>>
>tfw your game plays like a cutscene
>tfw when your game looks like a cutscene
>tfw when your cutscenes don't fucking look like cutscenes
>>
>>173378583
FF7?
>>
>>173378301
Sleep disorder is pretty normal for the condition too. Sometimes I sleep 12+ hours, other days barely 2. It helps when you manage to force yourself to "do stuff", after a few hours you snap out of it and can keep going again. Easier said than done though because everything you start feels so fucking meaningless and empty and not worth doing at all. Not even watching tv or playing vidya.
>>
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>>173378339
>second thread in a row the only reply to gogem's lolijam announcement is himself
>>
>>173378769
Why are you faggots giving him attention anyways? Don't you have better things to do?
>>
>>173376251
>>173378004
Your (You)s really dried up, huh.

Witch engine are you using?
>>
>>173378673
Good guess, but no. My 3D game controls like a shittily animated cutscene, all heavy and out of control. The graphics are great, so it looks like a cutscene. I think I might end up marketing the game as one big cutscene. Yes, heavier than Life is Strange, and that game is also practically one big cutscene.
>>
>>173378004
>>173378925
She has a nice ass but there isn't much else to say
>>
>>173379001
Have you thought about naming your game "Cutscene: The Game"?
>>
fuck I'm drowning myself in early 00's gba games nostalgia right now. Megaman.EXE/Megaman Zero/Boktai/Summon Night Swordcraft Stories/Pokemon Mystery Dungeon/Phoenix Wright/Zelda Minish Cap

WERE SO FUCKING GREAT

I WANT TO BE A LITTLE KID PLAYING WITH HIS GBA IN THE SUNNY 00'S
>>
>>173378721

I exclusively sleep 12+ a day, 2 would be great I think. I'm not empty or anything like I used to be, just too goddamn tired. It's hard to bother to breathe sometimes lmfao
>>
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Not dead

Also rocks
>>
>>173376343
Why don't I have friends who can art this well

Also, why don't I have friends
>>
alright. time to make some mother fucking progress tonight.

>>173375264

post your progress, but shilling is a no no.
>>
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>>173379747
Disagree.

>>173375264
I vote yes on principle for any posted here.
>>
>>173368957
make it virtual reality for extra spook
>>
>>173379547
Yeah I think my "problem" is something like a bipolar disorder rather than just pure depression. Can't get shit done for days or even weeks, followed by periods of excessive drive which is when I sleep less than 10 hours per week and try to catch up on life and work. If not for those "manic" periods I would have killed myself years ago.
>>
>>173379363
I think I am gonna name it "Taeniola", Taeniola is the latin word for thin ribbon, as we all know film strips are on thin ribbons called film, cutscenes are little in game films. Too convoluted? Should I just name it "Amet"? That is the latin word for film, just straight up,

>>173379396
Nostalgia fag doing nostalgia fag things. This isn't the year 2003, it's 2017, get over it.
>>
>>173379014
Thanks, thats okay I'll be making new animations soon, then there will be more to comment.
>>173378925
I'm forking off a small open source engine, which is why everything takes a bit longer.
>>
>>173379396
>>173380005
2017-2003 = 14
Nostalgia clock is correct yet again!

Channel that energy into game!
>>
>>173380005
they both sound kinda pretentious but I like Taeniola more also post game.
>>
>>173380005
Says the guy making a shitty video game movie because he can't write an actual movie
>>
>>173377745
https://www.youtube.com/watch?v=fIUE3aP1TFw
>>
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It edits maps
>>
how did you guys decide on a dev name?
>>
>>173380959
initials + year of birth

The other fags from the team I used to work with just picked LotR characters.
>>
>>173380959
grabbing scrabble tiles out of a bag
>>
>>173380959
take the first syllable of your name, a slightly distorted second syllable and then make up an completely unrelated syllable

eg
>thomas
>tonosh
>>
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Working on more character drawings.
>>
>>173381605
the chest muscles look round rather than toned, like there's different localized bulges of fat
>>
>>173381556
thanks i'll probably do this.
>>
Anyone else stuck waiting for their idea guy to idea?
>>
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Do you have to be a beta nu-male hipster to be successful in game dev?
>>
Here is a question for all of you video game voice actors... in your opinion, which is better, windscreen or pop-filter? (I personally prefer windscreens since they cover the whole microphone and there is no un-evenness in the noise cancellation and pop-blockage, but I wanna know what /agdg/ thinks)
>>
>>173382647
Almost certainly. The alternative is to be/become female.
>>
>>173382663
post random vocaroo clip
>>
>>173379615
>Not dead
Unfortunate.
>>
>>173382740
Has there ever actually been a successful female game developer?
>>
>>173383106
Ooh someone's envious.
>>
>>173345304
Cellular Automata can get you something roughly looking like that (assuming you actually want procgen levels) though you'll probably want to tweak it a little
>>
>>173383160
Zoe Quinn
>>
>>173383214
I said game developer.
>>
>>173383160
The lead dev of one of those boring but successful city management games was a chick, I believe. I'm sure there are a handful of mentally balanced, semi-reasonable women throughout the professional sector, though there definitely aren't any in the independent sector.
>>
>>173383160
King's Quest girl, Uncharted girl, Legacy of Kain girl. There's a lot of artists tough, like Ayami Kojima or the Bayonetta character designer.
>>
>>173382605
Buy him some weed.
>>
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>>173383284
>boring but successful city management games

Cities:Skylines was pretty awesome. She's the lead designer and not a dev, though.
>>
>>173384026
mea culpa

predictably she wears the psycho bitch uniform
>>
>>173384026
>promoting something a women made that isn't a sandwich
I suspect this anon is really a non-aggressive Tumblr feminist trying to convert us all to feminism.
>>
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>>173384026
>designer and not a dev, though.
Here you dropped this.
>>
>>173377934
Ahhahahaha as expected of googum. Without even a bit of sarcasm he outed himself as king AGDG fuccboi.
>>
>>173384127
At least their CEO looks like a normal human being.
>>
Is the /g/ meme true that you can become a better programmer by wearing striped socks?
>>
>>173384479
Only if it's part of crossdressing.
>>
>>173384458
She looks like a regular average woman in the 21st century to me.
>>
>>173384407
You can keep it, that's what it's for.

On a more serious note, please elaborate how "designers" are more than glorified idea guys.
>>
>>173384606
No wonder men are going gay.
>>
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>>173384606
That's not good. Go watch that ad for Pestroy from 1946, looks at all the women in it. That's how I like women and that's where I like them to be. In the kitchens, pantries and bedroom.
>>
>>173384558
I've tried getting the programmer I'm working with to crossdress, he won't do it. Striped socks and panties are the limit for him.
>>
>>173384329
>>173384714
>getting triggered so softly you have to falseflag this hard
>>
>>173384729
Spike his coffee and pizza with estrogens.
>>
>>173384862
He's on a different continent.
>>
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>>173384815
I am not triggered.

By the way...

That statement confirmed that you are a fucking Tumblr feminist in hiding.

No one on 4chan that is in their right mind and/or isn't a fucking kike newfag doesn't say triggered.

Get the fuck out now.
>>
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>>173383160

Sure.

They just don't wave their dicks around about the one game they ever made.
>>
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>>173384931
>>
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>>173384981
Your weak reaction image doesn't prove anything.
>>
>>173377934
I don't see where he said this list had AGDG dudes.
>>
>>173384917
> what is delivery service?

Wait, you hired an Indian?
>>
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>>173385248
*NATIVE AMERICAN

OH MY GOD.

YOU IGNORANT FUCK.

I'M TRIGGERED!
>>
>>173385248
>>173385306
No, an Australian.
>>
>>173385360
I see. Well, I guess cross-dressing is not an option, then.
>>
>>173321332
How many loli games so far?
>>
>>173385432
1 game.

Singular loli game.
>>
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>>173385467
But when gogem finishes his there will be two right?
>>
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>>173385452
ORIGINAL HUMANS BEINGS THAT BELONGED TO THIS LAND THAT WAS NOT YET AMERICA, YOU FUCKING ASSHOLE!
>>
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>>173384931
>>
>>173385650
isn't imagery like this illegal to make in australia since it is themed loli which means child and he has sex toys and alcohol and stuff?
>>
>>173385698
you should call them by their given name, the Steppe Steppy Steppers.
>>
>>173385650
>when gogem finishes
WEW, lad.

I repeat, singular loli game.
>>
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Took a while to balance but:
Blue's mechanics. Normal shot is her fragmented sword. They follow her and when you hold Focus to slow down they hold their positions. They deal large damage if placed strategically and increase her sub mechanic, ExtraChain. Her moth dust in this mode destroys most enemy attacks per usual.

She does not have a Burst attack. Instead when you hit the Burst button she reforms the fragments into her full sword (or full into fragments). In this form (I feel) she takes on a more traditional shmup 'ship' type of gameplay. Her beam attack does not run off of a resource and does medium-low damage. It increases her main mechanic, OverChain, and she moves at Focus speed while it is firing. In full sword mode her moth dust button now turns into a short range sword swing. It does high damage and any enemy attack caught in it's wake is added to her Graze and ExtraChain.

When switching from sword to fragment mode she 'cashes in' her OverChain, which is multiplied by her ExtraChain and dumped directly into her score. Taking a hit at any time reduces her OverChain and ExtraChain by half so her skill ceiling is pretty high if you are playing for score, but I think I made her different and fun enough that even if score means nothing to you playing as her should still be fun! (hopefully. Also the HUD needs major overhaul because each character needs specialized information pertaining to their unique mechanics)

Sorry for lack of posting. It has all been numbers for the last few days and no one wants to see 10 identical videos with the only difference being varied debug numbers popping on screen.
>>
>>173385757
More like blowdart freaks, amirite fellas?
>>
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>>173385740
Is it illegal? Yes. Will he be "caught" for it? Actually probably this time yeah. I mean come on. He's gone full pedo on 4chan in the post-pizza era and even used it as his background image on his $0.00 patreon https://www.patreon.com/gogempro
(didn't he say he had many people interested in and supporting his work? sounds more like he's snared many people with his shovelware and literally can't get off the ground beyond making shock pedo and child harm simulators.

http://www.dailymail.co.uk/news/article-2510991/Ryan-Jake-Lambourn-Sandy-Hook-video-game-Virginia-Tech-Rampage.html

he's also a real hit with his paying customers (i.e. people who mistakenly bought his shovelware and had to become acquainted with the goo)

http://steamcommunity.com/app/519930/discussions/0/217691032430905828/

But gamedevs are not gamedev so that's all inconsequential. JLMG
>>
>>173386101
>He's gone full pedo on 4chan in the post-pizza era and even used it as his background image on his $0.00 patreon https://www.patreon.com/gogempro
i was going to say no he didn't because it appeared cropped but then i right clicked and viewed it
the mad man
>>
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I already started on the Credits screen before I laid out the story.

Spoiler: You don't go to jail for stealing the jerrycan
>>
>>173385097
then i dont see how it's a relevant response.
>>
>>173386101
Wow, his tier descriptions read like a bad akabur ripoff.
>>
Retard here. Sorry if this is a common question.

How much money does the average indie game make on Steam? Or just in general? Steam doesn't release sale stats, it only shows how many people are currently playing the game, so I have no idea what the expected income is for it. I'm not talking about some AAA indie title that becomes a fotm like Undertale or whatever, I mean just the average borderline shovelware game that you see flooding Steam or an appstore.

I see things like Patreons sometimes making $1k+ a month, but a majority seem to make around or under $100, which almost makes it not worth it.

Does anyone here have any personal numbers they can share? Or know of what the number's supposed to look like?
>>
>>173377934

https://steamcommunity.com/sharedfiles/filedetails/?id=861422389

for one.
>>
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>>173382647
We already have Bokudev the biggest beta nu-male here.
>>
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>>173385650
Correct. actually that will be his second jam game on agdg. his first was very impressive see
https://youtu.be/zUqj2F_0ydk?t=1m24s
its at 1 minute 24s
Don't be jealous nodev!
>>
>>173386363
>average indie money
alot so much
>median indie money
next to nothing
>>
>>173386101
This isn't ryans liar. Anyone can make a fake patreon just like anyone can wear gogem's name.
>>
>>173386548
I'm sure a majority of the games on Steam earn very little to no money, but what are some ballpark numbers? Can you even expect to break $1k after Steam takes their share?
>>
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>>173386404
Bokudev is an alpha cute boy. Always talks shit not giving a fuck about women in the discord. Probably is closet gay though.
>>
>>173386587
Oh my dear sweet summer child. You need only enter the black portal that is his name to see.
https://www.gogem.pro
>>
>>173386363
For all I know, Steam takes a 30% cut which is standard in the vidya industry. The rest depends on your sales. Some few hit the jackpot, Stardew dev is a millionaire by now, most others barely scratch by.
>>
https://www.youtube.com/watch?v=l12aycmdX_Y

behind the scenes of a game, pretty interesting.
>>
>>173386637
i think if you make some of the many poor decisions available, it's very easy to not even crack $500 on steam (pre-fees and taxes).
>>
>>173386101
not memeing but
holy shit how will he recover?
>>
>>173386637
You can't expect ANYTHING, you need to attract a playerbase. Steam won't put you on the frontpage if your game sells like shit.
>>
>>173386686
not
gay
>>
which upcoming agdg game will make the steam front page

place your bets
>>
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>>173386691
Bad url?
>>
>>173386708
>standard in the vidya industry
no, it's a standard in large corporate owned digital media platforms (steam, apple, amazon, etc).
real world publishing takes much larger cuts. non-corporate owned distributors take smaller cuts and digital distribution is really not so difficult that you cant DIY it and only lose fees to your pay processor.
>>
>>173386708
Right, and that makes sense, but without Steam releasing sales numbers I can only guess what "scratching by" entitles.

I went through Steam indie new releases for the past few weeks, put them into steamcharts, and a majority of them have had 2-6 peak players since launch, with about 0-2 players every day. With these games priced at $5 each and with Steam taking 30%, and even assuming a player isn't playing the game for more than a single day, I don't see these guys even making their greenlight fee back.

Is being an indie developer going to net you near-zero income unless you magically hit it big? Is it even possible to realistically make a career out of being an indie dev?
>>
How do you model hair?
>>
>>173386101
>http://steamcommunity.com/app/519930/discussions/0/217691032430905828/
Holding a for profit silent auction without a license over the internet is illegal as fuck. Did he just move to AUS thinking there were no laws or something? Gambling laws at least?
>>
>>173387191
>Is it even possible to realistically make a career out of being an indie dev?
sure but it's overwhelmingly budgetary.
think starving artist, gamedev is an art industry like any other - you want to live doing it you better know how to stretch those pennies.
>>
>>173387025
> real world publishing takes much larger cuts
> implying you have any insight or experience with that

"My" game is still sitting on the shelves, how about yours?
>>
>>173387440
>implying you need insight and experience to know that real world publishing is more expensive for the publisher
i think i heard it was like, writers get ~5% of physical book sales.
>>
Newdev here. I'm having a hard time understanding resolution/pixels per unit/just the general size of everything for 2D. Say each tile is 32x32. What does that mean for the resolution? Does the camera need to be a certain size?
>>
>>173387394
>think starving artist
Gogem you're not a starving artist. You keep spewing this delusion including in your [yesdev] youtube videos. You live with your parents at 35 and are a failed game developer. Please wake up.
>>
>>173387697
i cant see his beard
>>
>>173387721
>live with your parents at 35 and are a failure
Sounds like the average indie artist to me
>>
>>173386298
that's a lotta niggas working on that game
>>
>>173387721

Still sounds better to me than a 9 to 5 work drone.
>>
>>173387394
Artists can turn a $15-$100 commission in a few hours or days tops.

Making a game takes a few days to a few months, and you're already starting in the red thanks to fees. If you put in a week of work and then struggle to break $500 profit over a month of sales, that's a level below starving artist. I can't think of a lifestyle that could support outside of being homeless.
>>
ive noticed it's salt powered robot oclock so im out.
>>
>>173387764
Right the point is he isn't starving. He gets three square meals a day and free housing and electricity to draw pedophile "art" and make games that flop over and over for 5 years. His identity is "guy who shitposts on 4chan for years on end namefagging and makes awful games".
>>
>>173387783

It's lorem ipsum fill dummy text

http://www.lipsum.com
>>
>>173387721
He isn't starving. Starving people have to struggle to eat while gogem is a fat cat retard NEET pretending to be on the hard streets of the indie game dev industry where nobody can succeed because he can't succeed. Ooo such a street wise failure he is you better subscribe to his stillborn youtube channel or you'll miss out on his hot tips on how to stay mediocre and never improve!
>>
Let me make something clear to all amateurs and wannabe indies in this thread :

There is no fucking reason for you to use UE4 if your game is going to run like fucking shit.

Using C++ is not going to miraculously make your game better if you're a terrible programmer.
>>
>>173387584
And what do physical book sales have to do with video game publishing?

I've been working in the industry, although that was before everything went digital. Back then deals around 25-30% were the norm for simply getting published by a big producer. But yeah, usually you let them have more in exchange for advertisement campaigns in the media. Which was still an ok deal because it boosted sales a lot.
>>
>>173388081
Sounds neat! Show me a few?
>>
>>173388169
Sure thing pal. Enjoy!

https://www.youtube.com/watch?v=iQ0e3QUADw8
https://www.youtube.com/watch?v=N-Kt5um8n10
https://www.youtube.com/watch?v=PuCxDymdCDU
https://www.youtube.com/watch?v=QVWAy2-1b_E
https://www.youtube.com/watch?v=dlD9K5mY5n8
>>
>>173388118
>UE4 uses C++ instead of Unity's madeup bullshit language
Why the fuck did I download Unity
>>
>>173388118
And what's your point, faget?
>>
>>173387926
No don't. Please come back. We need your one-off replies to 30 posts in a row and feeble attempts to argue with everyone over every little thing. Fuck off pedo.
>>
>>173385650
>>173386101
wait
so gogem actually uploaded his loli jam art with that dildo and duct tape and the "little girl" to his patreon? he put it on the patreon.com servers?
>>
>>173388563
fuck the police.
>>
>>173388081

You don't have to be literally starving to fit the starving artist description.

Van Gogh was the starving artist archetype it stems from and Van Gogh was able to afford paint, canvas, occasional prostitute and being alcoholic, especially the latter is expensive as fuck.
>>
>>173388563
He's like if the crew from Jackass all kept doing stunts into their 30s even when it was just sad. Even worse he's like if they thought being a pedo and scammer was somehow an edgy stunt. He really thinks he's cool for all the things he does. Just unbridled autism. If he ever had to go to court they would let him off for being retarded. They have tests to easily identify people like him who are goofy.

>>173388682
Okay Uncle Ryan. We'll see.
>>
>>173387264
https://www.youtube.com/watch?v=MebVE2dC-UU

here's one way
>>
>>173388743
>especially the latter is expensive as fuck.

Half a liter of cheap beer costs 29 cents here in Germany.
>>
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>>173361665
Not the most exciting progress, but I have the scoreboards I mocked up earlier all implemented and working now when you hold tab. Next I need kill popups, score popups, and to make assists an actual thing.
>>
>>173388743
Van Gogh had well off patrons, in particular his younger brother Theo who idolized him and had an actual career which he used to finance his brother's lifestyle.
>>
>>173389129

If you exclusively drink at home and average alcoholic would drink 10 to 20+ beer a day which would be something between 150 and 400+ € a month.
>>
>>173388921
but the crew from jackass have kept doing stunts into their 30s
>>
Why is it when I import a tilemap using tiled2unity it's fucking massive?
>>
>>173390398
Check your import scale settings.
>>
>>173390398
>why is it when I use a retarded engine that I get errors and issues?
>>
>>173389947
You can't drink 20 beers a day for a whole month. Unless it's Pisswasser.
>>
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>>173390616
You have been here the last few days, haven't you?
>>
>>173390670
Been here on and off for a few years. Been an alcoholic for a decade.
>>
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>>173390776
I never asked for your life story, dumbass.

If we were on that topic, I would be in-different. Now that you have gotten off-topic, I honestly hope you die from liver failure.
>>
Upgraded to Unity 5.6.0f3 the other day and I'm getting severe stutter in the editor window using the first-person fly-through controls. This didn't happen with earlier versions (last I've been using was Unity 5.6.0b6 which I still have installed and it runs fine).

Anybody else experiencing the same problems? Should I try reinstalling? The only difference I see is that the old version is installed on my system drive, the new version on another hdd (which should be much faster since it's brand new...)
>>
>>173390998
You upgraded? Cool, real cool, you faggot.

Unless you learn something useful, like game dev with a language alone, a language like Rust, shut the fuck up, game dev in silence and stop to argue every once and a while. Not knowing language dev has caused you to have your Unity issue?
>inb4 where is your game
>>
>>173390857
>Now that you have gotten off-topic, I honestly hope you die from liver failure
>t. rulefag

>>173387657
Assuming you're using unity, one unity "unit" in 3d is supposed to be treated like one meter, but it seems in 2d you're allowed to say how "big" a unity unit is in terms of screen space, so if you decide one unit should be 32 pixels wide and tall, then your 64x64 sprite gameobject transform would have a width of 2, I guess

Why would it be useful to have one unity unit equal to something arbitrary? i dunno, but its better to have more power and flexibility than less. MAybe you could implement a zoom effect by saying one unit == 16 pixels, so your 64x64 sprite, which is two units wide, would actually appear to be half its normal size on screen, I think?
>>
>>173391214
>calling me a rulefag
>I never said anything about rules
I legitimately never asked you about your life, there is no reason to tell me. Rules have nothing to do with this, unless I engage you, I don't care.
>>
>>173390998
newness of a drive shouldn't affect its speed, unless its a more modern version with more RPM or different structure like SSD. Maybe your system drive is SSD and your brand new drive is platter/cylinder based/traditional?

But just open up the profiler and see what is causing the stutter, duh
>>
>>173391291
Wishing death upon someone for some OT blogposting is pretty nofunallowed for 2am in a purpose-built general
>>
>>173391314
On that topic, if you don't have an SSD, you are a bitch and I hope you know you are losing time out of your life with your gay hard drive.
>>
>>173391403
I think it looks sick. However, even though you can put guns anywhere on a space ship, I think people still expect capital ships to align from the side.
>>
>>173391403
Are you the spess dev who was begging for collab partners for weeks?

And now you're making a top-down multiplayer shooter?

Do I have this correct?
>>
>>173391417
I don't care about the rules. I get off topic all the time, THAT IS WITHIN ENGAGEMENT. I am a stickler for my own rule, which is "don't talk about something someone never engaged you in talking about". I didn't engage you and/or give you any sign I wanted to hear your gay alcoholic sob-story. Speak when you are spoken to, anon. Drink more and onset that liver failure to rid your existence off this planet faster than it would've happened before.
>>
>>173391403
background's fine but everything else is too dark
>>
>>173391314
Well I just uninstalled and reinstalled to my system drive, still got the same stutter in the editor. Especially when "speeding up" with SHIFT it tends to freeze for half a second, then jumps to the new location. About the profiler, I'm talking about performance in the editor - can you profile that, too?

>>173391184
Do us a favor and remove yourself from the gene pool.
>>
>>173391713
I think that burden belongs you to, fucking unityfag.
>>
>>173391403
not much dakka/pewpew for what looks like big ass cruisers, also seems unlikely they'd get that close, tactically
>>
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don't mind me
>>
>>173361836
so tell me about your jam game square dev because i love your games
>>
>>173391713
>performance in the editor
Its one of the windows, called Profiler, shows a line graph of FPS (among other things), whenever it stutters and drops, just click in the graph and it'll pause the game and show you what % of the frame was spent on which function, its pretty insane

>>173391620
Im not even the alcoholicposter but isn't being an alcoholic directly related to posting about beer prices? Your jimmies need stabilization, hate is blinding you
>>
>you'll never be making a game with fucked up perspective and a knockoff hyper light drifter character asset while shitposting on an anonymous imageboard
>>
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>>173392028
>check Steam's new releases
>literally 50 games were released on April 7th, 2016
>>
>>173392028
release pls
>>
>>173392270
(it's just preliminary stuff)
>>173392294
SOON (patent pending)
>>
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>>173392028
Congratulations, you're one step closer to being free of this place

>>173392270
The curator changes to steam can't come fast enough
Hopefully they'll get a cut of games bought through their page/portal so it functions like advertising you don't have to pay up front for. It'd be cool if you could customize what % goes to curator-driven sales.
>>
Ok my terrible platformer is done and dusted. Now I can move onto something else.

https://dembory.itch.io/terrible-platformer

Check it out if you want to play something very unimpressive.
>>
>>173392150
>Its one of the windows, called Profiler, shows a line graph of FPS (among other things), whenever it stutters and drops, just click in the graph and it'll pause the game and show you what % of the frame was spent on which function, its pretty insane

Yeah, found that option by now. Weird thing is, everything looks ok in the profiler, it just keeps on running even though the editor window freezes for half a second or even 2-3 seconds in the worst case. No idea what to try next, maybe I'll install the 32bit version and check if that works better. This is a bit frustrating, I was looking forward to the new navmesh features, for example.
>>
How would you go about creating a system that lets you highlight specific tiles of a grid in Unity? Similar to a tactical RPG when selecting where to move your unit.
>>
>>173392658
>https://dembory.itch.io/terrible-platformer
Terrible physics, ragequit after level 4. But it's more than most posters here will ever accomplish in their lives.
>>
>>173393401
Thanks for playing anyway!

Out of curiosity which parts of the physics did you hate the most? I've been fucking around in it for the last few days so I'm used to it by now, but if it's awful for new players that'd be good to know for whatever I work on next.
>>
>>173393664
I think the sliding is way too excessive. A bit momentum to counteract is ok of course to add difficulty but it's way too hard to stop the character from sliding off the platform after a jump. Maybe hardcore platformer fans will like it that way, dunno, it's not really my favorite genre.
>>
>>173392657
>Hopefully they'll get a cut of games bought through their page/portal so it functions like advertising you don't have to pay up front for. It'd be cool if you could customize what % goes to curator-driven sales.
That's a terrible idea. What's stopping them from recomending only the most popular games and getting easy cash?
>>
>>173393664
>>173394031
What I mean is, the sliding would be great for the occasional obstacle, like an icy platform. But it feels wrong for regular platforms.
>>
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>>173394031
Lol, you would've hated level 9 if you got that far. I appreciate the feedback though.
>>
>>173394573
Yeah different tile types with their own friction ratings was something on my scope creep list. Will probably make it into game 2.
>>
>>173394080
If a game is popular, people won't be buying it through curators
>>
>>173394670
May I ask about your workflow by the way? I assume you didn't manually drag every single block/tile into the editor, or did you?
>>
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>>173394816
Nah, the levels are defined as png files, one pixel = one tile. Black pixels become walls, green specifies the player start position etc. Worked well enough for something this simple.
>>
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>>173392125
>>173363215
I'm starting early because I had two different game ideas, one is much smaller scope than the other.
So I'm working on this one first so I know I'll have something complete to submit. Then I'll use the remaining time to develop the other one.
The first one is pic related, you play as a little girl collecting easter eggs. The second one is the Little Red Riding Hood stealth game I posted about a couple of times.
>>
>>173363183
Is this autism?
>>
>>173394942
Ah, nice! Did you "borrow" the relevant code from a tutorial? I'm new to Unity so I wouldn't even know how to scan the contents of a PNG file to accomplish that. I assume it's just one or a few lines of code, would it be too much to ask you to hint me into the right direction?
>>
>>173376921
>>173377029
This
>>
>>173395523
Nah wrote it myself.

Import the images as you would any other sprite, set Mesh Type = Full Rect, Read/Write Enabled = true, Filter Mode = Point, Compression = None. Then you just need to get a reference to the Texture2d in a script (can do by dragging it onto a public variable like anything else). Then you can read the pixel data from the Texture2D with the GetPixel method.

There might be better ways to do it, but that worked for me. The texture settings are important, if there's any compression or filtering stuff set then the pixel values might get changed from the source image. GetPixel won't work if you don't have Read/Write set to true either.
>>
>>173395309
>you play as a little girl collecting easter eggs
wait wasn't it the player who put down the candy?
i mean, i still get how its a puzzle game the other way around but it sounds like a much shittier puzzle mechanic that way around
>>
>>173396019
adding to this because i dont want to just say
>its shit
efficient playing of the current game is the player figuring out their path before they start (trivial) and then executing it (boring)

whereas i assumed it was a game where you placed the candy and there was rules for baiting the loli with the candy (a ruleset to learn) on top of the movement limits so that the planning phase was non-trivial and the execution phase was automatic.
>>
>>173395806
Thanks a lot, anon! That's all I needed to know.
>>
>>173396659
You're welcome. Hope it works for you
>>
>>173397008
Gonna try it later today. Right now I'm trying out older Unity beta versions to get rid of that annoying stutter in the scene view window. >>173390998
>>
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>>173396295
>>173396019
I appreciate your non-shitposty critique, but:
1. I'm not making a pedophile game (as in, a game where you play as a pedophile)
2. There will be some special tiles, like one that consumes 2 steps, one that you can only step on a certain number of times and after that it turns into a wall, one that automatically moves you to the next tile, etc.
3. The level layouts will obviously be more complex and the steps will be more limited.
4. I might add moving obstacles or tiles that change over time to add some 'action' but I'm not sure.
It may not be to your taste, but there's a whole genre of games like this, where you first plan the solution and then you just put it into practice.
>>
>>173396295
>puzzles are boring
t. brainlet
>>
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How can I get into texturing? It looks so simple yet it's so hard. I don't know where to even begin. Pic is kinda related. It feels like they are just plain colors with some noise and the lighting and other surface and material shader magic does the rest.
>>
>>173398929
Learn about GPU programming if you really care. Then lighting,baking,all the ins and outs of modeling basically. A lot of that scene is obnoxious post proc though.
>>
fully functional character select screen
all i need now are more sound effects

https://www.youtube.com/watch?v=w86Wl2C2Itc
>>
>>173399401
thats a pretty neat gimmick for picking things.
>>
>>173399401
please do every sound effect using your voice
>>
How would you go about creating an "invisible" grid for placing objects in Unity?

Working on a Harvest Moon style game and can't figure this out for the life of me.
>>
>>173399664
use division with the result rounded to your desired grid increment
>>
>>173399664
Make a grid of empty game objects?
Make a grid of cubes and disable their mesh renderers?
>>
>>173376921
Cute furry lolis
>>
>>173399664
i would make two ints for x and y, and then some functions that alter their position by changing those
>>
>>173399793
daco pls go
>>
>>173399730
Maybe it's because it's 4:00, but I don't quite follow.

>>173399741
That's a terrible idea.
>>
>>173387909
Fucking this.
If you want to make money, drop gamedev, drop programming, drop producing, and start drawing.
>>
>>173398478
>execution of the puzzle is the puzzle
t. to intelligent too sudoku
>>
>>173399984
Are you talking about moving things around in the unity editor or in-game?
>>
>>173400068
Does it occur to you that SIT is a puzzle game, and quite possibly the most unintuitive puzzle game in existence?
>>
>>173399664
>Unity
Buy a third party asset.
>>
>>173400154
No he literally wants to know how to set up a base that he can use for a grid based game. Like square 2,3 of type <farmable> so you can do <farming> actions on it.
>>
>>173399984
He means, whenever you place an object, you round its X and Z position divided by the grid size and then multiply it with your grid size.

E.g. if your grid size is 16:

x = Math.Round(x / 16) * 16
z = Math.Round(z / 16) * 16
>>
>>173400261
In which case it's literally just rounded division like I said, like >>173400281 wrote out
>>
>>173400207
SIT puzzles arent of the puzzle genre puzzles.
games in the puzzle genre give you the rules of the puzzles.
SIT are puzzles in the adventure genre.
adventure genre games dont give you the rules to the puzzle, they give you a story context as clues to the rules of the puzzles.
you could rephrase that as 'a puzzle wrapped in a riddle'.
>>
>>173399664
Do you mean placing during design time, or ingame? When inside Unity, there's an editor option to snap the coords of the current gameObject to the nearest integer values - but that requires that your scale is set appropriately to be any useful. For ingame placement you gotta code that snapping yourself, duh.
>>
>>173400452
>give you the rules of the puzzles.
>dont give you the rules of the puzzles

all puzzles by definition give you the rules. Youre just confusing the means/clarity in which theyre given.

You dislike straight forward, and like "discover through gameplay" puzzles. But youre forgetting that SIT does the former, but you think it does the latter because you are an awful designer.
>>
>>173400281
Thanks for the example. That cleared it up for me. And thanks to everyone else for helping. Sorry I'm such an autismo.
>>
>>173400614
>telling me what i do and dont like
fuck off
>claiming im an awful designer because i made a successful game
double fuck off you contrarian shitlord.
>>
>>173400707
Ah so you're the impostor
>>
>>173400707
a tip for your future shitposting endeavors
gogem never verbally insults people, no matter how hard is he being insulted atm
>>
>>173400787
>>173400948
but that's wrong. you've gotten so used to shitpost interacting with me that you have no idea how i act with people who are honest cunts.
shitposting is lying so i cant take yall seriously enough to insult you.
the only thing i definitely dont say to people is tell them to commit suicide or get cancer or any of those things you say that normal people like me think not to say because it could lead to regret if it actually happened.
>>
>>173401105
googum has always argued straight into a hole, not just dismissed someone unless it was pure shitposting.

See his argument when he was going to make an INFINITE EVIDENCE detective game.

try harder steamchat
>>
>>173401228
yeah i'll argue anything with substance to argue (like my personhood right now) but that cunt had nothing but telling me who i am (like you right now) and his shit opinions.
>>
1..5
(You)
>>
File: texture.jpg (112KB, 1898x503px) Image search: [Google]
texture.jpg
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Well, I'll probably regret this, but I decided to make and add actual textures to my game instead of relying on baked shadows+rim lighting for the vast majority of my environment to add details. I initially made the game in mind without textures because it's just another thing to spend time on, and I'm very amateur at making textures. But it wasn't looking as good as I think it could.

The bad thing about it is that it adds on atleast a few more months of dev time. Which fucking sucks because I'm running out of money here, and may end up doing some kind of crowdfunding in a few months so I can keep doing this fulltime and still live. Or just bite the bullet, get a job, and add on an extra year of development time to it as a result. I'll see where I am by demoday I guess.
>>
>>173401546
Not sure why you thought you should do a 3d game on a short neetfund, but good luck m8
>>
File: loliprog16.png (129KB, 1637x914px) Image search: [Google]
loliprog16.png
129KB, 1637x914px
shitposters spent so long fabricating me that they had no idea that i would call them cunting shitlords if i thought they were real humans worth insulting.

also i've finished sketching all the ero and have all the art in place to star work on game proper.
#lolijam
>>
>>173401710
lol more like #prisonjam
>>
>>173401710
Which one is the girl?
>>
File: capeknight.webm (2MB, 1104x620px) Image search: [Google]
capeknight.webm
2MB, 1104x620px
>>173401647

It was one of those things where it started out as a small short sidescroller, then eventually turned into a zelda type puzzle platformer.
>>
whats the fastest way to learn gml
>>
>>173402756
read the manual
>>
>>173401710
what happened to unity mate
>>
>>173403364
flash is quicker and better at what im doing for this.
>>
>>173403452
>gogem is actually making the lolijam game
I'm laughing at this. It means that gogem will have another finished game and I can't wait to see the salt of the nodev haters.
>>
>>173402756
I read gml as ngmi.
Maybe I should stop visiting /ic/ for a while.
>>
/agdg/: Amateur Googum Discussion General
>>
File: blender-app_2017-04-08_12-56-48.png (18KB, 356x566px) Image search: [Google]
blender-app_2017-04-08_12-56-48.png
18KB, 356x566px
Praising the sun
>>
>>173404239
The nodevs need something to do, after all.
>>
>>173404386
bunnydev pls
>>
>>173404386
Now I want you to make a game about cute cultists.

Probably with a cute fem spider.
>>
File: 2017-04-08_13-04-28.gif (290KB, 444x510px) Image search: [Google]
2017-04-08_13-04-28.gif
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>>173404497
It's actually the pick up animation, but I felt like meme'ing. Sorry.
>>
>>173404709
whats your current game?
>>
File: blender-app_2017-04-08_13-09-13.png (82KB, 512x502px) Image search: [Google]
blender-app_2017-04-08_13-09-13.png
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>>173404770
This one is for Loli Jam.
My main game is still Comfy Alchemist (pic related), though I'm kind of putting it on semi-hold during the Jam.
>>
>>173404795
You can have the slowness be part of the gameplay. Slap that shit onto a thread and let the player do other shit / interact with the UI while the numbers are crunching.

And then have your game be unplayable on future computers because they'd have to slow it down to make sense
>>
Is reading a SICP and learning C + starting to learn how to draw a good way into GameDev?
>>
>>173405073
Learning C is always good, but not exactly for programming games.
>>
>>173404795
Why was this post deleted?
>>
Is it better to use i++ or i+=1 in hlsl?
>>
>>173405073
Decent for a future of programming / programming employment, comedically unnecessary for creating games.
>>
File: cancer02.webm (2MB, 1080x584px) Image search: [Google]
cancer02.webm
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>>173405035
>>173405285

(I deleted my post cause I uploaded the wrong file)

I'll probably end up doing something like this... The last idea I could see working OK is to split the grid into a hundred or so and update only a tenth of the chunks, chosen at random, at each step. No matter what I do, my bottleneck is simply checking every cell (even merely going through the ones without a neighbourhood and immediately move on to the next). I'm working with compiled Python, and I use numba to translate everything that I can into C, but I still use scipy.ndimage (so pure python although people say it's really efficient) to apply my "numba-ized" rules to each pixel while checking its neighbourhood... Rewriting the ndimage functions so I can feed them to numba sounds like a nightmare but maybe I should just give it a go.
>>
>>173405710
I take it you already profiled to see if you're not doing something retarded / have a bad loop somewhere?
>>
>>173405710
shit like this needs to be done on the GPU nowadays if you ever want decent performance. It's not like you're using your gpu for fancy graphics anyways.
>>
>>173405310
++i master race
>>
>>173405974
You know that's effectively different though, right?
>>
>>173405779
Yeah I'm profiling constantly. The slow part is definitely the scipy.ndimage library. But at this point I should maybe just crush the numbers and see if I'm not trying to achieve the impossible, because I check the neigbourhood of each cell 2 or 3 layers deep (making sure to always break out of the function as soon as it's safe to say the requirements for birth or death can't be fulfilled with the remaining unchecked neighbours), which might turn out to actually require a lot of processing power even if everything is perfectly optimized...
>>
>>173406084
Did I imply it isn't?
>>
>>173406192
You did not.
>>
>>173405710
Have you ever programmed Conway's Game of Life? In hindsight this seems like a very similar problem.
>>
File: girl 0001.png (179KB, 1644x864px) Image search: [Google]
girl 0001.png
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face needs the most work
>>
>>173406273
Conway's rules are easier than what I'm trying to do because they only check one layer of neighbours, and treat every neighbour the same (I want to be able to do some stuff with diagonal VS orthogonal neighbours of each layer). But you're right maybe I should just optimize for more basic rules first because I can't say for sure it wouldn't still be too slow even with Conway's rules... I've seen implementations that are incredibly fast even on my shitty laptop.
>>
>>173406574
You should look into the Hashlife algorithm, it's one of the fastest ways to simulate GoL.

https://en.wikipedia.org/wiki/Hashlife
>>
>>173386101

>gogem had an actual article in dailymail written about him.

Holy shit what the fuck.
>>
>>173406876
>not making international news with your games
JLMG
>>
>>173406730
Thanks, this sounds really interesting and at least partly achievable. There are definitely a bunch of simple patterns that show up all the time (most notably the leftover 2 by 2 squares that moving colonies always seem to leave behind, just like in GoL), I could probably implement a bunch of shortcuts.
>>
>>173407004
you are my hero Ryan!
>>
File: bot.webm (2MB, 578x600px) Image search: [Google]
bot.webm
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I fixed the pop-in issue I was having in >>173326928
>>
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shader2.webm
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>>173407258
here's how it looks with something else
>>
>>173407258
neat
>>
File: blender-app_2017-04-08_14-18-02.png (20KB, 507x366px) Image search: [Google]
blender-app_2017-04-08_14-18-02.png
20KB, 507x366px
How do my easter eggs look?
>>
>>173407697
edgy
>>
>>173406523
Faces are hell. I've been at it for a week and I can't make any decent result because my references are too shit.
>>
File: greaser.png (101KB, 1367x672px) Image search: [Google]
greaser.png
101KB, 1367x672px
>>173357127
>>
>>173407258
It looks kinda weird to me when the outline disappears when the arms go in front/behind the body but I guess it makes sense. Looks awesome either way.
>>
>>173404957
How do you get such clean and sharp lines on your textures?
>>
File: roadboys_new22.png (6KB, 866x489px) Image search: [Google]
roadboys_new22.png
6KB, 866x489px
>>173392263
i only just got in the thread

what does agdg think about how this looks, ignoring the lack of detail
>>
>>173407258
>>173408774
No the outline is definitely inconsistent. On the right arm the outlines seem to work correctly as it passes in front/behind (except for the narrow part at the top) but on the left arm they do not.
>>
>>173407628
Would it look bad to keep the outline thick?
>>
File: aj.png (268KB, 464x268px) Image search: [Google]
aj.png
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>>173408785
>>
>>173408974
nice journey ripoff
>>
>>173409143
>ripping off the greatest game of all time
sounds like a great decision to me honestly
>>
File: blender-app_2017-04-08_14-47-39.png (34KB, 786x539px) Image search: [Google]
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>>173408785
Like this
>>
How can i get ue4 to log important shit before the program crashes?
UE_LOG in c++ doesn't actually flush when called half the time.
>>
thoughts ?

https://sketchfab.com/models/1eb918fb09c14db9885b6c1af2f04cd7
>>
>>173409576
>https://sketchfab.com/models/1eb918fb09c14db9885b6c1af2f04cd7
>Login
Nah
>>
>>173409804
it asks for a login? wew sorry
>>
File: opera_2017-04-08_15-08-23.png (8KB, 799x512px) Image search: [Google]
opera_2017-04-08_15-08-23.png
8KB, 799x512px
>>173409576
Love it
>>
File: fuck you.png (16KB, 399x571px) Image search: [Google]
fuck you.png
16KB, 399x571px
>>173409576
>>
>>173409841
>>173409834
>>173409804

wew okay here

https://sketchfab.com/models/1eb918fb09c14db9885b6c1af2f04cd7


they have a neat forum post function but shit wont work on 1999chan
>>
>>173409952
just take a screenshot you fucking retard
>>
File: ziplining.webm (1MB, 465x280px) Image search: [Google]
ziplining.webm
1MB, 465x280px
Putting in ziplines and stuff.
Sloped ziplines done next.
Not sure ladders are worthwhile for a platforming game, but i'll have to see.
>>
>>173410009
viewing the model in 3d space =/= screenshot

neck yourself promptly
>>
>>173409952
Arms seem quite big
>>
>>173408982
That's because the right arm is a different model, so the outlines are drawn differently. There's no way around that one because as far as I'm aware shaders have no knowledge of any kind of object tag data so the outline can be drawn behind one specific object but not anything else. It's actually kind of a bad model to showcase the effect on for that reason, I just took something I had already made. Whatever I make that actually uses this shader won't have that kind of issue, I promise
>>
>>173410016
>unzips line
>>
>>173405710
game of life is super easy to port to GPU or multicore because each new cell's state matters only based upon the previous state, there are no same-frame dependencies.

That's also a trick to making other programs multicore, things that happen or don't happen the same cycle are made independent of each other.
>>
>>173410016
this a sequel to aerannis?
>>
File: thick.png (187KB, 726x739px) Image search: [Google]
thick.png
187KB, 726x739px
>>173408986
it gets a bit ugly if I make the regular inverted hull too thick - that's why I've got the thicker behind outline and a thinner inside outline
This model also wasn't designed with an outline like this in mind at the time, it definitely could be cleaned up a bit to solve some of this ugliness but I think the stylization of a thin inside outline and thicker border outline works
>>
Unity noob here. So I got this player sprite I wanna move around on the map. (everything 2d so far) Put the code in FixedUpdate() because it's a rigidBody, set velocity depending on input axes, so far so good. Now I want the camera to follow the player, so I simply attached it to the player gameobject as a child. Turns out the scrolling is is stuttering/jerky, I think because the physics FixedUpdate() isn't running synchronously with the framerate. When attach a script to the camera and change the camera's transform in Update() the movement is smooth as butter.

So how do I solve this? Maybe check the player's position in camera's Update() method and chang the transform there? Or what's the standard/appropriate way to handle this stuff?
>>
>>173410452
Put the camera code in LateUpdate.
>>
>>173410502
Thanks, I'll try that.
>>
>>173410315
How difficult it is to make a shader like that, knowledge and code-length wise?
>>
>>173410117
There's no need to apologize. I was just pointing it out in case you weren't already aware haha.
>>
>>173410502
>>173410589
Still jerky. I think the player moves with a little stuttering, no clue why.
>>
File: Morphs_Done.jpg (52KB, 800x600px) Image search: [Google]
Morphs_Done.jpg
52KB, 800x600px
Finally finished all my morph targets for better looking deformations
>>
>>173410594
I started learning shaders 3 days ago
http://www.alanzucconi.com/2015/06/10/a-gentle-introduction-to-shaders-in-unity3d/
I went through these to figure out how to write shaders, then I took/modified some code from
http://wiki.unity3d.com/index.php/Silhouette-Outlined_Diffuse
https://www.assetstore.unity3d.com/en/#!/content/3926
once I understood how it worked
>>
>>173410016
nope.
>>
>>173410970
Oh shit, thanks anon, apprecciate it.
>>
File: Harmonic - Level 2.webm (3MB, 640x640px) Image search: [Google]
Harmonic - Level 2.webm
3MB, 640x640px
Me failing to beat level 2

With sound: https://streamable.com/4igvd
>>
>>173410169
no
>>
>>173410950
Check your rigidbody component and make sure interpolation is on.
>>
File: Untitled10.png (5KB, 92x84px) Image search: [Google]
Untitled10.png
5KB, 92x84px
>>173410951
>>
How can you release game on steam when greenlight is closing?
>>
File: RefSheetWill_008Cen.png (591KB, 1000x750px) Image search: [Google]
RefSheetWill_008Cen.png
591KB, 1000x750px
Fun enough art experiment, drawing this way.
>>
>>173411154
Yeah that one is still kinda bad. It requires a morph on both the shoulder and the bicep which I'm not sure how to do
>>
>>173411107
Interpolation is enabled, doesn't have any effect. I think I'll go back to reading more tutorials and check demo source code to see how they are doing this. But thanks anyways.
>>
>>173411218
Greenlight still probably has a few months.
Valve are slow as shit to roll out new things. And even when, theyll probably still have a week or so warning.
>>
>>173411336
And after that? What are the requirements to release an indie game there?
>>
>>173411407
$100 and a bunch of "yes" votes.
>>
>>173411224
You need to get some Loomis on that chest. Looks like it's collapsing.
>>
>>173411407
100 bucks
>>
>>173408724
Aw yeah. Time to fight vile things with a pickaxe ala Streets of Fire
>>
>>173411224
What's the point of a reference sheet if you're the only artist? I can imagine they're useful in something like an animation studio where people might actually need reference but drawing one for yourself seems kind of like a waste of time.
>>
>>173409498
I think you can just printf and flush manually.
>>
>>173411407
They havent released much on the new system that I know of.
What I do know from TB and Sterlings videos are trading cards will probably be an earn-able goal to weed out non-games/shit..
>>
>>173411407
Last I heard you'll just have to pay a (bigger) fee per title, rather than paying once per account and being able to dump as much shit as you want on greenlight with it like it is now.
>>
>>173411474
You'd be amazed at how often artists get their own characters wrong.
>>
>>173411474
>giving (You)'s to faggots

uhh
>>
>>173338104
this looks amazing
>>
>>173411474
Usually doing a turnaround means further drawing of a character is on-model. Same goes for consistent facial expressions or gestures
>>
>>173411474
Mostly just getting used to drawing and drawing these specific characters again. Preferable to be comfortable drawing them before I have to animate them.
>>173411450
Will keep in mind.
>>
>>173405310
Depens on the gpu driver but most probably optimize them to be the same thing
>>
>>173411806
I'll ask again, can you draw non-gay non-furshit characters?
>>
>>173411967
no
>>
>>173411967
I'd rather his gay furfag characters than gogem's noodle people.
>>
someone say something nice to me
>>
>>173412026
how about neither you autism
>>
>>173412035
there are games worse than yours
>>
>>173412026
Why not neither?

>>173412035
something nice to me
>>
>>173412035
You have a cute belly button.
>>
File: testmap.jpg (39KB, 866x489px) Image search: [Google]
testmap.jpg
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>>173412082
do you really mean that
>>
>>173412026
>i'd rather have a bad thing than other bad thing
Or you could lift your standards a bit.
>>
>>173412026
Why not both?
>>
>>173412138
nevermind, I retract my previous post
>>
>>173412147
If I had standards, I wouldn't be here.
>>
>>173412138
yes
you're better than gogem
>>
File: sunny.png (92KB, 500x439px) Image search: [Google]
sunny.png
92KB, 500x439px
>tfw cant figure out where my a* implementation is fucking up
>>
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hug.png
1000KB, 1024x1908px
>>173412035
>>
>>173412138
Lad you really need to learn perspective, your pillars look like rectangles
>>
>>173412259
name one 2D game that uses perspective
>>
>>173411967
If I had an audience that was looking for non-gay non-furshit drawings, sure. That currently isn't the case, however.
>>
>>173412242
>ANXOIUS
>>
>>173412314
trine
>>
>>173412314
too many to list
>>
>>173412185
Don't be like that anon. Aim for the stars.

Or second floor, at least.
>>
>>173412314
Doom.
>>
>>173412456
>>173412518
lol
>>173412490
wrong
>>
>>173412314
literally any 2D sidescroller with 3D environement
Baten Kaitos was technically 2D since you couldn't jump.
>>
>>173412568
Completely false.
>>
>>173412568
>3D environement
then it's not fucking 2D is it
>>
>>173412567
rayman origins
skullgirls
abyss odyssey
>>
>>173412314
Shadow Of The Beast.
>>
>>173412650
2D gameplay, 3D environement.
Also Guilty Gear XRD.
>>
File: nice.png (265KB, 640x480px) Image search: [Google]
nice.png
265KB, 640x480px
>>173412414
>>173412035
English is not her first language
>>
>>173412692
>>173412704
>>173412708
stop naming games made in 3D engines

name a game made in a 2D engine that uses perspective
>>
new to gamedev, if my character is standing still how can I find the direction he's looking? (on a top down)
>>
new thread
>>173412754
>>173412754
>>173412754
new thread
>>
>>173412825
Day Of The Tentacle.
>>
>>173411079

I can't tell what's happening half of the time
>>
>>173412825
castle crashers
battleblock theater
and even fucking donkey kong for the GB had better perspective than some games today
>>
>>173374497
>make the actual waterfall a mesh
>animate water texture
>add particle effects to waterfall
>???
>profit
>>
File: dott-se-playstation-001.png (436KB, 900x506px) Image search: [Google]
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436KB, 900x506px
>>173412845
>if my character is standing still how can I find the direction he's looking?
check the sprite it's currently using?
>>173412901
>perspective
lol
>>173412982
i swear dk used 3D models
>>
>>173357475
I agree; this is looking really good.
>>
>>173355229
Matrix dodges?
>>
>>173412825
Any 3D game made with Love2D
>>
>>173387926
This manga is hilarious
Thread posts: 781
Thread images: 140


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