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/agdg/ - Amateur Game Dev General

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Thread replies: 775
Thread images: 135

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You can make anything you want to make edition.

> 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
>>173321332

> 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
>>
>>173412754
Loli Jam!
https://itch.io/jam/agdg-loli-jam-2017
>>
2nd for keymaster
>>
>>173412772
more like a big fat meme
>>
nth for how is your game coming along
>>
>you will never know so little about art that you can't understanding how an understanding of linear perspective applies to all games, 2D and 3D
>>
>>173413020
>i swear dk used 3D models
No, the DK on the GAMEBOY, you child
>>
What are some successful 2d porn games (not visual novels)? Those seem a bit unpopular to me for some reason vs 3d porn games.
>>
>>173413020
but the sprite is just an image right? how can I get the direction from that?
>>
>>173413207
super deep throat
>>
>>173413207
Princess Trainer 2bh.
Sparked a whole genre of clones and a big part of the Patreon bubble
>>
>>173413074
I can't draw, so I can't make any references. So I can't model anything.
Basically I'm stuck and I'm also lazying around today.

>>173413207
Super Deep Throat, Violated Heroine are pretty popular.
>>
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New since last progress:
-Suicide drones trying to headbutt you.
-Tanks
-Dropships, filled with tanks.
>>
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>>173413228
you have set up your character to change sprites based on what direction they're moving right
>>173413174
where's the perspective
>>
I need example of good overworld map screens
>>
>>173413396
the meter thingie attached to the ship is hella distracting
>>
>>173413482
In the later levels and some cutscenes.
Just got finished going though it again.

I dont know why youre trying to argue 2d games dont have perspective though. Or just admit you wanted (you)s
>>
>>173413482
no, right now what I want to do is if I press arrow key up i want my character to move in the direction he's looking. I think finding out how to do that is irrelevant to what sprites I have
>>
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>>173413607
I'm not dead set on leaving that meter there, but I think it's better to be able to see it without looking away from the ship, like the hyper meter in dodonpachi DFK.
>>
>>173413607
oh shit, I thought it was a ship's part. Certainly a bad design in a game like this
>>
>>173413815
Wait, are you trying to make your movement dependant on the orientation of the sprite ?
>>
>>173413396
Lookin good, glad this is still alive.
>>
>>173413815
>right now what I want to do is if I press arrow key up i want my character to move in the direction he's looking.
how do you make your character look places then

just add an event or something when you make a character look right like "statelooking right" then make your character go right when you press the arrow key up if "statelooking right" is true
>>
>>173413945
>>173414018
i guess it'd be easier to say im trying to make an asteroid clone, so you only move forward in the direction you're facing.
right I just have it moving in a straight line hardcoded, i'd like to change it to get the direction and then apply a force for it to move that way
>>
>>173392658
I gave your game a try. I agree with the other anon from last thread who said that the physics are painful, but despite that I still enjoyed it enough that I ended up playing through the whole thing.

physics:
>too little friction for ground movement, makes landing on single-block platforms more difficult than it needs to be
>not enough control of movement when in mid-air
>still playable though

level design:
>actually pretty decent for this kind of game. nothing ground-breaking or amazing, but there was a decent amount of challenge without being impossible
>sometimes the placement of the key or the treasure seemed pointless, though; for example, there was a level where the key was near the door, and all you had to do to get it was jump straight up into a vertical alcove.
>the visual design/theme of the levels was all the same, aside from the addition of lava. If you were to make this into a longer game, it'd be important for the levels to have more visual/thematic variety.

graphics:
>nothing to write home about, very simple
>not offensively ugly either, though. I mostly feel neutral about the graphics

sound:
>virtually none at all
>I liked the little jingles for getting the key and treasure, though.
>not having any other sounds didn't really seem like a problem for such a short game, but if it was longer the lack of sound would probably become boring after a while

other:
>performance was good (but it'd be ridiculous for a game like this to not perform well)
>I didn't see any way to change the game resolution or make it fullscreen. It was a little annoying to play it in a tiny window.
>immediately respawning after death was a good design choice, dying is less frustrating when you get to try again with almost no delay
>similarly, not having a lives system was a good choice

My verdict is that it isn't terrible, just very basic, with a kernel of good game design. Congrats on getting a finished game under your belt, anon.
>>
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>yfw this looks kinda ok
>>
>>173414464
>i'm making a clone of something in gamemaker
https://www.youtube.com/watch?v=0vHFv7q3KpA

fucking google
>>
>>173413396
I know you're just recreating DDP but I freaking hate those giant obnoxious star things.
>>
>>173414794
im not using gamemaker, im programming on my own. take a breath you seem angry
>>
>>173415048
>im not using gamemaker, im programming on my own
use gamemaker
>>
Where should I go to improve my writing?

I tried /lit/ but they yelled at me
>>
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>>173414687
>he hasn't tried drawing the other eye yet
>>
>>173415420
>drawing two halves when doing a texture
>>
>>173415376
only way to get better at anything is to practice.
>>
Hey aggy
I've been away for a while
Any cool /agdg/ news?
>>
>>173415376
Why?
Read more.
actively critique your own writing, if you cant, sit on a piece for a week and come back to it.
Youre welcome to post a sample now and ill give it a crit.
>>
>>173415420
is it wrong to be turned on?
>>
>>173415465
>mirroring textures
>>
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>>173415605
forgot image
>>
Actually the new fee for releasing games on steam will be between 100$ - 5000$.
What will you do if it costs so much as 5000$? I surely don't have that much money.
>>
>>173416089
what determines it costs $5000 ?
>>
>>173416089
>so much as 5000$?
Valve wont have a flat fee that high considering a hefty portion of their games are indie.
Theyll probably start at a few hundred and ramp up the more games you release within a time window/total.
But if they arent shit then they should pay for themselves which is valves intention.
>>
>>173416089
Totalbiscuit and Jim Sterling say Valve are aiming towards the lower end of those figures.
>>
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.
>>
>>173416161
Valves greed for money. And as we all know they are jews, they probably want a shitton.
>>
>>173416361
they make less money from what theyre doing
>>
>>173416089
i really can't see the fee being larger than 1000 dollars and my gut tells me this whole parade wouldn't happen if it was just 100
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gm island
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>>173416318
Are you reading posts I can't see or something
>>
>>173416387
it's just one of these "LOOK AT ME i'm making a bold statement! give (you)s at once!" shitposts, but you might be onto something
>>
>>173416385
$100.00 is a lot to some people
>>
I think valve has lost their "being on steam means something" edge.
Yeah, they're still the number one pc vidyo store, but back when indie games were starting to go paid, only the great ones got in, and it was only due to sheer popularity or getting a publisher.
Now it means jack shit, sure you're going to get more sales that if you published on itch or gog, but there's so much shit in steam it's barely an achievement. You just exchanged money for a chance of more money.

Disclaimer I have no plans of selling my game.
>>
>>173416520
100 is the current greenlight fee with the entire voting mumbo jumbo
>>
>>173392658
Literally unplayble for me. You seriously broke something with the controls, because I can't get past the start screen.
>>
>>173416480
so what kind of shitpost is this?
>>
>>173416585
Thats why theyre doing the update, they even admit GL was known to fail from the start which is pretty shitty and shows how complacent they are.

I really hope gog or someone expand, even though it still wont matter because too many people are too indebted to their steam accounts.
>>
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>>173416225
>paying any attention to those two retards

I want Reddit to leave.
>>
>>173416832
Because those are the people Valve invited to their offices to discuss the new system

You should probably pay more attention to things
>>
Man, IA is fucking crazy.

https://www.youtube.com/watch?v=Z2We0YuJ6pk
https://www.youtube.com/watch?v=jpxx15b04hU
https://www.youtube.com/watch?v=q6VQed4AqO0
>>
>>173416762
But what will change, then?
They're removing the "pay a bit, and have some sort of following online" system for a "pay a bit more, get on steam" one, which makes it even less of an achievement.

At least gog will personally pick if your game is 'worthy' of their service or not. I do wish gog was a bit more popular.
>>
>>173416585
I think there's place both for a store that's much more restricted and curated and one that allows anything. Especially on phones where the store is the only way of getting apps (at least, the only officially supported way) it'd be outrageous if Apple/Google were picking and choosing what was allowed based on some subjective notion of quality.

It'd be great if Steam could be both but so far they've completely failed in that regard. Right now the Steam store just sucks both for small indie people who get their games buried with all the shovelware and for the players who have to wade through it all trying to find good games they don't already know about.
>>
>>173416386

How do you get to the musem?
>>
>>173416602
But now you just pay 100 bucks once and submit as much shit as you want. Even if the fee doesn't go up, just having to pay per title should reduce the amount zero effort meme "games".
>>
>>173417373
you make a valid point
>>
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>>173416386
Put some FXAA on that shit my dude
>>
>>173417373
Having it as high as 1000$ easily can reduce the amount of good games too though.
>>
>>173416386
why is mod green
is she sick
>>
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Probably gonna be torn apart here but whatever.

Been working on this character model, I got to this point and sorta thought I was done buy took a step back look and it just didn't look right overall.

One thought I had was that the fur was too flat (as its just a flat texture painted on). But every tutorial on how to make these things look like they have more depth are always about using the particle system and stuff which doesn't work in the context of a game model.

Was hoping I could get some feedback on what I need to do to make it look better. I'm relatively new to this.
>>
>>173417297
The problem is you can either pull a gog and go drm-free, and a lot of publishers dislike that, or just sell steam keys, which just makes you just a curator.
Sadly I don't think there's an easier solution.

>>173417208
It's amazing.
I'm working on a big IA project for my thesis, and there's so much to learn and do it's mindblowing.
>>
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>casuals complaining that your game is too hard
>>
>>173417248
Theyre revamping the review system, attempting to go even farther with the customized store. And really putting an emphasis on curators in general self-modding.

But theve said theyre aware of non-games and shovelware. Killing grey sites and instant cards will help.

But they still have to figure out a way to avoid fake 5 stars seeing that anyone can be a curator.

But I think upping the fee and making it per title will definitely cull it atleast. I just wish theyd actually remove confirmed joke/non-games.
>>
>>173417373
I believe you also have to submit much more information than before, that should make it generally more effort and harder to submit 15 shit games posing as 5 alternate companies.
>>
>>173417603
the chicken feet and hands need to go.
after that you can iterate on an otherwise nice model.

Maybe add something to the head/face or possibly something else to the costume.
>>
>>173417603
use bump maps/normal maps if you want to give depth to your model without adding extra vertices
>>
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>>173417702
>ignoring feedback
>>
>>173417317
u have to fish up 2 old boots and then drop them off the edge and then a pair of winged boots will fall onto the stump and then those let you cross the void
>>
>>173410315
Could you, please, tell me how you made her? What shader do you use? How does the modeling and texturing go? It's just. She's so perfect. ;_;
>>
>>173417969
Kill jester
>>
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Progress!
Now I'm adding the eggs in the game, will post updates soon.
>>
>>173417702
What do you consider "casuals"? I like hard games, but a game can also be too hard, imo, to the point where it's just too frustrating.
>>
Fuck yeah. I finally figured out one of the biggest problems facing my game: How to position equipment on monsters/units (including the player). I'm the anon making a game with units that have varying limbs and body structures.
I've also got ideas on how to move the weapons during swing/shoot actions.
After that, I have to do attack patterns and some level designing.
>>
>>173418180
>hopscotch game
Comfy.
Would play it.
Keep up the good work!
>>
>>173418206
Any pics of a unit holding a weapon?
>>
>>173417952
>>173418204
well, people playing that understand the genre have also told me it's too easy. so i think it's an issue of accessibility more than difficulty.

my initial post was kind of shitposty
>>
>>173417736
My problem is, how do you know what curators to trust?
I don't follow youtubers or game reviewers at all, so I barely use that feature other than for curators like "4 player local multiplayer games" or shit like that.

I'd love to see steam unfuck their shit. I just don't think it's bound to happen.
>>
>>173418358
Add a two hour Nintendo-tier tutorial to explain all the mechanics
>>
>>173418180
>isometric camera
yeah, nah
>>
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>>173417702
make it harder
>>
>>173418348
It's just a standard capsule collider for now. I'll post pics when:
I have the unit model imported, AND
I can actually make the weapon swing correctly
>>
>>173418474
>how do you know what curators to trust?
Its just about finding ones you like. And also adjusting your tastes to theirs. Maybe find games you already know that they reviewed, then compare.
But theres also going to be individual taste changes. They mentioned something about better genres and tags.
>>
>>173416089
Doesn't matter what the price is I'm releasing on itch.io first. And if it gets enough money to release on Steam, I'll do that.
The itch.io version price will also permanently be 10% lower than the Steam price, since itch.io doesn't take a huge cut like Steam does, meaning I'll actually make more money from itch.io sales even at a 10% discount.
>>
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>>173418180
>people shit on me for not using perspective in a 2D engine
>this guy gets a pass while he's using a 3D engine
thanks hitler
>>
>>173418802
Because there are less 2.5D games.
>>
>>173418802
One is grid based
The other one is a journey ripoff
>>
>>173418802
>using hitler
Maybe because he's not an idiot like you.
>>
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>>173418548
>>
>>173418802
Half of your screenshot has perspective, the other one doesn't, that what irks people.
>>
>>173418941
>journey ripoff
name one other game that's a journey ripoff
>>173419029
you are an angry angry person
>>
>>173418802
all of the above
>>
>>173419228
>name one other game that's a journey ripoff
Abzu, and it does a pretty good job of it.
>>
reminder not to reply to shitposters whose games are not anything beyond a series of ms paint pictures
>>
>>173419321
>whose games are not anything beyond a series of ms paint pictures
all i need to do to make a level is to throw in that mspaint picture as a background and add a few door and collision objects
>>
>>173419436
>not using tiles
disgusting
>>
>>173419542
>not using tiles
tile based 2D games always look like shit

hld didn't use tiles
>>
>>173419716
>hld didn't use tiles
>posts a picture clearly using tiles
Hmm, this is a strange new meme.
>>
>>173419865
well i guess that's why hld looked like shit then
>>
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>>173419716
Well with some games the background isn't half bad but combat animations and stuff are usually less than desirable.
Used to play pic related; they had some decent looking backgrounds. The biggest problem with the game was speed of combat.
>>
>>173419961
Also the game was an MMO from 1998...decent for its time but quickly became dated (especially when WoW first came out in 2004)
>>
>>173419542
>>173419716
I've been working on a GameMaker game and was wondering about tiles. Is using a huge picture as the background for a room and adding collision afterwards gonna cause problems? I find it a lot easier to just draw a whole room than messing around with tiles
>>
>>173420315
> Is using a huge picture as the background for a room and adding collision afterwards gonna cause problems? I find it a lot easier to just draw a whole room than messing around with tiles
i wouldn't use a huge picture, i do exactly this and i use backgrounds this size
>>173418802
and upscale them, i get around 2k fps

also i use a fixed view
>>
>>173420315
No, if you place your collision block correctly its better than have separated objects!
What I do is create objects and make a room, then take a screenshot of the room and save it as background, after that I remove all the objects of the room and place the background and the collision objects.
>>
>>173420315
No, that would work. The reason people use tiles is mostly because it allows several ease-of-use and editing improvements like randomly picking a tile from a set of alternative, or automatically choosing the right tile given surrounding tiles (e.g. to see grass overlaying sand or something like that).
>>
>>173412230
figured it out, my open set heap wasnt sorted
>>
>>173420716
proud of you
>>
>>173420315
using big ass images for every stage is heavy as fuck compared to tiles
>>173420510
what the fuck
>>
>>173420828
>using big ass images for every stage is heavy as fuck compared to tiles
shouldn't it be the same after the image has loaded in if you're not using tile based movement

you're redrawing the same number of pixels
>>
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>>173420510
>What I do is create objects and make a room, then take a screenshot of the room and save it as background, after that I remove all the objects of the room and place the background and the collision objects.

game maker fags everyone
>>
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>>173420716
>>
>>173420828
Something like this:
https://youtu.be/1lKtEk6hH1M?t=2534
>>
>>173421090
what's wrong with doing it that way
>>
>>173421248
Nothing and many actual games do that.
>>
>>173417603
I believe making fur is all about extruding planes from the body, and as already mentioned get some more maps going other than the albedo/diffuse.
>>
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>>173420828
>using big ass images
Get on our predecessor's level scrub.
>>
>>173421425
That's the "old" way, yeah. New way uses the geometry shader to get actual fur strands.
>>
>>173421547
Ah damn, that sounds advanced. Got any videos on it?
>>
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Progress!
Now all that's left to do is code the goal tile that makes you win the level and show the score, and the game over screen when you run out of steps.
Then I can spend the remaining time making 3-4 types of special tiles.
I'll probably do most of this tomorrow.

In the mean time, any musicbro want to make me a cute song to go with this?
>>
>>173421425
You mean kinda like foliage, but instead of using leaves you're using fur ?
>>
>>173421001
Heavier on memory, not processing. With tiles any bits that repeat only get loaded once.
>>
>>173421779
>any musicbro want to make me a cute song to go with this
I can give it a shot
What are you looking for?
>>
>tens of thousands on Steam
>dozens of new games come out every day
>Play and Apple store loaded with even more titles
>All those indie games being hosted on itch.io or whatever other dumb indie site
With how ridiculously saturated the market it, how do I know whether or not my game is original? It's a simple game that isn't story-driven, so with the sheer quantity of games on the market now, how do I know I'm not breaking someone's copyright if not in gameplay than in name alone?
>>
>>173422079
>With tiles any bits that repeat only get loaded once.
so if i used a background which was monocolour gamemaker would store each pixel individually?
>>
>>173422636
Gameplay cannot be copyrighted.
If you're worried about the name already existing, just google the name and see what comes up, y'know.
>>
>>173422636
If you do it by yourself or you buy the rights to use some assets, even if you make a copy of game (super mario) that have differents names etc, you should not worry about copyrights.
Gameplay cant be copyright.
>>
>>173422298
Well, something cute and light, something that would fit with Spring and Easter.
Doesn't have to be very long as long as it loops well and doesn't sound too repetitive.
Sorry I suck at describing music.
>>
>>173421779
Pro tip: make the animation for moving and collecting items interruptable so that players can move faster. Otherwise difficult levels are going to feel extremely tedious.
>>
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>>173412754
Someone is telling me the dimensions needed for playstation trophies is 320x176.

I don't own a ps3/ps4, but I know steam achievement icons are perfectly square right?

Does 320x176 sound right for playstation?

I'm googling but only finding generic trophy icons.
Do playstation trophies even have custom art like steam?
>>
>>173423012
Good point.
>>
>>173422752
>>173422834
>Gameplay cannot be copyrighted

Gameplay can't be copyrighted but the software techniques used to create gameplay and various GUI elements can be.
>>
>setup occlusion culling in unity
>see it working but the amount of batches don't change

hmmm
>>
>>173421509
>compressed low resolution images with low color depth vs high definition uncompressed monsters shat out by gamemaker
>>
>>173422867
Would love to work with some extra guidelines, but I'll give it a shot.
Are you going to be around?
>>
>>173423308
>software techniques used to create gameplay
Hope he doesnt write exactly same algorithm and make his game opensource

>various GUI elements can be
Such as? Inventory? Minimap? Healthbars?
>>
>>173423521
Thank you, and sorry about that. I didn't really think about it much yet.
I'll be around for another 4 hours or so, but you can also find me on Discord if you prefer SquareAnon#9593.
>>
>>173423412
Blame the gamemaker devs for their incompetence.
>>
>>173422697
yeah
it all depends on the texture size
>>
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>>173418653
HOLY FUCK
>>
>>173422752
>>173422834
So you're saying I can just release a 1:1 copy of Mario Bros as long as I make all the assets myself and name it something else?
>>
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>>173423912
>>
>>173423308
To correct myself, I meant patented, not copyrighted.

>>173423625
>Hope he doesnt write exactly same algorithm and make his game opensource

Not how it works. A patent shark just has to suspect you're using one of their patents and failure to present your source code in court will be held against you.

>Such as? Inventory? Minimap? Healthbars?

Yes, exactly.
>>
>>173424060
That's like 95% of indie games
>>
>>173423412
>high definition uncompressed monsters shat out by gamemaker
give me an example
I have a 32000x18000 24bit jpeg picture in my disk
guess what size it is
>>
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Will this fool some people?
>>
>>173424128
That is in USA right?
Here in Spain that kind of things cant be patented and if it can be, you can do "reverse engineering" without any problems.
>>
>>173424367
anyone who falls for it will just do a charge back
>>
How much easier would it be to work with pure voxels a la Novalogic games over some polygons? Not trying to go for a shite Minecraft/3D Dot Game Heroes clone.
>>
>>173424846
Voxatron?
>>
>>173424846
Fankly voxels are the only way to make novalogic tier games.

Cant really think of any other way to make something like that.
>>
>>173424367
18+ to use this site
>>
>>173424367
You would have more luck with a 'This is the most expensive game on itchio' game
>>
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Done with the electric effect - I need to start working on actual spells. I know I'll do a generic thunderbolt spell but other than that I got nada. Maybe some electric ball and chain thingy?
>>
>Trying to render .SVG's by hand
Why cant i go Terry A. Davis tier persistance when i want to ;_;
>>
texture painting is hard
>>
>>173425416
A fancier bolt which bounces between enemies
A thunder cloud which roams around zapping people
A ball of lightning to throw which hits the floor and then creates an AoE zap
>>
>>173424060
Just replace mario with a black empowered woman, princess peach with a ""modern father that is useless without the mom", call your game progressive and make the black woman fight her way though blocks representation of the patriarchy.
>>
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>>173425769
exhibit A
>>
>>173422636
look up what copyright actually means.
>>
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>>173425906
>>
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I guess shadows don't work that way in the corners, right?
>>
>>173394745
Look up the games curators already recommend. This system will only discourage them from recommending obscure indie games even more.
>>
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[extreme amateur]

I started learning javascript on codecademy, on like lesson 10 or so.

A big goal would be to work at Jagex, I'm trying to understand how the stuff I do can translate into creating an mmo/3d game

I downloaded unity and messed around with it, the camera view was very unintuitive.

So far all I know how to do is make a program talk back with an answer/say whatever
>>
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>>173423134
Here's a PSN trophy
>>
>>173426569
>A big goal would be to work at Jagex
Theyve switched to C++.
>>
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>>173426569
>[extreme amateur]
>creating an mmo
>>
>>173426426
Every AO implementation seems to do that so I guess they must work that way.
>>
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>>173426809
I didn't say I was making an mmo I said I was trying to understand how what I'm learning can translate to the creation of one
>>
>>173423672
Here's a quick WIP. Is the general feel/instrumentation ok?
https://clyp.it/gghtfv44
>>
>>173424326
>jpeg
>uncompressed
>>
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I would like to ask for a favor... anyone can rig this humanoid for me?
It took me some hours to make it, it has a lot of vertex in weird positions but since I'm trying to finish a game, this is holding me back, because I can't have a static humanoid as a player.
You don't need to animate it or anything, just rig it in the correct way. I also bought a full Blender course but it will take a while to learn everything... so if anyone do it I will be very grateful!

https://1drv.ms/u/s!AhuKiONNB5NIhvZTY4UXyQK5KchzNg
>>
>>173426426
>>173426947
http://nothings.org/gamedev/ssao/

AO always looks fucking terrible, don't use it.
>>
>>173427873
>http://nothings.org/gamedev/ssao/
Truly wonderful. That's something I was looking for. Thank you!
>>
>>173427161
I like it!
Maybe try some different instruments, like guitars or flutes, but the melody is great.
>>
trying out gfx-rs with sdl2. Whenever I create the pipeline state object, compilation fails with Program(Vertex(CompilationFailed(""))). The vertex program is known to work since I can use it in the gfx_app-based examples. I can get window and input working but as soon as shaders are involved it dies. I haven't found any meaningful insight into this issue. Has anyone encountered that before?
>>
I'm making a spaceship game with modular spaceships.
All modules are the same size.
I have Cargo
Crew Quarters
Hull
Reactor
Shield Generator
Storage Tank (for fuel or liquids)
Thrusters
And one that's a default weapon.

Any more I should do? I suddenly realized that I have no idea what I want to make.
I want to make interesting combat mechanics though.
I will start working on a way to save the ships I make, (and load them automatically) and then start with enemy ship AI and try to focus on making the combat fun, until then, I don't care about the rest of the game
>>
>>173428808
Go play some ss13 and then come back.
>>
I have saved up 50,000 $ from years of working a low wage manual labour job which i'm getting really tired off. I'm thinking about saying fuck it and just quit and spend my days game deving full time. Has anyone else done this? I am approaching my 30s, my life is without meaning and i don't have anything else to spend the money on.
>>
>>173429182
Do what you enjoy most. If you want to gamedev, do gamedev.
>>
>>173427540
no
>>
>>173429121
I know about SS13
it's not that type of game, but I can get some ideas for modules probably
thanks
>>
>>173429182
i will always do what i love even if i end up homeless with no family or friends

im not here for a long time just here for a good time
>>
>>173427540

I'll help you out.

https://www.youtube.com/watch?v=dYiAd_08-0k
>>
>>173429182
maybe see if you can take a leave for a year and come back after a year and see where you stand? 50k won't last very long.
>>
>>173429182
Doing it on just over a fifth of yours
the neet life is the only life
>>
>>173429405

I can survive for 800 bucks a month so i'll be able to last a few years.
>>
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>>173427250
It's 178MB
it loads around 4 seconds from an SSD into windows photo viewer

You want to tell me you're making Game Maker rooms which come anywhere close to that?
>>
>>173429462
heck man, do it. but have a backup plan. put in your 2 weeks so you can be re-hired when you run out of money. if you're pursuing game dev to get rich then I don't know what to say.
>>
Does typing up some ideas in my design document count as yesdevving?
>>
>>173429792
only releasing a finished game counts as yesdeving you donut
>>
>>173429792
Yes and no. It's yesdeving if you actually start implementing the ideas from your document. It's the epitome of nodeving if you never implement any of it.
>>
>>173429792
>having a design document

nodev as fuck
>>
>>173430452
b-but that's how game studios do it
>>
>>173430669
The people actually making the game don't
>>
>>173428510
nvm fixed it :)
>>
>>173430452
>>173430669
>>173430803
having every single detail precisely outlined when you're an amateur on your own without any help is an emblem of ideaguying
however, if you're working in a team, good planning is essential and even when you're not having a rough, but clearly defined outline helps you not get stuck on dumb details
>>
>>173430669
Not really. They mess around with prototypes before they actually work on design docs, and design docs are NOT there for the sake of development but to cover mostly managerial ground:
- Finding patentable ideas and preparing filing documents
- Identifying potential legal conflicts
- Cost estimation/attracting investors/publishers
In very large companies, the leader of the development team writes up the document and submits it to his boss, who will decide whether or not the team is allowed to continue working on the game they have already gotten a working prototype for, or if they should be reassigned.
>>
>>173430951
You can still have a design document as an amateur, but it needs to be very adaptive. Unless you're ideaguy lvl 300 and have your entire game outlined from the start.
>>
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Jesus fucking christ what a slow week.

Either way. Zombieman is rigged and with it all variations. Now I need actual run/walk/attack animations, another weapon and some assets for a cave/mine/whatever
When that is done I think I can finally finish the trailer and put it on greenlight before that thing goes offline.

If it's not getting greenlit... welp, we'll see.

What's a moderate offer for 20-30 seconds of relatively simple trailer music?

>inb 700 bucks
>>
>>173430669
A rough design doc is fine if you use it more as a notebook to organize your thoughts. Use it to speed up your flow of ideas, and if you find yourself getting stuck on one design issue for too long then gloss over it and come back later. Set a timeline so you're not writing the doc forever. Don't feel the need to maintain it, the code should be self-documenting.
>>
>>173431165
0. They should do it for the exposure.
>>
>>173431165

0.00 USD

Music fags are so desperate for work that they will do anything, even work for free. The biggest losers of game devving you might say.
>>
>>173431165
I pay ~$40/minute, which was by far the best price I could find for quality orchestral stuff
>>
>>173431165
You can just get one of royalty-free tracks from links in the first post.
>>
Is it better to keep all my animations in one maya file and use layers to toggle shit on/off, or should I separate them into different scene files?

I have a lot of dynamics I need to simulate, and making transitions for each animation and managing the dynamics to be seamless seems fucking ridiculous.
How do I keep my shit organized?
>>
>>173429182
With that money and neet bucks, you can do it anon.
>>
>>173431605
Separate files.
>>
when should you use area2d in godot?
>>
>>173432690
Basic area detection, it also detects several collisions at the same time which is nice.
>>
>>173431165
What kind of track are you wanting? Obv. orchestral, but any other details beyond that?
>>
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So... this is the powers of doing art fundamentals.

wow.
>>
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>>173429379
Thank you so much!
>>
>>173433076
atleast your arts finally improved cristian
>>
>>173432798
but it also has nice things like gravity point, how would I join a rigidboy with an area2d?
>>
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Guess who's making a WebGL Runescape clone?
>>
>>173433729
wizmud?
>>
>>173433729
You almost have the 2010 pot-hd look
>>
>>173433729
Don't do it dude, at least work on a competent client and port it to webgl later.
>>
>>173416318
why do you make this post in every thread? nobody uses UE4 here for C++ performance, we use it because its a feature rich engine that's mostly easy to use.
>>
>>173433487
Dunno, I never played with physics on Godot and I'm only using Area2D for collision detection.

I think you can make it like this:

RigidBody2D
- Area2D
-- CollisionShape2D
>>
>>173416318
Firstly, it actually will because the engine's core is significantly more efficient than, say, unity's, and in particular the peripheral systems do not suffer from egregious gc pauses.

Secondly, the UE4 C++ api is unusable. People who use UE4 use blueprints, which are about 10x slower than C++. Knowing that, they haven't chosen UE4 for the sake of using a down-to-the-metal language for muh speed, obviously.

Thirdly, UE4 is by far the best general engine of its class. It's not good but it's all there actually is. Everything else is in a different class or worse.
>>
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>>173433317
>tfw I want to make a chibi fighter but your skills keep making realistic anime characters

Also, what is a good pixel art software to do animations?
>>
>>173434594
aesprite
>>
>>173434529
>It's not good
You got some high standards.

Are you the same guy who is always complaining about it?
>>
monster girl gamu!
>>
>>173434920
I'm not too often in these threads but I complained about it once or twice. Don't know if you're referring to me or someone else.
>>
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Hows this water level looking so far agdg?
>>
>>173435010
W-Waht
>>
>>173435507
>trees blocking your view
no, bad
>>
>>173435507
>hmm, people say the game has troubles with visibility
>I KNOW, I'LL PUT A BUNCH OF TREES IN FRONT OF THE CAMERA!
>>
>>173435507
not sure considering my view keeps changing every 1.5 seconds
>>
>>173435507
Do you have a webm of a level being cleared? I don't think I have seen that before.
>>
>>173429182
I did this
>had enough for a full year of expenses
>already had moderate programming experience/knowledge
>spent the first two months just playing games and getting high
>made a lot of progress but not enough to sell a completed game

Recommendations would be, settle on a design, have it nailed down so you arent blinded by all your free time and think you can keep re-designing and starting over. Pick one thing and DO it.

Depending on how NEET you are, its tempting to go full hermitmode, and if you do, it IS possible that you'll lose all relationships you have, friendships etc. Unless you put up effort, people will stop engaging with you.

Its good for motivation to just work and work and work with no interruptions, but only if you can get results.

In summary:
Don't do it unless youre already skilled enough where 1 day of work actually yields one unit of progress. If you're still babbymode, don't do it yet.

Don't let yourself skitter hither and yon between ideas, its fun for learning but fritters away your valuable time.

If social things matter to you, you have to keep it up, otherwise it'll wither

Expect to take time to indulge/enjoy life after working a job you hated for years. Don't hate yourself for it, just deliberately enjoy it and you'll get tired of it eventually to focus on dev.
>>
>>173412754
>he doesn't even play videogames
You have to be a full psycho to call yourself a gamedev when you don't play games. Show me a chef who doesn't eat.
>>
>>173435507
Great besides the trees, goddamn what were you thinking
>>
>>173435953
who are you talking to
>>
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>>173435953
>FOOD ANALOGIES
>>
>>173416318
>UE4
>>
>>173435953
>/v/
>playing videogames
?
>>
>>173436075
>instantly triggered because he doesn't play vidya and is autistic about "food analogies"
Stop taking your name off gogem. Like seriously what's the point? Do you think we can't tell?
>>
>>173412754
why he removed webm section?
>>
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Added healthbars on enemies. Wonder if I should add stamina too, like in Nioh
>>
>>173435895
Why is the summary longer than the rest of the post?
>>
>>173435953
>a chef who doesn't eat.
More like a McDonald's employee who doesn't eat junk food, which is pretty common.
>>
>>173436357
Oh I see, it's that time of day. Carry on.
>>
>>173435736
>>173435770
>>173435960
But the trees are giving a cinematic view of leaves in the corners of the screen! I-i-its art.
Or do you mean that the trees look bad?

>>173435867
https://www.youtube.com/watch?v=IR3Ko0HvqI4&t=643s

There is an old version of bokube from 5 months ago you can watch it has some levels being cleared I suppose.
>>
>>173436385

Why is he flying?
>>
>>173436385
i mean youre making a souls clone so you might as well
>>
>>173436385
I think you should simply because it conveys the idea that enemies do not have infinite stamina (a very common pattern in games) and encourage players to strategize based on that (and consider stamina as part of the properties upon which the AI can reason). Of course, it's always better to show than to tell, though.
>>
Bethesda's hiring a Senior Core Tech Engineer

Responsibilities

Writing clear, maintainable, portable C++ code
Participating in code and architecture reviews
Taking lead on solving complicated tasks assigned to you
Optimizing memory, CPU, and GPU utilization across multiple platforms
Maintaining, extending, and adding new core engine features
Working as part of a team of engineers, including mentoring junior engineers

Requirements

Bachelor’s degree in Computer Science or related field, or equivalent experience
Excellent analytical and mathematical skills, especially related to 3D and graphics programming
Years of programming experience in C++
Graphics programming experience
Excellent data structure and algorithm knowledge
Good architecture and software engineering skills
Experience with (and desire to) work on core game technology
Good organization and time management skills
Strong communication skills and ability to collaborate with teammates
The ability to work comfortably within a team environment that encourages strong software engineering, coding standards, and code reviews

Desired Skills

Shipped titles as a core tech engineer
A passion for gaming and working knowledge of AAA products
Experience with the C++ standard library (including the STL)
Experience with C++ 11/14/17
Experience with multithreaded programming
Experience with platforms or operating systems other than Windows
Experience with physically based rendering techniques
Experience with Vulkan or DX12
Experience with scripting languages, such as Lua or Python
Experience developing for online multiplayer environment
Experience in Max or Maya plugins
Experience with game editor plugins/modification


https://jobs.zenimax.com/requisitions/view/1330
>>
>>173436468
>But the trees are giving a cinematic view of leaves in the corners of the screen! I-i-its art.
are you shitposting?
I honestly cant tell if this is a joke or not
>>
>>173436608
I wouldn't hire a programmer who had previously worked on Bethesda games, they're all broken as shit
>>
>>173436608
>Writing clear, maintainable, portable C++ code
Stopped reading there.
>>
What are some well-programmed games source's to take a look at for insight into not being a shit programmer? Ideally smaller games. Something like doom is about as big as I think I should reasonably go, but the smaller the better. Alternatively just recommend specific parts of larger games worth taking a look at.
>>
>>173436468
Place the trees further away so they don't go in front of the camera. They look fine in the background but not covering the screen whenever you rotate.
>>
>>173436462
So you don't think we can tell?
Mental.
>>
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>>173436531
because I like this character

>>173436581
yeah pretty much what comes to my mind too
>>
>>173436993
>getting attached to a store asset
youre fucking up m8
>>
>>173436687
>these gigantic games had a few bugs so they're broken as shit and everyone involved is stupid and I am not
>>>/v/ this thread is for people who actually have a clue what is involved in a game.
>>
>>173437146
Thanks Todd
>>
>>173437146
>this thread is for people who actually have a clue what is involved in a game.
Then why are you here? You are the most clueless of anyone currently in this thread.
>>
>>173437137
what store asset?
>>
>>173436608
Pretty fair for a AAA studio. I don't understand how they have standards like this and still release buggy messes though.
>>
>>173437137
>what is yandere simulator
>going to be kickstarted for millions of dollars
>already has publishing and developing houses on board all happy to work with a Unity store asset
Jim Sterling from 2015 called he wants his sassy faggot opinions back.
>>
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@173437146
forgot your name todd
>>173437242
your knight model
>>
>>173436608
>Bachelor’s degree in Computer Science or related field, or equivalent experience
What is the experience equivalent of a BS in CS?
Just four years of industry work?
>>
>>173437328
He made it himself though.
>>
>>173437235
>no u
Ok master game dev my mistake.
>>
>>173437396
he did not.
He hold us awhile ago it was bought
>>
I'd say so. Maybe even 2 or 3 depending on where you worked and what your role was. Every under requirements is pretty much what you learn in school anyway.
>>
>>173437452
No he didn't.
Hell I was here when he was posting progress of that model.
>>
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>>173436682
>>173436889
Ok senpai. Gonna add a crap enemy.
>>
>>173437217
>>173437235
>>173437328
He's right though.
>>
>>173437528
meant for
>>173437348
>>
>>173437328
https://afkmods.iguanadons.net/Unofficial%20Skyrim%20Legendary%20Edition%20Patch%20Version%20History.html

>literally tens of thousands of bugs
>>
>>173437328
>literally naming screenshots wew.jpg when he's making an obvious statement that games have bugs
Yes games have bugs especially gigantic games with proprietary physics engines, that doesn't mean any one programmer from bethesda isn't most likely a better gamedev than you.
>>
>>173437695
Holy shit, we have an actual Bethesda shill here.
>>
>>173436993
you could just add a visual indicator for when an enemy's stamina is depleted, less cluttered and more natural that way.
>>
>>173437596
>he was posting progress of that model.
His custom animation system was not progress on the model, youre mistaken
>>
>>173437772
>being this shitposty because someone has a different opinion
>>
give me ideas for a loli game with minimal art
>>
>>173437935
I know. I wasn't talking about that.
I'm sorry you're jelly, but it's true.
He even posted the fucking character design sketches.
>>
>>173438039
Visual novel where you play as a blind person
>>
>>173437289
>buggy messes
Because they do ambitious things. An enemy can follow you practically anywhere in the game, through doors that change levels for example. How many other AAA games do that?

No excuse for their shitty inventory system however
>>
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Anyone have some useful infographics?
>>
>>173438238
I wouldn't mind a bunch of misplaced trees and the occasional buggy physics but Bethesda games have several completely broken quests, savegame killers and such, it's basically unplayable without unofficial patches.

But this speaks more about their terrible quality assurance and organization than the capabilities of their programmers.
>>
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would you play a chibi porn game
>>
>>173432947
east west chorus would be nice, but i know how expensive those samples are.

Basically something like this would be really cool

https://soundcloud.com/oneymusic/holy-frig

but that's probably breddy expensive
>>
>>173438626
post lewds now
>>
Is it stupid to do a switch statement on a single character? Like
switch (charVariable)
case #:
break;
case _:
break;
etc
>>
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>>173438626
>>
>>173438626
Sure. Now post your models instead of Squaredev's.
>>
>>173438626
I think it's best if you go work on your other game
>>
>>173429379
I have no idea what the fuck is going on
>>
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Languagedev in Rust!
>>
>>173438626
Maybe. Some kinds of chibi porn are too lax on the anatomy for me to stomach and if pic is the kind of style you're going for it falls in the category that isn't actually appealing to me.
>>
>>173426657
thanks, but it's perfectly square. I don't think my guy knew what he was talking about.
>>
>>173438753
I don't see why it would be
>>
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>>173436608
>tfw 5 years of Blender experience doesn't count
>>
>>173439179

But it's so simple!
>>
>>173438039
Roguelike where you must defeat evil loli wizards attacking your castle
>>
>>173439842
It's mainly a programming job so obviously not. Unless you can program 3D graphics yourself.
>>
>>173436608
>tfw I chose to be an artist instead of a programmer
fuck, I'm just gonna be a minimum wage brushmonkey my whole life, wont I?
>>
>>173439991
>He doesn't make his graphics 100% procedurally in-engine
>>
>>173440107
Not if you build a decent portfolio that demonstrates your skills.
>>
>>173440107
Are you actually making a living of it? I'm curious about your situation and what path you took to get there, if you don't mind sharing.
>>
This is probably a dumb question, but I want to make a method that does, say, x -2, where x can be different variables. How do I accomplish this?
If I do like
Subtract(int x)
{
x -= 2;
}
it doesn't work, obviously.
Maybe I should use ref? I've never used it before so I'm not sure.
>>
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>easily avoidable
>not fun to kill them
Back to the drawing board.
>>
>>173431165
>Black and yellow, black and yellow
Fix the lighting and post processing before anything else my man
>>
eh
https://youtu.be/CZpWOfl8Qwo
>>
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>>173435507
>water level
>the water of the level is completely irrelevant
>>
>>173440430
Wow you're right, that is a dumb question.

Subtract(int x)
{
return x - 2;
}

a = 10
a = Subtract(a)
b = Subtract(7)
>>
>>173440437
That looks fine as a generic enemy that comes up sometimes. Just don't make it an enemy that appears constantly.
Maybe have it only be in spots where the player needs to put a ladder anyways.
>>
>>173440624
Well shit, I'm retarded. Thank you.
>>
>>173436397
>i hate video games so i choose to spend hours of my free time to work on them as a hobby
>>
>>173440623
literally all of his levels are just for show
>>
>>173440430
the real question is why would you need to do that, but I would reccomand reading up in valuvs referance types.
the answer to your quetion tho is ether something like:
Subtract(ref int x)
{
x -= 2;
}

or the better way:

int Subtract(int x)
{
return x -= 2;
}

where you would say :
int x = 5;
int y = Subtract(x); // where y would be 3.
>>
>>173417447
>putting AA on a pixelated game
>>
>>173440623
hey boku do you have a mechanic where you can drop your solution cube in a river and it moves across the level? there is an actual water mechanic
>>
>>173441647
>>173435507
wrong target
>>
>>173436385
Looks lit senpai
>>
>>173440437
put 30 of then on the same run and try to avoid then
>>
>>173440983
FXAA on pixelshit is art
>>
>>173435010
Damn, nice. I claim spook girl.
>>
>>173435010
Where can I play this?
>>
What is the AGDG Approved™ way to dev a 2D game in C++?
>>
>>173417317
!tp museum
>>
>>173443134
Choose an engine that uses C++
>>
>>173443134
Balls deep - SDL2+OpenGL, toes in - SFML.
>>
>>173440430
pub fn subtract(x: &mut i32) {
(*x) -= 2;
}

let mut x = 10;
subtract(&mut x);
println!("My little {} can't be this cute!", x);
>>
>>173443134
SFML or SDL
GLFW if you want to roll your own sprites and audio solution.
>>
>>173443226
Thanks chief, but the only "C++" engine popular on agdg is UE4, for 3D.
>>
>>173443253
>using Source Filmmaker to develop a 2D game
???
>>
>>173443253
SFML is literally just a shitty version of SDL.
>>
>>173443253
>>173443335
>there's really no better way

o-okay thanks
>>
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>>173440526
There are also various shades of brown.
>>
>>173443454
>>there's really no better way
You mean theres no way that does 90% of the work for you.
Choose another hobby if youre lazy
>>
>>173443340
That should be your sign, anon. 2D is a dead meme. 3D is the future.
>>
>>173443134
SDL + Vulkan

If you are too dumb for those you shouldn't be making a game to begin with
>>
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>>173436889
>>173437623
Done. Crab enemy spins and kills the player with their arm. Though just like other monsters/animals puzzle cube will kill them, so I'm going to have then block points of interest.

Moved the trees out of the camera. Gonna fill the level up with 2 new enemies and setup the water high/lowering.
>>
>>173443454
It's more like 2D is so easy that it would take as long to learn a 2D engine as it would to roll your own, assuming you already know how to program decently. If you don't know how to program, go with godot or gamemaker.
>>
>>173443721
>shoreline on outer shoreline but not on the 'island' the level is on
what gives?
>>
>>173443901
Define shoreline I'm retarded.
>>
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>>173417603
I ended up making a modified version of the fur texture for a normal map, and tried swapping out the zygodactyl hands and feet for something different and also a bit easier to animate albiet still reptillian.

I still feel like I need some way to make tuffs of fur that stick out of place, but am unsure if there is a way to handle that with planes with transparent textures without it looking out of place.
>>
>>173443965
The foam on the shore
>>
>>173443591

how do you do your bricks? do you just sit down one day and make a shitload of bricks?

or do you have a few walls. is there some kind of stone wear randomizer? i've always wondered this.
>>
>>173443416
sdlttf is painful
>>
>>173444058
try some red and yellow trimmed gloves
>>
>someone starts following me on tumblr/reblogs one of my posts
>check their profile and blog
>trans/furry/guro/hard gay stuff
Goddammit tumblr
The last guy literally describes himself like this:
>gryffindor. bread baker. 13. he/him. bi (questioning) aromantic trans guy.
>>
>>173444136
Those specific bricks are a sculpt made in blender and baked and painted in substance painter.
Unless you want some actual geometry on your wall though, better method is to do all of this in substance designer:

https://www.youtube.com/watch?v=bpsLg44gSg8
>>
>>173444497

how do you get all the variation though? do you have to do all of it by hand or are there tools to help with that.
>>
>>173443721
I can't tell what's going on, the action is too far away.
>>
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Moving ladders, need to fix character moving with the ladder though.
>>
>>173444632
In this case it's a mix between procedurally generated grunge (on the basis of baked normals) and a bit of hand painted details.

With some tricks in substance designer you can do these things automatically though
>>
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>>
>>173438670
I gotcha. Well I didn't shell out for Choirs Gold or any of the word builders, but I do own EastWest samples and would be willing to throw something together if you like. I think I've pointed you towards my soundcloud in the past, so you might already have heard my stuff

https://soundcloud.com/jasozz/dungeon-break-boss-phase-2
>>
>>173445065
>droping your ladder in a endless pit like is nothing

you monster
>>
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Any good traits for a stealth game?

I'm gonna make one in unity. Any AI tips would be appreciated too
>>
>>173445181
Looking nice!
Are you the guy who made that cartoony third person shooter a couple of Demo Days ago?
>>
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>>173445181
You though I wouldn't recognize it, but I do. It's the figure 8 circuit from mario kart DS!

Have a cute awoo for reminding me of my teenage hood.

>>173444058
woah what's the tri count on that one?
>>
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>>173445610
Go play XIII or watch a let's play of it.
>>
>>173445780
>What's the tri count on that one?
Sitting at about 5700 right now.
>>
>>173445610
MGSV with a level editor
>>
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>>173433729
Chicken animations are done
>>
>>173440437
I once did an enemy that just follows you and when it's near you it stops for a second before it lunges at your direction.

When I had playtesters the dumb ones always got scared, tried to ran, hit a wall(or fell into a pit) and ended up getting hit, but the skilled ones noticed they'd stop when nearby and used that to their advantage.

>>173445848
XIII? Gotcha. I'm making a third person game tho

>>173446008
I'm not that skilled in level design so I don't wanna go open maps and start with something tider (and easier to make assets for)

So it's gonna be more like mgs1 but the character will be able to climb walls to reach other floors
>>
>>173445948
How much characters will you have on screen? This is alright for the main character model if it's not that close to the camera, but if you have tos of enemies with that same polycount it might not run on cheaper computers, which will be what many playtesters will own
>>
>>173445181
Do people who make cart racers actually expect anyone to play them? It's 2017.
>>
>>173446313
Don't millions of people play LoL? They definitely have higher polycounts than 5k
>>
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>>173445610
I hate situations where you're forced to wait for enemies to show their back, like ones who stay in one place but just rotate about 45 or 90 degrees every other moment until you can backstab them, please don't put that in

or generally having to wait too long to stealth kill. I like how tenchu does their stealth, you can play carefully or fast. to a certain degree, both play styles work for that game.

also, instant fail states. give a way for players to escape (smoke bombs, blending in crowds, hiding inside boxes)

I like the way Metal Gear Solid enemies respond to a player who escaped, or a dead body: They request reinforcements from their HQ, adding more enemies to the map you're in, and they're all actively patrolling and looking at susceptible hiding spots for you (whereas earlier when you weren't detected, you may occasionally catch a sleeping guard or two for easy kills). After a while, they get tired of this and recall the reinforcements, and things go back to the default state. This is in contrast to stealth in games like Skyrim where enemies totally forget they were under attack once you've successfully hidden yourself after being seen.

I'd like to see more stealth games where you're given a map of the building/place to infiltrate beforehand so you as the player can formulate a plan of attack beforehand.
>>
>>173446632
This
If I ever actually do want to play one, I can just boot up Mario Kart or Sonic or an older classic. They're all fine and aren't missing anything.

I can't think of a possible gimmick for a cart racer in 2017 that would justify me playing it over Mario.
>>
>>173446632
Racing games are the only good games that have ever existed, anon.
>>
>>173446829
Too bad no one can properly clone F-Zero GX.
>>
>>173446649
LoL has at most 10 "high detail" characters on screen at once and a couple of goons that are like 100 polys each. And I'm pretty sure on lower settings the player models have fewer polygons as well.
>>
>>173446649
On average a LoL champion model has around 10k tris, and basically any PC can run that game. 10k isn't shit.

>>173447090
They don't do polygon LoD in League. Just textures.
>>
Would a DD14 entry that has the 'same' level as DD13 but with a ton of new options and art and balance/mechanics be a bad thing?
>>
lol environment has a unusally low polycount because of the fixed camera angle shenanigans
>>
>tfw aseprite is leagues better than photoshop for pixel art
holy fucking shit, I've wasted all that time in photoshit.
>>
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>>173446649
LoL uses levels of detail on their models, with character models going as low as 4k, I do not know how small minions go for

>>173446790
So I'm prototyping at the moment, but I want to allow the player to do just that, have a full map view to plan their moves before they go. This can be done anytime at the cost of not being able to move while using this, so you have to use it on a safe place or in swiftly. You can tag enemies as well with it.

I could explain the different kind of enemy bots in detail, but what you should know is that you can sneak and hack them if you're undetected.

Now if they catch you, They will chase you and try to attack you in different ways, some stream a laser right in your toes forcing you to run away, the regular patrol bots try to tackle you and give you a really tight chance to dodge the tackle.

However, I wanted the player to stop the chasing all together at will rather than by waiting somewhere. Maybe buttons on the level which deactivate them, but you have to go for them, thus hindering your progres... OR making you rush for the next button.

If you're hit twice you die
>>
>>173446050
what should I model next?
>>
>>173447832
Hey man, post some art. I need a pixel artist to collab with.
>>
>>173448020
what are you making?
>>
>>173448105
A furry/monstergirl breeding game with combat and dungeon exploration all made in Ren'py
>>
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>>173448196
>tfw I think furry monstergirls are cute and not for sexual
>still categorized as closet furfag

So be it
>>
>>173448196
tell me more.
>>
>>173448421
It's literally just Breeding Season with Pokemon mechanics.
If I can figure out netplay in Ren'py, it'll have versus too.
>>
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>>173448420
>literal sex demons
>not for sexual
>>
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>tfw finally I've discovered the power of having a new layer to draw the line of movement arc with points where there is the extremes and also the spacing
>tfw I've made it and now can do animations
today was a great day.
>>
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>>173448668
That one is for sexual. I'm talking about the furry ones like this

Reminds me of my dog, which is also cute, but I'd never want to fuck it, I want to take care of it and love it
>>
>>173448420
Monstergirls are on the spectrum, anon.
>>
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Thoughts on this movie?

yes its agdg, james franco's character is a game dev
>>
>>173434529
>People who use UE4 use blueprints, which are about 10x slower than C++.

blueprint nativization to C++ is a thing now so that's no longer true
>>
>>173448595
post art xD
>>
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>>173448938
this is my curse
>>
>>173449108
This is a blue board :3c
>>
>>173447832
Hell yea. Aseprite is great.
>>
>>173449239
link it
>>
>>173445065
Cute. Kinda want him to carry the ladder on his back like in that Zelda 1 art.
>>
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>>173449276
>>173447832
fuck you guys i dont wanna learn a new tool

is it easy to learn?

i found version 1.13 on anyone else wanna try it with me?
https://www.dropbox.com/sh/uvgxg5zme8njs5y/AAAbfZYZ7XQXTxTMuk0iLCVja?dl=0&preview=Aseprite_1.1.13_Windows.rar
>>
>>173449489
just do it, is like any other raster editor, but perfect for pixel art.
>>
>>173449489
1.1.13 is the latest stable release.
It is plenty easy. Some of the shortcuts might not be the same as Photoshop, but it's just an easy to use pixel art tool.
>>
>>173414676
Thank you for playing! The next game will definitely include more variety, for this one it was just about getting something finished rather than wallowing in scope creep like I usually do.

Will definitely take your criticisms on board!
>>
>>173449745
>>173449626
i can see what you mean

photoshop is nice but it just doesn't have any dedication to pixel art out of the box

you gotta turn off all the anti anal options and stuff and some of the tools were not meant for such low pixels and act weird
>>
>>173416605
Damn. The start screen was slapped on right at the end so I didn't test it very much. Should just be changing scene when spacebar is pressed.
>>
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Breeding season but instead of monstergirls you're breeding bait posts.
>>
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>>173450298
breeding season with realistic animals
>>
>>173450929
breeding season with asexuals
>>
So how should I go around getting caught on a stealth game? Specifically stopping the alert state

What I already have defined it that my player has 2 hits before he dies and you can't directly combat them unless you find a throwable in the level (which are limited). Also the robots have different ways to attack you, so you have a fair chance to dodge attacks if caught.

I have 2 options in mind at the moment

A: Putting buttons that reset all enemy robots back into their positions and reset their alert states

B: Having to hide for a certain amount of time before they stop chasing you.

Anyone likes an option here or has another way in mind to stop the alert state?
>>
>>173451216
just make it an instant game over
>>
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>>173451036
>breeding season with reproducing by budding
>>
>>173451216
imma drop some knowledge on you

the only reason why people like metal gear is because you can go rambo OR silent take down is the most deadly take down

people like multiple choices

do both if possible more

as they are both viable in real life anyways
>>
>>173451216
make a collider to determine enemies field of view, then do a time-out, provided that said collider doesn't collide with a player.
>>
>>173450298
Breeding Season where you breed seasons
>>
>>173451536
!!!
>>
>>173444130
Cant do that with cubes sorry.
>>
>>173451792
What?
The effect is already in the game, why can't you make it happen where it touches the level?
>>
>>173446313
>>173445780

shut up
>>
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House Cleaner progress

-New animated explosion¨
-New Hud
-New enemy damage bar like Diablo
>>
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I fucked something up and now my trees look like portals to other worlds
>>
>>173452451
it's a feature
>>
>>173451335
I tried it and it feels boring. My playtesters said the same. Makes the character feel super weak. Even dark souls and its boner for difficulty gives you an option to absorb atleast 2 hits with the tears of denial.

It is an easy way out but I wanted to try something more complex first before throwing the towel.

>>173451502
It's true. I want to make the player able to go all stealth, but at the same time I want them to still have fun trying to avoid attacks and keep going or retreat.

Which is why I am scattring throwables in the map, which let you attack robots from range and stun them for a good amount of time.

I'm probably gonna have to reward players who complete a level without getting damaged and one if you aren't detected at all
>>
summarize your game with one driltweet
>>
>>173452290
??
>>
>>173451536
bread seasoning where you sprinkle bread crumbs
>>
A game were you raise a tree
its a sim city clone were instead of roads you grow branches, and in these branches you can grow diferent leafs that can absorve water or sun
in the tree you need to transform water and sun into energy that you use to grow more branches

The name of the game is Tree3
>>
>>173452359
I'm wondering how the game would feel if you made the screen shake only if you hit an enemy. You know, as feedback.

The inverted color blinking on the zombieis not cutting it because the sprites are small
>>
>>173452843
>Tree3
is that a reference to the very large number
>>
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>>173452932
>not knowing Kruskal's tree theorem
>>
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>>173452736
I'm unwilling to go for a deep cut
>>
>>173452767
I loaf this idea
>>
>>173452920
This is actually a good idea, thank you i will try it out.
>>
>>173449334
I tried that but his arms don't reach
>>
>>173453079
ugh if people think that is funny then

We're toast!
>>
>>173451216
at the very least, have a way to prevent the robot who saw you from triggering the map-wide alert, like a move that stuns them, giving you time to get away

that is to say, being seen won't automatically mean everyone knows where you are. maybe the level has alert buttons that the robots use to trigger an alert? or maybe the robot who saw you has this circular progress bar on his head that triggers the alert when it completes (it doesn't matter if you escape their field of vision once the progress bar shows up, it will continue to fill up, forcing you to stun the robot first before escaping).

I'm just throwing ideas here
>>
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>>173452736
>>
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Now I can make a VN
>>
>>173453787
Tri...angle?
>>
>>173453341
It's fine, keep em coming if you still have ideas.

I had an idea to compliment this one.

When a robot detects you I wanted to make it make a spherical beacon of sorts so nearby robots started chasing you and then called other robots after a certain amount of time, so you're not having ALL robots thrown at you at once at first, but the more you prolong detection the harder it's gonna get.

That is until you do something to stop the alert state. It could be hiding for a while or pressing a button. I feel the latter feels much more engaging and would force players plan their movements. Maybe some will rush to the buttons after seeing a pattern
>>
>>173452558
I'm actually trying to figure out how though
>>
>>173443721
Bokube dev, switch the crabs arm to the other side, point the open part of the claw forward. When the crab enemy is spinning, if the player is directly in front of the crab enemy you can have the crab give off a cue (something like the eye widening or a jump or a metal gear style alert) then the crab can continue with the attack spin.

Right now you have some kind of single lariat backfist crab attack, which the player could learn is dangerous but is far less intuitive.

Currently for the player to pass the crab safely they do it while the crab is looking directly at them, which is also less intuitive when trying to avoid something.
>>
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>>173453936
Yeah! So easy, right? Can't believe people here have a hard time on this!
>>
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Why the fuck did nobody tell me MsgPack exists?
This is the library i've been looking for for days!
http://msgpack.org/index.html
>>
>>173454951
what can you do with something like this? give me examples
>>
>>173454951
Because people just do this themselves already.
>>
>>173454951
>not using protobuf
>>
>>173455049
It's just enginedevving nonsense.
>>
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>>173455049
literally binary serialization in text.
>>173455159
excuse me mister fancy pants, I'm new!
>>173455189
>seperate files for seperate functions in lua
>lua module isn't even official
>jewgle
nah i'll use this.
>>
>>173453946
Yeah the reset button sounds good. The only concern I see here is you'll just have to be careful with placing them on the maps (not too many that make it easy and not too few that make it frustrating)

You could also play around with some ideas like a portable reset button. You have to carry it around with both hands. While you're carrying it, you can't press it, you have to lay it down first. And there's a cooldown after using it.

And maybe the portable reset button is found in 1 or 2 levels as loot in an optional area that's a little bit more difficult to get to, and could be used later on in other levels (if this is the case, it should be a one-time use item). Or maybe you can purchase it in some store in-between levels.

Or maybe there are levels where the whole gimmick or puzzle is centered around the single portable (not one-time use) reset button.
>>
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Knockback and giving the player some dash moves.
>>
Any recommended sources for learning more about game AI?
>>
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I'm currently installing netbeans, what should I spect?
>>
>>
>>173456476
Necrodancer but a platformer?
>>
>>173456878
Yep
>>
>>173454951
>lib for something you can write yourself in like several hours and better tuned for your needs.
But... what for?
>>
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okay, so let me explain some shit I've learned in the last week doing animations.

You can animate every part of the body independenly in a new layer, some parts will simply be copy pasted under a slight new position every frame.
There's four extremes in every movement: The initial frame, the first extreme, the follow up (inertia) of the extreme, the going back to the first frame, the other side extreme and it's inertia frame, and then other first frame.
At least this works for idle and circular animations.

Focus on line of movement, generally it makes an S type of snake movement.
Have some frame background reference so the animation doesn't shrink.

You can animate per layers, focusing on each layer on a diferent part of the animation.
You can mix diferent styles in the same animation, traditional 1 frame animation for the most important part, 2 frames so things that move but aren't as important and simple tweens for things that doesn't change shape or are slow.

Also, make a new layer with the arcs of the movement, this is extremelly vital as to not get shaky movements and control the spacing.

Spacing and timing are vital.
The ball bouncing is the most important exercise, since a good ball bouncing uses already all the foundamentals, seems easy but is not.
>>
>>173456642
uninstalling it in a couple hours and installing something much better
>>
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>tfw my un-natural lust for busty women with freckles is leaking into my game

how do i keep my game pure with samurai resolve?
>>
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>>173446050
Added trees
>>
>>173457330
unity?
>>
>>173457018
I'm a shit programmer. I'm lazy to boot.
I didn't know how to handle this problem.
Not everyone knows everything.
>>
>>173457267
You don't, stupid.
Now post some busty women with freckles.
>>
>>173457404
WebGL. Bablyon engine
>>
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is there a way you can request shit to be add in asesprite?

maybe paying the developer some bucks to add some features?

I wouldn't mind to see tweening capabilities and something similar to flash make a symbol into asesprite.
>>
oh man so aseprite is wonderful but it's rotate tool sucks cock
>>
aseprite is pretty gud but the UI kills me
>>
I personally have never used aseprite so have no strong feelings either way
>>
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PROGRESS:
+The player's right and down dodges have now been ported to the new animation system, allowing me to go back to working on the enemy!
+Enemy now has a new move! This one's a bodyblow, so it hits the player low. If you're not pressing anything, you'll block it automatically, but it'll hit you if you're holding up.
+Implemented new type of enemy hurtbox: Whiffboxes. These indicate locations where punching them will cause you to whiff, slowing your animations and making the enemy almost guaranteed to counter-attack you.
>>
>>173458306
i can really see this being a good game if you juice it up

let me give you million dollar advice
you need at least 1 tity monster
>>
>>173458306
what engine?
why goats?
>>
aseprite sucks
>>
>>173456476
That super jump looks really out of place..
>>
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>>173458435
Thank you anon, and duly noted.

>>173458470
Gamemaker.
I like goats.[spoiler/]
>>
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>STEP 1: Download and install CMAKE
>>
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>>173458715
bro get real creative with the titty monster

maybe it cud be a ring girl

or ring goat or whatever in your sick goat infested pun world you monster

alasos the game needs someone like WWF those 2 fat anouncer guys jr and whats his face

the bantz need to be strong and silly
>>
>>173458306
I love your game and I love your goat
>>
>>173459081
I've got ideas for several of the fighters, just you wait.

...Also, not everyone in the game is going to be a goat, promise. I plan to have a variety of not-goat beings.
>>
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>>173459608
>variety of not-goat beings
DROPPED

>TFW NO MOMMY GOAT FIGHTER
>>
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>>173459702
...Just because there's things that aren't goats doesn't mean there won't be multiple things that ARE goats. It also doesn't mean that you won't fight this guy more than once. His name is "Persistent Paahul", afterall.
Trust me though, I like goats. I'll treat ya right.
>>
>>173460035
i didnt mean to butt heads see i can do goat puns too
>>
>>173456476
Please let this be an h-game
>>
>>173458306
Please let this be an h-game
>>
>>173458306

The work of one who consorts with beasts!
>>
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Is Unity built with the .NET framework?
>>
>>173457085
I made a star wars tower defense game and it was good for learning fundamentals. I'd never do more than one java game however, it's tedious and you have to keep notes for some things, like ALL positions since you're gonna hardcode them all
>>
>>173461654
Not exactly, Unity is made in C/C++. The scripting environment it provides to you is using Mono (an open source .NET equivalent). But if you build your game for the universal windows platform (windows 10 stuff), it will use .NET because that's the only thing allowed there.
>>
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*steals your code*
>>
>>173462468
He made a class for every monster?
>>
>>173462468
it's not stealing code if i type it personally and change the name of some of the stuff

git gud
>>
>>173462635
not to mention hardcoded events, this is a whole new level of autism
>>
>>173462749
The embodiment of Just Like Make Game though, and it paid off. Happy for him honestly
>>
>>173462635
>>173462749
This is probably a stupid question but why is that bad?
>>
>>173462635
Its probably due to how the code was decompiled or extracted or whatever
>>
What the simplest 3D graphics library in C++ for basic prototyping?
I want it to take only a handful on lines of code to load a textured model.
>>
>>173445610
go play Not The Robots
>>
>>173452451
ROCKS
>>
>>173463503
UE4, you can make a game with zero lines of code.
>>
>>173463410
>having a class for every single creature, weapon, object
or
>having one general creature, weapon, object then load stats from an easy to tweak txt/xml/anything file
first requires you to recompile the game for every little change and hard to expand, second is better
>>
>>173458807
cmake is simple to use.
>>
>>173463438
For the last time, compiling C# into CIL preserves pretty much all structure. If there's a class in the decompiled code, there's a class in the source code.
>>
>>173463503
>C++
>basic prototyping
>>
My map editor works pretty well for a program I wrote in a day and a half but I can't figure out how to take a fucking video that isn't a garbage fire
>>
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>>173454445
I shall just give them a spike ball in the claw, there we go EZ with less work to do since I'v got enough shit to do.
>>
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>>173465220
Top kek are any of your designs in this game original?
>>
>>173465220
Wow, with the camera zoomed in so much I can actually tell what's happening!
>>
>>173465220
>Cube literally in the name
>Give enemy a spherical weapon
>Being this lazy
>>
>>173458306
Hey, is it okay if I also make a furry punchout game? I don't wanna cramp your style, but I had a similar idea. :(
>>
>>173419716
>park benches next to heads on spikes
lol
>>
>>173465406
Jesus fuck. He's not even trying to be subtle about it.
>>
>>173465406
cunt
>>
>>173435895
How do you define "one unit of progress"?
>>
>jolt awake from post-coding super-slumber
why am i awakened so suddenly?
>>173465750
oh, i see. thank you universe.
>>
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>boku used to have an avid defense force that would blame discord for all the bullying
>it suddenly entirely disappeared after supposed alt-right posts on twitter
what happened
>>
>>173465958
what
>>
>>173466424
the universe saturating autism of progress units awoke me.
>>
>>173466325
He got rid of his fanboys since he didn't want a legion of fags following him. Noticed how all the alt-right posts on twitter are gone now?
>>
>tfw I don't play games anymore
>>
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>>173465423
There will be a camera zoom in button for the next update to the demo before shecklestarter starts.

>>173465427
FINE il change it again. Hows this? Spikes in the arms and hands since tons of traps and enemies have had spikes on them there we go.

>>173466325
I love my bullies they improve my work.
>>
>>173463740
lmao that will be on the back of the game box if I ever make a physical release
>>
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>>173466705
>trying to kickstart a self-admitted cheap captain toad knockoff that rips off all the wrong things and does it with 1% of the charm
>>
>>173446050
IIRC chickens sway their heads forwards/backwards when they're walking.
>>
anyone here use unity and is good at it? I am just wondering how long it took you to go from having to look everything up to just spending your time coding.
>>
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>>173457330
Walk cycles for players!
>>
>>173466981
Wait till you see the sheckles mate, it will be a great laugh.
>>
>>173467124
What even is this game?
>>
>>173446050
https://www.youtube.com/watch?v=Zkhov9pLYBM
>>
>>173462749
Maybe it's generated code

I use a shitload of T4 template files to generate C# code at work for menial shit from XML files.
>>
>>173467112
a few months
>>
>>173467204
browser based mmo i'm working on
>>
>>173466705
>Ignoring all the comments about ripping off a mario enemy
Yup, that's bokudev alright.
>>
>>173457330
That land makes me nostalgic of old 3D games.
Also those chickens are QT, I like them.
>>
>>173427873
>SSAO doesn't perfectly replicate real life
You think?
>corners don't actually darken like AO suggest they would
That's wrong, and you can clearly see it with the naked eye in half of his images. Obviously if you shine a light directly into a corner you're not going to see darkening. That's why it's called AMBIENT occlusion-- we're talking about ambient light, not direct.
>>
What are some Youtube channels that have gone through a bunch of demo day games and commented/critiqued. I need some background noise.
>>
>>173468131
https://www.youtube.com/user/Lapislosh/videos
>>
>>173468131
https://www.youtube.com/playlist?list=PLMudba7GPrsdpWduglVbD6hbj5t4As7Y_

Demo Day 5
>>
>>173467621
who cares though, it's just a crab
>>
>>173468853
>
>>173467621
He can get away with it with the cubic look honestly.
>>
>>173458807
Cmake is easy and straightforward, unlike garbage like genie. Even shit like scons isn't quite as easy.
>>
>>173464191
Sounds like a lot of extra work if your creatures are actually different from each other.
>>
>>173463503
Ogre, OSG, or urho3d perhaps.
>>
what provides better performance? godot or unity?
i'm talking in 2d
>>
>>173468853
>>173468976
I just find it funny how almost every time he posts something "new" people find out it's actually just ripped from some other game and cubified. Bokudev is absolutely no original ideas.
>>
>>173465220
>being an alt right nazi
dead career
>>
>>173469559
Definitely godot.
>>
>>173469559
Probably Godot. Unity has a lot of cruft built around it / focus on 3D.
>>
>>173469569
I think his game looks fun though

>>173469559
godot, unity seems to have significantly more overhead
>>
>>173469620
lol the other year AGDG shat on devs nonstop until they left for being lefty
>>
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>>173469569
yfw salty babies pop out of the woodwork whenever a dev gets a substantial amount of dev done
>>
>>173469559
Godot has an actual 2D engine, so it will have better performance on low end computers.
Unity is a 3D engine, so even the 2D side is 3D, and will not perform as well.

Godot uses GDScript, which is slow when compared to C# of Unity. But GDScript is still faster than Gamemaker, for example. Also Godot is getting C# and C++ scripting support in Godot 3, so that point wont be a problem anyways.
>>
>>173469126
Any experience with Urho3d?
>>
>>173469910
AGDG is going to shit on you if you _____
>>
>>173470042
true
>>
>>173470036
My only experience with it is trying out the pbr example and it blowing up my gpu driver so fucking hard it wouldn't get fixed even through restarting the computer so I had to reinstall the drivers.

However, examples look pretty nice and API looks good.

On the other hand, I have some more legitimate experience with ogre3d and osg, and I found that ogre3d has much better 3rd party support and community but osg was better designed, though both effectively achieve the same purpose. However the ogre3d model and material formats are pretty stupid in my opinion and you'll have a hard time exporting models from blender to it if that's what you're using (there were plugins to help with that but when I last tried, they were broken and abandoned).
>>
>>173470006
When the entire system is complete and all you've left to do is make levels, it can scarcely be called development (it's design).
>>
>>173470042
make games
>>
>>173470486
Nice gymnastics.
>>
>>173470042
attentionwhore while doing your best to tank your own program which is so gay it's not even a game
>>
>>173469862

Not talking about the gameplay. Seems like it could be fun.

>>173469862
>Dev can't come up with anything on his own
Why would I be salty about this?
>>
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>>
Is there a purpose behind the run button in a jrpg? Don't most people go full throttle all the time? In the games where running is default is there a purpose to the sometimes included walk button? Is it just for RP purposes?
>>
>>173470835
>>173470006
>>
>>173470939
Depends on the game. It's really fucking annoying to have to escort an NPC that only ever walks when you walk faster than them (or slower for that matters), let alone when you can only run.
Sometimes, you need more precise movements and a walk button can provide that.
Yet other times it acts to reduce the noise you make, for stealth and shit.
>>
>>173471006
>get salty
>ask why you'd be salty
I don't know, Anon. It requires some personal introspection on your own part.
>>
>>173470939
just implement sprint as an item the player equips, like in ff6
>>
>>173470939
Sometimes you just want to cum inside some elves, anon. What's wrong with that?
>>
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There we go I made him spin faster, gave him so particle effects too.
>>173466705
His footstep sounds are great but I gotta finish the level before posting an audio test.
Not sure what a crab sounds like when he dies il have to find some kinda bug monster scream.
>>
>>173470939
A button to run faster can be fine if you've got stamina or something and can use it to get away from an enemy encounter.

If the game has cutscene type things where the player can still move around freely, it can be nice to have a walk button to walk next to an NPC as they speak or whatever. Walking could also be used for sneaking.
>>
How "original" is your game??
>>
>>173467464
>browser based mmo
How are you planning to host this?
Please allow private servers
>>
>>173471417
More than bokube's that's for sure.
>>
>>173471417
All the games I've ever made started as clones of other games but slowly change into something else.
>>
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>>173471529
>>173469569
>>173467621
>>173466981
He gets his art from ALL over nintendos games crossing all time periods as long as its 3D desu. LOok at the shapes in the sand holy shit lmao
>>
>>173471417
It's a clone of my favorite game + a twist.
>>
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>>173471847
>tfw you will never have a salty retarded orbiter to keep you company whenever you progresspost
>>
>>173471417
complete derivative
>>
>>173471987
>>173471071
>>173470006
bokube just stick to posting screenshots
>>
>>173471847
>>173471529
>>173469569
>>173466981
derivative at best. Movies borrow from successful movies, fuck all media has borrowed in some shape or form from earlier successes its laying the ground work.

Nintendrones will just eat bokube probably if he gets it on the switch, and anything derivative could be paying homage to past nintendo games while its on a nintendo console? They will eat that shit up.
>>
>>173472208
>tfw regularly get called out as being others devs whenever I stick up for someone else
rip
>>
>>173472302
Because everyone here fucking thinks that anyone defending that dev when they are getting shitposted is that dev samefagging its a stupid assumption here really.
>>
>all the Godot shill meme
This is why nobody takes agdg seriously.
>>
>>173472606
>all this nodev shitposting
This is why no progress is posted.
>>
>>173472221
There's a difference between drawing inspiration and copy-pasting (same colorscheme (hell, same colors, period!), same textures, same design, only difference are the shaders through no fault of his own, and the basic shapes - that's not inspiration, that's theft).
>>
Unity2d: Is there a simple way to spawn a sprite where a particle hits something? I found
https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnParticleCollision.html
But the passed GameObject is just the particleSystem, not the particle itself.

I'm trying to make it so when blood particles hit the floor, a bloodsplat sprite overlaps the tile, like in Super Meat Boy.
https://unity3d.com/learn/tutorials/topics/scripting/drawing-decals-particles
This seems a bit too complicated for what I need. I don't need anything but the particle position and the wall position, and I don't want them to disappear when the particleSystem is destroyed. This seems like it should be simple, I think I'm missing something
>>
>>173473106
>same textures
You mean similarly designed textures or claiming he ripped them?
>>
>>173471987
you would if you tried.
>>
>>173473582
Just look at >>173471847
or compare the crab between >>173471259
and >>173465406
That's what I mean by that.
>>
>>173473773
No I'm saying if you're saying he RIPPED the textures/stole from files from nintendo games because that is actual legality issues not similar design.
>>
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I want to commit suicide after an entire day of doing this animation.

But I feel good, and my art skills have improved.
I've learned a lot about animation in the last days.
>>
>>173474090
Get Aseprite.
>>
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Why is unity killing my PC I have a 780TI and an I7 WTF MY PC IS ON FIRE
>>
>>173474143
I'm doing it on that software anon.
It's a bless.
>>
>>173474090
head too big?
>>
>>173474185
I realized that might probably be the case after I hit submit lol. Sorry for being a tard.
>>
>>173474195
nah, is deliberate, trying to copy the style of scwu, and I like it that way.
>>
>>173474035
Not that anon, but that's not what he's saying. He's a thief, but only an idea thief. It's not illegal, just incredibly unoriginal.
>>
>>173474291
>scwu
Looks like shit to me but whatever. Perhaps you should go even (very) slightly bigger for that effect though lol.

At the size you have it just looks like you accidentally drew the head a little big.

Either that or the lack of hair is throwing me off.
>>
>>173474150
Should have used UNREAL
>>
>>173472606
I've dabbled in godot, I think it's an okay engine, but there's one thing that perplexes me. It's so often recommended and lauded here yet I can't even think of a single agdg game that uses it. Can someone help me out here?
>>
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>>173474463
I dunno, for some reason I like it more than the more realistic version.
>>
>>173474150
use the profiler in unity to drill down what's using up so much memory
>>
>>173474578
There's a few here and there. The most notable one is probably the Space Corgi game. But he doesn't post a lot, I don't think.
>>
>>173474578
>>173413396 is Godot.
>>
>>173474759
Don't know how to use the profiler even if I tried sorry. OR if I did and it lead to a script or something I wouldn't know how to fix it ether.

Can you hire someone for optimization of your game? Before you launch it? Is that possible?
>>
>>173475628
https://unity3d.com/learn/tutorials/topics/interface-essentials/introduction-profiler
>>
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Idea guy here
Vaporwave arcade mecha game.
>>
>>173476496
Explain this to me please. I've been wanting to make a mecha game.
>>
http://www.mmcafe.com/news/posts/10248.html
>>
>>173474150
Unity is a piece of garbage, there's nothing you can do about it.
>>
>>173476692
Give a synapses next time cunt
>>
>>173476676
Virtual On is the game in that pic. It's a 1v1 arena shooter with mecha. Fast paced, lots of dodging, lots of shooting. A game like that would be fun. Bonus points for multiplayer.
>>
>>173476692
so much for Loomis being a meme!
>>
>>173476739
*synopsis
>>
>>173477869
>>173476739
http://game.capcom.com/cfn/sfv/column/131606
http://www.gdcvault.com/play/1024558/Art-Direction-of-Street-Fighter
>>
>>173477934
reeeee
>>
>>173473773
nobody cares, stop posting
>>
>>173478390
I cares
>>
>>173474578
someone here made a game in it for boat jam. but yeah, it's still really an up-and-coming engine in terms of popularity. personally I'll keep using it because I enjoy it
>>
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now sheen is a thing if I want to make something shiny
>>
Anyone have experience with a* pathfinding?

Having a little issue with the logic behind applying knockback to an enemy that's constantly pursuing the player. I need to delete the path to give them a different movement, and if I simply give them velocity away from the player I suppose they'll wind up going through walls and things. Does anybody understand the logic behind the best way to tackle this problem?
>>
>>173479419
>if I simply give them velocity away from the player I suppose they'll wind up going through walls and things
don't you have collision detection?
>>
>>173479536
So far only on the player movement, the enemies avoid walls in their pathfinding script
>>
>>173479337
adorbz
>>
>>173479686
is it a tile based game or something? if that's the case it should be as simple as looking at the tile in the direction of knockback and clamping the power of the knockback based on the distance from the nearest wall
using a raycast to find the nearest wall could work if it's not tile based, then do the same thing as above
>>
>>173479686
Yeah, but can you get the walls pregnant?
>>
>>173480272
That makes sense, thanks
>>
>>173480281
This meem is good
>>
>>173480281
It's all grid based, I'm not using an actual wall object
>>
>>173469029
they're all going to have a lot of the same traits regardless
like say enemies would have:
- x and y position
- size
- texture
- some kind of index or hash so you can find them
- a collision model (if different from the size/texture)
- attack status
- heath level
among others
>>
>>173436385
Oh please for the love of God and all that is good, do NOT make it like Zelda's.
>>
>>173467049
thas rassis!
>>
>>173438897
Squaredev WAS gay enough to actually make the loli jam page.
>>
>>173471417
well the main character's physical state is fairly different, and I plan to incorporate that into how the game mechanics work
>>
>>173476496
hello Schooly
>>
>>173481112
>gay
lolis are empirically the most hetero alpha male fetish
>>
>>173479337
that looks really nice
>>
>>173481274
>no tits
>not gay
sure thing kiddy diddler
>>
I would go gay for bokudev tbqh
>>
I argue that not having DRM actually prevents piracy in a direct way. If there's no DRM, it's easier for people to plant viruses in the game before uploading to torrent sites. People will realize the risk of pirating and be more willing to purchase the game legitimately.
>>
>>173482062
>it's easier for people to plant viruses in the game
not really.
Most people even stopped putting buttcoin miners.
>>
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>>173481365
you're the kinda guy who would accidentally fuck a tranny
>>
>>173482402
the fuck does that even mean
also why do you not have a trip yet? I want to believe not all of these posts are the same faggot
>>
>learning python for a "teach yourself a language" class in my course
>make a shitty little game where you're a square and you shoot squares at other squares using pygame
>feel pretty proud of myself
>come here
s-so how old were you guys when you made your first sorta-practice game? Am I fucked at 24?
>>
>>173482760
it means breasts are the lowest bar for femininity, anyone can acquire them, so your insistence on desiring breasts as proof of heterosexuality speaks more to how flexible your gender preferences are more than anyone elses.
>>
dont even argue with it
for the sake of the thread
>>
>>173483042
Damn dude I really want to be on your side about this loli thing but that was a pretty retarded post.
>>
>>173480883
And those would all be part of the base creature class. But you might have an enemy that can split apart into multiple enemies, or an enemy that can burrow underground, etc.
>>
>>173483121
This but.
>classic nodev rage episode.
Googem did some games.
Squaredev did some games.

While the nodev on the other hand waste his life and waste our time with his shitposting in the general.
>>
Outside of agdg, what are some other good gamedev communities?
>>
>>173483129
"loli is gay"
>puts rotates cock in his mouth
"loli is gay because they dont have tits"
>deepthroats
"don't be a faggot pro, come suck this feminine penis"
>>
>tfw you think people on your team are starting to flake
>tfw you're the only one who's made progress all week
>tfw they're getting annoyed at all your texts asking how their work is going
>>
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Bees count as small right?
I'm making a bee game.
>>
>>173454430
The explanation involves the term "frame buffer" I'm absolutely sure of it.
>>
>>173483671
theyre all shit.
Its either hugboxing "nothing slightly negative allowed", or a bizarre of a thousand people shouting their junk at each-other with no discussion.
>>
>>173484097
bazaar*
>>
>>173484203
>bazaar
no
>>
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>>173437146
>Bethesda games
>few bugs
>Skyrim grossed 3 billion dollars, enough to make another 20 games of same size and then some
>took 4 years to make it semi-playable
>wasn't even done by the fucking people who made the game

douse yourself in gasoline and set yourself on fucking fire
>>
>>173484371
" 'y','e','s "'
>>
>>173484476
that spacing triggers me
>>
>>173484519
goo d
>>
>>173479337
wowowowow, what kind of shader do you use? I love it!
>>
>>173484097
pretty much this. Getting dissed by other game devs makes me want to improve and post progress.
>>
How big should a 3d indie game be? I just ran a rough number of what it should be based on what I have done so far and it's about a gig. Does that seem like a lot?
>>
>>173484609
A shader that I've spent the last 4 days making
At the moment it uses two separate textures to determine the colors (so I can have unnatural shading that shifts hue) but the next thing I do will probably be changing it to use just the one texture and handling shifting hue in the shader code because it'll achieve a similar effect and ultimately save time
Also I'll probably add a mask so the sheen can just apply to certain parts rather than everything uniform
>>
>>173484781
There's no golden rule. You could do the cave story or the mini game to show your class/office mates

If you wanna get money then yeah go far and beyond
>>
>>173484781
how many hours and how much content?
1 gig is small by today's standards tbqh
>>
>>173484781
Doesn't really matter, unless you want to release it on the switch. Then you'll be paying nintendo shekels by the gigabyte.
>>
>>173484957
Where did you learn shaders? A friend gave me his shaderforge so I can do it in both unity and unreal.

Also, for the sheen to apply in certain parts you could use shader like blinn then add a specular texture, which is just taking your diffuse/regular texture and painting white where you want there to be light and black where you don't want sheen
>>
>>173485050
Like 1 hour if you just play straight through the main game but probably extended 4 hours if you do all the sidequests and shit
>>
Give incremental skills (Fire, Fire 2, Fire 3) or replace the old skill (Fire>Fire2>Fire 3).

What feels better? Having a full menu of skills even if you won't use the older ones anymore (unless you are strapped for resources) or having an uncluttered menu with only a few listed abilities.
>>
>>173485438
Depends on how you do mana. I liked Fables system of just incremental upgrades with longer cast times. Though at the same time, cast times ruin momentum
>>
>>173485203
an hour is too long (especially when estimated times are always like a quarter of average incompetent player playtimes) condense that shit, you're competing with billions of hours of other media.
>>
>>173485203
5-6 hours is usually the median.
>>
>>173485142
http://www.alanzucconi.com/2015/06/10/a-gentle-introduction-to-shaders-in-unity3d/
Went through this ^, and also did parts of this -
https://docs.unity3d.com/Manual/SL-VertexFragmentShaderExamples.html

To make the shader, I took like 4 lines from
https://www.assetstore.unity3d.com/en/#!/content/3926
to get the logic for rim lighting, and I used
http://wiki.unity3d.com/index.php/Silhouette-Outlined_Diffuse
to see how to implement an inverted hull outline but I'm not doing it the exact same way

I did a CG subject in uni a couple years ago so none of the concepts are new to me (plus I was able to use stuff like matrix multiplication which those things don't teach but I already understand), this was just learning the language to apply the theory

>specular texture
that's exactly what I mean by a mask. I don't need to use a blinn or any specific rendering method for that to work - the same principles apply to everything
>>
>>173486174
the first link is actually kinda useful.

Also thanks for the asset recommendation.

Oh and I guess you just used the texture as a mask, just like blinn does. I still have a long way to go with shaders but I'm not completely lost
>>
>>173486823
At the moment I'm not using any masks. I'll probably do it at one point, the logic's actually a really trivial addition
>>
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progress: added targeting with an aim prediction reticule that's highly accurate
>>
>>173485593
Incremental cost and the option to "scale down" abilities at the sacrifice of power either in stat/equip menu or when selecting to use it?
>>
>>173487097
>health
>capital
wat
>>
>>173487340
The health of capital ships?
>>
>>173487280
Power & area vs your situation.
So if there were only a few mobs, you could do a tier-2 fire. But if you were dropped into a whole trap or had them coming at you, you could charge a tier-3 for a giant AoE. And then some spells had extra perks the longer you charged like chain lightening.

But like I said, it killed pace a lot of the time, and there were few moments where you could really full-power charge safely.
>>
Any unity fags present?

I want to make a game with multiple robots, that can share similar states and some actions, but not all.

Thus I want to be able to throw a script called "move" when patrolling and a script called "attack" if the robot can attack.

However, the robot can only do the action when it is on the appropiate state

How should I go about it? If I wasn't clear enough please tell me and I'll try to clarify
>>
>>173487097
>>173487420
Usually ship/mecha/etc games stay away from "health" and instead use hull/shield/whatever, because they're not referring to organic things.
>>
>>173487996
https://forum.unity3d.com/threads/solved-passing-values-between-scripts-non-static-class.46866/
http://answers.unity3d.com/questions/50466/get-variables-from-other-scripts.html
>>
>>173487996
>>173488257
So basically, it's probably a good idea to have a "master" script attached to your robots which holds relevant status variables/flags, then access those from the sub scripts for state-specific behavior. If you want a bunch of scripts, that is. I'd rather go with one script which combines everything necessary - as long as it's specific for the same type of gameobject.
>>
>>173487996
Use normal classes for that shit, don't use components
>>
>>173488361
I'd do the one thing script, but some robots move, some don't, some attack, some don't, some has specific abilities.

I don't want to have multiple copies of the same script everywhere, I want the script once and for me to put it in every robot that needs to have movement or attack
>>
>>173488490
Any example I could get for this?
>>
>>173488361
Also keep in mind that GetComponent<blubb> is expensive (at least I'm pretty certain that it is, in the worst case it iterates over all components by comparing strings), so you should do that once in Start() or Awake() or whatever and store the reference for using it later.
>>
>>173488167
did you just assume its molecular composition you fucking shitlord?
>>
>>173488490
But one component is one class? And you can only have one class per script, or am I wrong? Do you know what you're talking about?
>>
>>173488494
Alright, but it doesn't really hurt to have methods in a script which are not used by all gameobjects it's attached to. But I'll agree that it's cleaner to split that up.
>>
>>173488556
Have you worked with non-unity code before?

Just take out the : Monobehavior from the class definition at the top, and you've got a regular C# class that you create with a constructor and call functions from manually.

>private MyClass c;
>c = new MyClass();
>c.Update();


>>173488643
you store an instance of the class as a variable in the script. I know exactly what I'm talking about because I've been doing it for years. There are plenty of instances where it makes more sense to handle structure and hierarchy entirely through code rather than trying to figure out which object everything should be attached to. It's better to just treat the gameobject as another variable that the class has, rather than the other way around.
>>
>>173488749
>I know exactly what I'm talking about because I've been doing it for years.
Ok then, my bad. I've learned C# just a year ago and am pretty new to Unity as well. Somehow I was assuming that all Unity scripts need to be derived from monobehavior.
>>
>>173488727
Not only is it cleaner, it's easier for the guys that are gonna help me with this game if they wanna make a unique kind of bot that only performs certain actions.

>>173488749
I've programmed in java and c++ alone, but c# I've always used it with unity's monobehaviour except when I want to serialize a class for an array

Anyways. I have guys helping me out, and I want them to be able to simply attach a script from the editor if they want it to move and if they want it to attack.

Of course this could be challenging, as you can't move while attacking, thus the robot should have a master class that has the states stored so the other scripts know what's up before acting
>>
My game requires an annoying animal sidekick. How should I make it less annoying?

Should I just make it sexy like Midna?
>>
>>173488970
The MonoBehaviour class is necessary if you want to attach something to a GameObject using the component system in unity's editor. But you can achieve the exact same thing by just storing the gameobject as a variable of the class and managing your data in a manually controlled/managed framework

>>173488975
If you want to add scripts from the editor you're stuck with monobehaviors and you can ignore everything I said
>>
>>173489275
yeah I guess I am stuck with monobehaviours if Entitas and its bluescript thing doesn't work
>>
>>173489275
>The MonoBehaviour class is necessary if you want to attach something to a GameObject using the component system in unity's editor. But you can achieve the exact same thing by just storing the gameobject as a variable of the class and managing your data in a manually controlled/managed framework

Thanks for clearing that up. So... does that mean all scripts in the Assets folder get compiled and you can use all classes defined in them regardless of being attached to gameobjects or not? Am I getting this right? This would open up whole new possibilities for me, I feel much more comfortable with "regular" code.
>>
>>173489447
Yes - Every .cs file gets compiled, not just the monobehaviors.
>>
>>173489538
Awesome, thanks.
>>
>>173489569
You can also use .cs files for a few other things
eg I've got an Enums.cs file that just contains a bunch of global public enum definitions that aren't associated with a class
>>
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>>173489612
I've read complaints about how Unity doesn't support newer C# features and current .NET and so on, so I jumped to the conclusion that you're restricted to some watered-down version of C#, and restricted to classes derived from monobehavior. You just enlightened me, anon. Thanks a bunch for that!
>>
I want to make something of a game but I have no idea how to structure it.

Is there something I can read to get a grasp on good ways to structure my code so I can build something decent? The extent of my knowledge is probably using a stack for game states and I haven't even really implemented one properly before
>>
I'm pretty sure I'm just retarded, but I can't figure this out in Unity. Relatively new to this.

I have a trigger collider on the player and an object.

The collider on the player is somewhat large so it will be "in range" of objects without being right next to them, but it seems that the player collider covers up the object collider, not allowing you to click on the object to interact.
>>
>>173490310
You can read but it won't really help as much as making smaller projects and getting a feel of it.
>>
>>173476496
I used to play this exact machine all day.
>>
Does anyone know how to fix light bleeding with LVP in UE4?
>>
>>173490310
Holy shit this man.

I want to structure my stuff in the "right way" but every tutorial isn't even close to comprehensive.

For instance;
>How do I make a title screen
>How do I setup my controls so that when I go into the menu it does menu controls, but when I'm walking around it controls my player
>How do I setup my project

Worst thing of tutorials is theres no "HERES HOW TO STRUCTURE YOUR GAME FOR EASE OF USE"
>>
>>173491253
There is no single "right way" when it comes to programming, at least not beyond simple algorithms. Plenty different techniques for achieving the same stuff.

But there are countless books and tutorials which hint you into the right directions and tell you what to avoid.
>>
how do I stick with a project :(

countless prototypes. If I had stuck with one thing I'd have something by now. I always change for some reason or another.
>>
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I-I d-don't know how to fix a single gamebreaking bug without rewriting the third of a complex 2000 line script
>>
>>173491582
Getting paid helps.
>>
>>173415376
You can try greentext fetish generals. I know that /trash/ is always happy to have new writers, no matter how cringy.
>>
>>173491582
Do it like me, just force yourself to work on a single project and not allow yourself to make anything else. That way you'll spend months not working on anything at all because it's boring, then you'll feel guilty for not doing anything, make some progress, not work again and repeat it until you have something.
>>
>>173443134
Fuck C++, use Love2D
>>
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>try Unity for the first time
>create a cube
>it freezes and promptly crashes

Is Unity for Linux fucked for anyone else?
>>
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>>173492138
>Linux dev
>>
>>173492138
You'd have better luck trying a search machine than this thread, I've never tried Unity.
>>
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Attempting to implement pic related.
>generated a terrain grid like shown under 1)
>have all the tiles in a 2D array

Thinking i should now:
>calculate the size of the offset grid based on the size of the level (height: x+1, width: y+1)
>spawn the new offset tiles going trough height,width, checking each's 4 corners as I do, storing them in a new 2D array.
>done? delete the original array and tiles

Anyone do anything similar before? Does this seems like the right way to go ?
>>
>>173492287
>storing them in a new 2D array.
for what purpose?
>>
>>173492138
I'm on Windows, but there are a lot of complaints that the newest ("final" kek) release of Unity crashes a lot for them, and they had to go back to earlier versions.
>>
>>173492337
I need them stored for future stuff like keeping track of unit locations, AI, potential further level generation/changes, etc etc.,

I figured this is cleaner to put them in a brand new array as opposed to overwriting the old array since its kind of a different beast altogether anyway. It'd be used as reference to generate the second one anyway so this should help me avoid confusion and messy code.
>>
Any good tutorials for an autismo interested in programming engines? C++ preferred
>>
>>173492608
You could start reading here:
http://www.gamasutra.com/blogs/MichaelKissner/20151027/257369/Writing_a_Game_Engine_from_Scratch__Part_1_Messaging.php
>>
>>173492523
i dont think you really understand the point of that guide.
there's no need to make a new array and disposing of the original array would be retarded.
>>
>>173492771
The actual gameplay would end up not needing the original tilegrid at all.

I'm not smart enough to translate the original grid into the offset one in one pass, so If anyone can outline how to go about it - I know it'd be more efficient.
>>
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>tfw you realise your art sucks too much to be used in a game so you just practice it instead of deving
I can't wait until I do the same with music.
I just wanted to make a damn game.
>>
>>173493082
>he actual gameplay would end up not needing the original tilegrid at all.
of course it would.... have you considered what you would be doing to make it a new array?
>1,0 - 0,0
would become like
>2,3 - 4,5
the entire point of the offsetting graphics is to use less tile variants and not have to save variant details because its more efficient (for all the gameplay things you described)
>>
>>173493363
nice squidward
>>
Anyone knows the best way to unwrap humans or humanoids without getting seams in unwanted places? Is there any AAA standard for this?
>>
>>173493363
You wouldn't expect to make a movie all by yourself without knowing anything about acting, cinematography, or sound design would you? Why would you expect to be able to make a game that that way?
>>
>>173493363
>I can't wait until I do the same with music.
Atleast with art, you have a tangible base to improve on, and can easily tell if youre stagnating.

Stay away from music hell.
>>
>>173491253
Yeah. I've tried to make things a decent amount of times but always give up when it turns into a jumbled mess or I can't figure out a good method to structure my game
>>
>>173491429
Do you have any recommendations?
>>
>>173493505
>implying music isnt easy
it's so easy that theres a massive surplus of great stuff you can get for a bargain if you dont want to do it.
>>
>>173493494
I didn't expect to make a game without art, I just overestimated my own ability.

>>173493505
I think it's easy to understand if you're stagnating in music, if you listen to a lot of music. I already got some experience in it, but I'm expecting the same results as with drawing. At least I know someone who's actually good at this so in the worst case scenario I can just ask him.
>>
>>173493591
The topic is far too broad to give one single or only a few recommendations. And it depends on the tech you use (full engine vs rendering framework vs various APIs vs doing everything yourself) and the genre you want to implement and all that.

Pick a small project and just jump into it, learning by doing works best, from my own experience.
>>
tfw game is looking to be completely similar to the tutorial I just followed
>>
>>173493902
thats what happens when you copy past code
>>
>>173493634
>it's so easy that
post your music googs
>>
>>173493996
gotcha senpai
http://www.newgrounds.com/audio/listen/477908
>>
>>173493952
How do you learn from a tutorial series then, if not follow along with the guy?
>>
>>173493996
http://kukishi.tumblr.com/
>>
>>173493776
To add to this guy:

Pick a task you want to do and build the engine to support it exactly in the way you want it, refusing to add features "to be used later", even if they're dead easy to add. Once you do that you pick another task and repeat.

At each iteration the engine will get more and more general to support all kinds of shit you add, although might require some significant refactoring at times.
>>
>>173494214
Dont learn programming from a "how to program a 2d platformer" series.
Learn from a book, so that if you decide to watch the series you can know how to possibly improve the code and expand it. Not just blindly copy/paste without understanding what youre putting together.
>>
>>173494286
niiguh
>>
>>173494214
Figure out some change you want to do to the game and try to code it. Maker bigger modifications until you can make something from scratch.
>>
>>173481024
why, how does it work with Zelda's, I haven't played a Zelda game in years
>>
>>173467124

Are they robots?
>>
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How should i do weapons camera shake in an FPS? Camera tilt? Camera Shake? Camera FOV shifting?
>>
Ded thred
>>
looking for feedback on replacing the traditional health bar
>survival chance/potential
>attacks never miss, it decreases the survival chance bar, it regenerates each turn/with time
>if it hits 0, the next attack is deadly
so this way you can explain how a character get many bullets in the face yet survives, as if his luck makes it so the bullet actually misses him/only scratches the skin. but i don't know how to add armor to this, especially since some attacks ignore armor, healing won't be needed/awkward to implement.
any idea how to improve it?
>>
>>173497171
You are just adding an instakill chance on top of traditional health.
>>
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>>173497171
Represent health with time left to live instead.
Make the player wait out the enemies growing old and dying from disease while you eat super, non-GMO, gluten free, tumblr foods that give you greater life expectancy.
>>
>>173494528
niichan
>>
>>173497417
fukken lol
>>173497171
health - survival chance
armor - luck
>>
>>173497171
>as if his luck makes it so the bullet actually misses him/only scratches the skin
aka how uncharted explains it
>>
Can I use asset bundles in unity to change skins of a game?
I want to publish 2 games with 2 different skins, but same code.
But asset bundles seem to require that you download the assets?
how can I put the assets inside the same build?
I've already been trying but it always shows the original skin, I can never make it use the alternative one. I wonder now if it's because they are not being built in the game
>>
>>173494293
>refusing to add features "to be used later", even if they're dead easy to add

Excellent advice, avoid feature creep wherever possible. You're writing a game, not an all-purpose engine after all.
>>
>>173498189
>>refusing to add features "to be used later", even if they're dead easy to add
I guess this means I should actually plan something specific rather than making it as I go
>>
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Well, making a cel-shading shader was easier than I thought it would be. Although having the general idea of how it works made it easier.
>>
>>173498269
Planning is useful yes ;)

Cloning old arcade games from the home computer era or from the 80s 90s is a great start to get into game programming. That way you know exactly what your goals are, and many of them are still fun to play nowadays.
>>
>>173497908
yeah but i want that to be visually obvious, you can't be seeing bullets clearly hitting you yet only scratching the surface
>>173497805
can't make it luck based, you don't want to pray to RNGG
>>
new
>>173498743
>>173498743
>>173498743
>>
>>173498472
it looks pretty bad though
>>
>>173498724
>can't make it luck based, you don't want to pray to RNGG
I didn't say make it luck based, i said make armor say "luck", so the higher the armor is, the more "lucky" the player iss in avoiding damage
>>
>>173489612
I've seen a few people mention not using Monobehaviours, but I've never seen any good implementations of it.
>>
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Basic movement and picking shit up.
>>
>>173458656
Yeah I'm just creeping in moves for the player to do right now, it needs a lot of tuning.
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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