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/agdg/ - Amateur Game Development General

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Thread replies: 784
Thread images: 140

File: qcgelcube.jpg (283KB, 1280x960px) Image search: [Google]
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Gelatinous Cube 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
>>173692039

> 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
>>
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doesn't look like much, but you're looking at progress
>>
>>173738434

elite remake?
>>
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found a workflow to crank out decent rock assets real fast.
Gonna make a cave asset pack with that shit
>>
>>173739036
it was a battlezone remake.... but that sounds much cooler, so yeah, i'm gonna do that instead.
>>
>>173740392
go for it
>>
File: newcards.webm (3MB, 1258x690px) Image search: [Google]
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Redesigned the card system so now it's a simpler (but more intuitive and appealing) system similar to Magic. You have temperament cards (similar to land cards) that have a limited amount of charge, every active card you play drains the energy until the temperament card is destroyed. You can play one temperament card per turn, and endless active cards so long as you still have energy for them. Easy.

Also giving the Sanguine deck it's own mechanic - oxygen. Every active Sanguine card you play gives other Sanguine cards oxygen, which makes them more powerful (if they use oxygen).

Came up with 7 cards for this system so far, but 2 (momentum and energetic) don't have card art yet.

Excuse the jerky camera snap when battle starts, I'm trying out a static camera angle for combat.
>>
>>173739868
how?
>>
>>173742872
photomammograms
>>
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>>
>>173739868
no, you'll make two or three rocks and lose interest and never amount to anything
>>
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>>173723316
What's the best way to make a game like minecraft? Me and my game devolping friend have been designing one, heres a model I made for it.
>>
>>173744464
just keep blindly making random assets and a game will eventually materialize
>>
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>>173744464
hrees the main character
>>
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>>173744660
I'm learning unity from youtube is that good?
>>
>>173744889
kek, that sleeping pose.
>>
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>>173744889
>>
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Wow, a pixel platformer. What a neat idea, anon
>>
>>173745387
Thanks anon! I'm sure you're game is good as well, and I wish you the best.
>>
>TCG
>Built around VR but will be playable through PC still.
>Solo dev
If y'all need a punching bag, I'm here anon
>>
>>173747247
>TCG
ehwot?
>>
>>173747335
Trading card game
>>
>>173747247
>TCG
dropped
>>
>>173742672
I have no idea whats going on but it looks very polished as is, I can't wait to see more of this and or try it out some time when you make a demo version.
>>
>>173747416
>Trading card
>game
I'm still confused.
>>
>>173744034
That's pretty neato, I don't know if you've added in dual pistols, or shotgun type firearms, but if you make some waist high carts with wheels with that same skateboard acceleration, you could add some John Woo flair to your sandbox.
>>
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Made a system of tutorial bokubes, other darker shades of bokube out in the world that when you get near them, accidentally die to natural causes to teach you what will kill you.
>>
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i'm trying to stretch myself out of just doing soundfont+chiptune music just because its comfortable. does anyone want some cheapish music for their game? also just general thoughts are very welcome too

https://soundcloud.com/cesque
>>
>>173723316
OP, what is your pic from?
>>
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>>173747809
>brown bokubes die only for the white bokube to advance.

>brown bokubes are naked while the white one has clothes.

We know what you're trying to do here bokudev.
>>
>>173747809
Looks good, albeit a bit cramped.

If you don't need to teach the player about all three of those obstacle conditions at once for the next stage, it might be a bit much.

Perhaps consider maybe making each of those tutorial sections it's own thing at the start of a level, then a level or two with that as the main obstacle, then the next tutorial level, then start combining them.
>>
>>173744034
Did you put this system into real models
or did I dream about your game last night
>>
>>173747958
Everquest
>>
>Start off, was a nodev with lots of C# experience
>Know how to code, don't know how to code vidja gaems
>Find course on udemy over the exact thing I want, is 15 hours of video tutorial
>$200 I MEAN ON SALE NOW FOR $10 TODAY ONLY
>Fishy
>One simple youtube search later
>Entire course on youtube, 4ish views per video
>jackpot
The videos are half the length what they should be (around 7 hours of video total), but all the info seems to be there and it has proper intro/outros.
>>
>>173747810
I don't care for chiptune stuff personally, but the top 4 non-chiptune tracks were genuinely good. They sounded like something I'd expect out of a professional game, albeit quite JRPGish.
>>
>>173747810
I don't think using the word 'cheapish' will do you well
>>
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Starting on a new project.
>>
>>173747960
this edit is repulsive
>>
>>173748934
Yeah, but can you get the turnips pregnant?
>>
>>173748853
thanks! i'm trying to devote more time to the non-chiptune stuff but it can be harder to conjure something up out of nothing when you have every possible sound at your disposal and you aren't making it for a specific game. that's one of the reasons i'm looking to write some stuff for other people.
>>173748895
hey, i'm not too sure what you mean by this - could you explain?
>>
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Where's the guy that made this?
>>
>>173747809
You know this is actually a good mechanic in its own right?
>>
I don't think anyone's looking for poor quality music, not that it is
>>
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>>173749031
No, anon. You can't.
>>
>>173749594
Well, okay. But what about the hoes?
>>
>>173749497
ah right, got it. i'll keep it in mind
>>
>>173749342
https://twitter.com/Coxyworthy
https://twitter.com/inkuuusan
>>
>>173749782
Thanks mate
>>
>>173748934
Final Fantasy X Harvest Moon?
>>
>>173747960
This is an historic day
>>
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I've ran into a problem, if anyone has any advice - the healthbars above people's heads take up too much room. Once there are 4 players (standard party size) and however many monsters in a battle it's going to be way too cluttered.

How can I fix that? I can make the healthbars smaller but that doesn't feel like enough. Hide healthbars unless you mouse over a target or it's their turn?

>>173747432
>I have no idea whats going on

That's my bad, probably shouldn't record progress in the spooky dark forest. I'll have to do a demo at some point if just to stress test the server, but I'll need an actual server before that happens. One that isn't running off my PC.
>>
wheres that bot thing that posts all the games being worked on? interested in what is being made.
>>
Damn, writing tests feels great. Fixed 4 bugs already, and they're bugs I would probably never have found out until it was way too late.
>>
>>173750113
Kind of. More of a focus on the Harvest Moon aspects with a bit of JRPG thrown in.
>>
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Some weird-ass Harry Potter magic.
>>
>>173750574
>Hide healthbars unless you mouse over a target or it's their turn?
Yeah exactly give it a try and see how well it works
>>
>>173742672
You should always display the whole grid, otherwise you can only guess the distance between units and it does nothing but frustrate.
>>
>>173750574
I'd recommend a less-chunky health bar. I don't think the border width around the health bars need to be that thick, and the "4" and red dots take up a lot of room. Do they serve an important purpose?
>>
>>173750574
Provide a toggle (including a button) for healthbars. They're good as is most of the time but there are situations where you want to disable them for a second.
>>
>>173750725
Ok I'll give that a try next.

>>173750737
Good idea, I'll add that tomorrow, probably with it turned off by default with a toggle option.

>>173750838
>I'd recommend a less-chunky health bar

I figured, but wondered if that'd be enough. The 4 and the red dots are movement points and attack points. They're both important combat stats to tell if a monster can reach you and how much damage they'll do.
>>
>>173750714
How are those laser shots being done? Particles or are they just moving along some axis? It's very apparent that they are inheriting the rotation of the gun/wrist, upon firing you could set the parent of the laser blast to null, and destroy it after some time after being fired.
>>
>>173751354
It's a particle system attached as a child to the blaster.
I'm trying to figure out how to make it work regardless of player's transform.
>>
>>173750574

a simple fix could just be to make them press a key to show the health bars.
>>
>>173739868
>6billion polygons
>>
>>173748934
~*epic farming*~
>>
>>173751685
>normal maps
>>
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>>173748236

yea i did, metanoia dev gave me some parts to mess with.
>>
>>173747793

i have a john woo webm somewhere.
>>
I'm beginning to think I'm the only one coming to these threads actually making a game.

Whats the best way to screen record webms?
>>
>>173753187
shadowplay and wevm for retards

easiest fastest way to make high quality weeblooiums
>>
>>173753187
I count 6 games posted so far, and we're less than 10% into this thread.
>>
>>173753187
webmcam if you're lazy and want a single click record. you have to do one take and you can't cut it afterwards if it goes long. takes some practice to stay under 3mb
obs + webmforretards / webmforbakas if you want more control.
>>
>>173753187
There's already been several progress posts this thread, what are you talking about?

OBS + WebmConverter
http://tools.aggydaggy.com/tools.html
>>
File: Crab2.png (365KB, 819x765px) Image search: [Google]
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Began working on a crab mini-boss
>>
>>173753616
As someone who has eaten a lot of crabs

It doesn't look like a crab I'd want to eat
>>
>>173753187
Xbox app on Windows 10. Press Win+G at any time, check "yes, this is a game" for the first time you run your game, and it will record the screen.
>>
>>173702849

people telling you nobody will buy this for $5 are retards.

$5 sounds like a totally reasonable price point. Don't let nodevs cheat you out of what you're worth.
>>
>>173753713
Just imagine how much nice white meat there must be on those plump claws, Anon
>>
>>173753616
I bet he doesn't even post his crab models in the /3/ thread lmao
>>
>>173753847
I'm more interested in knuckle, but those joints are weirding me out. It looks mutated.
>>
>>173751535
Okay, so right now you have it something like, when ever you receive player input, you play the particle system?

I think you could instead place an empty object at the barrel of the blaster, as a child of the blaster.

Then make a prefab out of the particle system.

And whenever you want to shoot, you would instead Instantiate that particle system at the barrel emptys location and rotation, and set to destroy itself after a few seconds.
>>
>>173754052
There's a /3/ dedicated to crabs?
>>
>>173753846
The guy shitting on him didn't even know shit about the genre or its demographic so he'd be ill advised to listen to anything that person had to say.
>>
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>>173754095
>>
>>173753616
What kind of weapon will the player have to defeat such a cave demon!? Surely a knife would be useless against those massive claws, they could rip a tank apart!
>>
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I'm in pose mode in Blender and I'm clicking on the bones joint to move it, but it's selecting the whole damn bone every time. How do I just select the joint?
>>
>>173754354
JUST STAB IT JESUS CHRIST
>>
>>173754354
Scissor cut between eyes this kills the crab
>>
>>173754351
snib snib
>>
>>173740025
I would have concentrated effort on the single most compelling feature in the game. Your game reminds me of the guy who made gunpoint, because in a talk he was talking about this new game he was making, a top-view 2d spaceship game similar to yours.

His visuals are lacking compared to yours and without any fleshed out world or lore yet, and yet I'm more interested in his game, because of this: he toyed around with the idea of letting you hijack an enemy spaceship while in mid-fight, ejecting out of your own spaceship, forcing entry into the enemy's ship, cause some havoc, maybe tackle enemies into emergency doors, out to space, then fly right back into your own ship, maybe plant a time bomb in the enemy ship before you escape, it sounds a lot of fun

tl;dr there's many ways to create a compelling game, but if you're a cash-strapped indie, sandbox elements in your combat works wonders
>>
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>>173754354
It's going to be an arcadey game where you are a rocket trying to get as high as you can.
You use your jet to boost yourself upwards, but the jet flame particles are also your only weapon - So to get past blocks (like pic related) and hurt enemies that come for you, you have to turn the jet towards them and try not to get thrown completely off course or fall to your death.
>>
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>>173754740
snib SNAB 3D
>>
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>>173754354
>>
>>173754430
You can't in pose mode, only in edit mode can you select joints. Why do you want to click the joint?
>>
>>173754807
:(
>>
>>173754749
One of the first replies he got and never seemed to notice was "there's no hook", and it's the truest feedback you can give the guy.

>sandbox elements in your combat works wonders
If you limit it to combat, sure, but trying to make a linear game nonlinear can easily drive up costs/dev time
>>
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>Try to start a new project in pygame because I'm learning python at school and it seems like a neat and intuitive language.
>pygame is awful and the community is shit
Looks like it's back to GM!
>>
>>173754953
something something ancestors smiling, can you say the same?
>>
>>173754967
>but trying to make a linear game nonlinear can easily drive up costs/dev time
yup, I kinda meant they should've focused on the gameplay prototype (one that's actually fun if you give it to some random dude to playtest), before all that world and lore-building
>>
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>>173753713
how about this crab
>>
>>173755003
What's your problem with pygame?
>>
Next thread, crab edition
>>
>>173755120
I'm too stupid to figure it out.
>>
>>173755212
Next jam, Crab Jam?
>>
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Condensed healthbars that only show up for your character/whoever you're mousing over.
>>
>>173755243
What's your experience before trying pygame?
>>
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All my enemy designs look like they belong in a Mother game, what do
>>
>>173755398
Make the next Mother game
>>
>>173755398
name your game Mother-in-law
>>
>>173749675
you never want to get a hoe pregnant
>>
>>173755398
What game are they for?
>>
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I'm still not satisfied with my beam weapon. Opinions on what it's missing?

I tried making a spark effect instead of explosions for the impact but it looked worse imo.
>>
>>173755398
sounds like you've opened up a whole new can of worms
>>
>>173756159
An RPG/Puzzle game about aliens being aliens on an alien planet.
>>173756302
Its a real tragedy, but you can see some comedy in it if you crawl through the dirt.
>>
>>173755293
Next jam is DMCA jam, then we should do crab jam
>>
>>173756279
Might try starting and ending the laser at a thinner width. Any effect to conceal the way the laser just stops and cuts off on impact would go a long way as well.
>>
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>>173755296
To play devil's advocate, couldn't you also like, make a really thin line not unlike this for enemies that aren't being moused over?
>>
>>173756748
Oh yeah, that's a really good idea, I'll get on that right away. Thanks!
>>
>>173756279
I think it looks good, it looks heavy, like energy syrup
>>
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>>173749675
>>
>>173756927
No problem my nigga. It's an easy implement too.
>>
>Unity's skinned mesh instancing is so garbage that a thousand instanced objects performs worse than a thousand regular objects
How does a company fuck up this much?
>>
>>173756279
The impact doesn't seem satisfying. The laser part seems fine.
>>
>>173756625
skip straight to crab jam or gelatinous cube jam

enough with the shitty meme jams like loli jam and dmca jam
>>
what are some less used fantasy creatures? I have giant spiders, skeletons and goblins, but those are all super common. looking for something that is hardly ever seen.

>>173754354

Other than the gut wrenching terror that I feel at the moment, I'm fine.
>>
>>173756279
Have some kind of charge-up period where energy collects at the barrel, add a charge-up noise that increases in pitch to go along with it.
>>
>>173756279
A bit more illumination on the enemy ship, maybe lingering metal slag or evidence of heat/damage at impact as well.

screenshake?
>>
>>173757421
http://www.d20srd.org/indexes/monsters.htm
http://www.d20pfsrd.com/bestiary/-bestiary-by-terrain/-bestiary-terrain-any/
Tread careful comrade, everything is monster.

4E is dumb
>>
>>173758104
Makes for a pretty good wargame
>>
>>173758104
Was hoping "human" would be on the list lol.
>>
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>>173754093
That actually worked perfectly.
>>
>>173758661
What kind of game will this be?
>>
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I am getting so close to the end of "creating" content I am just making shit up as I go along in the last few scenes.
>>
>>173758104

wtf. the site doesn't even know greek mythos. medusa is a specific gorgon, but it lists both and medusa and gorgon as two different creatures.
>>
>>173759019
A 3d platformer basically, with a mash of gameplay elements from games I played as a child, and a basic story thrown in. Kinda like Simpsons Hit and Run (minus the driving part), Bugdom, or Crash Bandicoot.
>>
>>173759307
Sounds like it could be rad. Best of luck!
>>
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Last time I'll spam the thread tonight, but I like to post progress when it's something anon suggested. Added slim healthbars and grid.
>>
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>"dur hur before i start my game, i'll create the core assets i'll need all on my own this time! it's only pixel art! dur hur dur"
>2 days into dev still haven't finished first sprite for background soldier

resorting to ripping off decent sprites until i figure out spriting i guess

left is pre ripoff, right is post-ripoff.
>>
So I've started Unity a few days ago.. and I've actually done quite a few tutorials from start to finish. I'm enjoying it, but I want to start doing my own stuff.

The problem is I don't feel like I know anything, I just feel like I'm reading off a script with tutorials and when I want to do my own stuff I don't really know what I'm doing. Anyone else go through something like this?
>>
>>173760230
>"dur hur before i start my game, i'll create the core assets i'll need all on my own this time! it's only pixel art! dur hur dur"
and that's how i have spent my last 7 months rip my game
>>
>>173760230
>Making assets for a game that doesn't exist
Never start with art, anon. Make a game that's fun first, then make it pretty.
>>
>>173760307
You need to actually retain the things you're being taught when you watch a tutorial. Don't just do it and go "Neat! I got it working!". You need to know how and why it works.

If you have an idea for a game (something small. Start with something SMALL.), look up some tutorials for that kind of game or specific parts of it. Watch, follow along, retain the information, and tweak some things here and there from the stuff you've learned to make it your own. It's okay if it's shit. Gamedev is a skill just like anything else. You need to study and practice.
>>
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>>173701373
Fix your animations m8, they feel too weak. Returning after the attack could stand to be a little faster too, but the attack should be nice and fast (ie near instant).

For the animations with the big exaggerated windup, that shit's fine, but make the snap this fast too.
>>
>>173759237
D&D/Pathfinder are a tabletop roleplaying games.
>>
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Making a run animation for this bad boy

Jesus christ this took me two hours and it's still halfway done
And I have to do the fucking walking animation
>>
>>173760230
Just go the placeholder dev route:

>Make really juicy game with nothing but rectangles
>Game gets associated with juicy gameplay and rectangles
>Finally add art in
>Holy fuck he's great at art

Fuck you for underselling yourself Ogierdev, but unfuck you because I'm loving what I'm seeing
>>
>>173759808
Breddy gud, I like it.
>>
>>173760807
looks like thing 1

never post again
>>
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monster girl gamu!
>>
>>173761351
thing 1 is based tho
>>
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>>173761351
He's incomplete without the cloak
>>
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So when's Generated Name Jam? Is it the next one? It should be the next one.
>>
>>173760307
>>173760618
Yeah, don't just blindly follow tutorials. Try to expand them with your own little features n stuff.
>>
>>173761396
What the fuck is he?
>>
What do if you want to add multiple tags (or rather nested categories) to gameobjects in Unity? Stuff all relevant keywords into 1 single tag then check for substrings? Or is there a better way?
>>
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>>173760807
I feel like his face's facing is slightly wrong. Maybe it's just because it's so shaky?

Also, it's missing a powerful frame as a leg lifts off, making the whole thing feel weak.

Or I'm full of shit. Here's a thing.
>>
>>173761573
Write your own engine from scratch

>>173761634
Needs more frames, and an understanding of the basic of animation.
>>
>>173761634 (continued)
and by "missing a frame" I mean it doesn't do that thing, not that it needs more frames.
>>
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I added some trees n' stuff, gonna find a program to blur the foreground
>>
>>173761685
>Needs more frames
Nah.
>>
>>173761538
A mix between an owl and a lion that generates electricity in his feather-mane and uses that to pass off as a wizard
>>
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>>173761814
Actually the problem is mostly the lack of vertical movement. Especially at the crossover point. The leg with weight under it should be more under the the centre of gravity as well, it's too far back atm.

I say more frames as the leg length is very inconsistent. This is fine for emphasis at the beginning and ending of movements as emphasis, but since that's all there is it just looks like shitty inconsistent anatomy. Having a few more frames would allow the squash-stretch to shine.

The hair and eyes look really good, but the beak needs some work. Maybe lighten or gradient that back leg a bit

>more frames, understanding of the basics of animation
>>
>>173761685
go scratch your butt
>>
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>>173761634
I see what you're saying, although I think your edit is pretty janky

Here's a quick edit, with two frames changed. Which do you prefer?

(Original is far left, other two are edits)
>>
>>173761769
Looks really cool, I like the reload animation. You going to make the foreground trees transparent, though? They look kinda annoying how they block your view.
>>
When is the next episode of Catmouth Island coming out?

Will the creator ever branch into SFM?
>>
How many polys would the dicks be
>>
>>173763952
10k for the dick and 10k for the rest sounds fair
>>
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Which one of you mods muted me from the discord because I said who cares about the mods? You're going on the list senpai.
>>
>>173764651
spicy

Start your own discord
>>
>>173764651
>I said who cares about the mods.

Wtf are you doing you know the discord isn't a place of free speech right? You're suppose to suck those faggots cocks or you're out.
>>
Anyone got an origin story for my open world game in their back pocket?
>>
>>173764651
Are you only in this thread more when the discord bans you? Why even bother with them?
>>
>>173764807
It used to be a closed world, then God punched a hole into it.
>>
how the fuck do i draw only what is supposed to be visible on the screen in a 2d game

it cant be just looping through every single entity and checking if its in screen area
>>
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>>173754669
But what if it stabs back?
>>
>>173764964
You loop through every entity to render it, if checking the coords is less processing power then rendering.
then do the fucking check.
>>
>>173765036
i dont like it
>>
>>173765126
If you have a huge number of things then use a quad tree. But just test the naive way first and see how slow it is
>>
>>173762635
>>173762285
This guy made a post related to your thing, if you missed it.
>>
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> Exploration and powerups of Super Metroid
> Macabre imagery of Demon's Crest
> Over the top gunplay and testosterone of Contra

Not literally of course, but could it work?
>>
>>173765126
How many objects do you have? Simple integer comparison is hella cheap.
>>
>>173765036
>>173765126
>>173765181
Yeah, divide your shit into sectors, only check sectors which _can_ be on the screen. But as long as you don't have millions of entities a simple bounding box check is so cheap, it might be enough.
>>
>>173765628
>divide your shit into sectors
How do you recommend i do this?
I currently have an arraylist of every entity.
Do i want 1 arraylist for each "sector"?
Then when an ent leaves a sector i move them to the new sectors list?
>>
>>173765442

all depends on the game feel. is this your art?
>>
TEST THE SIMPLE WAY FIRST AND BENCHMARK ITS PERFORMANCE

ONLY ADD COMPLEXITY IF ITS WORTH IT
>>
>>173765759
>is this your art

Nah, sprite rips pasted together in a probably futile attempt to get some idea of what it would look like.
>>
>>173765727
>Do i want 1 arraylist for each "sector"?
>Then when an ent leaves a sector i move them to the new sectors list?
Something like that, yes. Pretty standard for games with huge maps. Helps a lot with rendering performance - and also physics (i.e. only simulate shit near the player, ignore stuff he can't see anyways, except for "vital" stuff which needs to be ticking all the time).
>>
>>173765837
You'll never write a decent all-purpose engine with that attitude of yours.
>>
>>173766078
Why would I want an all-purpose engine?
>>
>>173766151
Why wouldn't you?
>>
>>173766229
not that guy, but you sound like a car dealership employee.
>>
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How are you doing today, anon-kun? Did anything give you trouble today?
>>
>>173766363
My piles are acting up.
>>
>>173766274
Reminds me of the lifting fags on /fit/.

> what you gonna do when your life depends on lifting those 250lbs one day? better be prepared!
>>
>>173766506
You laugh now but the apocalypse is coming and you may need to push an American out of the way to get yourself to safety.
>>
https://aabhastech.wordpress.com/2017/04/05/presenting-chronorealm/

>Not just that, the game shall have an unparalleled AI system, such that characters react to the surroundings and behave depending on your actions. This game has the gameplay for each and every genre. Racing? Go illegal in the streets of the city of Nihon, or go professional in the city of Rebyk. Sports? Play it with street rules or in the Orbis city Arena. FPS? Join the army, and see the very change in the gameplay. And all of this: Coming on 10th October 2020. And the best part- the game is transparent. You will be able to witness the game’s development and see all of the up’s and lows, with no hidden costs.

This kid's never made a game before. What can I tell him to save him before it's too late?
>>
>>173767003
Putting aside the scope issues it's a weird pitch. Usually do everything games are confined to one genre. This seems like everything mashed together
>>
>>173767003
Good luck.
>>
>>173767003
>https://aabhastech.wordpress.com/2017/04/05/presenting-chronorealm/
In theory everything in that text could be achieved in GTA, assuming someone wrote the story for thesse events, but i don't ssee it being done with jusst one person, unlesss it's all code and no assets.
>>
>>173767003
why no kickstarter?
ideaguys are outdated, con artists are now.
>>
>>173767241
Don't people do patreon now? No commitments, no timelines, nothing ever needed to be delivered.
>>
>>173767241
Heh, well I guess people with worse ideas became millionaire off KS.

>>173767208
>One man GTA with no assets
Now that's a game I'd fucking love to see.

>>173767109
Right? I think it's a good moment to suggest the ol "Cut it up in small pieces".
>>
>>173766761
Good point.
>>
>>173767298
>nothing ever needed to be delivered.
not true, to keep the money coming in you gotta deliver SOMETHING.
>>
>>173767003
>an unparalleled AI system, such that characters react to the surroundings and behave depending on your actions

Isn't that the whole point of any AI?
>>
>>173767298
Patreons are the best for making money if you're making a porn game.
>>
Agdg Kickstarter scam collab when
>>
>>173767379
So that's why you're at 0 patrons and 0 dollars a month, huh
>>
>>173767405
ScamJam?
>>
>>173767420
thanks for your concern but i havent actually advertised it yet.
>>
>>173767314
>One man GTA with no assets
Though about it one day - i'd take a map of my capital city and just recreate it with blocks from blender, given some time you could create a living city with some behavioral code.

It'd be a slav gta.
>>
>>173767420
He likes his Patreon to match his Steam sales data.
>>
>>173767458
Yes you have
>gogem.pro redirects to patreon
>you post gogem.pro in every post
>>
>>173767518
nice, the redirect has migrated.
thank you for confirming.
>>
>>173767485
AYY
>>
>>173767518
>advertises in every post he makes on 4chan
>zero dollars
>>
>>173767485
making that much every month would be ludicrous, im a gamedev not a lets player.
>>
>>173767585
So? The redirect existed, so yes you have advertised your patreon.
>>
Daily reminder that if you:
* Are making money
* Have bad art
* Aren't making good progress towards finishing your game
* Have good art
* Aren't making money
* Exist
* Are making good progress towards finishing your game


AGDG will get salty about you.
>>
>>173767384
No, it would also be UNPARALLELED

>>173767648
Pretty much.

>>173767585
Gogem I wanted to support your patreon but I ended up supporting this guy instead because that's what comes up when I google "googem patreon". Better fix that google.
https://www.patreon.com/posts/21ke-dong-ci-8249030
>>
>>173767643
>>173767616
>having identification on AGDG is advertising
even if that was so, for what purpose? i know for a fact none of you have any money.
>>
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>smoking weed and playing with synths is my life now

u jelly?
>>
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>>173767648
Daily reminder that if you :
*Are a bitch that thinks this is a hugbox

AGDG will get salty about you.
>>
>>173767763
hey you're the one who said you changed your name from The Gogem to gogem.pro to advertise your website
>>
>>173767729
>spend his only dollar on funposting
thats commitment.
>>
>>173767813
well it's for identification
and then i changed around the websites since i needed a good redirect for the patreon
but i get what youre saying, changes have been made. we good?
>>
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>>173767802
>>
>>173767802
fuyukai desu
>>
>>173767830
Gogen Sensei teach me your ways
>>
>>173767830
> ZERO patrons
>>
>>173767802
not a hugbox != retardedly hating on everyone and everything.

>>173767791
Soundcloud? I don't care if it's bad, synths make by dong go boing.

>>173767830
I obviously can't dev for shit, so I gotta dedicate myself to something. Also that's not my dollar, so I guess we all have something to learn from Gogen Sensei in Patreon whoring.
>>
Is Flash completely dead now? Adobe seems to have purged it completely from their site.
>>
>>173768871
It still runs in some browsers and last I checked it's used by some big companies (spotify). It's WAY past the point where you should be making a new game in it, though. Why do you ask?
>>
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>tfw when you learn to draw and suddenly can't fap to 80% of porn anymore because you finally realize they are drawn like shit
>>
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>>173769505
iktf
> whenever I see a naked body I analyze it too much now and can't fap
> my standards for 2d porn went through the roof and it needs to be done perfectly with good lighting and anatomy for me to get off
>>
>>173768871
What? I downloaded a new Flash player version last week or so...
>>
>>173769505
>>173769615
pedos in the making
>ugh these 2D lolis are not anatomically correct, better go look at real CP
>>
Unity or Unreal for 1MA?

assuming im a yesdev who has finished 2D games and wants to move onto 3D.
>>
>>173769801
Unity, simply because C# is easier than C++. (I'm assuming you're not planning to use Blueprints)
>>
>>173769801
If you have money, Unity.
If you have time, Unreal.
>>
>>173769915
Wow, that's incredibly astute.
>>
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>>173769663
> liking lolies

shit taste
>>
>>173769915
What if I have both?
>>
>>173770101
Time is money so pick Unreal.
>>
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Is this here a legit solution for mapping screen coordinates to my map coordinates - or am I completely retarded?

First I tried simply casting to int, but obviously that didn't work in the range 0 to -0.9 because I want those to be -1, not zero... You know what I mean?
>>
>>173770375
What I mean is... I know the "better" way would be to use a floor function (or ceiling function depending on where I want 0,0 to be), but I kinda assumed that casting to int might be cheaper... so I subtract the negative coords by 1. Is that ok or just dumb?
>>
>>173770375
Don't use clever optimizations like this unless you know you need them. If Floor() more correctly expresses what you're trying to do, use it.
>>
>>173765442
you mean DOOM?
>>
>>173769915
Why would I need money for unity?
>>
>>173770745
Because a whole bunch of shit is missing or poorly implemented in the engine but there are assets that replace that functionality.
>>
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>>173723316
Hello aggydaggy

I have done 5 game jams now, the most recent being done all by myself. I feel really comfortable with the engine I'm working with and think that I want to be more serious about it.

How do I get to being "proficient" or having "strong" experience with the engine that I see everywhere in job advertisements? Also, isn't it a bad thing that I'm self-taught? Because job advertisements all want CS majors.

Also, how do I build a portfolio? Do I just link my most recent game jam entries in my CV's pdf file? How do I know something is good enough to put on there?

Lastly, how do I polish my game jam entries when I have time to polish them? My impression is that making the UI prettier is how you polish your projects. Am I wrong?
>>
>>173770578
>clever optimizations
lel
>>
>>173766363
Getting there.

>>173766395
Gross
>>
>>173770816
>Also, how do I build a portfolio?
Make shit, put it in your portfolio if you think it won't embarrass you in some way.
>>
>>173770790
And you've got to take a chance that the asset you buy is still being supported, will work with whatever version of Unity you have and won't be marked as deprecated in a week.
>>
>>173770816
Did you get any feedback from your game jam projects? If so, try and act on the feedback and maybe add some extra content et cetera.
>>
>>173770816
See https://managore.itch.io/ for the gold standard of portfolio-ready jam games.
>>
>>173755296
This game looks sick does anybody know what this is
>>
>>173770790
>>173770946
Could you list a few examples?
Also is Unreal with C++ really that time consuming? Is it ok to only use blueprints?
>>
>>173771568
>Is it ok to only use blueprints?
yes. look at snake pass.
>>
>>173771617
That was a blueprints only game?
>>
>>173771568
You can use Blueprints to make an entire game if you want.

As for Unity, what you'd need depends on your project but you'd definitely want a new input system (Rewired), audio tools (Master Audio), particle tools (Particle Playground) and shader editor (Amplify Shader Editor).
>>
>>173771113
The feedback I get from game jams sometimes has always been either nonexistent or positive.

>>173771656
>>173771568
Blueprints is absolutely Cool and Good.
>>
>>173771863
UE4's input system isn't the greatest either.
>>
>>173772025
UE4 lets you change your keys at runtime, that's a massive step up from Unity.
>>
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Fucking games and shit, fucking hard to make man, fucking so many parts and pieces, like a god damn robot man. Fucking magic.
>>
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Does this look less spooky?
>>
>>173772324
No.
>>
>>173772324
It was better when I last saw it yesterday.
>>
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>>173772324
Why not have the roof the colour it is now but maybe more brown and the rest of the building this colour?
>>
>>173772324
Not really, it's way too red in my opinion. Try to cut down on that and maybe give it a moss roof?
>>
>>173750574
don't recude hi because the genre needs all those info.
add portraits on the left of each bar (or a class symbol + names), and use more flashisy colors for the ground marking.
You current problem there are the trees hiding the view, not the UI
>>
>>173772324
Lighten the colors, my dude.
>>
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>>173754807
>>
>>173772429
>>173772416
>>173772354
>>173772441
>>173772513
b-but wood
okay I'll keep working on it later
>>
>>173772324
The chimney is way too bulky imo. And it still looks like a rape shack if that's what you're asking about.
>>
>>173772627
My suggestion was to keep it wood. It would just have two different colours.
>>
>>173744034
give them roller blades, or skateboards
>>
>>173772324
Replace the black hole with a proper door and window and it'll look much better.
>>
>>173772324
The pitch black door and window doesn't really help in making it less spooky.
>>
>>173766229
Because that's a waste of code and performances.
You aren't going to get a medal for compiling 5 gigs of unused code for your pong.
>>
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>>173768024
i just made a sound cloud and some art and stuff

why is picking a name always the hardest part?

https://soundcloud.com/user-52261955/sets/slumber-city
>>
>>173772324
Lighten the colors. Make the roof read separately from the rest of the building (due to weathering, rain, sun damage etc)
Maybe add light wear around the door and bottom edge.
>>
>>173771863
>you'd definitely want a new input system (Rewired), audio tools (Master Audio), particle tools (Particle Playground) and shader editor (Amplify Shader Editor).
What? No.
>>
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>>173772627
Something like this would probably help.
>>
>>173772627
Anon, first of all, not all wood is orange - on the contrary, wood has many different colours and textures. Moreover, your picture shows some really old wood.

https://i.ytimg.com/vi/_3J5wkJFJzE/hqdefault.jpg
Look at the color of this wood. It's much less creepy, don't you think?

https://s-media-cache-ak0.pinimg.com/originals/6e/e8/0b/6ee80be232e53d50c2d6479807be14ca.jpg
http://www.designboom.com/cms/images/ridhika09/green06.jpg

Comfy roof can also lighten your cabin. And a roof like that would be more likely covered with smaller planks, or quare wood tiles, or maybe some thatching, since that'd be cheap, quick and readily available. Also you wouldn't have a huge log on the top of the roof like that.

tl;dr do you even into wooden construction research, anon?
>>
>>173771568
The glory of ue4 lies in the usage of both blueprint and c++.
Its not uncommon to write resource intensive tasks in c++ and just expose the function calls to blueprints.
>>
>>173773130
where have I heard this before?

oh yeah, this is the same shit that fucking pygame says
>>
>>173773130
so you can write functions in C++ then call them in blueprints?
>>
>>173773130
Can you create your own blueprint elements in UE4? As in, the tiles themselves?
>>
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>>173773212
Yes but the macros can get pretty ugly and not all types are supported (like uint64)
You can also do the reverse, with blueprint implemented functions which are callable from c++ code.
>>
>>173772813
I think for you... making the music may be the hardest part!
>>
Is there a game where you travel aboard a tiny ship, like the size of a bloodcell, and travel throughout someones bloodstream, finding, diagnosing, and fixing a problem using the tools aboard your tiny ship?

If not, would you play it?
>>
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Are the arms short and decent for the proportions?
I kind of suck in body proportions..
>>
>>173773546
No, nobody would play that kind of shit.

Try again in 4 years, maybe someone will like it then...
Anyway brb, I gotta go write this idea down
>>
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>>173772813
I think you could do with more practice. The songs don't really have an identifiable tune and are just noise. The boss battle one was probably the one most in need of being reworked. It wasn't great and was overly bass-y.
>>
>>173773546
Haven't seen one.
Looks like a good idea though. You can make a prototype and we'll see if its nice.
It doesn't hurt to make one since you can still put it in your portfolio.
>>
>>173773546
http://tvtropes.org/pmwiki/pmwiki.php/Main/FantasticVoyagePlot

Some examples here, but usually it's just a level or one mission.
>>
>>173773247
Yes but ive never done it myself.
https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
I just put general use functions into my game instance class and expose them to blueprints desu
>>
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>>173723316
im trying to fit too many features together and cannot find a good context for it.
>>
>>173772927
this looks comfy.
>>
>>173773696
>>173773483
lol i can see what u guys mean
>>
>>173773641
CUTE
I say yes, but check if the arms deform well when bending.
>>
>>173772094
Fuck art, that's all I have to say. Especially heads, I've been focusing on it for a week and I feel like I have not improved at all.
>>
Why does Unreal look so much better than Unity?

Why can't the guys at Unity make their engine look as good?

https://www.youtube.com/watch?v=gTb7k9pCQTo
>>
>>173774808
Because it's hyper optimized for realistic scenes, at the cost of:

* Being easy to dev with
* Being able to run on as many platforms
* Being able to run on shit computer
>>
>>173774956
>Being able to run on shit computer

I run UT Outpost 23 on almost maxed and almost 1080p while having a decent framerate on a 560ti, so i wouldn't say it's that bad in this regard.
>>
>>173774808
Bigger more high budget team is working on it
>>
>>173774808
This video says literally nothing without hardware and frametime info.
Also there is literally zero interaction in these video (which is kind of the point of a videogame).
>>
>>173774808
Stop. Graphics don't matter.
>>
>>173774808
if this is supposed to look so good then why the fuck can I see the polygons in the trees?
>>
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>>173774808
>https://soundcloud.com/user-52261955/sets/slumber-city
>This is NOT Real Life
also NOT Real Time on any mortal's computer
also NOT a Fucking Game
>>
>>173775229
Nice link crossing lol
>>
>>173775229
https://soundcloud.com/user-52261955/final-battle-or-something?in=user-52261955/sets/slumber-city
THIS IS NOT REAL LIFE

Check your earphones again, believe it!
>>
>>173775321
>>173775362

I don't care
>>
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>>173775229
Is there a new nagatoro manga or something?
>>
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>>173775479
>>
r8 my game concept
>RPG
>game consists of travelling the world, trading, fighting in wars, buying & developing land, romancing women, building alliances and friendships with people of skill or influence
>eventually can become a landed lord/political figure, assemble court etc
>battling consists of strategic movement of troops in the area of fighting

Is it:
>good
>fun
>cool

Should it:
>render the world 3D or 2D/isometric?
>have turn based or real time battles?
>have an ageing element where you play as a child for the first 10 minutes to develop skills/childhood friends?
>be historical or fantasy setting?
>>
>>173775847
You should throw it in the bin and get your scope under control you worthless ideafag
>>
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THANKS UNITY
>>
>>173776070
Why would you want to convert a string to a string anyways?
>>
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>>173775847
>game consists of travelling the world, trading, fighting in wars, buying & developing land, romancing women, building alliances and friendships with people of skill or influence
>eventually can become a landed lord/political figure, assemble court etc
>battling consists of strategic movement of troops in the area of fighting

who the FUCK is gonna make this?
>>
>>173775847
Mount & Blade?
>>
>>173766363
I am indulging in about a week of 'side project' prototyping so I will probably miss Recap Monday because all I have done on my main is code with no visual progress that I can post. I am giving myself a week for this because I know if I don't it will just nag at me and make my progress slower on my main as I think about it. At least by prototyping it I can stop wondering 'what-if' and (hopefully) put it on the backburner as "this isn't a complete waste of time, I will come back to this afterwards"
>>
>>173776142
Me, it started from an idea I had about a simple game but I daydreamed too much and expanded the concept.

Simple game:
>you are a prince
>there is some number of randomly generated fellow princes and princesses
>prince stats include dueling skill, wealth, etc
>princess stats include tittys and ass
>the game takes place at a ball or other event over the course of a week or so
>get points by fucking princesses
>princes act as obstacles that you can either ally with or against to boost your social capital

>>173776275
I was more worried someone would draw CK2 comparisons.
I like M&B too. My problem is that my ideas are based on games I think I'd like to play, not so much games I think I could make in a reasonable amount of time.
Somebody's got to do the fantastically ambitious bullshit idea-fagging.
>>
>>173776420
I don't see any difference between your idea and M&B. Also i don't think it looks like something you can get done in a reasonable amount of time anyway.
>>
>>173776070
SHOW THE POTENTIAL FIXES
>>
>>173776501
M&B doesn't always tickle my autism right. I want something with the fun of M&B with the vassal system of CK2, but with more RPG elements.

Yeah I know the scope is sillybig. Instead then, what do you think of the simpler idea I outlined?
>>
why is the Microsoft Wired 600 such an awful keyboard? I miss my 200...
>>
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Guys I need help.
https://www.youtube.com/watch?v=4zLfCnGVeL4
>>
>>173776870
sent ;)
>>
>>173776870
go outside
>>
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>>173776908
Money?
>>173776948
and do what rob a bank ?
>>
>>173777005
>and do what rob a bank
Get a job.
>>
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>>173777064
250k won't cut it.
>>
>>173777186
Kill yourself then. Jump off your skyscraper window.
>>
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>>173777248
Nah even better Idea, Gunna make yall some Sex Robots.
>>
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SEX ROBOTS
>Human Forms cost Extra, Standard Hidden Fees Apply.
>>
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How's this?
I'm still working on the window
>>
>>173777597
make the window reflection streaks a bit smaller.
>>
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tell me your characters backstory
>>
>>173777597
Better, but change the roof and make the door hinges smaller, right now it looks like fort knox, no peasant would have metal hinges like that.
>>
Which career paths have good synergy with game developing for an aero engineer?

I've just started but AI seems to catch most of my attention.
>>
>>173772078
Why would you ever need that?
>>
>>173778247
Because some of us are making PC games, not mobile touchscreen shovelware.
>>
>>173778247
To be a real video game
>>
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>>173772078
>Tfw your an engine dev who wrote this feature yourself.
>>
>>173771568
You don't use C++ with UE4. The C++ api is broken anyway. It's meant to be used to provide heavy lifting while the blueprints are your interface to the engine, i.e. you write your math functions and generic algorithms in C++ and anything that interacts with engine properties with blueprints.
>>
>>173778503
Now work on hotplugging.
>>
>>173778503
not even difficult

The advantage of enginedev is that you can do simple things like that without any problem, and you know exactly how to do it because you made the engine.
>>
>>173778561
Im writing an engine, not an OS. why would i be the one to handle this?
>>
>>173778625
No engine dev here has 'made the engine' because that implies having finished it.
>>
>>173778679
>because that implies having finished it
no
>>
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Reminder.
>>
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Modeling a car is a lot harder than I thought it was going to be.
>>
>>173778679
I could already make a game with my engine.

It's not like anyone using massive million dollar engines in here are finishing any games either.

Having a tool and making a game with it are two different things.
>>
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>>173778728
>GM somehow isn't 1MA
>>
>>173778728
Not accurate at all. Clearly edited by a nodev.
>>
>>173778771
>chromatic aberration
>>
>>173776649
It could work. I think that games with simpler mechanics can be more fun and successful than trying to hard. Pokemon is a good example.
>>
>>173778857
More 3D games from here have been finished than 2D games.
>>
>>173778857
The blender part is pretty accurate. Although it's not the program crashing giving me issues (it never crashed on me), but rather modelling as a whole, so maya would give the same issue.
>>
>>173778727
Yes anon, you don't say 'I've written a book' if you're still writing it, and you don't say 'I've made an engine' if you're still working on it.
>>
>>173767791
I swear to holy god this smug anime has more watermelons every time I see her
>>
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>>173778679
>>173778728
>Tfw my engine has gameloops, input loops, rendering, networking, shaders, everything any professional engine offers.
>>
>>173778963
yes you do.

Book X
Book X, 2nd edition
and so on
>>
>>173778987
>he uses gamemaker
>>
>>173778863
I wanna go for a 70s horror movie aesthetic, and I actually kinda like it. But I understand that there are people who don't like it so I'll have the option to turn it off.
>>
>>173778987
Your engine also has no games made with it.
>>
>>173778987
And where's the game?
>>
>>173723316
Does anyone have resources on how to write characters, world, and story?
I'm complete shit at creative writing.
>>
>>173778530
>You don't use C++ with UE4
B-but I want to senpai
>>
>>173779053
>>173779054
It has a game, just with very few features...
Im working on it.
>>
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How do I make a non-racing game that makes the player feel like they're street racing while eurobeat plays in the background?
>>
>>173778728
>'if' in class, struct, or interface member declaration
What a novice mistake. No one who uses cs is actually held up by this right? RIGHT?
>>
If you don't have a game on steam, then you're a nodev.
>>
>>173779164
>non-racing game that makes the player feel like they're street racing
why
>>
>>173778679
No game dev here has 'made a game' because that implies having finished it.
>>
>>173779164
Something like Vanquish but with more drifting
>>
>>173777762
>age 29
>>
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>>173778728
I like this. The more people accept the limitations of engines like GMS, the easier is for us engine-devs to surprise the audience with groundbreaking games
>>
>>173779037
Then you'd probably want to use some kind of VHS shader instead of CA.
>>
>>173779270
That's cute. False, but cute.
http://www.homph.com/steam/
>>
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>>173779248
>2 billion for "no-game"
Your stupidity is showing.
>>
>>173779248
>implying it was an achievement to get a game on steam in the last years.

That being said, didn't Steam try to up the bar for greenlight? Is anyone up to date on this?
>>
>>173779357
None of those games are finished.
>>
>>173779164
>want to buy ae86
>no money
>cheapest one that is not a shitbox is like 10k

I will yesdev myself to eurobeat
>>
>>173779424
Adorable.
>>
>>173779296
I don't want anything too obnoxious or heavy, I like it with just CA, film grain, and vignette. I'll probably turn down the CA, I'm still adjusting everything.
And like I said, you'll be able to turn it off if you don't want it.
>>
>>173777762
He's an ex-space marine who lost his family and now works as a bounty hunter.

And he hates lolis with a passion.
>>
>>173779413
>if your shit sells, that means it's a game
>>
>>173779763
>implying minecraft is worse than 99% of this thread.
>>
>>173779105
You really don't have much choice. The C++ versions of the blueprint functions are all broken and there's no hint that this is the case until you google your issues and you see that everyone reports the same problems and the only provided solution is to use blueprints, because it """fails gracefully""" which means there are no log warnings or errors anywhere and just does nothing instead of failing violently and clearly.
>>
>>173779763
Literally being a game by dictionary definition makes it a game, no matter how much you like or dislike it.
>>
>>173779820
Well you got me there.
>>
>>173779820
Minecraft was not a game but a brand, that's what was worth 2b (it actually wasn't, more like 50m, but microsoft isn't exactly smart).
>>
>>173779925
A product is worth as much as someone is willing to pay for it.
>>
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>tfw increased my maps memory usage by 50% with a workaround because im a lazy fuck
ill fixi t later :^)
>>
>>173780071
If I launder money by buying shit-on-canvas for 40 million, does that mean shit on canvas is worth 40 million?
>>
>>173777762
But anon, I have like 75 characters and counting
>tall spooky lady who gets deified because of her superpowers but she just wants to paint signs
>astronaut who dies trying to fuck a cloud
>salty mathematician who gets high for three weeks writing a rant trying to disprove FTL travel and accidentally invents it instead
>legendary ace pilot who fought in a bunch of battles as a teenager and is now having a mid-life crisis at age 25 or something
>annoying monk who really wants to sell you a flower for some reason
>head of state who walks his pet alligators and dresses like Hard Gay
>three jackass pirates who talk about their bodily excretions in graphic detail on open channels
>orphan girl who doesn't know how old she is and survives by stowing away on random ships and secretly eating their nachos
The player character has no backstory beyond "lived in a space colony and went through training to become a ship captain"
>>
>>173780118
Just increase your game requirements instead.
>>
Anybody here with a successful Patreon have any advice for someone looking to make one?
>>
>>173780173
Draw porn.
>>
>>173780173
Porn.
>>
>>173780173
draw porn or make porn games
>>
>>173780173
Make porn or have shit load of followers before hand. Have nice rewards for patronizing, like small monthly commissions for top patrons etc.
>>
>porn

do you have any dignity?
>>
>>173780548
This was about money, not good games.
>>
>>173780548
>money
>dignity

Pick one.

At least have waifu bait material to encourage your fans to draw porn and lewds.
>>
>>173780548
He was looking for success, not dignity.
>>
>>173762285
Thanks for these, you're right it needs to spring up a bit more
>>
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>tfw you have tons of ideas for lewd games but can't bring yourself to actually make a lewd game
>>
>>173780767
*muffled applause in the distance*
>>
>>173780767
>implying you have drawing skills to make a good lewd game
>>
>>173780767
>tfw making a lewd game but the content means it can only be released in canada
>>
>>173780158
Yep. Now produce the 40 million for the initial investment.
>>
>>173780829
I'm an artfag, so I think I could manage.
>>
>>173780767
>>173780938
(you)
>>
>>173780938
post homemade lewd
>>
>>173780938
Example?
>>
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Hey guys.

I'm working on this little zen garden environment (ignore the default skybox, the background isn't done yet).

What can I do to separate the sand from the other elements? Do I need something to vary up the lower layers of sand?
>>
>>173781175
is that a lizard-man in an eskimo outfit
>>
>>173781175
Loving those seams between tiles... The mixels... The changing up between outlines and no outlines and colored outlines and full black outlines.

*MUAH* perfection!
>>
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I guess she's almost done. I'll probably texture soon.
>>
>>173781613
her arms look too short
>>
>>173779280
yeah they went fucking overboard with that
should be 23-24
>>
8-directional or analog direction in a top-down 2D adventure game?
>>
>>173781705
They might be a little.
>>
>>173780173
Honestly given the state of patreon it seems like you can get away with any sort of bullshit as long as your posts make it look like your doing something (Even if it's completely unrelated to what their suppose to be funding). Also yeah, making porn that caters to shitty fetishes helps (3D goblins, NTR, furry etc).
>>
>>173781772
how the fuck will you do animations for analog movement?
>inb4 another Hotline-Miami camera shitheap
>>
>>173781476
the seams are a bug with the tilemaps I'm using, it's easy to fix. I just threw the tiles in there temporarily. Also, what fucking mixels? Maybe on the archway on the far left which is again temporary. I'm glad you had such a constructive answer to my question instead of ignoring all context and just spewing shit because you're not doing any work on your game today.
>>
>>173781613
>>173781705
Yep it looks short.
Sometimes i look in the mirror and try to look at my proportions while doing 3d modelling. See if this will be effective. Its only applicable to skinny people. Not fat ones.
>>
>>173781613
Cute is this for the jam that shall not be named?
>>
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>>173772094
>>
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>>173781980
>>
>>173782010
Tip : When the arm is held straight down, the wrist should be level with the bottom of the crotch.
>>
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>>173782158
zoomed right in so you can apologise for being a little bitch
>>
How many people here program their own engines?
>>
>>173782016
She's for extremely non-lewd jam.
>>
>>173782226
Well, you probably shouldn't zoom in such a retarded manner lol
>>
>>173781772
There's no reason not to have analog direction. Either way a keyboard will only be able to do 8 direction, and depending on the type of game having analog direction on a controller probably wont give any huge advantage.

>>173781917
He can make the animations 8 direction, and just choose the closest animation that fits the angle.
Or make it a 3D model and render that model to a sprite in real time, rotating the model to fit the direction.
>>
>>173782010
You can just look up some references, it works even better since you don't really deal with perspective
>>
>>173782267
lol. Do you have any kinda actual constructive answer to my question or are you just gonna keep playing yourself?
>>
>>173782204
I may have said "she" but she has a dick. Her arms would be too long if I followed your advice.
>>
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>>173782204
Seems close.
>>
>>173782353
>the dick is the crotch
Time for Loomis.
>>
>>173782360
How can such a tiny neck support such a huge head?
>>
>>173782062
>removing sleep instead of work
slave
>>
>>173765442
Why not prototype it using sprites related as placeholders? If it doesn't feel right, at least you didnt waste a ton of time building art. If it feels great, then make sure you're going to be able to replicate the sprite style yourself or at least find an artbro who can. I'd play it.
>>
>>173782682
Thin necks are cuter.
>>
>>173783005
t. goo "I don't need to work because my mother's husband pays my bills even though I'm over 40 years old, and even if I needed to I probably couldn't since I'm unfit for life in society" gum
>>
>>173783005
Hey there cuckaroo, how are you?
>>
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>>173782062
>>
>>173782062
>not merging food and work
>>
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>>173783790
Oops, forgot the lines that might make that make more sense.
>>
>>173783790
Now that, is autism.
I do agree though.
>>
>>173783790
> fat guy who doesn't buy groceries and cook them before eating
> probably just stops by mcdonald's every day
>>
>>173783849
>>173783790

This also implies the guy sleeps for less than 4 hours.
>>
>>173783858
>going to the store everyday instead of going once a week during your days off
>not preparing your meals
>>
>>173783943
>not sleeping 2 hours a night
>not eating 2 hours a day
>not delivering 20 hours to massa
tote that barge
>>
>/agdg/ tearing apart a shitty comic
If only we used our autism for productive means.
>>
>>173784090
>>>/global/rules/11
>>
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>>173784328
Video games are hard.
>>
>>173779248
>>173779763
>minecraft is a bad game
extremely salty /v/irgin spotted
>>
What type of damage can a space weapon have?

I will have shields, armor, regular hull, engines, and shit like that.

So I'm thinking these:
- Lasers: Good against disabling shields, but require a lot of energy.
I'm thinking of having capacitors too, so you can have a good "first burst", but then they lasers are less effective.
Not so good against armor, ok against hull
- Missiles: bypasses shields, area damage, limited amount carried by ships, can be shot down by lasers and kinetic weapons.
- Kinetic: damages shield and armor equally, but not particularly well. Can be used defensively against Missiles
- EMP type plasma balls or something: Stopped by shields, but disrupt weapons/engines in an area around where they hit.
>>
>>173783949
Grocery store is a 1 minute walk away. I go daily. That or get groceries delivered to my door for €2
>>
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What are you experiences with Unity? Is it a pleasant engine to use? What are its quirks?
>>
>>173784674
It's okay
>>
>>173784674
It provides constant frustration and makes you question why you're using it when the alternatives are all superior.
>>
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>>173783790
You got it all wrong.
>>
>>173784674
it's not pleasant to use, I hate it.
I still have to use it for freelance work, but for my own games I use Unreal Engine. (still a very early work in progress though)
I like UE more because I feel that every tool is designed correctly, even though I feel it's better for bigger teams
And depending on the game you want to make, Unity can be a better choice.
I wouldn't want to make a 2D mobile game with unreal.
>>
>>173784794
Needs an agdg logo, also a small block that says fap.
>>
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He appeared to have some missing hours on his schedule.
>>
>>173784810
>>173784785
T. nodev.
>>
>>173784794
lol

NEET work = chores for Good Boy Points schedule is best.
>>
>>173785006
>>173784794
>>173783849
>>173783790
>>173782062
STOP FUCKING AROUND AND WORK ON YOUR GAMES OR POST PROGRESS
>>
>>173785071
You're right, Unity is such an amazingly good engine that its own developers don't even use it to make games with.
>>
>>173785071
But anon, probably 40% of the agdg demos at any given time aren't unity. Many of the long running projects aren't unity.
>>
>>173784785
Can you give me some examples of things that frustrate you?
>>
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>>173785108
Please refrain from shitposting, this thread is for gamedev, thank you.
>>
>>173785183
Why should they? They develop middleware, not games.
>>
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>>173785197
Actually
https://docs.google.com/forms/d/e/1FAIpQLSdz0nFLuGKsDE7sssvZGEvP6GWZq0zLcH1yuvHw7dfeUCNk_A/viewanalytics
>>
>>173785197
>40% are not
>60% are
if you gonna go in "imaginary numbers" territory at least crate shit that makes you right, retard.
>>
>>173784810
>I still have to use it for freelance work,
Can you elaborate senpai? People make moneys freelancing with Unity?
>>
>>173785446
>Godot

Where the fuck are these games? I've never seen a game made in Godot here before.
>>
>>173785183
Sounds like very engine dev here tbqh.
>>
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Made a little animated drawing thing.
>>
>>173785446
>believing online polls
>>
>>173785540
Really cute, anon.
>>
>>173785550
more like
>believing online polls that show that I'm wrong
>>
>>173785494
There's one in the weekend jam #02.
>>
>>173785452
>a majority makes me right

WINDOWS CONFIRMED FOR BEST OPERATING SYSTEM.

CHINESE CONFIRMED FOR BEST PEOPLE

OCEAN > LAND

SPACE > PLANETS

2 > 1

Asuka > Rei

Naruto > Kaiji

World of Warcraft > Any other MMO

Call of Duty > Your game, and any game that you like.

Java > Your shit language
>>
>>173785550
The historical Recap Mondays probably have a more realistic hint of which tools AGDG uses.

No one's mined that shit yet though.
>>
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>>173784794
gotcha senpai
>>
>>173785540
ok but where's the game?
>>
>>173785703
>Asuka > Rei
No!
>>
>>173785703
>WINDOWS CONFIRMED FOR BEST OPERATING SYSTEM.
>Asuka > Rei
Both are these are facts.
>>
>>173785703
>Asuka > Rei
But there is only one Asuka and lot's of Rei-s anon ...
>>
>>173785703
I'll take false equivalence for 500, Alex
>>
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czech it out, we got a website now.
http://team-d13.com/monolith/
>>
>>173785820
I'll take bandwagon fallacy for 600 Alex.
>>
>>173785482
Not a good place, and it's filled with shitty people, but you can check upwork.com.
There are more places online, but sadly upwork is the biggest
>>
>>173785996
I'll take retarded for a billion, Alex
>>
I'll take progress right fucking now, what the fuck are you even doing?
>>
>>173785232
Gimbal lock in the scene editor.
Hardcoded shader keyword limit not present in any other engine.
Particle system shits itself when trying to instantiate emitters during runtime.
Garbage collection stuttering when doing anything, especially related to audio files.
PhysX is poorly implemented, resulting is collision problems out the ass. Doubly so if doing anything with IK.
IK also fucked and a pain to use.
Enlighten still fucking broken.

Unity may have a lot of features on the box but they're all largely half assed or barely functional. It's like being promised a car with GPS, airbags and a cupholder and getting all of it but in a fucking Pinto.
>>
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>>173786087
>>
>>173786087
just finished our shitty website, ready to make real progress now.
>>
>>173785809
*were
They were flushed remember?
>>
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>>173786048
Alec spiderman me first whens dinner?
>>
>>173785947
What tools did you use to build it and then what service to host it?
>>
>>173786160
Now there are 0 (rei) rei-s.
>>
>>173785947
>Release date: Juny 5th
>>
>>173786404
>Juny
I like this it should be a thing
>>
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>>173786160
I am not going to argue over the end, but for the majority of runtime of the show, the amount of rice was greater than the amount of Asukas.
>>
>>173786106
Pinto is a nice car idiot
>>
fuck off weebs
>>
>>173786517
That's true
>>
>>173786087
Trying to use "DamageType" from UE4, but the fucker is just freezing when I try to open the blueprint derived from DamageType
>>
>>173785703
>>a majority makes me right
you are the one pulling numbers. Now of course you will start yelling they don't count when the don't go your way. Like the double line jumping redddit faggot you are.
>>
>>173786208
wordpress for the site, strato.de for hosting. mostly because I literally have no way to pay for overseas hosting services.
>>
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>>173785767
>>
>>>/pol/120758477
Holy fucking shit rusdev what the fuck are you doing posting your game on fucking /pol/? That's not what I meant by advertising you humongous retard, you are supposed to contact sane gaming blogs and such.
>>
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I'm the anon who is making the cawfee green tea simulator from the previous 2 threads for the "??Loli Jam(its my first time using a spoiler tag. So if it doesn't work forgive me"
Anyways im having problems with mechanim not making my low poly model a humanoid because of low bone counts. Is it possible to just make the animations in blender then make a script that plays the animation? I don't need to necessarily modify the animation in unity.
>>
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>>173785947
thats a god awful site with way too much wasted space.
>>
>>173785947
Too empty looking, work on the spacing of elements IMO.
>>
>>173787387
looks like undertale website
>>
>>173787281
/pol/ might be insane, but it's the 2nd biggest board here...
>>
>>173787387
i wish i knew php. how'd you accomplish this wizardry?
>>
>>173787523
My version?
Or do you mean just the colors and font?
I wouldnt have chosen either
>>173787601
literally just paint.
It helps when you have minimal colors, and one solid background.
Currently learning a little webdev on the side though.
>>
>>173787601
That has fuck all to do with PHP.
>>
>>173787537
That's not the point, you aren't getting any traction from some shitty politics board, learn to target fucking audiences.

Also anons already told you to drop the stupid sob story angle, you just sound desperate.
>>
>>173787681
>>173787387
Also i didnt even notice the sentence breaking on the next line.
Needs redone or re-written, otherwise id probably just take it out.
>>
>>173787601
>i wish i knew php

I wish I didn't.
>>
>>173787353
Ctrl-S automatically inserts spoiler tags, fampai.
>>
>>173787730
Take your medication
>>
>>173787353
>Is it possible to just make the animations in blender then make a script that plays the animation? I don't need to necessarily modify the animation in unity.
yes, which is the standard way.
engines helping with animation is an extra that's "kind of" recent.
What the engine will help you with is with blending 2 animations (legs do one thing, torso does another thing) or blending a walking position into a running position, etc.
You can also use the engine for feet position when the terrain is not flat, and I don't know, stuff like that. But most animations should be made directly in the engine.
I don't know in Unity, but in Unreal you import animations from .fbx files.
>>
>>173788140
I see. Thanks ill note that.
>>173787917
Thank you anon. Been lurking before the User has banned from this post in /h/ and i still don't know how to spoiler.
>>
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What game engine should I use?

I want to
- use my custom physics engine, written in c++
- use my game logic, written in c++

I dont want to
- write GUI code
- write main menu/pause menu/settings menu code
- learn glsl, but want some glow/mist effects
>>
>>173787353
Hey, how many models and animations do you need? I could help if you want.
I love modeling cute girls.
>>
>>173787730
> implying I'm the dev
>>
>>173788338
Thank you anon but no thanks.
i want to keep practicing so i can improve. Its my first time doing this.
Thanks for the offer though i appreciate it.
>>
>>173788304
>- write GUI code
>- write main menu/pause menu/settings menu code
you're gonna have to do this anyways, and it's not that hard once you get into it
>>
>>173788527
But it feels like it was done before and why reinvent the wheel?
>>
>>173788304>>173788304
>- write main menu/pause menu/settings menu code
Too bad you have to do this in any engine.
>- learn glsl,
Shaders are fucking fun though
>>
>>173788304
>I dont want to
>- write GUI code
>- write main menu/pause menu/settings menu code
If you're fine with anything you could try using ImGui
>>
Shitty browser game but you create your own html parser + javascript engine.
>>
>>173788840
it will take you longer to adapt to it and learn it than it will be to just write some code for it.
>>
>>173789046
uhhhh
>>
>>173788442
That's fine, you have the right way of thinking.
I'm looking forward to your progress and your game!
>>
>>173788304
thanks doc
>>
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>>173723316
Wanted to do some work on game soundtrack
Made this instead
https://soundcloud.com/joe-friend-6/females
>>
>>173784502
>- Missiles: bypasses shields,
>- Kinetic: damages shield

How does that work, exactly.
>>
Why does Unity have the best dynamic shadows?
>>
>>173789762
pics/vids?
>>
>>173789749
missiles are pointy
>>
I've got a strong knowledge of Javascript, it's the only language I know. I'm familar with a lot of its eccentricities, which might make learning a new language a bit less intuitive because of the strange implementations of standard paradigms that JS chooses to do (i.e. there is no classical inheritance mechanism in JS).

That said, I'd like to learn a new language to dev in. Unity uses C#, but it seems as though UE4 is more fully featured and powerful. The downside is that I'd need to learn C++, a much less high-level language -- and all of the difficulties associated with that, e.g. memory management, etc. It's a bit intimidating to be honest.

How difficult is it to pick up C++? Should I bother if I'm just going to be a hobbyist about this kind of thing? Would Unity suffice, or is it a bit hamstrung in comparison to UE4?
>>
>>173789749
Shields can't contain a lot of mass at once. They can't block a whole ship, or a big asteroid, but they can easily disintegrate something with very little mass, even if it's fast.
Alternatively, missiles can emit an inverse harmonic shield frequency opposite to the shield's frequency to bypass it. regular projectiles are too simple to do that.

It's like you've never watched star trek.
But anyways, I'm open to discussion about which types of damages I can have
>>
>>173754807

dear Jesus :

why do crabs have to die so that I may live ?
>>
>>173789938
Well C# is definitely easier to learn that C++. Not A LOT easier, both are very similar in many regards, but it's much more "friendly" because the designers tried their best to avoid many pitfalls which come with C++.
>>
>>173789938
independently of C# and C++, for a one person team with no gamedev experience, I'd go with Unity anyways.
You'd be bogged down by gamedev stuff, and by C++ stuff if you go with UE4. Although UE4 has blueprints, which is also ok I guess
>>
How this for progression of a puzzle game?

- 25 regular levels
- One new puzzle element every five levels
- Each of these 5 level sections have a secret "dark world" level that unlocks if you find all secret tokens in the five levels
- Beating all secret levels unlocks a super secret level

tl;dr:
25 levels
5 secret levels
1 super ultra secret level
30 in total
>>
>>173789938
Unity C# and UE4 C++ really aren't drastically different, and blueprints exist.

Personally I greatly prefer UE4, but Unity is fine.
>>
>>173790828
I mean 31 in total, hurp.
>>
>>173778987
what about gui, pathfinding, tile engine, ai, shaders...
>>
>>173790597
My argument against starting with UE4 (as a beginner that is) is that it's not "clean" C++ but relies on a shitload of macros specifically made for UE, making it harder to learn. While scripting for Unity is pretty standard C#.
>>
>>173790367
>It's like you've never watched star trek.
I have a trekkie at home so i probably watched it more times than you have, maybe 3times total by now. Anyway, star trek is a poor comparison to make because it's physics are fucking retarded (heisenberg compensators, lol), and if someone sees that missiles pass the shield but bullets don't , they will immediately think(based on your explanation):
-why don't people just make bigger bullets to forcefully bupass shields
-why don't people just mount inverse harmonic emitters on ships and disable the shields that way, since they'd be more powerful than on a missile
-why people bother with such weakass shields
-how are regular projectiles too simple to defeat shields when we have intelligent munitions already
-etc etc etc

Anon, even high fantasy requires suspension of disbelief, and your idea is like saying meteors deal 0 damage to demons because they're fire immune. If you want to do it like this then by all means go for it, it's your project, but then maybe think about changing the mechanics a little bit.
>>
>>173761573

you could always just make a script on the relevant object that holds a string variable with the "tag" you want it to hold, but i'm sure that this is such a basic workaround that you've already thought of that.
>>
>>173789938
Holy shit, when will this stupid meme die. You don't need to know jack shit about C++ to start making games in Unreal. Blueprints is the way Unreal is meant to be used. Engine source is just a bonus in case you need to extend some features (e.g. custom authentication to your server) and even here Epic has got your back with tons of macros to make your life easier. The only reason to pick Unity is only if you hate yourself.
>>
>>173790828
>One new puzzle element every five levels
Bad idea. You should introduce all your puzzle elements in the first few levels and then keep using them throughout the rest of the game.
>>
>>173791252
>Blueprints are sufficient for all needs

I thought blueprints were like a visual scripting system? Is that right?

If so, would it not get messy and difficult to maintain/reason-about when it starts to get complex?
>>
>>173790828
$5 if it has really good art and an OST.
Otherwise its a $1 on sale buy.
>>
>>173791365
>You should introduce all your puzzle elements in the first few levels and then keep using them throughout the rest of the game.

Bad idea. You should introduce all your puzzle elements in the final level of the game to provide an adequate challenge.
>>
>>173791468
In as much as text code does.

>>173791252
>The only reason to pick Unity is only if you hate yourself.
That's unfair.
Complete newbies seem to have real trouble understanding UE4, and since Unity has such a ludicrous amount of tutorials/help online it's basically impossible to get stuck.
Also if you want to support lots of platforms Unity is simpler.

I'd never go back to Unity, but still.
>>
>>173791365
That would be kind of a clusterfuck.
>>
>started dev'ing monday
>really enjoying it
>dream both nights since then
>more like have nightmares
>what needs to be done, what can't be done, what I don't understand

I-is this every night, anon-kun?
>>
>>173791643
If it is then your puzzle elements are either too numerous or too complicated.
>>
https://youtu.be/u3bK76A8O94
abandoned this project last month, working on something completely different in ue4 now.
>tfw can't code

>>173791252
>You don't need to know jack shit about C++ to start making games in Unreal
fuck I hope you're right. I love the blueprint system so far.
>>
>>173791560
>>173791748
No, adding them slowly is better. Every puzzle element can be used in different ways before mixing it up with other elements.
>>
>>173791252
What about VR
>>
>>173791748
You have no concept of pacing
>>
>>173791663
Yes and the nightmares get worse if you give up. Have fun anon!
>>
>>173791986
You have no concept of good game design. You introduce everything the player can do early on and then you reinforce that through the rest of the game. You don't suddenly add in new mechanics half way through or near the end, especially in a puzzle game. All you'll do is confuse the player more than you would if you gave it all to them in the first three or four levels.
>>
>>173792126
You have no idea what you're talking about.
>>
anybody here gamedeving as a pure hobby and not for money initially? i mean it's fine if its for side money. i'm went through some love2d games and their community is pretty shill, most games are open source and you can learn from them, seems pretty comfy to me
>>
>>173792207
Alright, do you want. Enjoy having a shitty, poorly made game. Don't come crying here when you realize I'm right.
>>
>>173792261
I'm not even the guy making the game, faggot.
Literally every game introduces mechanics over time.
>>
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>>173792126
>All you'll do is confuse the player
>>
>>173792126
Many of the greatest games I have ever played, like Mario Galaxy, where introducing new concepts all the way up to the very end. You have a dry and boring outlook.
>>
>>173792227
I want money
>>
I'm shocked that nobody made an indie doom/quake clone, yet. With 2d sprites and all. Why is that?
>>
are there any good blogs for gamedevs? like discussing interesting stuff? (pathfinding, game design, game structure...)
>>
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>>173791468
You can group nodes or turn them into functions (pic related). While sometimes, I agree, code can look more elegant, it all comes down to being tidy - code can be just as hairy and painful to look at.

>>173791642
Good point. Unreal has been getting a lot of traction in the last years though and I would argue that it's got a lot of easy to follow tutorials too nowadays.

>>173791753
I remember making a prototype for a tower defense game where I used C++ extensively to build underlying blocks for the UI and gameplay. After that project got disbanded and I went on to using blueprints-only - realization of how much time got wasted hurt me pretty bad.

>>173791917
I have a VR headset and have done some prototyping. Haven't touched C++ a single time in any of those projects. If standard blueprint library for VR is insufficient for you, there is mordentral's VRExpansionPlugin which makes prototyping blazing fast.
>>
>>173792490
>trying to sell a doom clone in $CURR_YEAR
wew lad
>>
>>173792346
And every game that starts introducing new mechanics late in the game either ignores or completely replaces mechanics introduced early on or quickly ignores the new mechanics in favor of the old because they don't mesh with the gameplay the player is used to up to that point.

It's not my fault you're a fucking retard who doesn't understand good game design but don't attempt to blame me for your mental shortcomings.
>>
>>173792608
Refer to >>173792207
>>
>>173792608
I can't understand you at all. I can't even fathom what games you have been playing to think this way. Certainly different ones than I have played.
>>
>>173792680
Alright faggot, explain in full detail why it's wrong.

I'll wait for you to not respond because you have nothing that can debunk it.
>>
>>173792126
The core mechanic in my game is already fairly complicated and I will need several levels to ease the player in anyway, here's a video of the level introducing the second mechanic my game is supposed to have.

https://streamable.com/ljrcy (No webm because sound cues are important)

First mechanic introduced in level 1: The pushing blocks that become the blue bridges that let you go through walls

Second mechanic introduced in level 6: Red sentinels that kill you if you stand in their path, but they also push the camera around letting you position the blue boxes correctly.

If you aren't familiar with the game then you probably didn't understand anything about the video, that's why it's important to introduce the mechanics one by one.
>>
>>173792587
>trying to sell a zelda clone in $CURR_YEAR
How many times did the Hyper Light Drifter heard this?
>>
>>173792802
Sorry I don't argue with retards.
Also you made the claim first so you're the one who has to back it up.
>>
>>173792608
You need to stop playing shit games m8, a lot of games introduce new stuff over time and it'ss completely normal and great if executed properly. Even SMB introduced new mechanics (flying enemies, bullets, etc) later in the game. You really have no idea what you're talking about.
>>
Is recap still going or did i miss it'????
>>
>boy who's contribution to gamedev consists of only shittily done mockups with fucked up perspective and a hyper light drifter knock off character CONTINUES to spew their fallacious bullshit, against all odds!!!!!!
>>
>>173792508
Not this guy, but I have to add that for prototyping VR, UE4 is just amazingly easy.
>>
>>173792227
years of doing this while watching others "grow out of it" made me a saltmine
>>
>>173792870
zelda fans are stupid though, and dont have access to a million and one mods, only a few romhacks
>>
>>173792927
you missed monday by a bit, yes
>>
>>173793075
You're stupid
>>
>>173792802
Not the guy you're arguing with, but an easy game to remember to metroid or zelda. Both introduce new weapons that change game play dynamics and new ways to solve puzzles up until 80% of the game being done. Neither are confusing. Given, both games aren't exactly A++++ puzzlers, but a similar concept could be applied.

Hell, even the witness introduces new puzzle types and mechanics till the very end and every puzzle maniac I know cums all over that game.
>>
>>173792986
Even if you don't start with one of the VR templates?

I've already got much of the game made, is it fairly straight forward to retrofit VR?
>>
>>173793116
fight me nerd
>>
stop argue
make game
>>
>>173793150
>>173792921
>>173792890
Alright children, you've made your point. You're all correct and I'm wrong.

Now run along and make your games loaded with new mechanics every few levels and then enjoy wondering why your levels are now a clusterfuck and your players are confused. You know best, after all.
>>
>>173793171
yes, but if you don't start with VR, you will notice that the scale for everything is wrong.
It can still be done of course!

If you open a VR template, you can just copy the blueprints that activate the VR headset (just a few blueprints actually)
and you're set. (Depending on your game, of course)
>>
>>173792490
Games ranging from Blake Stone-like to Quakelike have been made, and every FPS is to some degree a derivation of the early primitive FPS games that broke ground. Cthon is Doomesque and Strafe is Quakesque, off the top of my head. People who want to make Doom typically get into modding Doom, so a lot of the talent that would be spent making Doom clones gets focused there, but shitty 2D sprite FPS games have been fairly common fair for the lowest rungs of the indie market/indie free scene for years. Devil Daggers is such a blatant homage to Quake that it would glue itself to Quake's taint if it could.

Basically your statement is wrong as fuck and you've got your head up your ass if you think people aren't cloning Doom and Quake.
>>
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Got another enemy done and an Akimbo powerup going on

w/ sound: https://s1.webmshare.com/yA5Jr.webm
>>
>>173793328
But you are the one suggesting that games should introduce all mechanics at the same time.
>>
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>>173792490
Delver uses 2D sprites. It's a dungeon crawling roguelite though.

Devil Daggers has a similar theme and aesthetic, although it's using 3D models.
>>
>>173793412
looks juicy enough to take a bite
>>
>>173793328
m8, it's okay to be wrong, but you don't have to be a cunt about it. People provided you with examplles of mechanics progression in succesfull and well known games, while all you provided was your sarcastic point of view.
>>
>>173792508
are there good resources and documentation to learn blueprints?
>>
>>173793571
The only cunt here is you, child. You were presented with a fact that contradicted your uneducated mind and you couldn't handle it.

Now off you go and make your shit game. Just don't come back when you discover I was correct all along.
>>
ill be hosting gelatinous cube jam in a few, whos down
>>
>>173793765
top kek you're pathetic
>>
>>173793824
me
>>
>Comercial engine fags
Real devs make their own shit.
>>
game dev music

https://www.youtube.com/watch?v=RWXm-DtgEpo
>>
>>173793919
>not using a free, open-source engine
>>
>>173793919
real devs have 100+ colleagues or are fucking math geniuses
no, you're not next Chris Sawyer
buy a rope
>>
>>173793765
Wow someone got a new trench coat and is feeling confident
>>
>>173790930
>gui
have
>pathfinding, tile engine
Its 3d
>ai
Cant answer something that ambiguous.
>shaders
have.
>>
>>173793919
wheres your game
>>
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>>173793171
Yup. Just create a new project with the VR template and look how VR pawn works or just migrate it to your own project and start hacking like the other guy said.

Also, make sure to check VR template project's config - it's got some optimizations enabled you might wanna look into (don't forget to enable instanced stereo rendering in your project too and optionally forward rendering). Warning: that config disables screen space reflections (spent hours tracking this issue).

>>173793609
I've been tinkering with UE for years and don't know of any good resources as I've learned everything by experimenting. That being said I'd say best way is to just walk through basics available on their documentation and then start hacking your own prototypes as well as looking on Youtube for particular things you are interested in (e.g. how to use phat, how to use anim blueprints etc). Good luck.
>>
>>173793765
fucking hell m8, you could cosplay as a league of legends community with that amount of salt.
>child
i'm 32, how old are you again?
>>
>>173794037
>Need to make a minecraft tier editable terrain that is 100x resolution of minecraft
>Unity pushes out a thurd and dies
>>
>>173794254
For a 32 year old, you sure a stupid salty old cunt.
>>
>>173794140
I'm working on it :^)
Where's your unity assets ?
>>
>>173794254
>32 year old lurking on a north korean cartoon prison camp BBS's game development chamber
And i thought my life was shit.
>>
>>173794381
But everyone is laughing at you and your silly asumptions, not me, so...
>>
>>173794284
>implying I was talking about the unfree, closed-source shitheap known as Unity
>>
>>173794398
im using godot, wasnt trying to be rude actually, i was just curious to see what you were working on
>>
>>173794071
>math
>hard
>>
>>173794543
No, everyone in this thread is laughing at you for being 32 years old and arguing on the internet thinking you'll emerge victorious instead of being regarded as a stupid cunt for doing so in the first place.
>>
>>173794254
FUCKING HELL HAHAHA 32 YEARS OLD
WHAT THE FUCK YOU'RE TOO OLD FOR THIS SITE
>>
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Why is everyone so angry?
>>
>>173794617
>godot
So you have no game.
>>
>>173794779
what makes you say that
>>
>>173794674
Im just trying to ignore the 2 no-devs reeeeing at eachother.
>>
>>173794779
>he still believes in the "Godot has no games" myth
>>
>>173794847
Impulse.
>>
>>173794554
>implying UE4 isint the same
>>
>>173794695

i'm 38 years old. you're never too old for this site. but you'll only realise that when you get there ;^)
>>
>>173794771
frustration
>>
>>173794139
you can have 3d tiles, and pathfinding, do you even navmesh? ai can be simple stuff such as seek player, shoot, hide... also scripting language support for customizing behavior (since your enginedev, it should be your own)
>>
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>>173794695
see you in 10 years faggot
you ain't going anywhere
>>
>>173794771
gamedev is stressful
>>
>>173794674
>>173794695
People who started browing this site 15 years ago are well into their 30s now, you idiots.
>>
>>173795174
That's even more sad.
>>
>>173794878
not him but what are some finished games made with godot?
>>
>>173794878
godot doesn't have games
every engine has a range of successful games come out of them already while godot has its mother company's half-baked stuff at best
there's like only one promising /agdg/ game being developed in godot right now
godot might be a promising engine, but its supporters are all bark and no bite, and will remain that way until godot 3.0 gets released and likely beyond since it's all just shitposting in the end
>>
>>173794771
I'm not angry
>>
>>173795174
why in the fuck are they still here lol?
>>
>>173795296
>there's like only one promising /agdg/ game being developed in godot right now
where
>>
Who's the retard trying to make early threads in secrecy?

>>173793016
>>
>>173795001
The player movement for my terrain isnt done yet, since the terrain can be edited on the fly its giving me some trouble.
So ai-pathfinding for it is yet to come.
I have not made scripting especially since i have no need for it (yet?) i just code my features.
>>
>>173795371
Puberty is when you realise that 4chan is not something temporary.
I waste much less time here than I used to, but the world doesn't magically change forever one day when you grow up.
You will also keep masturbating to anime until you're dead
>>
>>173795429
space corgi
updates are posted rarely
i think there was one or two demoday games made in godot as well but these are dead in the water already
>>
>>173795443
It's usually some fag artist nodev who made something stupid and demands that it be the OP image of the next thread. It's really pathetic.
>>
>>173795429
see >>173792842
>>
>>173795561
You mean like all the people trying to push their pedojam?
>>
>>173795514
This desu. You are here forever
>>
>>173795443
>linking the threads so more retards will post in them
Youre just as retarded 2bphwy
>>
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why
>>
>>173795706

it's the same guy
>>
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>>173767585
>i don't even advertise my site
>yes you do
>oh okay thank you for confirming
Holy fuck gogem you are embarrassing.
>>
https://clyp.it/2aqe0nyp

Making 8-bit arrangements of public domain music is a pretty simple, if not tedious, process. The results seem to be coming out alright at least.
>>
>>173795801
at least it was mostly gamedev related until the age retardation
>>
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Considering you don't really get to see her face much in the game I might just leave it at this for now.
>>
itch.io/jam/agdg-gelatinous-cube-jam
>>
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>>173795371
You think there is some kind of higher tier of internet you are gonna ascend to when you finally grow some pubes?

What the fuck would that be? Facebook?
You will most likely never get tired of the luxurious perks this site still has.
>>
>>173796024
When we get a fully immersive VR internet, that's where we will spend the rest of our lives.
>>
>>173795706
It's going to be the next thread either way faggot.
>>
>>173796020
inb4 someone submits super meat boy clone but the meat becomes jelly
>>
>>173795835
>living amongst shitposters has made you this paranoid
It's not even something interesting to be paranoid about. Log off or kill yourself.
>>
>>173796223
Not if the janitors throw a fit and delete both threads like they've done several times in the past.
>>
>>173796350
I would be very impressed.
>>
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>>173792490

I am trying.
>>
>>173792126
You are fucking retarded.
Portal 2 would've been better if they introduced everything the game has to offer in the first few stages right?
>>
>>173796464
>unironically pirating a non pre-activated windows
>>
keep the good work anon, i know you can do it, i believe in you
>>
So I'm making a basic RPG in unity with 100% my own scripts, graphics, audio, etc. But I only have male character models.
The player has to choose what they're going to be when they start the game by talking to an NPC which will bestow abilities on them. The NPC will say "What would you like to be young man" and then listing selectable options.
In addition to listing all the classes, I was considering adding an option at the bottom which says "I'm not male, I'm female". If the player selects it, the game would end (obviously the NPC has no time for that bullshit).
What are your thoughts? And would that career suicide?
>>
>>173795894
Why does she have pointy elf shoes?
>>
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>>173796563

It was activated but it got deactivated.
>>
>>173796563
>all non activated windows are pirated
>>
>>173796517
Yes. Just like Portal 1, the factually superior game did.
>>
>>173796729
All copies of Windows are pirated, except some of the ones people use at work.
>>
>>173796662
Sorry, I meant to type "And would that BE career suicide"
>>
>>173796662
>career suicide
You cant kill what doesnt exist.
>>
>>173796662
Seems like unnecessary edginess.
>>
>>173796715
Well anyway.
Whats the gameplay like?
>>
>>173796020
wouldsubmitgame/10
>>
Im starting a Twine-"Game" about videogames. Actually its just a novel with multiple choices. Twine is the right choice for this, r-right?

Will be german only, because my english sucks balls.
>>
>>173796752
I disagree with your factual opinion.
>>
>>173796976
if it's text only, twine is the right choice
>>
>>173796976
I'm not sure Twine even qualifies as gamedev.
>>
>>173797024
Then your opinion is wrong.
>>
>>173796703
Same reason she has blue skin.
>>
are mini games in loading screens still copyrighted?
>>
>>173796715
are these sprites or 3d models with some sort of pixelation shader ?
>>
>>173796976
just use renpy
>>
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>>173796874

Nonexistent.

https://a.pomf.cat/scelpq.webm
>>
>>173797276

3D models rendered to sprites.
>>
>>173797216
Why does she have blue skin?
>>
>>173797434
obviously because she's made of ice cream
>>
>>173797073
95% Will be text. An cartoony image here and there.

>>173797076
I absolutely agree, but agdvg was the first board that came to my mind.

>>173797318
Looks interesting but Im not sure if renpy fits my needs.
>>
>>173796662
You have nothing to gain from a one-off political jab in your otherwise apolitical game (assuming your game is otherwise apolitical, which I assume it is or you wouldn't feel the need to ask about including this one little thing). It draws people out of your game, whether they agree with your point (as I do) or not.

Don't rock the boat until you're secure in your position. When you're Edmund McMillen then you can talk shit about the industry. Until then, keep a lid on it and make good shit.
>>
>>173795894
CUTE
CUTE
CUUUUTE
And I'm being serious
>>
>>173797076
If Unity qualifies then so does Twine.
>>
>>173798112
where's your game?
>>
>>173798168
t. salty unity nodev
>>
I'll hire you as an idea but. We can split the profits 50/50.
>>
>>173797592
Not even that far off. Premise is that she's Jill Frost and is looking for Jack.
>>
>>173798224
I'm not salty nor unity nor nodev
>>
>>173797592
O-oh. OK.
>>
>>173798292
Of course you're not, your unity subscription expired.
>>
>>173798281
>sharing a last name
I DON'T SEE A RING
OR COURT PAPERS
>>
>>173793016
>>
>>173798281
Will Jack jill her when they find each other?
>>
>>173798563
kill yourself
>>
>>173798540
The Love between siblings is the purest love
>>
>>173798563
Wait until 750 posts before making a new thread.
>>
>>173799641
okay, thank you
>>
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>>173765859
>>173765442
Theonian here,

Sounds like the style and gameplay I'd love.
If you manage to put together some gameplay in a prototype I'd be happy to join you and make the graphics.
>>
>>173799834
Theonian.. my man. You already stretch yourself so thin on projects that have little to actually show. Don't add another.

Please don't be the real Theonian
>>
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Progress!
Level progression works (I only made 2 levels, I'll obviously make more).
Still missing
>way to save the progression to disk (so if you close the game and open it again, you don't have to restart from level one)
>main menu + level select screen
>music (one anon made me a nice loop but I lost the link, hopefully he's here) and sound effects
>level design (is someone interested in helping me with that?)
>>
>>173792490
well there's this: http://www.gibhard.com/

I've watched the dev stream it a few times, looks like it could be fun
>>
>>173791109
Yeah, I wasn't looking for workarounds (anything is possible with scripting) but wondering it Unity supports such structures "by itself". Thanks anyways.
>>
>>173800406
Yeah what was the last playable thing you made. I.. don't remember
>>
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>>173800406
I don't stretch thin at all. I make piles and piles of graphics, and then I'm abandoned.

Still not abandoned by Kada yet, though I'm working on his UE4 project now more than the 3DS FPS we started with - Hoping that we can see it to completion fairly soon (seeing as it's a rather small game).

I also have tons of 2D graphics leftover from projects that were never completed, so it's not like I would be starting from zero on something like that.
>>
Is there a platform left that enforces quality?
https://www.youtube.com/watch?v=jEUiZPpgR6Q
>>
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>>173800826
W-we got the Gryphon game to a playable state, but then decided to do an FPS instead of a Spyro clone (the FPS is also already in a playable state, with networking and all - basic AI being implemented now)
>>
>>173796024
>luxurious perks
I dunno if I'd call it luxurious but I've always liked that anonymity is the default
>>
If I'm making a gaiaonline clone can I post here?
>>
>>173801428
Sounds like a game so why not.
>>
>>173796020
thank you for making this jam

now to think of a game to make for it
>>
>>173796020
What about the DMCA ScamJam?
>>
>>173801428
Wizmud gets posted here but it mostly skids by on le ebin lo fi retro quirky appeal.
>>
for a DBZ game, do you feel it's fair to have energy attacks in general be less accurate but do more damage, and have melee attacks start at 100% accuracy, but do less damage compared to beams.

Calculated the damage per CC by averaging 10 attacks

CC is cost, you start at 10, gain 4 for basic attacks, and 2 per defensive phase

Cont Punch
100 damage
100% accuracy
10 CC

100 damage per CC

Energy Bomb
100 damage
100% accuracy
10 CC

100 damage per CC

Cont Kick
200 damage
100 acc
18 CC

111 dmg:CC

Energy Wave
250 damage
75% acc
16 CC
117 dmg:CC

^ may raise energy wave to 255 damage
>>
>>173801428
Sure
Honestly GaiaOnline's lil MMO thingy was pretty decent. I liked that skills were represented by rings and could be freely switched whenever. And the rings were the thing that leveled up, instead of the player.
>>
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>>173802043
if my game is lo fi retro quirky

should i just kill myself?
>>
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>>173802169
is my nigga cloning dragon ball z kino?
>>
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>>173802446
Working on a sequel yes

redoing the math of the system so it's easier for me anyways

CC is Base 2

Damage is Base 5

Stats are 100 and increase/decrease in 10% increments


The system will also allow for multiple characters in a single battle, enemy HP/damage scales for balance

The first major battle will be piccolo/gohan/tien/krillin/yamcha vs Nappa

I'm also changing it to allow for giant monster battles against multiple enemies
>>
>>173802268
No but that particular brand of lo fi retro quirky peaked on september 15 2015.
>>
what is better game design?
it's a business sim and i have ingame days
people you hire have weekly salaries
should i subtract salaries every day or leave it 7 days and then subtract?
do same with every other expenses?
>>
>>173802268
If it has good gameplay to sustain it then I don't give a shit what kind of fi or quirk it is.
>>
>>173802942
How about you be proactive and find out which works better in your game yourself you lazy fuck.
>>
>>173802942
If it's a weekly salary you pay them weekly otherwise it would be called a daily salary
>>
>>173802942
What creates the gameplay that you like? The second option, paying weekly, creates more structure. You can time hires to get the most out of their first week.

If you do choose to subtract daily, list their salary per day so people don't have to divide by 7.
>>
>>173802942
7 days creates cool moments where you are in the red and have to scramble to get enough money until the next payday.
>>
>>173802687
i feel like beams should be powerful and costly and melee be powerful but inaccurate
>>
>>173803047
>>173803079
>>173803104
both work in game, but don't know what to choose.
feel like that with daily cost you have more control over the whole situation you know. oh shit i'm losing money gotta do something quick.
on weekly basis you earning money and feel like a lord, forget about problems and then day 7, reality struck and you down to zero. which is fun for me, but don't know if it's really that good of a design
>>
>>173803593
fuck just do it real world wage slave style and have the player (the boss)choose
>>
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>>
>>173803763
>>173803593
worst option
>>
>>173803930
You're retarded.
>>
>>173804004
If the player is allowed to choose, they will always choose daily because it's better strategy. If they could choose hourly or by the second, they SHOULD.
>>
>>173804175
how is daily a better strategy?

waiting until the week means you have more money to play around with

which could lead to bigger investments which means more capital gains
>>
>>173802268

no, you may proceed to live
>>
>>173804307
You're right I had it backwards. Shorter time periods are better for revenue, not for costs. The point still stands. If the player has the choice, one option is always better. You've added UI and gameplay complexity for nothing. It just gets flattened into one correct strategy instantly
>>
>>173804518
weekly it is then
>at last i truly see
>>
i should go with monthly with instant game over when you hit negative, so people will learn money management like in rl
>>
>>173805087
Just call it a roguelike and people will accept any kind of bullshit you add to a game.
>>
>>173805087
permabroke mode
>>
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>>173805087
you don't get a game over by going negative though
>>
>>173805416
what'r u implying?
>>
How do I make AAA videogame with motioncapture

btw, I am poor
>>
How easy is it to make money off a furry smut game? Do you need to work on the gameplay as well or is art the only thing that matters?
>>
>>173806324
Kinect
>>
>>173806483
art 90% and 10% some stupid story. you could include gameplay, but why
>>
So today I went down the struct vs class rabbit hole for a couple hours, with the whole concern over struct greater than 16-bytes costing more due to cache misses. I did some profiling...
And then when I try to avoid that there's widening and narrowing if you try to use Int8s and Int16s instead of the default Int32 (both cast up to Int32 in C# of course). Then I finally said fuck it I'll do it later.
Somedays...somedays I just forget I'm developing a game while I'm developing a game.
>>
>>173805681
he's implying debt, anon
>>
new
>>173793016
>>
>>173806483
Add some branching for the sole reason of advertising.
Thread posts: 784
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