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/agdg/ - Amateur Game Development General

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Thread replies: 798
Thread images: 117

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snib snib 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
>>173723316

> 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
>>
>made a new thread an hour early
>it's not even linked yet in the live thread
WTF are you doing OP? If this is some stealth "me first" shit you should really consider kys.
>>
1st for salty man children arguing over game design instead of, you know, designing and working on their games.
>>
>>173795325
I wanted to have it here ahead of time
>>
>>173793016
>>173795750
Delete it and make a new one properly (linking previous thread) when the previous thread needs to die, or just let someone else do it.
>>
>>173795750
Yeah I know. So consider kys.

>>173796061
Not going to happen. This will be the next thread.
>>
>>173796617
its just a thread
>>
>>173793016
Link to loli jam?
>>
current jam

itch.io/jam/agdg-gelatinous-cube-jam
>>
>>173798326
madman
>>
>>173798176
itch.io/jam/agdg-loli-jam-2017
>>
Would a celeron with 4GB of RAM be useful for anything?
So far I know it runs Visual Studio just fine. But that's only for college projects so it's pretty small.
I already have a desktop at home. I'm just looking for something cheap + portable.

Or am I completely fucked? Would be mainly for c# or Java
>>
>>173798849
This is why no one wants their game associated with AGDG. baka.
>>
>>173799726
Just to add, I'd probably just be learning game maker for a while. I just need something light that is good for college but would like something that'll teach me something about game dev
>>
>>173799753
they asked, I answered
>>
>>173798176
>>>/vg/agdg
>>
>>173799753
If they're normies they don't belong here in the first place
>>
>>173799726
Should be decent enough for GM
>>
If I'm making a gaiaonline clone can I post here my friends?
>>
>>173801679
Only if your friends are grills
>>
>>173799726
>I'm just looking for something cheap + portable.
get a used thinkpad
my x220 was less than $200 and it has 8gb ram and an i5
>>
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Nearly done with Pyros' portrait for Metanoia: TS.
>>
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Given that both Yooka-Laylee AND Bayonetta released yesterday on PC, it's pretty incredible I've gotten anything done at all.

Started implementing menus, though, and it's coming along smoothly. All of the text and button icons are placeholders right now, I just want the main logic implemented correctly and then I can design some graphics for it later on. The big thing was making the system expandable; the worst thing about Mayhem League's menus was that there was no easy iterative way to slot elements in, every button's connection to every other button had to be manually specified because I wasn't using UMG's Navigation systems.

So, now we're using Navigation. It's a little hacky at places, but it's functional. Buttons can specify any arbitrary widget (with the intent being other menus) to direct the player to, or perform a few other specific tasks (unpause, exit the level, quit to desktop, start a new save game, or load an existing save game). The "Level Progress" indicator actually uses the save game state to populate itself (it knows which levels there is saved data for, and it generates an entry automatically based on how many it finds). It will also be able to look into the level's saved data to populate the count fields, but right now this is just placeholder text.

Also, making a small change to the structure of Dixie. Originally, you collected either full Power Cores, or small Power Core Shards, and accumulating 20 shards would net you a full core. NPC quests and such were intended to yield lump-sum quantities of shards.

I decided this places way too little emphasis on NPC quests (or leaves you with very few in-world collectibles, which I think are super necessary), so now NPC quests will yield "Core Husks", which are basically empty Power Cores. You now need to have one husk, PLUS the 20 shards that fill it, to synthesize a full Power Core.
>>
>>173803191
Your anatomy is shit.
>>
>>173803439
Looks more than good enough for at least 100 tumblr notes
>>
>>173803413
Nice Bayonetta clone.
>>
>>173803503
My record on Tumblr so far is 8 interactions on anything related to the game. I'd be happy to get 10.
>>
>>173803191
I'm sorry, anon, but the thumbnail looks like a dragon dildo.
>>
>>173803413
Game looks great, as usual.

Really wish I didn't hate the character so much.
>>
>>173803505
Not sure how you're getting that from a pause menu, but thanks!
>>
>>173803503
You could get a thousand and your anatomy would still be shit.
>>
>>173803624
>implying subliminally attracting the rich dragon dildo crowd isn't a plus
>>
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I added some depths to the trees, also there's player knockback and damage now! Also some other minor fixes with hit boxes
>>
>>173804007
That tree in front of the camera is incredibly annoying.
>>
>>173804007
The bullets are being drawn behind the background tree.
>>
>>173803413
is there anything already built into UE4 to do tweening in the menus easily like that?
>>
>>173803845
In other news: Water discovered to be wet, agdg still full of shitposts, and I'm not the anon you're responding to.
>>
Found this. https://poal.me/n9y6x2
What's the story? What happened?
>>
>>173804225
>I'm not the anon you're responding to
I've noticed this and "where's your game" are the first line of defense when shitty devs get a dose of reality.
>>
>>173804296
He makes overly long and detailed videos about random shit and whining instead of working on the game, it's also very likely that he will drop his hugely ambitious project and weeb nerds all over the world will stampede over his home.
>>
How do you handle neighbor aware tiles which can change at runtime? Do you just re-calculate all the indexes around the changed tile with the new value?
>>
>>173804205
No. That's all animated manually with widget animations. There's actually a lot of hacky shit going on to make those transitions work; a lot of "trigger animation, delay, destroy widget, create widget, trigger animation" work.

The level stat readout is actually a single tab widget where I slide it off screen to the left, snap it instantaneously to the right, update its displayed child, and slide it back in.
>>
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>>173804379
You can feel free to believe that if you like. >>173803503 is still not my post.

I'm sorry if you feel I'm offended by you calling my anatomy shit and think I'm still offended after I replied to you stating that yes, I'm aware my anatomy is shit.
>>
>>173804586
Did you really need to ask? Obviously.
>>
>>173804296
What do you mean? TinyBuild hired him. He leads the team. The very tl;dr version is this: even idea guys can make it, if the game has cute females and you can shill enough.
>>
>>173804379
Where's your game? I'm not the anon you're responding to by the way.
>>
>>173804597
I see
I wonder if maybe there is something in the marketplace to make things easy.
There is probably a template menu at least!
>>
>>173804586
If tiles changes, tell neighbors to re-calculate.
>>
>>173804623
Damn. I still have your opening title as a background, yet I still haven't tried out your game. Sorry, anon.
>>
>>173804529
>>173804641
Ok thanks.
>>
>>173804623
I'm not offended but you need to learn not to pretend to be someone else defending you when they tell you your art is garbage since you've just permanently damaged your reputation here by pulling that stunt.
>>
>>173803191
R
34
WHEN
>>
>>173804748
The animations themselves aren't particularly complex; just some simple transform and stretch keying on the layout container.
>>
>>173804871
>agdg
>reputation
You wot
>>
>>173804871
you're annoying
>>
>>173804759
That's alright. There's been a lot of big changes since then (for the better I'm hoping) to the story and whatnot. I'm considering just smashing the 'it's a VN now' button and culling the adventure-y bits now that I'm looking at what the new story is demanding in work.

Regardless, the overall story and characters have improved in my mind - should be a stronger game for it though it'll require me to throw out or rearrange a bunch of the work I've done so far.

>>173804871
There's no proof I could offer that I'm not that anon that you would accept anyway. Webpages are easy to edit.

>>173804897
I wouldn't be surprised to find some after the game comes out. Before then I think you'll have to supply your own r34 of her.
>>
itch.io/jam/agdg-gelatinous-cube-jam
>>
>>173803191

what is that black object covering her right nipple ?
>>
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>>173804871
I know this is just a dumb bait but still...

I'm not the anon you're responding to by the way.
>>
pretty interesting stuff.
>>>/g/59861540
>>
Added dialogue and dynamic render order sorting.
>>
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Am I retarded or what?
For some reason the first button I spawn says 'Level 0' like it should but when I click on it and print lvlID to console, it says 2. Why is this happening?
>>
>>173806092
Why even have a level select screen if you can't replay completed levels?
>>
>>173806062
what engine are you using?
>>
>>173806202
I misnamed that boolean and forgot to change it, it's supposed to be 'unlocked' or something.
>>
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It's been a while since I've been in these threads, I don't recognize any of the projects in this thread or the last. Where did everybody go?

Either way, here's a game about dreaming I'm working on.
>>
>>173806202
So you can see how much progress you've made already and you can be proud of yourself how far you've come.
>>
>>173806735
Everyone with talent left a long time ago. All that remains are a bunch of nodevs and idea guys.
>>
>>173806303
Unity.
>>
>>173806935
Which one are you?
>>
anybody actually making a game with godot here? i'm starting to like it
>>
>>173806735

devs cycle every few months as people give up projects and start new ones.
>>
>>173806997
me
>>
>>173806995
You should ask yourself that.
>>
>>173806997
I already made a game with it.
>>
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Made some edits to the work-in-progress run sprite I posted last night. Added two frames and gave it more vertical motion. Thanks for the suggestions!
>>
>>173806997
I like the 2d shadow occluder thing. Looks pretty nice. The particle system is shit compared to Unity's though.
>>
>>173806997
I'm making a breakout clone in it to get my feet wet. Really liking it so far.
>>
>>173807327
It has a new particle system in 3.0
>>
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>>173807294
Wow fuck me I posted the old one. Here's the new one
>>
>>173806092
Ok I tested a bit and apparently it prints out lvlID as i's biggest value. In other words, if there are 6 levels, every button will print out '6'.
Still not sure why this is happening or how to fix it though.

Help pls?
>>
peter pan containment general
>>
>>173807327
>The particle system is shit compared to Unity's though.
How is that even possible?
>>
>>173806997
i'm using it
>>
>>173807409
Is there a list of new things coming in Godot 3.0 somewhere? I can't find it.
>>
>>173806997
>actually making a game with godot
not really, but i have played around with it.
for an open source project with a very permissive license it seems pretty damn solid.

>>173807327
they mention improving the particle system in 3.0 here https://godotengine.org/article/godot-30-progress-report-6
>>
so in unity, how would I make a certain item have two identifiers? I want to be able to have two teams. so if a certain unit is team 1 or team 2. then I want to identify what kind of unit it is. as in soldier, building, etc.
>>
>>173807797
I'd just use a Tag and a Layer.
Or you can just embed whatever it is in a Component that all game objects (units/soldiers/buildings) have.
>>
>>173807567
Dunno but the blog tells the major things, it has a fuckload of changes like new audio engine, new rendering engine, C# scripting and a billion other smaller things.
Hopefully they don't go full MORE FEATURES meme and don't forget to make a proper stable release.
>>
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What progress did you make today, Anon-kun?
>>
>>173808001
shitposting on /v/ until the Nintendo direct because its already too hot to focus
>>
>>173807567
https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&q=milestone%3A3.0%20%20label%3Aenhancement
>>
>>173807797
You might need to do something dumb like add a myTags field to the Monobehaviour. Or use an interface if you need multitags for lots of different things.
>>
>>173806735
Which engine are you using?
>>
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>>173808001
Finished off a charportrait, got through a lot of fleshing out bits of the game's story. There's still some weird bits and some not-quite-locking interactions but these are things that can be fixed later when I give it another pass.
>>
>>173808001
My turrets are shooting projectiles that do damage
they still don't aim correctly though, so I haven't tested the damage part
>>
>>173807797
You mean as in RTS? It'd probably be best for the stuff to inherit from base elements, like building, unit, hero, whatever and then diversify from there. As for teams, i guess some variables defining whose entity is it?
>>
>>173808001
I made negative progress
>>
>>173808001
Continuing my side project prototype that I allowed myself to make. Just want to see how it feels/looks. Will shelve until main is done one way or another but I cannot concentrate on main while this other one is nagging at me.
>>
>>173808001
See >>173806062
Also some minor things like limiting the range of placing objects/items and changing the player direction based on where on the screen you clicked.
>>
>>173808350
That's impossible.
>>
>>173808001
>17 files changed, 276 insertions(+), 67 deletions(-)
almost nothing, this was a very slow day for me.
>>
>>173807449
What is your game?
>>
>>173808001
My first thing resembling a gameplay mechanic works. But that was the last night part of today, just getting started on the today part of today.
>>
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>>173808001
I practiced art and got nowhere again. No assets made, nothing.
I don't even feel like I'm progressing in that regards.
>>
>>173808001
Worked on my theme music some more. It almost sounds like music now.
>>
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>>173808635
Whimp the Bold
>>
>>173808693
You can master programming in a month's worth of spare time.
Getting halfway decent in art takes years of dedicated practice.
>>
>>173808001
I got to the fifth palace in Persona 5 and did absolutely zero dev.
>>
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First time pixel art.
How does my protagonist look?
>>
>>173808205
Flash.
>>
>>173808878
>shit programmers say
>>
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>>173807450
>>173806092
Tested some more. If I call the LoadLevel method inside the loop it works (for every loop it prints out the right value for i), but when I click on the buttons, it goes back to 6 (which is the number of buttons I'm spawning).
I'm so close to finishing this, but this is really slowing me down.
Help pls
>>
>>173808001
Still working on procedural tilemap generation in Unity... I'm a noob so that takes a while.
>>
>>173808803
Oh, that game! I like the look of your game, anon. Please don't fail.
>>
>>173808981
not sexy enough
>>
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>>173808001
Touched up some music in between working on graphics junk.
https://clyp.it/2aqe0nyp
Trying to decide if it's suitable for cheerful "morning" music.
>>
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>>173808001
I was trying to add some metal like shining to these lines on the floor to make them look like more metally.

Also couldn't resist it anymore, and bought Nier, only to fail miserably at the first boss.
>>
>>173808981
Looks pretty neato, and pretty good for a first time. I really like the pose. Post it on Pixel Joint and get some legit feedback

My feedback would be that your colors are too similar, and that you might be thinking too much in terms of small details, and not trying to portray them well in such a small resolution
>>
>>173809413
why do you repost furry porn with your every post
>>
>>173808878
You're overestimating it.
Plus all I need is getting anatomy down so I can my thoughts into references, and a good workflow in blender.
Some part of how I draw is awfully not right and Loomis's mix of wordy bullshit and imperial measurements is not really helping me figure out what, I should probably look at /ic/ again.
>>
>>173809256
If I see this message every time I post progress then I sure won't
>>
>>173808878
>You can master programming in a month's worth of spare time.
hahahahahahhahahahahahahahahah
>>
>>173809479
To get replies. And you fell for it.
>>
>>173809185
can you check the listeners of a button?
>>
>>173809515
https://docs.google.com/document/d/1uwaXKU7ev6Tw_or__o8ARpUb6r2rCZYJGqwSFV9AD98/edit#
>>
>>173807797
>>173808309

exactly like an rts game. I am new to unity and kind of having trouble understanding the basics of unity. like I am kind of just confused on how scripts interact with each other between objects.
>>
>>173809413
You keep posting these bait pictures, but what are you working on? Some kind of furry game? Do you need help making it?
>>
>>173809868
I'm not sure how to do that.
>>
>>173809892
Thanks, but I already checked the /ic/ sticky. What I need is figuring out why I have so much trouble with the shoulder/chest/hips. So basically more fucking practice.
>>
>>173810168
Anon, that pic is part of the game. He's a gay furfag artist.
>>
>>173810338
Yeah, but what's the game? A VN? Some flash? Another platformer? I want to help him.
>>
>>173810194
>>173809868
Nevermind, found the solution here. Pretty dumb but it works.
http://answers.unity3d.com/questions/791573/46-ui-how-to-apply-onclick-handler-for-button-gene.html

Fucking Unity.
>>
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>>173810168
They're from the current project, anon. A visual novel thing to whore out with sometime.
Progress is going well enough between me and the programmer buddy.
>>
>>173810531
How about you help the world and kill yourselves
FURFAGS YIFF IN HELL
>>
please help me i want to do 3d but i can't find a style that's not crazy hard and looks good
>>
>>173810531
Pretty sure it's a VN. That's all furfags ever make. Why he's in a>G>dg, I'll never know.
>>
>>173810683
O-oh, okay
>>
>>173810729
anime gay dogs general
sounds like he's in the right place
>>
>>173810729
his other game that was posted here for good while now is a platformer
>>
>>173810718
Low poly
>>
>>173810718
cel shading
flat painted, one color per quad (or per vertex)
some nice post processing
>>
>>173810729
The money from the VN will be going towards being able to afford working on the, you know, game games.
>>
>>173810919
ever thought of, you know, getting a job that's not drawing gay furshit?
>>
>>173811107
Not recently, no.
>>
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>>173811107
And miss out on this?
>>
>>173808981
microcephaly game?
>>
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>>173808664
>>
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>>173811107
The main game is gay furshit too.
>>
>>173811196
Summertime Saga is pretty great though.
its just never gonna get finished in this lifetime.
>>
>>173811196
I'd rather suck dicks on the street than do any of that.
>>
>>173810108
>kind of having trouble understanding the basics of unity
Well, that's actually not basics of unity, just basics of simple RTS development. I advise you to look at some RTS code examples, so maybe you can figure out an implementation. I don't know how good or bad these are, but try them out:

https://stormtek.wordpress.com/2013/01/
http://www.stormtek.geek.nz/rts_tutorial/

> how scripts interact with each other between objects.
http://unitylore.com/articles/script-communication/
http://unitylore.com/articles/unity-event-messaging/

Basically you can access stuff directly by referring to it in multiple ways, or send a message to something, or have eventss that you can subscribe to, etc etc. Depends on what you want to achieve.

You seem like a person that doesn't know anything about programming, so maybe it'd be better to make a few simple 1-day projects so you can familiarize yourself with some concepts before you jump into something more serious.
>>
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every time i start to look at porn i waste like 3.5 hours and then i feel depressed and lonely and make no progress

do i have a problem?
>>
>>173811552
Big, juicy, furred dicks?
>>
is there a way to set up mono develop so that it gives me

for ...
{
...
}

instead of

for ...{
...
}
>>
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>>173811334
No guarantees that a game will sell. I thought it best to hedge my bets.
>>
>>173811692
no, masturbating to anime is the only thing that keeps me going

CUTE
CUTE
>>
>>173811692
>>>/adv/
>>
>>173811325
i want this dumb meme anime to leave my twitter feed once and for all
>>
>>173811692
after you fap do you just keep looking? you should be able to keep that to an hour maximum
>>
>>173811692
I had the same problem, but then i just decided to whack off as quickly as possible to get back to deving.
>>
>>173804197
shit you are right
>>
>>173810683
>we're getting an Alex visual novel

T-thanks
>>
>>173811789
no this game is very cute.

gay furshit sells you stupid fucks

it's just that all gay furshit people magically have good art which makes everyone salty
>>
>>173811692
did you tried jerking it off?

it helps you forget that problem ANd helps you focus
>>
>>173810683
>Decide to stop jacking to furry porn and finally start working on devving.
>Fucking Harmarist posts on /agdg/

Fucking hell, I can't hide.
>>
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I'm having a hard time making the hair at the moment.
Things to be done:
Hair, 2 more character models, Better Lighting.
Animation, Gameplay, Details. 11 Days is enough for this loli jam.
>>
>>173812126
damn this is sweet
>>
>>173811789
Why aren't you reaping furfag autismbucks with Patreon?
>>
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>>173812126
>>
>>173812126
>nice fairly detailed environment
>minecraft shit character
why
>>
>>173811715
no
only horse cocks
>>
>>173811789
can you finish this already because i wanna buy it
>>
>>173812340
There's a pretty big skill gap between character modeling and modeling hard surfaces.
>>
Would it be possible to install and run Unity on a USB stick?
I want to mess around with shit while I'm at work and I already do it with other software like NP++. Anyone have any experience and/or would it work?
>>
>>173812182
Thanks! I wish i could still work on it. But im tired as hell... 12 hours deving and procrastinating. Im getting tired of JJBA Openings Loops for music haha.
>>173812312
I just need simple blocky hair anon. I don't need detailed ones. I made blocky hairs earlier but i feel conflicted with the style. Thanks for the picture though!
>>173812340
I'm quite not confident with my character modelling anon. I'm trying to achieve the style of comfy sailing (in the comfy jam) in characters. And as you can see my models are simple. Sorry if i disappointed you.
>>
>>173812340
>why
i think its pretty obvious
>>
>>173812293
That's what the VN is for.
>>
Is difficulty and restarting an acceptable replacement for content?
>>
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Progress!
Title screen works and transitions properly to and from the level scenes. Pretty happy with how it came out.
Still left to do
>save game progress
>make levels
>add juice, sounds & music
I'm almost done, I'll probably finish tomorrow.

Also I need a catchy title for the game. Suggestions are welcome.
>>
>>173812820
Not in this day and age.
>>
>>173812732
>I just need simple blocky hair anon.
just make it like that but blocky
>>
>>173812820
shmups
roguelikes
>>
>>173812820
No, but advertise it as NES hard and people might buy it anyway.
>>
>>173812820
Its fine as long as it doesn't get boring (Repetitive)
>>173812868
Cute anon. Keep working on it.
>>173812895
I'll try i will work on base models first though. I've learned the lesson on doing other things first if one thing is consuming too much of your time.
>>
>>173812891
>>173812994
Beating 10 hard levels is more fun than breezing through 100 easy levels.
>>
>>173812732
>tfw I'm the guy who made comfy sailing
>I'm also the guy who offered to make models for you earlier
Anyway, I feel honored that you're getting inspired by my character designs and style. Keep up the good work.
>>
>>173813083
Beating 20 hard levels is more fun than beating 10 hard levels.
>>
>>173813083
And beating 100 hard levels is better than both.

Difficulty is not an excuse for lack of content.
>>
>>173813258
>>173813285
Designing hard levels takes more time than designing easy levels.
>>
>>173813083
https://www.youtube.com/watch?v=aRq1Ksh-32g
>>
>>173813429
Not an excuse.
>>
>>173813143
DELETE TH-
oh wait, never mind
>>
>>173813429
A) No one cares
B) You are confusing easy with boring
>>
>>173813149
Thanks. I liked your game a lot.
I wish i can stop procrastinating while doing dev.
>>
>>173813692
You can't have easy without boring.
>>
>>173813795
Super Mario World is piss easy but neither boring or easy to design.
>>
>>173813692
He's also confusing hard with good.
>>
>>173811557

> You seem like a person that doesn't know anything about programming

shit, am I really coming off that way? I know how to program, but the problem is I just don't know how unity works. I will have to take a step back for right now and look at those 2 bottom links you posted. thanks.
>>
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>>173808001
I only got up a few hours ago, but after eating a chocolate and marshmallow pizza for breakfast I started work on my Nations system. Some backend programming stuff, and I began the UI (on the left). It's pretty sparse so far though, mostly just copy-pasted from my inventory UI (on the right).
>>
>>173808001
Unwrapped my character. Will post it once textured
>>
>>173813927
That's what she said!
>>
>>173813857
Easy games have no replay value aka they get boring fast.
>>
>>173813946
No problem anon, good luck with your project
>>
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>need to install old version of unity to follow tutorial
>>
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>>173813960
>but after eating a chocolate and marshmallow pizza for breakfast
>>
>>173813727
By the way, you should check out Sebastian Lague's series on character creation on youtube. It's what I used to learn how to model, texture and animate.
https://www.youtube.com/watch?v=DiIoWrOlIRw&list=PLFt_AvWsXl0fEx02iXR8uhDsVGhmM9Pse
It's really well done and easy to understand, and it should quickly teach you all you need.
>>
>tfw agdg will never collab to make the best game of all time
>>
do you guys know any good tutorial on developing your own artstyle?
>>
tutorials were a mistake
>>
>>173814245
>have to employ extralegal means to acquire old version of GM to correctly compile example file
SWIM has done this.
>>
>>173814405
>tfw this anon will never make a game
>>
>>173814435
Ask googum
>>
>>173812126
I'm gonna fuck my gf sy*rxp in that room
>>
>>173814435
kek'd
>>
>>173814435
>>173814542
This, but I'll save you the trouble
>take human proportions
>fuck them up randomly
>remove facial features
>make women look like men
>make everything look even uglier than it does by now
>tint the drawing using random colors
Done!
>>
>>173814435
just start drawing characters with one body part made inexplicably big

like really big chins or something
>>
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>>173814435
>Copy someone else's style
>Fuck it up
>Fuck it up some more
>>
>>173814245
Spent an hour last night debugging why my vr controllers weren't showing up in unity. Turns out me upgrading to 5.6.X and Steam VR 1.2.1 have a bitch fit and won't work together. Using 5.5.0 is fine I guess.
>>
any fresh ideas for a 2d game that isn't the same old platforming? like gunpoint for example
>>
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wew lad i was backing up the wrong folder and now i post mad progress

WEW
>>
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>>173814542
>>173814848
>>173814875
>>173814909
>body part made inexplicably big
Copy someone else's style
>Fuck it up
>Fuck it up some more
>>
>>173814496

nah. the people who release all the code and setup projects for people to download is the mistake. I could go and download a unity game project right now for a fps shooter and then just edit the map and basically make a "new" game.
>>
>>173815134
Mix the tenderness of a nice steak with the feeling you get when opening a fridge only to realize that the thing you wanted to eat is gone.
>>
>>173811749
why would you ever want that
>>
>>173815134
Top down tank game. Shoot tanks. Get their tank parts. Slap tank parts on tank. Become larger. Become tanker. Eventually you are an aircraft carrier sized mass of guns and engines.
>>
>>173804623
then why don't you do a redraw and fix the issues? or is it you don't know what issues your anatomy has?
>>
>>173806062
looks cool but tell me those characters are placeholders?
>>
>>173815895
Call it Tank Me
>>
>>173815981
Attempting to redraw what anatomy I did wrong will not magically fix the anatomy. If anything it's risking even further distortion. What's wrong is my understanding and my technique - one part can be fixed through a few iterations; the other can only be fixed through much longer (and many more iterations of) study.

There's no point in me redrawing the hands, for instance, as they'll continue to look janky until I understand the underlying structure better. That's something that's going to take many more hands drawn from many angles to resolve. As a for instance, the hands have been redrawn about six times each; this has been the best attempt so far.

Ultimately, if I want to progress with this game, I'm going to have to accept that parts of my art will continue to be poor in places. I'd rather make progress even if my art isn't perfect over slaving over studies and the like and getting nothing but that done.
>>
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i am really feeling this new artstyle thank you aggydaggy
>>
>>173814435
it's called experience. or stealing but then again thats not really your own is it?
>>
>>173816425
do you draw under the clothing?

> if I want to progress with this game, I'm going to have to accept that parts of my art will continue to be poor in places

Excuses m8, but good luck nonetheless.
>>
A game about opening soda cans in supermarkets and drinking the contents inside, but still paying for it of course.
>>
>>173816124
They are. They're just leftovers from my last project. What's wrong with them though?
>>
>>173815895
so basically captain forever remix?
>>
>>173817025
The police are on their way
>>
>>173816967
I do, yes. I mount all my clothing on nude sketches - you need that underlying structure to make believable clothing anyway.

It's not an excuse - it's a choice. I can choose either to work on studying my anatomy more or choose to work on making my game more; I'm choosing to spend more time working on my game than working on my anatomy. The consequence of that is my anatomy will continue to not be great; in exchange, my game won't be waiting X months/years for my anatomy to improve to a professional level.
>>
>>173816159
Sequel/DLC title: Tank Me Later
>>
>>173817071
Yes.
>>
>>173809185
don't know if you're still here but,
I'm not that experienced with c# and how it captures variables, but have you tried something like:

b.onClick.AddListener( ()=> { int index = i; LoadLevel(i); } );
>>
who makes the best tutorials and why is it sebestian lague?
>>
>>173814527
>tfw I have already made games
>>
>>173817104
Is that even illegal? I did that several times and no one cared.
>>
>>173817025
>but still paying for it of course.
Madman
>>
>tfw can make 2d games but never actually finish anything
why people are whining about something that can be done in a matter of minutes if you understand how to program?
also what's your finished projects/wip rate?
>>
>>173795750
that's some... lmfao
>>
>>173819795

depends how finished you mean. I made a basic rpg game before. was like 3 areas, a finished combat system, and a only/final boss.

Then I started a new 2d game since that one was so poorly written since it was my first game. stopped that one after making system to load maps and the inventory screen.

then I wanted to check out javascript/html/canvas so I made a quick and dirty galaga/r-type kind of game.

Now I am working on a first person horror kind of game. I might also be working with a team for a different game as well.

so that is what, 2/4-5 score for me?
>>
>>173819795
Why don't you force yourself to finish something?
>>
>>173819795
>in a matter of minutes

Yeah, programming pong is so much fun.
>>
>>173819438
Mom said it was OK, my uncle did it with beer and no one minded.
>>
>>173821002
post mom pic
>>
Post you're pong
>>
>>173821002
>>173821119
>mom
foy
>>
>>173820505
not bad, can't imagine working with a team tho
>>173820541
it turns out game designing isn't the same as programming, even if you have mechanics done it means nothing if you can't put them together into something meaningful
>>
>>173819438
It completely depends on where you buy and if people who work there know you. Some stores get triggered if you do it because you could just drink it and dispose of the empty can in a quiet area quickly.
>>
>>173820989
>pong
are you stupid? it's 2d, if you can't make a tile map, sprite manager, pathfinder, basic collision handler, simple enemy behavior from scratch in minutes then you're doing something really wrong
>>
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>>173821670
>handler
>manager
>-er
>>
Sound is going to be an important part of my game, with audio cues for gameplay and music tracks being unlocked as rewards, but since it's so important I don't know if I should add a mute button, I don't want to encourage the player to miss half of the fun of the game but I also don't want to be a jerk and force the player to listen to it.
>>
>>173821786
(you)
>>
>>173821854
Separate audio sliders are a requirement for any decent options menu
>>
Should i be using a pirated version of unity?

or should i just stick with free?

i've been dicked over in the past by using the student version of maya
>>
>>173821964
They are still muting the fun things though.
>>
>>173822053
well then tell them they are gonna miss shit when they mute it.
>>
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Could you give some constructive criticism, /agdg/?

1. What is this monster?
2. Does the side sprite looks like it belongs to the same creature of the front sprite?
3. How to improve: 3.1 side sprite and 3.2 front sprite?

Self-imposed constraints:
a. Human (male) fits 17 pixel width and less than 34 pixels height (to serve as base for comparison)
b. Trying to make max 4 colors for skin/fur, and more 4 for equipment (not included in the sprite show)

Thanks in advance!
>>
>>173822250
look up some references for horsemen, that head and neck structure is pretty jank
>>
>>173822250
1. That's a Glutenous Hyena. Intelligent but savage African predators.
2. Yes.
3. Don't know.
>>
>>173822250
1. Werehorse
2. Mostly, the head looks like a helmet in the front view
>>
>>173822338
>>173822409
My criticism applies doubly if it's supposed to be a dogman.
>>
>>173822250
>Hyena
>Yes
>add some asymmetry
>>
>>173822250
The walk cycle from the side is awful, it just looks like a shuffle.
>>
>>173822250
that tail looks like a dick anon, the whole sprite looks like a naked guy with an erection and fucked up anatomy
>>
>>173822250
as a patrician this is my first thought
>2007 was 10 years ago
>>
>>173822628
Is that some WW?
>>
>>173822549
Is your dick attached to your fucking spine?
>>
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>>173822338
>>173822409
>>173822420
>>173822474
>>173822501
>>173822542
>>173822549
>>173822628
>>173822708
>>173822712
Thanks for the quick replies. Back to the drawing board.
>>
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>tfw finally stumbled upon an easy to dev concept with a sane scope
>core programming is already done
>already wrote the whole game design down and now I only need make content and add a few minor technical stuffs
See you at the top, chumps.
>>
>>173822250
1.hyena man
2.why are the eyes so close together on the right
3.1. he looks like hes barely moving
3.2. fix them eyes mane
>>
>>173823169
no its pretty good

reuse it

the fact that so many people knew it was some hentai horse monster is a good sign


anon its time to seriously consider making a horse cock hentai game
>>
>>173823306
>now I only need make content
huh?
>>
>>173823538
Level design and audio, it shouldn't take longer than a few months to make and balance it all.
>>
this might be asked a bunch, so sorry if it's answered all the time, but where do you guys go to find voice actors?
>>
>>173823749
fiverr

or I just get free people, there's always people who want too for some reason.
>>
>>173823306
>smug post about how much progress has been done
>no webm or screenshot from game attached to the post
this happens way too often
>>
>>173822014
wtf
pro has the same featureset as free. the only difference is in the services and the logo

word is their services (ads etc) are so profitable that they're just going to make the engine itself entirely free
>>
>>173824031
I posted it already but I can't let my dev persona be associated with my smugpost.
>>
>>173824301
Glad to know I'm not the only dev here that doesn't want the rest of my autistic posts associated with my game.
>>
>>173824301
the prime reason why
>where is the game
posts will never get any answers.
>>
>aggydaggers being this paranoid about having their shitposts dug up and used as blackmail once they become famous devs
>meanwhile you have normie devs pouring their hearts out and posting embarrassing stuff every day on twitter and no one gives a fuck
>>
>>173825123
I don't imagine any potentially successful dev is involved in shitposting, that's more a scrub thing to do.
>>
>>173825729
We are all potentially successful devs in different stages of development.
Except that one guy with the shit game, of course. Fuck him.
>>
How many years does it take to get good at gamedev?
I've been trying for 2 years. I feel like I've only mildly improved.
>>
>>173825123
>twitter
>>
>>173825729
Nice bait to get a dev to confess to shitposting
>>
>>173825123
the same behavior can elicit very different responses depending on the person who does it
a thing being done by someone whom /r9k/ would call a chad would be interpreted by literally everyone completely differently if it was done by someone who'd be ridiculed on cringe facebook pages, fat shaming subreddits and "what are some games" /v/ threads for doing the most mundane things
>>
>>173826698
I literally hate the way you type.
>>
>>173825993
That's because you only work on low-hanging fruit garbage that wouldn't have passed as a free game on flash sites not too long ago instead of making actual games.
>>
>>173825840
>tfw im that guy
>>
>>173826936
i can only guess what you were trying to achieve with your post
>>
>>173827361
i guess nosotros well nvr now
>>
HAVE YOU MADE ANY MONEY YET?

HOW MUCH?
>>
>>173827756
About 10k monies.
Oh, you mean with gamedev? Obviously zero.
>>
>>173825123
nah nigga fuck you

i think most of us was on b during the raids and shit

these niggas will dig up anything

didn't /v/ meme that diablo 3 guy fuck that loser ?
>>
>>173815838

it reads easier
>>
>>173827994
who
>>
>>173827994
You alright?
>>
>>173827756
Gonna open up a Patreon soon for my monster breeding h-game made in Flash
I'm sure I'll make loads of money
Right?
>>
>>173828909
Same but in 3d
>>
>>173828909
Hows Breeding Season 2 doing, speaking of which?
>>
>>173828909
>Flash
Hate you break it to you, buy flash has been dead for years. Even Adobe doesn't support it anymore. Hell many people don't even have flash installed anymore.
>>
>there are "people" in this thread that didn't dev during the Macromedia Flash era
>>
>>173829123
12k
It's called "Cloud meadow"
They added in dungeoneering and harvest moon gameplay too
>>
>>173829123
https://www.patreon.com/CloudMeadow

Making this much even though S-Purple is just as much at fault for the fall of the previous game as the other guy. I feel bad for people who pay for it.
>>
>>173829123
Only $12k a month now, progress is exactly the fucking same to everyone's surprise
>>
>>173829126
Only /g/ memefags don't flash, a majority of the normie and furry community relies on it
>>
>>173829281
>>173829282
>>173829325
The latest release worth playing relative to the average bs release?
I really loved the idea and what little they had.
>>
>>173829518
Nope. They are still getting nothing done except art, just like Breeding Season.
>>
>>173829518
i haven't played it yet even though i have it downloaded
last i played was the september build with two animations and i was impressed with the animations, really fluid. the last animations ive seen are stiffer
>>
>>173829282

holy fuck i wonder how it feels to be rolling in all that internet money
>>
>>173829607
It's almost as if they are just doing patron bait and don't pretend to ever release a finished game...
>>
>>173800056
I'm not a normie and I don't like it
>>
>>173829642
Ask all these Patreon fags like Monstergirl Island. They're pushing 20k and with virtually no progress either.

Have good art and have porn and you'll get rich.
>>
>>173829607
>At this goal, we start work on a full website, a full forum, and hire on a Community/PR Manager on retainer to work at need when the team is unable to deal with such matters themselves.

not a surprise from these stellar priorities.
>>173829636
>2
Ah, so maybe they finally started on a third one by now.
>>
>>173829607
Ok, I thought art was the whole draw of these games? What would you want to see in addition the the h-scenes?
t. >>173829112 and trying to find the gameplay loop
>>
>>173829805
>I thought art was the whole draw of these games?
Who the fuck needs 12k a month to make art? People want to interact with it like a game, not like just an animated slideshow.
>>
>>173829642
Can't be that great since they all succumb to laziness eventually
>>
Friendly fucking reminder that Patreon's monthly payment format ENCOURAGES you to never ever finish whatever it is that you're doing.
It's simply not designed for games and this kind of product should honestly be banned from Patreon, but of course it won't because it's free money.
>>
>>173829901
A game is just an animated slideshow ;-)
>>
>>173829805
>Ok, I thought art was the whole draw of these games?
C O N T E X T.
Porn games are nothing without it.
Give me actual characters and a silly plot.
>>
>>173829958
I think it's a good way to fund continued development after a competent release like Dwarf Fortress.

Supporting a game so early before the dev has proven themselves is idiotic.
>>
>>173829958
No. It's not Kickstarter. How do people not get this?
>>
>>173829958
Better for funding your company for constant content after the fact, especially if they want various benefits for an already released game that has lots of replayability.
>>
>>173830173

who the fuck are these retards with piles of cash just lying around to throw around at anybody who tells them what they want to hear ?
>>
>>173830674
Just nerds with normal tech jobs probably.

It's amazing how much spare money you have if you don't go out every day, normie hobbies are so expensive.
>>
>>173824301
>>173823306

redpill me on killing yourself
>>
>>173832010
It's a temporary solution to a permanent problem.
>>
>reading godot's oficial docs
>food analogy
>>
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Are there any legal issues with copying art styles?
>>
>>173832183
MAMMA MIA A GAME'A IS LIKE'A A PIZZA
>>
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Reminder that you too can make 12k selling snake oil and abhorrent art.
>>
>>173832429
Hate all you like but the artstyle is technically pretty good
>>
>>173832429
S-purple's art s pretty good? Are you a fool? The problem is that he's impossible to work with and really bad with game projects. All the projects he's been a part of have failed.
>>
How does my grass look, agdg?
>>
>>173832542
>>173832659
its a huge downgrade from BS
>>
>>173832730
It's literally the same art.
>>
>>173808803
Greatest concept on agdg right now

Actually looks enjoyable and interesting
>>
>>173832691
not great
>>
>>173832691
looks like puke
>>
>>173832659
The game is not the product they're selling desu. People are willing to pay $10 a month because of the pretty animations, and are barely upset if it never gets finished

>>173832730
BS had better drawings but CM has better animation since its frame by frame and not puppets
>>
>>173832291

that kid will remember that moment for the rest of his life
>>
>>173832691
green is pleasent but the yellow is too saturated

i like this palette
>>
>>173832909
reddit tier post
>>
>>173833120
Reddit tier post.
>>
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agdg iv been learning how to optimize and batch lately please take a look at my unity stats and give me some feedback. How are my stats?
>>
>>173832828
>>173832857
>>173832990
Thanks for the feedback.
>>
>>173833306
Putting huge bright arrows and billboards everywhere doesn't make things clearer, it just assaults the mind.
At least make them dark and only light up when necessary or something.
>>
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>>173833306
>>
>>173833306
i dont fuckken know run it on a shitty laptop and see how it performs
>>
>>173833772
>>173833306
Also the middle billboard makes no sense, is it some kind of numerical substitution cipher?
>>
>>173833306
You really need to just start a new project.
Bokube is a gigantic clusterfuck mess.
>>
>>173833306
There isn't an objective on this screen right? Because I tried to find one but couldn't
>>
>>173833369
To elaborate beyond my original laconic reply, your tree has dimension and depth whereas your grass is sorely lacking it. It looks more like a piece of ostensibly grass colored paper laying on the ground than grass.
>>
>>173832542
don't confuse passable with good anon. it's unbecoming of you.
>>
>>173833789
do you get tired of being a miserable cunt?
>>
>>173834704
The tree is actually an asset from opengameart, but you're right. They aren't the same style at all. Still deciding what direction I want to go with the art style.

Thanks again.
>>
>>173835309
Do you?
>>
>>173835309
Do you get tired of never having an original idea?
>>
>>173833306
>tfw bokube stats used to be 100,000,000 tris a scene, and 2000 batches

You've really come a long way with bulling.
>>
>the tutorial teaches you something pointless

wtf i hate lynda
>>
>>173835559
Not the dev but nice try cunt.
>>
>>173835559
>having an original idea

who in this cesspool does?
>>
>>173835692
Do you get tired of defending people who never have original ideas?
>>
>>173832823
Thanks anon. There's a lot of good shit here, but I'm glad you think that. Can't wait for it to start coming together
>>
Someone post a .png of the AGDG logo.

Thanks.
>>
>>173835823
My game is original.
>>
File: cavescreenshot.png (3MB, 1920x1080px) Image search: [Google]
cavescreenshot.png
3MB, 1920x1080px
Been working on those cave assets today.
>>
Post current code
>>
File: The Choice of A New Generation.jpg (39KB, 853x480px) Image search: [Google]
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>>173835928
>my game is original
NOT.
>>
>>173836082
It is.
>>
i enjoy monster girl gamu!
>>
>>173836109
>it is
Do I have to make the same joke twice?
>>
>>173835846
cunt
>>
File: 334345.jpg (344KB, 1540x808px) Image search: [Google]
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added some more props, will work on gameplay soon.
>>
help with godot, how can i solve collision on my own while using the physics functions for detecting it?
>>
File: agdg.png (49KB, 2048x2048px) Image search: [Google]
agdg.png
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>>173835917
there's an svg of the logo in the OP.
but yea sure
>>
File: Very shitty rushed code.png (79KB, 1027x806px) Image search: [Google]
Very shitty rushed code.png
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>>173836054
>>
>>173836216
What engine you working in?
>>
>>173836054
if(postNo==173836054)
{
try
{
Anonymous.validateSexuality(DickStatus.VIRGIN, true);
}
catch(FaggotException e)
{
Anonymous.SetPostAnytime(false);
}
}
>>
>>173836218
Set collision shape to "trigger" and use body_enter/exit signals.
>>
>>173836304
UE4
>>
>>173836441
My jigga...


boo.
>>
File: light.png (178KB, 294x443px) Image search: [Google]
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Trying to figure out GLSL in gamemaker. Is it possible to get the relative screen coordinates of each pixel within the shader itself? I want to do a quick calculation for distance from the current pixel to the nearest light source and use that to adjust the light intensity (i.e., so that light appears brighter when you are closer to the source). I don't want to have uniform brightness on each sprite, but rather have a gradient like pic related.
>>
>>173836429
thanks m8
>>
>>173836043
This is a thread for devs who make games. Please leave.
>>
>>173836538
I suck at shaders so I'm thinking I might not understand the question. You can get any kind of absolute or relative position from GM and pass it to the shader as a uniform or you can use the value of the pixel that the fragment shader is currently processing.
>>
File: back-from-the-dead.png (21KB, 1443x843px) Image search: [Google]
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I doubt that anyone even remembers this project, but I'm back from the dead. Decided to give it another go now that I have some free time.
>>
>>173836678
>This is a thread for devs who make games

Are you lost?
Do you know where we are?
>>
Listening to this and holy shit are there some disciplined people out there
https://www.youtube.com/watch?v=k3Al7QAS89s
>>
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>>173836278
>ifs without parentheses
>>
>>173837075
Looks familiar, but I don't remember much. Tell me more
>>
>>173837075
It's not been that long, friendo. Welcome back.
>>
>>173837075
Welcome back! You replaced your old sprites it looks like right?
>>
>>173837150
it just werks
>>
>>173836842
I'm literally just starting out today so you likely know more than I do. Is there a way to get the x and y coords of each pixel? v_vTexcoord.x or .y just seems to return a value between 0 and 1.
>>
>>173837363
In the fragment shader you should be able to use gl_FragCoord.xy to get the coordinate for each pixel
>>
>>173836538
Let me know if this works:

Put this in the body of the vertex shader:
v_vPosition = in_Position.xy;

Then this in the initial part of the fragment shader:
varying vec2 v_vPosition;

And then in the body you can refer to v_vTexcoord.x or .y

Also I'm not sure how v_vTexcoord works, but you should be able to use that 0-1 value with the known screen width/height to get results
>>
>>173812126
>>173812732
>>173813050

Anon, I saw your post in the last thread about not having enough bones in your blender rig, when bringing it over to Unity and using mecanim, did you find a workaround?

I was going to suggest just adding the bones in blender but not give them any weight painted values, so they are there for mecanim to not have a fuss about, but don't affect your animations, and or add them, but set the rotation constraints of your lower arms and legs such that they can't bend at all and still track to your IK targets.
>>
>>173837363
If you're working in the fragment shader and you need to do stuff with v_vTexcoord then make sure you're passing it from the vertex shader.

Not to be patronizing but:
http://xorshaders.weebly.com/tutorials/previous/2
Xor's stuff gave me the small amount of shader knowledge that I have.
>>
I was in the process of setting up a shop on Spreadshirt for AGDG merch. I had t-shirts, tank tops and long sleeves with the AGDG logo on them ready for all genders and ages, even onesies for babies! I even had cell phone cases and mugs. Problem though, it asked for personal information.

So I bailed on the whole thing.

You guys fine with another day without merch you can wear around?
>>
>>173838216
Coordinates are normalized in opengl. He wants unnormalized coordinates which means he wants to pass int uniforms and rescale the coordinates by them.
>>
>>173838384
>give me attention guys
>>
>>173838384
Fuck off, retard.
>>
File: file.png (386KB, 1920x1080px) Image search: [Google]
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Got say, never been so pround of something like i am right now with that banana
>>
>>173837284
I suppose it really hasn't been that long, but it feels long. I'm glad to be back (even if I'll have to take a break again soon I believe)

>>173837262
It's a sidescrolling beat-em-up of sorts, though I'm trying to make it less linear

>>173837321
Yeah, I just replaced them today. I think the new style looks nicer and will be easier to work with.
>>
>>173838384
If I see any agdg merch of any kind at any time I'm leaving these threads forever.
>>
>>173838454
>help me cope with getting bullied in middle school guys

>>173838461
Broski, calm the fuck down. I just personally wanted a t-shirt I could wear around my house and I thought you guys might too. Fuck off, dude-O.
>>
>>173838475
That's really sad, anon.
>>
>>173838475
thanks doc
>>
File: 1490339149221.jpg (46KB, 960x720px) Image search: [Google]
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>Feel like i'm less productive when devving with music
>Turn music off
>Sit like a dumbfuck in front of the computer for half an hour doing nothing
music it is
>>
>>173838567
Why? I think shirts are stupid, I only wanted something to wear around the house, show some pride (Not much to be proud of in terms of AGDG, but whatever.). I think mugs with the AGDG logo on them are amazing. Keep your coffee in a mug that reminds you to make game. Great idea. No losers. Plus, it's stylish and isn't lame like a blank mug is.
>>
>>173833306
Looking good bokube, I think you can allow your player to find there way from the start to the finish without the arrows pointing to the right.

I'm glad that you are considering moving the introduction of the spikes to a later stage, visually with that sign gone, and maybe something along the lines of what >>173833772
suggested would also help keep the player focused on solving each part of the stage.

Can't wait to see what you do next!
>>
>>173838437
Yeah I'm pretty sure my solution is integer values
>>
>>173833789
reminder that your memepost is boring
>>
>>173839034
If I wanted an AGDG mug I would just make one from those custom stamp merch site things, not buy some from some fag who didn't even make the logo.
>>
Why is 3D so hard. I can't even make character movement that feels good.
>>
>>173833306
It looked better before.
>>
>>173834178
it says "spikes kill you", seems obvious to me

t. not bokudev
>>
>>173839223
Go be retarded in the corner over there.
>>
>>173836043
You mentioned you were using photogrammetry as part of these, right? Where are you finding your images, and how much work do you have to do to them before you texture with them?
>>
>>173839245
Do we even know who made the logo?
>>
>>173837150
you can use parens if you want, they just aren't necessary (unless you want the if statement to span multiple lines)
>>
File: oc5.png (440KB, 900x705px) Image search: [Google]
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>>173836842
>>173837878
>>173838216
>>173838320
This was extremely helpful, I think I have a much better idea of what I'm doing now. Thanks a lot, anons.

Pic unrelated
>>
>>173839245
Broski, I specified to Spreadshirt during the creation of the shop that I would make NO money. An $8 mug, all the money goes to the company that printed the design to it, the person who specified what it looks like to the company but didn't make the logo doesn't make a dime, it's perfect.
>>
>everything has gone tits up at work and I have no idea if it will still be there in a week
Cheers AGDG
>>
>>173839394
There are no spikes in the level and it still doesn't explain what the first drawing means.

>Bokube standing still + Bokube falling on spikes
??
>>
>>173836278
whats it do man?
>>
>>173838567
wtf I love agdg merch now
>>
>>173839395
Say what you want, this is how it seems to work
>>
>>173839572
Finish your game in 2 days and rip about $1,000 worth of people off on Steam. If you start living in a small apartment, that'll keep you afloat for the next 3 months.

Unless you are a complete bum, you should have a job by then.
>>
>>173839645
A swipe transition and loading of the next level when the screen is fully covered.
>>
Agdg, I need a color palette for my game, but I don't know how to make a color palette. I know i'll just fuck it up and pick shitty colors.

Help.
>>
>>173839530
Holy shit, someone else who reads lamezone? Haven't seen that before. Good taste, anon.
>>
>>173839740
>Unless you are a complete bum
About that...
>>
>>173839806
Post your game and we will bully you on its colors till it looks good. We did it for Bokudev.
>>
>>173839806
Use the color palette normally associate with vector art. (Also known as the color palette Windows 10 uses, Microsoft got wit da times)

Look up the color palette's hex values.
>>
>>173839634
yeah he should probably replace the + with an arrow, or the bokube falling on spikes with just spikes

or maybe just bokube falling on spikes = dead bokube

>There are no spikes in the level
he should move it to a level where he introduces spikes, in previous revisions he had spikes there
>>
>>173839634
There used to be spikes there, bokube removed them but not the tutorial sign that lets you know that spikes are bad. I imagine it will be removed before that level is finalized.

As far as the idea of spikes = bad being portrayed by that sign goes, I agree with you. It could probably be just Bokube falling on spikes = Ghostbokube or something.
>>
File: 1455958645474.jpg (75KB, 563x600px) Image search: [Google]
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>>173839927
>looks good
>Bokudev
Did you even see those normal maps?
>>
>>173838437
Is this an elaborate "just multiply it bro" ruse
>>
>>173838384
If there was no /agdg/ onesie for an adults there wouldn't have been anything for me anyway, no loss
>>
>>173839806
coolors.co

>>173839927
that only works on a per level basis
boku is a neural network that incorporates feedback but never learns the theory
>>
>>173839978
>>173840036
Or he could not treat the player like a fucking retard. It's one thing to teach the player how the game controls, but I don't need to be told that spikes are bad in a video game.
>>
>>173840330
>I don't need to be told that spikes are bad in a video game.
yes you do
>>
>>173839740
>$1000
>3 months
In what part of africa?
>>
>>173840330
Perhaps players of your age, videogame knowledge, and skill are not who he is designing his game for?

Is that worth considering?
>>
File: a4.webm (447KB, 768x432px) Image search: [Google]
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>>173839869
Thanks. I'm not so sure if that taste translates well into my personal projects, though.
>>
>>173840519
so you're suggesting he's marketing to children with down's who have just awoken from a coma?
>>
>>173840430
Maybe if you're developing for mobile
>>
>>173840627
Rated E for Everyone.
>>
>>173840625
are you shower with your dad simulator dev
>>
>>173840456
I said small apartment.
>>
>>173840685
Rated R for Retard more like?
>>
>>173840625
That turning style seems cheap
>>
>>173840627
It might quite literally be babby's first game, obvious tutorials aren't wrong in this case as long as they aren't overly long.
>>
>>173840747
Even the smallest apartment is $1200 (literally cockroach infested, with drain reflux all the time, in a nigger 'hood) and that's not even in the expensive part of town (then it jumps up to $2400+ for the same conditions).
>>
>>173840784
literally just image_xscale = 1-(2*lerp(0,timerMax,timerCurrent++));
>>
>>173840823
you must be 18 or older to browse this site
>>
>>173840750
A markets a market, supply and demand.

If the able bodied, non-coma, mentally handicapped handicapped market is over saturated he might just strike gold.

He can also apply feedback such as your and choose not to indicate what is and is not dangerous to the player, both approaches are valid and worth considering.
>>
>>173840854
I live in a college town in the US and you can get a cockroach-free apartment for 1k/month WITHOUT a roommate.
>>
>>173840956
Uh, your "game" sure escalated quickly since your last progress post.
>>
>>173840956
Very lewd
>>
>>173840956
Patreon when?
>>
>>173840956
Excuse me but you can't post that on a Christian imageboard
>>
>>173840956
What approach are you using for the orifices, are they shape keys, or physics driven?
>>
File: 3dsdev.png (750KB, 1001x526px) Image search: [Google]
3dsdev.png
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who /3dsdev/ here?
>>
>>173841319
>RPGMaker
>Dev
>>
>>173840854
Where the fuck are you living with prices like that?

Greeting from AZ.
>>
>>173841319
>Glorp
>Amorophous jelly blob
>carrying 60 gold
>>
>>173841056
No point beating around the bush it is what is now.

>>173841058
Thanks.

>>173841078
After i have a working demo, so soon™.

>>173841192
But it's censored.

>>173841239
Just bones, 5 per hole. It's fairly flexible and easy to manipulate at runtime, also with a bit of math you can have perfect circles.
>>
>tfw considering streaming myself coding just to force me to procrastinate less
Would you watch me, anons?
>>
>>173840956
>actually stretches instead of just clipping through
Where can I donate
>>
>>173841554
Not that anon, but obviously the gold is suspended within its gelatinous body.
>>
>>173841547
Hey I went to Game Design school in AZ
UAT what what
>>
>>173840303
>boku is a neural network that incorporates feedback but never learns the theory

KEK
>>
>>173841319
Don't let anyone here discourage you, man.

Rpg maker is just as much devving as enginedev is. They're just salty it'll take them twice as long to pump out a working game.
>>
>>173841663
UAT WHAT WHAT!
>>
>>173841574
The only thing I would watch is art, preferrably pixel. And high potential for me muting them and putting on my own chill music.
>>
File: offline.png (118KB, 1920x1080px) Image search: [Google]
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>>173841574
No but if you hide the viewer count graphic you get the benefit of thinking you're being watched. I streamed a couple days and got a titsload done, or it felt that way
>>
>>173841757
I can guarantee you no one here is envious of RPG Maker users in any way whatsoever.
>>
I'm ready to make art for your game. I just need a few things from you before we begin.
>>
>>173841921
t. unitybab
>>
>>173841629
Nowhere yet, but i can provide you with a better view of the stretching here:
>>>/aco/1319744
>>
>>173841568
technique stolen
>>
>>173840946
>>173840784
Oh, right, I'll be adding a shader effect to either lighten or darken the visible side, depending on the angle and light direction. So going from 1 line of code to 12. Look I'm trying ok.
>>
>>173841952
Sounds good, what are these things?
>>
>>173841757
>Rpg maker is just as much devving as enginedev is
only an RPG maker dev would believe that
>>
how would one go about programming a boss with multiple hitboxes in a 2d isometric game
>>
>>173841952
Can I ask you first what setup do you use to make art?
>>
>>173842263
1. Have the boss object/script hold an array of its hitboxes
2. Have each hitbox be a separate object.

I don't know which is easier in your engine
>>
>>173842263
Is this a serious question? (I'm unironically asking)
>>
>>173842113
Great, first tell me a little about your game. Genre, mechanics, how much you have done, etc. You'll likely want to see a portfolio so I'll go ahead and start getting that ready. What engine are you using?
>>
>>173842458
>so I'll go ahead and start getting that ready
haha sorry I'm only looking for artists with portfolios ready, good luck with your art though
>>
File: TrailRenderer.png (92KB, 1319x793px) Image search: [Google]
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Using Unity3D: how can I make the TrailRenderer only draw the trail when I want (when the movement is normal "walking"), and NOT draw a trail when I don't want it to (when the character "teleports")? It always draws when there is a change in position, even if it was disabled when the change happened.
>>
>>173841574
depends on what you're doing and what your game looks like, but I might. I've watched ribbertdev's streams from time to time
>>
>>173841574
I couldn't bring myself to subject other people to watching me work. That said, it does sound like a good idea (for other people).
>>
>>173842027
If you are talking about the bones rig, I can explain it a bit further, if you want.
>>
>>173814435
try a bunch of mediums, figure out what you're good at
copy the best example you can find that represents "sort of" what you're good at
experiment with it until it's uniquely your own
>>
>>173842809
I appreciate it but I'm not at that stage yet. I might hit you up once later though
>>
change the life time to 0.1 for a few seconds
>>
>>173842670
Maybe destroy or detatch the existing particle system upon teleport begin, and when ready to resume instantiate a new one? Seems gay.
>>
my life time is over, farewell agdg
>>
>>173843080
>>173842994
Fuck someone change it back!
>>
>>173842809
I wouldn't mind hearing you elaborate a bit on it, what effects is it easy to achieve, what are some obstacles you still are facing?
>>
>>173842220
I'm a professional dev. RPG Maker development is still game development.
Reason why you think it wouldn't be: Drawing an arbitrary line on what is and isn't an 'acceptable' game engine over engines that are easy to use and develop on.
>>
>>173843538
post you're game
>>
>>173843640
*Post your game.
>>
File: witchcraft.jpg (202KB, 749x965px) Image search: [Google]
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Is this book any good
>>
File: screenshot56.png (2MB, 1920x1017px) Image search: [Google]
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>>173843640
>>
>>173843719
The engine I use already exports to multiple platforms without any work on my side.
>>
>>173843719
Look at the graphics on the cover and ask that again.
>>
>>173841574
I'm a programmer and unless it's a tutorial video I find it boring
>>
>>173843719
I'm sure it's okay, probably only slightly better than just diving into docs and possibly only as good or worse than online tutorials
>>
I have the perfect gelatinous cube game idea.
>>
>>173843934
Katamari already exists
>>
>>173844063
FUCK
>>
I have an awesome game idea but can't say it here because someone might steal it
>>
>>173841574
Only if your striped socks are in frame.
>>
I have an awesome game idea about a slime girl that absorbs horny schoolboys
>>
>>173842995
That worked. Thanks a lot.
>>
>>173844628
Is she a cuboid?
>>
>>173844485
No one here actually makes games, so I don't think you have much to worry about.
>>
>>173811789
>Seizure.webm
>>
Five me a Slasher boss pls!
https://youtu.be/q1EOXLrLpEA
>>
File: pixelarttrash.jpg:large.jpg (119KB, 1080x1662px) Image search: [Google]
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>>173793016
Reminder do NOT make pixel art games!
>>
>>173812312
All those tools to make normal maps are paid
>>
>>173845248
It's a necessity.
>>
>>173845248
Correction: Make pixel art games, grow a thick skin because there's idiots out there who will complain about literally anything.

Did you use purple in your game? "That's a gay color. reeee get off steam"
Is your game an action game? "X clone! Why does Steam allow this bullshit - there's already plenty of [popular action game franchise]!"

Is your game a pristine title whose pristine gameplay stands taller than industry giants? "Indie trash. Couldn't play more than 10 minutes. Don't waste your time. Over-hyped and devs are abusive."
>>
>>173845248
Such salt lmao
>>
>>173843806
if it is from 1999 then it must be excellent then

and if its from 2017 it must be shit
>>
File: witch-rig.png (116KB, 320x2560px) Image search: [Google]
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>>173843525
>>173842930
The rig will fail if you try to use anything thats not round with it, eliptical and other irregular round shapes are probably fine though.
The center bone takes some weight from the vertices on the outside bones because you need normalized weights (how much weight the center bone has to take is just simple Pythagoras a2 + b2 = c2 if your b+c can be 1(since it's normalized) at max).
>>
>>173845674
Look deeper, anon. Look at the code displayed in the background of the pic.
>>
>>173845826
Cool technique. The "math" is completely unneeded but it was no doubt a good exercise nonetheless.
>>
>>173803413
still seeking some advice from you dixie / mayhem dev

what do your hours look like? do you have any discipline tips?

I'm wondering how you get so much done.
>>
>>173803413
Why would two garbage games being released prevent you from making progress on yours? If anything it should further reinforce your commitment.
>>
>>173808803
shouldn't that bomb bucket explode if it gets struck by lightning?
>>
>>173845989
>>
>>173846335
Huh, that's actually a really solid point I hadn't considered. I haven't implemented different types of damage yet (fire, electric, etc.) but I'll try to make that happen when I do
>>
File: runner024.webm (3MB, 640x360px) Image search: [Google]
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Still working on this big thing. It gets up close and personal sometimes.

Sorry about not posting much lately, I've been sick
>>
>>173845826
Thank you for sharing, that is a nice and simple approach. I can't wait to see more from this project!

I liked the math :^)
>>
>>173846108
Probably, i'm just faster like that. (also i obviously misstyped it's a+b are 1 at max)
>>
>>173846617
No apologies necessary, you've been consistent with your 'gress.
>>
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>>173846417
recently played Doom and one (of many) aspects that made it difficult was the risk of self harm.

using rockets in close range was nearly impossible and I never felt safe around explosive barrels, either from shotgun splatter or an enemy miss (I don't know that enemies targeted the barrels)

By the way, I need to say something.

Clearly you've spent a lot of time working on the foreground tree fadeout and it's kindof a cool effect, but have you ever asked yourself if it was overall an addition to the game? It just looks distracting to me. I think you should really consider just cutting your losses and removing them.

(not my pic)

rockets
>>
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Aw yes, I think I’m getting the hang of this!

This is one 32x32p normal map on a 2 triangle face!
>>
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>>173846717
>'gress
>>
>>173846834
don't harsh bro, just dev some 'gress or make some 'ssets
>>
>>173845248
where is their game
>>
I can honestly say now I hate making pixel backgrounds (backgrounds in general but pixel ones even more)
>>
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GOTY here I come.
>>
>>173845248
but crawl looks good.
>>
>>173847340
It's
PIXEL
GRAPHICS

It should be illegal in this day and age, it's barbaric.
>>
>>173846617
Looking good shmoopdev. Fun looking fight!

All I am doing is art right now and no one here wants to see that so I will probably hold off posting until I get something new gameplay wise. That probably won't be for another week and a half though unfortunately. Backgrounds are suffering.
>>
>>173847340
in case people take this seriously please do not stop making pixel art games. I, and many other people, like pixel art games IF they are good games.
>>
Post backgrounds.
>>
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>>173846717
Thanks anon. I already feel bad for posting seldom normally, but it's probably better to post big progress occasionally rather than minuscule progress all the time.

>>173847492
Thanks mysterious anon. Just art seems to get enough reception, but gameplay is kind of the important part of video games so you do you.

>>173846834
'fergettaboutit
>>
>>173843538
>I'm a professional dev.
Well you're an amateur at detecting shitposter bullying
>>
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>>173847663
nice cave story clone
>>
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Not so much gamedev as it is an incoherent doodle, I decided to take a break from programming to jot down my world map. I had to stop because I was becoming too engrossed and it was only supposed to be a quick sketch, but I figured it counts as progress?

The inside of the ball is supposed to have stars on it, but I can't be fucked to draw that.
>>
Hey, op of blue traces!
Still here? Care to elaborate about space rangers?
Closer to first of them or second?
Text-based puzzle-games with witty humor from full-fledged writer?
Big and hard market with simulation of price fluctuations?
Sid Meier's "Live the life" feelings?
Or did i misunderstood?
>>
Is the act of calling a script expensive in game maker? I use scripts just to "code fold" for the sake of simplifying large pages of code. I don't even put code in object step events, i call a script which calls other scripts. just wondering if calling too many scripts has a negative effect
>>
>>173848734
>Is the act of calling a script expensive in game maker?
No.
>>
>>173848806
ok, well you never know with this piece of junk
>>
>>173848734
In general I think it's safe to assume that if your engine handles assets, it can load and destroy them for you efficiently. And a script should be a whole lot lighter than a model or large texture.

Just don't throw that in a loop and load the script hundreds of times a second.
>>
>>173845248
EAT SHIT PIXEL SHIT INDIES I FUCKING HATE 2D YOU SHOULD ALL SWITCH TO 3D REEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>173817052
Not that guy, but there's nothing wrong with them. They look better than most indie pixel art out there.
>>
>>173848648
1 Degree of declination every 15 square miles!!! Where is the curvature? And you can't fly a plane past Starlight anymore, they banned travel there last year, coincidence? I think not. #flatworld #staywoke
>>
>>173850091
>>173848648

Meant to add at the end, that I also enjoy world building/ doodling anon.

In fact, in your set up there you could have the worlds oceans flow down to that drain, then outside the drain/ sphere of the world "gravity" is opposite and the water run along the outside and back up to the 'top' of the world sphere.

Or maybe it's the top half of a dual world hourglass, the time until it runs out being used for two gods playing some game.
>>
Will I be sued if I use Disney's artstyle in my game?
Is it possible or I am exaggerating things?
>>
>>173850521
post your disney ripoff. I bet you aren't even close
>>
>>173850586
I didn't draw anything as of yet.
I am just thinking if should I even bother if I would be sued or claimed as a 'ripo-off' blunder.
>>
Stupid question maybe, but is it possible to access the "normal" filesystem in Unity games/apps - i.e. create/load/save files, ideally bitmaps, anywhere? Or are you restricted to a "sandbox" for security reasons?
>>
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In the world of Bokube other dead Bokube's serve as examples for the player as to what will kill them.
>>
>>173850521
How are they supposed to sue you for "art style"? Their characters might be copyrighted, but that doesn't extend to say cute anthropomorphic characters in general.
>>
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How much overhead does the behavior trees in ue4 have?

currently deciding between that, blueprints or hard-code in c++ for ai
>>
>>173850521
for real dude?
>>
>>173850521
nah man go for it
just don't use any copyrighted characters
>>
>>173850901
..can you make a gelatinous bokube
>>
>>173845248
It's funny because Crawl's animations are some of the best out there right now.
>>
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Whats a good engine to learn for a dungeon crawling game?
>>
>>173845248
People still pay $30 or whatever it is for Rimworld (which, to be fair, is a fucking fun game) and its art is SUPER lazy.
>>
>>173851539
Any 3d engine.
>>
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There we go! understandable agdg?
>>
>>173851690
Let's see, click the rabbit to go slow, tap wasd to move, hold shift while doing so, presumably to go further, press space while not moving to jump, use the arrow keys to push spikes, and push the spikes into the tv to win. Easy.
>>
>>173851690
It's understandable, but I hope that's supposed to be a placeholder. Also, red foreground and red background is blinding.
>>
File: where's your progress.png (111KB, 474x508px) Image search: [Google]
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testing, but you can take the picture at face value if you want
>>
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>>173846827
Made another!
This shit is satisfying!
>>
>>173851539
>>173851572
First dungeon crawlers were text based, then 2d. So anything will work.
>>
>>173851873
I'm not sure I understand. Would my progress get her pregnant?
>>
>>173851690
why does your goal have a spike on it
spikes are bad not good, it looks like a fuckin hazard not a "Get this to the end" device
>>
>>173851848
Well draw me some new ones that way I get make them not placeholder I cant fucking make 2D art.
>>
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>it only takes 5-10 lines of code to do anything in UE4 if you do it properly
I can't deal with this
Pls vulkan take me back
You are the only constant in this world
>>
>>173851873
who's this progress demon
>>
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>>173851873
I'm rewriting my whole engine

This will be version 3

But unlike the change from version 1 to version 2, which made it unbuildable for like a month, this change is being done step by step, and it becomes buildable and runnable again every hour or so

I'm having to do this to make cross platform actually work in practice, rather than just theoretically being possible
>>
>>173853030
That's typically called refactoring
>>
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In blender how do I get a seamless loop? I have identical keyframes at 0 and 60. So for a 60 frame animation it should run from 0 to 59 (so the same keyframe isnt repeated). However, it still stuttters at the end. It looks fine when the duration is 1 to 58 but I would prefer keeping the duration exactly 60 frames.

Pic related is all the relevant info
>>
How do you figure out whether or not a game should be monetized?
I have about a half dozen projects from jams or on itch.io, and everyone keeps asking me why I haven't put anything on Steam, but I've never felt like they were good enough to justify selling.
>>
>>173853619
Oh the webm introduced some stutter too. The one I care about is the passing pose.
>>
>>173852864
>not knowing /agdg/ chan
>>
I've been messing with GM:S for a 2D pixel art game.
I haven't seen as many noteworthy 2D pixel art games made with Unity 2D, compared to GM:S, but I've been told more and more that Unity 2D has gotten really good. So, now I want to try out Unity 2D.

Where is a good tutorial video that I can't use just to get started? I'm not familiar with the UI and I've never used Unity 2D or 3D before, but I just want a.good video that will help me make a basic pixel game.
>>
>>173853680
You can monetize them on itch to gauge interest, with either pay-what-you-want or full paywall. Also just look at your itch stats and see which games get the most hits, the most comments, etc.

Even so it may be that none of your games are worth putting on steam. Daniel Linssen (https://managore.itch.io/) has consistently some of the best games on itch and even he probably wouldn't fare well on steam with his existing projects.
>>
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>Wake up excited for a day of devving
>Jerk off all day and make no progress
>>
>>173854132
What... How do you physically manage that
>>
>>173853843
Do people really make money on itch.io?
>>
>>173853549
yeah that's it I'm refactoring the low-level parts of my engine so that they actually work on another platform while still working on old platform, without changing much on the higher layers

In some ways I'd like to, because I could make it a "little" bit tidier, but then I think, it doesn't really matter. I mean I have lolijam to work on after this.
>>
>>173854172
Jerk off, do nothing for an hour or two, jerk of some more, repeat
>>
>>173854172
Have you ever jerked off for 6 hours straight? It always leaves me sick to my stomach and thirsty and hungry and usually with a headache and in need of a shower. The recovery period could take up the rest of the day. Fuck you Akabur
>>
>>173854207
Yeah. Last I checked the total revenue was $50k / month for the entire platform kek. The graph of sales per month is a smooth exponential curve so it looks promising.

https://itch.io/blog/2/running-an-indie-game-store-2015
>>
>>173853680
Is it something that can be enjoyed for more than a couple hours? I can't think of any justifying factors beyond
>is it fun
>is there enough content to be worth any amount of money
>>
>>173854249
What platform are you developing on/APIs are you using?
What platfroms are you trying to add support for?
>>
>>173838268
Some anons told me that mecanim isn't really that necessary. i don't need to make complex and precise animations. I'll just make them in blender
>>173814380
I watch him. In fact my animation technique is from him.
>>
>>173849783
Thanks, anon. They're still unfinished, and I don't think I'll use them for this game, but I'm curious what he didn't like about them. Feedback is always good.
>>
>>173855119
I was using windows 10 to build a windows program that uses SDL and a tiny bit of extra Win32.

So far the only parts of SDL that I used are for video screen output, sound stream output, mouse event input, and keyboard event input. I had other code for actual image rendering and image file loading and all of that. The final rendered screen is displayed inside an SDL window using the SDL streaming texture technique.

Now SDL is supposed to be cross platform, so I got virtualbox and installed linux, and only just change some Win32 to Posix versions (for example threads and timing and file system and memory mapping and networking).

On top of that I found digital mars compiler, it runs good in a cmd prompt in windows 10. So on that one I have SDL screen replaced with mode 13h, SDL keyboard replaced with conio, SDL mouse replaced with msmouse, SDL audio replaced with sound blaster. And as for the threading I am making it use the stack buffer copying setjump/longjump example code I found (Jonathan Finger, 1995)

If this dos thing has a roadblock I will just drop it as windows+linux is good enough. But so far its working okay when I test it in dosbox 0.74. For the graphics I found the vga direct access example, and I made the palette work the same as 24bit packed pixel, except when it copies the double buffer into the vga memory, it truncates the 24bit rgb 8-8-8 color into 8bit rgb 3-3-2 color with a palette that is organized so that it works out.
>>
>https://manned.org host source for several man pages of KHR extensions to Vulkan
:O
The one place I found decent documentation on the common swapchain/surface extensions
>>
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>>173814435
i got your tutorial right here
1. gain experience (both craft experience and appreciation experience)
2. follow your heart
>>
>>173856196
Fucking winkiddies
Yall fuckers never think 'bout cross platform support 'til you're an inch into a lolly
>>
>>173856349
>defining quality of googlypoo art
It looks like shit
>>
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rate my shitty self made runic font.
>>
>>173856390
>defining quality of shitposters art
the inability to distinguish the art from real idiocy
>>
>>173856794
All art is trash ubtil you die
Thus is the plight of artists
So the real question is; why haven't you killed yourself yet?
>>
>>173856349
Your name doesn't work as a url, what's the go?gum
>>
>>173856737
Kinda hard to read at first, but looks fine.
>>
>>173856948
works for me. what are you seeing?
>>
>>173856737
I like it, reminds me of bionicles
>>
>>173857098
"Site not found" and I'm not the other anon

You dumb bitch just keep your site up at gogem.pro, you're website was good
>>
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>>173857043
>>173857125
Thanks! It's based on this type of sun wheel.
Was wondering if I should change the q into a Q.
Also the monospacing is a bit fucked.
>>
>>173857194
gogem.pro is being used for my patreon now so that all my recent game links hit that.
did you just put googumproduce.com in the url or did you add stuff?
>>
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Does anyone here use any sandbox software? Do you have any recommendations? Any issues running games? Performance overhead?
>>
>>173857310
I clicked on the link that that 4chanx provides.
I copied and pasted from your name field.
Neither works
>>
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>>173857098
>>173857310
Yeah I just used your name with nothing else and got this.
>>
>>173857310
>>173857407
>>173857547
Same here, your site seems to be down currently.
>>
Anyone got any experience with making stuff like capes in unity? How the fuck do you get it to work without the cloth physics sputtering everywhere?
>>
>>173811789
engine? blog? language? Anon this looks supercool
>>
>>173853810
gamssplusjames on youtube & https://blogs.unity3d.com/en/2015/06/19/pixel-perfect-2d/
>>
>>173857691
ednamode.gif
>>
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>>173853810
>Where is a good tutorial video
>good tutorial video
>>
>>173810683
>tail to the left of the asscrack
it should be in the middle
>>
>>173857881
>https://blogs.unity3d.com/en/2015/06/19/pixel-perfect-2d/
Not him, but thanks for the link. Exactly what I was looking for after getting frustrated with shitty blurry rendering in Unity2D.
>>
this kills the /agdg/
>>
>>173859483
Late night agdg is always pretty dead. Except last night with that whole "$50k is barely above the poverty line" shit.
>>
>>173859678
>Except last night with that whole "$50k is barely above the poverty line" shit.
That was the fucking bomb man, but yeah, european agdg is pretty quite, prolly because western europeans can't into deving and slavs are busy squatting.
>>
>>173859483
I'm still here, it's just that i am still refactoring the source code

So it failed to run because the exe size was 32meg and there wasnt enough extended memory

so I made it generate a .map file and the bss section was like 32megs in size, because I set the program to support up to 1000 threads, and to allow a 32kb stack for each thread.

Now I change it to just be a 4kb stack for each thread and the bss section is down to 4meg and it runs again
>>
Is there a flood fill algorithm that will fill all contiguous areas except for those that touch the borders of the canvas/field/whatever?
>>
>>173859779
Or maybe we are busy deving while you are busy shitposting.
>>
>>173859971
By borders you mean the edges of a rectangle, NOT an arbitrary shape?

If so just pass in the dimensions of the canvas. In your test function, in addition to the normal test conditions, also check if its on the border.
>>
>>173859971
no you will have to modify one

in the loop after changing the colour of each pixel, just check if the coords are an edge coord, if so then start a new floodfill from that spot with the old colour and then when that returns then return instead of continuing with the first one.

That way if a floodfill touches the edge it will flood itself back in the original colour
>>
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>>173859483
Here's some exciting late night progress for you, anon.

I made some fucking vegetables.
>>
>>173860147
And I just stole them for my farming game. Thanks anon.
>>
>>173860132
Yeah, I mean the edges of a rectangle. Well, specifically the edges of a tilemap. I want to find the empty areas that aren't reachable from the borders of the map and fill them in.
>>
>>173860121
Back to squatting, Ivan.
>>
>>173860140
Dude that is fucking clever! Thank you!
>>
>>173859779
Hey I just woke up, the fuck do you want
>>
>>173860235
No problem, anon. If you can't draw a potato you need all the help you can get!
>>
>>173860445
Nothing, woke up 2 hours ago myself, just getting into deving today.
>>
>>173858763
No problem, just passing it along since I was having the same issues and was tearing my hair out over it for a while. Doesn't entirely fix subpixel movement but fixes a lot of pixel rendering issues almost immediately.
>>
>>173859779
It's approx. ten in the morning in Europe, healthy and sane people are working or studying. This is Australia & Asia time.
>>
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Started working on a new tree sprite. Does it look too "greasy" to you guys?
>>
>>173860946
I know anon, i am from europe, chil.
>>
>>173860993
That looks like a pixel version of something a child would draw. You need to more into tree research.
>>
at very high x or y value the graphics seem to start deforming and the player stops appearing on the screen at all. Using love2d.
How fix?
>>
>>173860993
It looks like the top of the tree is a lamp shade that you put on a lamp when you were drunk.
>>
>>173861429
floating point precision errors? this is a pretty common problem
>>
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>>173861429
forgot pic

>>173861487
Should I limit my open world to a certain x and y?
>>
>>173861543
Yes. If you really need a huge open world for your design, you can use some kind of two tiered coordinate system.
You are so very very far from that point right now. Whatever design you think you need an open world for, you can compress that fun into a smaller world.
>>
>>173861543
You need to limit yourself to a sane range. You can either have huge ass numbers or high precision, not both at the same time.
>>
>>173843719
Probably not, Just start with LazyFoo's tutorials.
>>
>>173861543
Either use doubles to move the problem a lot further away or cut the map into pieces and have a player-location-in-piece coordinate and a piece-in-map coordinate.
>>
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>>173861657
>>173861696
Not sure what a two tiered coordinate system is, but I guess I'll limit it sooner or later.
>>173861751
This seems like a good idea. I'll put it on the list.
>>
>>173856196
>just change some Win32 to Posix versions (for example threads and timing and file system and memory mapping and networking).
There is an SDL-addon for networking, any reasons you didn't use it?
>>
why is 4chan lagging
>>
>>173861874
If you really need such high values consider just using integer coordinates. Floating point numbers have most of their values near zero and fewer and fewer values the further you go outwards. For movement you probably want the same degree of precision everywhere.
>>
>>173861874
>Not sure what a two tiered coordinate system is
It's EXACTLY what >>173861751 described you mong.
>>
>>173862143
Works On My Computer
>>
>>173862143
CIA is accessing your computer
>>
>>173862178
oh okay. Cool, thanks.
>>173862150
in lua there's only "numbers". No such thing as integers and floats.
>>
>>173840956
>[Deleted]
Did anyone save that post link pls
>>
>>173803608
drop your blog
>>
>>173806735
holy fuck can you art like a motherfucker!
>>
>>173862301
>>173842010
>>
>>173862483
Oh. Thank you
>>
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>>173811928
This.

>tfw learning to draw furry porn
>tfw gonna be rich without too much effort
>>
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How's your dev schedule, Anon?
>>
>>173842010
>gaping butthole

oh my christ
>>
>>173862747
>rich
I think the most succesful patreons get something like 140 000 $/y, that's a good salary but it's not rich.
>>
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>5 hours
>looks even worse than the other sprite that took ~3
I need to stop watching videos while spriting. Podcasts seem to be OK, but videos keep distracting me...
>>
>>173862851
Not him but that's some serious cashola in the country I live in.

That's 16 years of rent + food while living decently comfortably.
>>
>>173862872
Guitar looks max retarded.
>>
>>173862093
yeah the original source code is allegro 4.2

And I customised the allegro driver layer to sit on top of the SDL api, because allegro 4.2 doesn't work as good with newer PCs. Since allegro didn't have networking I already had it implemented directly on win32 before SDL entered the picture.
>>
>>173862975
You have to also consider the patreon cut, income tax, corporate tax, VAT and payroll tax.
>>
>>173862851
If I can make that kind of money drawing what I like, and while not having to wageslave, I'd do it in a heartbeat.
>>
>>173862774
dicking around 18 hours
sleep 9 hours
work 1 hour
food half an hour.
>>
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"PROGRESS"
+ Started on a cel shader but not happy with the results
+ Found a workaround for the animation looping: Just add keyframes before and after the desired duration and export the middle. Dumb but it works.
+ Retrofitted the old centaur model for the new seams
+ First test of the seam with multiple bodytypes and separate animations for the torso and legs.
+ Worked on a few animations and learned the right way to work on many animations in blender at once.
>>
>>173863151
whoa whoa whoa slow down
income tax is a given
value added tax?
corporate tax?
payroll tax?
what the fuck?
>>
>>173863270
haters gonna hate
>>
>>173863529
VAT since you're selling a product (in Europe, not in America)
Corporate tax if you form a company (although in many states if you're a 1MA you can treat your LLC taxes like normal income taxes).
Payroll tax is usually taken care of by employers but you get hit with it since you're self-employed.

Overall you should go in expecting 50% taxes.
>>
>>173863529
Oh and also have fun filing quarterly
>>
>>173863239
>flouting the 24-hour day hegemony
very based
>>
>>173863872
who needs day night cycles? Every hour is exactly 1 hour!
>>
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>>173863669
>>173863737
now wait a fucking minute, if you're self-employed here and make a cent more than 31k a year, you're paying 25% income tax and VAT is 20%, are you telling me that IF I were to make 31,001 Euro a year off some drawn porn, I'm actually going to end up with less money than some regular factory worker?
>>
>>173863872
>not constantly traveling west to make the day longer
Do you even gamedev?
>>
>>173864007
Internet connection is so expensive in planes though.
>>
>>173863956
as someone with self-diagnosed delayed sleep phase "disorder" i agree completely.
>>
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get ready for adventures in the other dimensions
>>
>>173862774
Dicking around = 7hr
Sleep=8hr
dev=7hr
food=2hr

I try to keep it balanced between dicking around and dev so I don't burn out.
>>
>>173863958
I'm sure it isn't the same everywhere, but income tax generally works like this: The first 10.000 is taxed according to tier 1, the second 20.000 to tier 2, etcetera. If you have an income of 25.000 you pay 10.000 * tier_1_tariff and 15.000 * tier_2_tariff.
>>
>>173864053
correction: non-24-hour sleep–wake "disorder"
>>
>>173864150
Usually taxes themselves are done like this but benefits and tax breaks aren't always this smart. Any perverse incentives usually exist there, not in the basic tax rate
>>
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>>173862774
same as every day
>>
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trippy
>>
>>173864150
>>173864248
I've tried to dig something up, because I'm not even sure how does a person go about monetizing virtual goods in this shithole.
From what I've found, things like PayPal aren't even understood as banks account and they write that people like authors, artists, etc. just submit a normal income tax.

Seriously I will have to actually go to have a chat with people in the local tax bureau.

I want to do this cleanly, our Financial Administration will FUCK YOU UP if you slip up somehow.
>>
>>173862774
>3h for food
fucking Americans
>>
whats a good word for the opposite of drawing?
i have a draw() function but i also need to undraw it
>>
>>173864948
"undraw" works, "clear" is more common
>>
>>173864948
erase
>>
>>173864839
>not cooking three meals a day for yourself
who's the american now?
>>
>>173862774
sleep(8h)
work on pixel art (5-8h)
food(1.5h)
dicking around(3h)
watching tutorials/dev(the rest)
pretty solid routine if you ask me
>>
>>173864362
seems like youre converting floats to ints somewhere resulting in a loss of resolution
>>
>>173839410
That was a different Anon talking shit. I use classic displacement mapping.
>>
>>173865063
nah just precision errors at high values. All lua numbers are basically floats.
>>
> tfw unable to locate a great tutorial I found last year anymore

It was a Unity3D tutorial about creating splines (or rather meshes following a spline path) which could be modified by dragging control points around in the editor AND the most important part was that the author also showed how to properly add textures without ugly stretching and with 'seamless' transitions to the next 'element'. It was inspired by how you build roads/highways in Cities:Skylines. The only similar stuff I can find right now is the spline tutorial here http://catlikecoding.com/unity/tutorials/curves-and-splines/ but it doesn't have the part about texturing.

Anybody know what I mean?
>>
>>173864948
I usually see "dispose" if you are using the pattern I'm thinking of.
>>
>>173863270
Is that a bug, or did you really model a vagina for the right one?
>>
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>>173864084
Cool, Cool!
>>
>want to make art for a game
>everyone thinks I'm meming when I'm just interested in learning a bit about the programming side to make better game art
feels bad
>>
>>173865527
You want to learn programming to make better art? The fuck are you talking about.
>>
>>173865286
Lighting bug. I think I'll have to model one eventually though. Either the next iteration of the models or the one after that.

Also I think I just resolved a huge design issue: how to animate all of the potential h-scenes for all these body types
>>
>>173865527
The most efficient canvas dimensions are powers of 2. Work at 1024, 2048, 4096, etc.
>>
>>173865646
Knowing how your art slots into the pipeline is valuable, especially for 3d
>>
>>173865527
Who does such a retarded thing? Seriously. I can not even imagine how could anyone create assets for video games without understanding the bare basics how his pile of pixels will be moving on the screen.

In other words, don't listen to them.
>>
>>173865658
>h scenes
B-but, anon, they look like children.
>>
>>173865906
Noted. I'll try a less chibi head tomorrow
>>
>>173865726
It's clear that you never worked for a game studio. Most of our artists didn't know SHIT about programming except for the completely obvious stuff like resolutions, limited palettes and frame rate. You wouldn't believe what kind of requests they made during meetings.
>>
>>173866032
>Most of our artists didn't know SHIT about programming
>except for some programming stuff
>but not enough so they make ridiculous requests

So.... it's good to learn some programming, then?
>>
>>173866032
You can't just say that and not share stories, anon
>>
>>173866268
He provided a counter argument for my statement:
>I can not even imagine how could anyone create assets for video games without understanding the bare basics how his pile of pixels will be moving on the screen.
Because even if they should have some knowledge, they simply don't, yet still work in the industry.
>>
>>173866268
Yes, not necessary but it certainly helps.
>>
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Any good level designers here? I need help making levels for this game.
I'm really shit at this, I just place random stuff at random places and hope it works. I need someone who can create fun puzzles with the mechanics I have in place.
>>
>>173866697
I'll help you out senpai
>>
>>173866697
What mechanics you have?
>>
>>173866697
>I need someone who can create fun
>>
>>173866697
Post a sheet of all the mechanics you have (besides the core) and I'll take a stab at it tomorrow
>>
>>173808803
Looks like kirby! I'm super excited.
>>
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>>173866787
>>173866824
>>173866917
Basically
>steps in each direction are limited
>jump tile (red) makes you make an additional step in the same direction for free
>double tile (green) consumes 2 steps instead of one
>block tile (blue) spawns a wall after you step on the tile for 3 times

You don't even need to touch the game if you don't want to, my maps are just plain text. I'll post an example next.
>>
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>>173867154
This is how the layout looks like for that level.
w = wall
_ = empty
g = goal
j = jump tile
d = double tile
b = block tile
p = tile where the player starts
e = tile with an egg on it

If you're interested, hit me up on Discord SquareAnon#9593
>>
>>173867154
So you have a different step counter in each direction? And you have to collect every egg and then advance to the exit. If you run out of moves, you lose.

Like the other anon said, I might throw something together. I was working on a sokoban clone lately, but it was a collab, and you know the rest.

Are you active on tumblr? Might send it via a message.
>>
>>173867558
>And you have to collect every egg and then advance to the exit.
The eggs are not obligatory but they give you a better grade (which is kind of useless but hey) when you complete the level.
Thanks a lot, my tumblr is squaredev.tumblr.com or you can message me on discord >>173867251
>>
>>173867251
step it up :^)
>>
>>173867251
I would highly recommend making a level editor for this instead of just editing text files.
>>
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>people give me good constructive criticism
>i don't feel like i can do it any better and never act on it

am i right or wrong?
>>
>>173868007
it's a jam game, if he has the option to cut corners through for example not making a robust level editor then he should do it
>>
>>173845248
>>173847340
>but crawl looks good.
lmao i can see why that guy hated on it, there's a difference between pixel art and pixellated

also someone make a new thread so i can post progress
>>
>>173868051
You are the wrongest
>>
>>173868007
Not him, but why would he do that? If he doesn't want users to create custom levels, then this is the easiest way. Why would you spend dev time on a level editor if you can achieve the same in mere minutes with a text editor?
>>
>>173868051
You have a dysfunctional sense of how learning works. If you hit a wall where practice isn't getting you anywhere, you need more technical guidance, be it from books/tutorials/teachers/inspecting work of others.
>>
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>>173868104
why though?

how can i act on something that feels "unfinished" i already expelled my creative load

what else can i do?

the only times i go back and change stuff i change it so much that it doesn't even resemble the original anymore but it still feels unfinished to that person
>>
>>173868007
Heh, if this was my main game it would be a good idea, but this is just a Jam game and I want to finish it as soon as possible.
If I ever make a long game that's similar this though, I'll definitely make a level editor.
>>
>>173867658
Maybe make it mandatory to collect at least a fraction of the total eggs?
Because making levels is hard if you can just shortcut the whole level.
>>
>>173868206
"unfinished" isn't constructive criticism.

That's like calling something shit, it's not constructive or helpful in any way,
>>
new
>>173868250
>>173868250
>>173868250
>>
>>173868237
Yeah I can do that, it makes a lot of sense.
>>
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>>173868204
at-last i truly see

how did you become so insightful
>>
>>173867658
>>173868237
or make it so you have to buy the next level with eggs.
>>
>>173868053
>>173868124
if it's a jam game then I'm not sure I would do it either, but honestly, you could spend maybe 2-3 hours creating a simple (and a little buggy) tile editor which could potentially save hours in level design especially if level design is the only thing that left to do.
but I really don't buy the argument that you don't create development tools for yourself and only if you want user created content.
>>
>>173868206
Anon, but you said constructive criticism, so which is it? If people tell you it looks unfinished, then maybe they're right, maybe they're not. If people telll you "this guys armss looks jerky when you move it in such and such way" or "this texture could use some more grimy detail" then you can evaluate those ideas and act upon them.

Post example of your shit and criticissm you got on it.
>>
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>>173868284
>>
>>173868310
Hey that's a great idea actually. I think I'll do both. Thanks.
>>
>>173868375
a part of me thinks they are right though
>>
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>InteractiveCloth was removed in Unity 5

Fucking why? I need my soft body physics.
>>
does anyone know if the speed of collision checks in GM are purely based on the amount of objects in the room
2 collision checks of 50 objects = the same speed as 1 collision check of 100 objects?
because that would mean i should use more parents
>>
>>173821119
She's not good looking though she isn't fat and has good sized but a bit saggy tits and I don't have pics of her
>>
>>173866032
>>173866407
Sorry for the delay, I was away for dinner.

So we were deving this 2d RTS/building sim. (Actually quite successful back then, please forgive when I don't mention the name since I'm going to rant about one of my superiors) Great sprite art, cute animations and all. Halfway through we implemented speed penalties/boosts for the units depending on terrain, morale and unit level. Chief artist storms into my office, complaining that the units don't animate properly anymore and I need to fix that "bug" asap. "What bug are you talking about?" - "I've put so much effort into pixel-perfect walk animations, now they are dragging or speeding across the surface and the feet aren't where they are supposed to be"

Alrighty then. So I adjusted the animation speed depending on movement speed. Next day he comes complaining again "now the slow units animate in slow motion that just doesn't look right, and the fast units are buggy as hell" - "what do you mean, buggy?" - "They are skipping frames, why are they skipping frames?!" - "Err, that's because our game runs with a fixed framerate of 24fps, how else am I supposed to realize your pixel perfect walk animations for faster units?" - "Can't you animate the faster units faster?" - "That's exactly what I'm doing in the background, but our game runs with fixed 24fps." - "Cant we run the game at double speed, then?" - "Uh, maybe, but that will require higher end hardware than we are targetting."

After endless discussion about what is and what is not technically feasible he kinda realized that the only way to get his pixel-perfect animations for various walk speeds would be to provide multiple animations (slow, normal, fast). After realizing that this would require a lot of work he came up with the glorious idea "well, can't you simply write a morphing algorithm which automatically generates the necessary frames from the keyframes I gave you?" - "For 2d?!" - "Why not, my friends do the same thing in 3d!"
>>
>>173869813
>UE is introducing in-engine cloth tools in the next patch
>>
>>173871324
#spooky
>>
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>>173822250
Heya, it's me again! Now without spots!
Better? Worse? Any tips on how the fucking I can do a smile or a hyena face in front view with so little pixels?
>>
>>173872206
Relegate it to a portrait.
>>
>>173872206
>your resistance only makes me stronger
>>
>>173872206
There's a new thread, buddy.
>>
>>173872206
That head is MUCH better, well done. The sprite still needs improvement in a lot of the tiny particular ways that someone better than me would have to explain, but you're certainly on the right track.
>>
I feel like I need a secondary hobby for when I'm compiling.
>>
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>>173873352
How about fencing?

On a serious note though, I picked up modular origami for that.
>>
>>173873352
Try buying a better processor.
>>
>>173873826
> I've never worked on really big projects.
>>
>>173873826
> i've never worked on a c++ project that uses boost
>>
>>173875325
>re-complies the whole program when changing one cpp file
>>
>>173873990
>>173875325
more cores definitely help tho...
>>
>>173873676
>tfw no fencing buddy.
God bless JAV tho.

>>173873826
In all fairness I'm deving with my mom's toaster, so I can't actually complain.
>>
>>173873676
I've got a balisong trainer at my desk to toy around with for this exactly reason.
>>
>>173863270
arm movement is inverted
looks like a robot, right armshould move with left leg
>>
>>173863270
this might help you.
quadruped:
>https://vimeo.com/202205778
human:
>https://vimeo.com/108673820
>https://vimeo.com/199661688
>>
>>173873352
Practice art.
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