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/agdg/ - Amateur Game Dev General

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Thread replies: 765
Thread images: 115

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Post video game development progress.

> 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
>>173911721

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com
mayang.com/textures

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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>>173968430
https://www.youtube.com/watch?v=XIMLoLxmTDw
>>
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Good morning/evening, Anon-kun, are you having a productive day today?
>>
>>173968680
Compared to my usual day, yes. Compared to what most people would call productive, no.
>>
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Shout out to Metanoia dev for this ingenious idea
Someday I need artists though
>>
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>>173968792
Kind of terrifying
>>
>>173968792
I want to hug it
>>
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>>173968829
>>
>>173968829
How about just dropping the subject? Or do you desperately want to derail the thread, again?
>>
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I wanted to make some comfy slope surfing thing, but ended up making it a fucking speed demon as always.
Thanks to that, sliding is actually viable now, and it let me bring back slope speed buildup into the game.
Does your game have FLOW in it?
>>
>>173968792
Animate the tongue a bit.
>>
>>173969074
more screen shake when you crash

looking sick
>>
>>173969074
God damn that's slick
>>
>>173968680
I was playing vidya all day and I have no regret because 2B's body is the miracle of the universe.
>>
>>173968792
Is this cubivore but with cylinders?
>>
How do you make games
>>
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this isn't even my final form
>>
>>173969412
>my game will never have a girl that cute
Feels bad man.
>>
>>173969479
have I got the video series for you

https://www.youtube.com/watch?v=iQ0e3QUADw8
>>
>>173969487
Whoa
>>
>>173969487
pfthaha thats cool

what engine is that
>>
>>173969487
If your game is full of no restraint kickass abilities like this it will turn out great.
>>
>>173969523
>a women as perfect as she is will never exists in our mortal, material domain
>even if she would, you would have no chance to hug her and sleep while resting your head on her chest
Feels bad man.
>>
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>IndexOutOfRangeException: Array index is out of range.
>>
>>173969478

No, its more like minecraft but with lines.
>>
>>173969663
>not checking the array's size before reading it
>>
>>173969738
Reading is for losers
>>
>>173969663
off by 1
>>
>>173969621
Unreal
>>173969647
Limits are the real struggle right now
>>
>>173969657
>on her chest
>not on her butt
pleb
>>
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Know of any webgl games? Can it even be used as a decent platform for game development?
>>
>>173970023
http://phaser.io/

probably your best option if you want to go for pure webgl... although I say that without having used it
>>
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>>173969890
>wants to get farted on

okay
>>
>>173969663
Use foreach iteration instead of a C-style for loop
>>
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>can't enjoy video games anymore because every time i load up a game i feel like i should be making my own game and i am wasting my time
>>
>>173970216
Silly, robots don't fart
>>
>>173970231
>using loops
>>
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>>173970231
>using foreach
>instead of guess exactly how many iterations your loop will need
Stop making sense
>>
>>173970231
>not using recursion

pleb.
>>
>>173969074
engine?
>>
>loli jam thread on /jp/ deleted
huh..
>>
>>173970282
I still enjoy video games, but I spend a lot more time thinking about how the systems or effects in the game might work. Now that I understand what goes into a game, it's fun to think about how the games work.

I do play games a lot less now. I rarely spend more than 30 minutes playing a game. Then I go back to attempting to gamedev. Then I get frustrated at my lack of skill and play another 30 minutes.
>>
>>173970529
It's made in SFML
>>
>>173969738
>>173969850
>>173970231
The array in question is a 2d array of Tile objects that form a grid-based map. The map loads perfectly the first time around, and it loads maps saved to disk perfectly too, but after I load a few different maps I get the out of range error when my tiles are looking for their neighbors, which is done by comparing a tile's x,y coords to the map grid's 2D array.

So it makes no sense to me why I get the error only sometimes and only after loading a few maps in succession. Really frustrating.

This is in Unity btw.
>>
>>173971020
are the maps different sizes?
>>
>>173971084
Yes.

But every time I load a new map I resize the array by doing:
Tile[,] tiles = new Tile[width,height];
>>
>>173970409
>c style loop
>guessing range
good pajeet
>>
Why does loli rape sim programmer keep crawling over here from 8.chins to post pictures of himself shirtless and defend gogem from the thread?
>>
>>173971348
why do you think? they are boyfriends.
>>
>>173971348
are you seeing posts i can't see
because i have botnetx refreshing the last threads for me every half minute, picking up every deleted post there is and i haven't seen any of these things you're talking about
>>
>>173971348
not lrsp because A) he's not online, you can check the irc to see if he's on and B) keeps posting the edit i made giving him a face, lrsp hates that edit C) who goes around on 4chan avatarposting with pictures of themself?
>>
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Any ideas for stuff that would be fun to put down and ride/interact with?
>>
>>173971486
I thought they only liked little children.
>>
>>173971348
huh?
>>
>>173971650
Plush cows that moo at you loudly and wander across the tracks
>>
>>173969487
What kind of levels will your game have?

Your typical 3D platformer big & wide open or a more directed kind of thing?
>>
>>173971348
reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

can we stop the rabid in fighting
>>
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>>173971650
>>
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>>173971965
>>173971808
>>
>>173971650
I have no ideas but I will say that I love the visual style of this game.
>>
>>173971650
lines of big dominos to race against as they fall
>>
>>173972021
you had that ready a little too fast.
what other memes are you prepared for?
>>
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>>173972143
All of them
>>
>>173972235
>memes before progress
fuckin millennials.
>>
>>173971650
Put an anti-lawsuit mechanic
>>
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>>173971650
Getting the train pregnant
>>
>>173971650
control gravity
>>
Hey aggy
I managed to make models so bad that my game now has 42 million tris and I just started ;_;

what's a good amount of tris I should aim for that'll run on ~10 y/o potatos without problems?
>>
>>173972661
under 10k
>>
>>173972661
tri count literally doesnt matter.
Its how well you can optimize.
>>
>>173972661
are we talking potatoes with or without graphics cards?
>>
>>173972661
Use normal maps.

The only models that should even approach 100k are your character models. Everything else should be as low poly as possible without destroying the visual fidelity.
>>
>>173971020
>>173971194
Are you making sure to check that neighbor coordinates are valid?
>>
>>173970610
Welcome to 4chan 2016+1, it's just pleddit 2.0.
>>
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as someone who watches black and white movies all day the YESDEV series is actually kino

>that part when it shows the scene from earthbound
>>
>>173971694
the two are closely related. you may find this factoid from sam hyde relevant.
https://youtu.be/jjPQ_jVlEnQ?t=16m44s
16:44
>>
>>173972885
>black and white movies all day
how
>>
>>173972397
How's loli sim coming along? Less than 24 hours left!
>>
>just wanted to say i think gogem is great and his yesdevs are cool
Fuck off Ryan.
>>
>>173972869
t. has no idea how /jp/ works
>>
>>173972042
Thanks
>>173972137
In the future I'm going to try replacing each of my track meshes with equivalent lines of dominos so you can actually build a set.
>>173972593
If I ever do a sci-fi pack.
>>
>>173972885
How the fuck is this kino?

https://www.youtube.com/watch?v=iQ0e3QUADw8

It's a collage of stolen progress posts from agdg with no citation with aimless mumbling tracked over it.
>>
>>173973229
This video is 3 fucking years old

why do people sill give a shit?
>>
>>173972869
lol, how fucking new are you?
>>
>>173971615
>it's not him because all these intimate reasons because I know him so closely
This sounds everything like some fag trying to cover for his boyfriend. You don't see that?
>>
>>173972869
You are retarded.
>>
>>173973082
finishing up code now.
>>
>>173973229
it's sincere

it's quite electric

it's gonzo journalism

>>173972945
drugs and confort mostly
i am high all the time and i had a black and white tv as a kid
>>
>>173973467
Then you'll do the art to replace the placeholders right?
>>
>>173973338
Is the new stuff kino?
>>
I just found out from my doctor that I wake up 80 times an hour due to sleep apnea, can I blame my lack of progress on this now? Maybe when they fix it I'll be devving at superhuman rates like Bradley Cooper in that film where he finds the magic pills that give him the power of epilepsy
>>
>>173973532
lose weight fatty

please drink more water

and stop snacking

when hungry drink water
>>
>>173973512
yep, gonna steamroll all the half finished eroscenes.
>>
>>173973402
they cover for eachother because they're both ostracized and they're both gay pedophiles m8
it shouldn't be relevant to their gamedev anyway
it is though because they insist on showcasing their social disease and mental disorders through gamedev and even agdg to the point that we had to permaban lolirapedev
just human trash in general
>>
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>>173971650
That's some wild ride you have over there.
>>
>>173973589
water alone wont keep his digestive system chugging.
>>
>tfw dropping slopes mechanics because they're hard to get right
>>
>>173973519
Of course not. Not sure what that anon is trying to get at.
>>
>>173973589
That's a completely reasonable response, but I weigh 75 kg at 6'2" and I'm 22 years old. The doctor lady was fucking confused as well.
>>
>>173973483
>i am high all the time
That's not an excuse for trying to shill for the thread's most hated figure. Fuck off retard.
>>
>>173974030
why is he hated

he gives alright advice
>>
>>173973862
slopes are a meme
>>
>>173973862
>>173974176
thats racist
>>
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>got one view on itch from someone directly searching for my game's name
What does it mean?
>>
>>173974323
You on incognito.
>>
>>173973862
Tell me about it. I'm currently trying to fix slope mechanics because apparently Unity decides sometimes that there's nothing beneath you when the player object is right on top where two slope tiles connect and it breaks my sliding.
>>
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>>173973595
>eroscenes.
You mean the child porn that you already posted that's going to literally land you in prison?

I guess jumping the shark with the school shooter game then crying to the world about how you weren't crowned king of 4chan for it wasn't enough

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

Now you're going to ride the poorly rated series that is the gogem show into the dirt like all greedy out of touch franchise owners do when they know they have nothing left in the tank. Reduced to making menu simulators without even a hint of effort, might as well just go full pedo and try to get locked up as a gamedev for attention.
>>
>>173973909
it's all pre-emptive damage control by gogem for the past week because he knows his loli rape game is going to be torn to shreds and he's going to be reported for CP many times.
i wish he wouldn't be so obvious about it.
>>
Why the fuck is 3d modelling a chibi character or a 3d character hard.
Kill me now
>>
>>173974401
here's some good info anon pointed out the other day that can really explain a lot of this.

>Histrionic personality disorder
>A mental health condition that affects the way a person thinks, perceives, and relates to others.


>seeks attention
>talks dramatically with strong opinions
>is easily influenced
take a look at his twitter and compare his political ranting last year to now. he jumps the trump bandwagon after being a raging liberal because he has no self awareness. he will do and say whatever he thinks will make him fit in on 4chan. he believes we are a site of pedophiles and trump memes therefore we will like him.
>thinks relationships are closer than they are
remember when he said "hopoo is my friend" because he and hopoo happened to post in the thread at the same time?


https://youtu.be/iQ0e3QUADw8?t=2m30s
at 2:30

what's interesting is that one of the worst namefags ever was a student of gogem. he was also a gay pedophile who sought attention by harming the thread and also had histrionic personality disorder down to a t. very interesting.
>>
>>173974393
the problem that if go up a slope and it ends, the player lunch itself before landing again, it's more obvious if you have a triangle shaped slope, when it reaches the tip it flies before landing back on the slope, i want to make it snap to the slope (like in megaman, you never leave the ground regardless if you slide up or down)
>>
>>173975132
This should be in gogems wiki
>>
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>>173974323
that was me, sup
>>
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>>173975348
is that OC of our lord?
>>
>>173969529
Why is he so clearly emulating that annoying Justin Roiland speech pattern?
>>
>>173975519
achievement DLC is just more proof that gogem's brilliance is ahead of the curve

in the future all games will charge for cheevos
>>
>>173975348
>>173975519
Gogem did nothing wrong
>>
>>173975132
>remember when he said "hopoo is my friend" because he and hopoo happened to post in the thread at the same time?
>https://youtu.be/iQ0e3QUADw8?t=2m30s
>at 2:30

Oh it goes way beyond that. Gogem has attempted to befriend and manipulate many well known devs in here and then gets all crazy girlfriend on them when they don't open their arms and offer him a free ride of exposure. He seriously thinks anyone who doesn't flame him to his face is his friend and therefore owes him things.
>>
>>173975519
I read the full post every time. Its so great.
>>
How does buying original music for a video game work? Do you just tell them what you want and they make it? Do you send them your game and ask them to make something that fits it or something?
>>
>>173975538
It's painfully forced whatever it is.
>>
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>>173975881
>gamu
>"let's translate this word into Japanese by adding a U on the end"
>"let's convert this PDF to a JPEG by renaming it to have the extension .jpg"
>>
>he rewords the shitposting copypasta each time
dedication.
>>
>>173976130
Sorry
*Monsta Geimu
>>
>>173975881
stop shilling your shit game
>>
>>173976236
*monstah gaymu
>>
>>173975132
>what's interesting is that one of the worst namefags ever was a student of gogem. he was also a gay pedophile who sought attention by harming the thread and also had histrionic personality disorder down to a t.
Gogem was doing much better in agdg when he still had his shitposters working the thread over making him look like sane in comparison. Not so much now. Now it's just him by himself with his own loli jam and he lost any respect he had here years ago.
>>
>he refers to his own writings to his own angry customers on steam as "shitposting copypasta"
shouldn't people like this be prescribed lithium or something?
>>
when will gogem make a real game
>>
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>>173976236
*Bakemono Geimu
>>
>>173976130
>"let's translate this word into Japanese by adding a U on the end"
Yeah, it's pretty dumb, but then japanese people do have wasei-eigo stuff, which is pretty much foreign words adopted into japanese.
>>
>>173976521
Is lithium how you spell rat poison?
>>
>>173976550
star formation will cease in about 100 trillion years from now
keep your fingers crossed
>>
>>173975994
I give a description, a screenshot of the environment and some example songs similar to what I want.
>>
>>173975994
the more detail you give them, the close they can come to what you want from them.
>>
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>>173975881
this just looks so fucking trashy
who would even want to double click the executable on this fucking thing?
>>
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Hope to have this ready by DD14.
>>
>>173976550
those days are behind him. if you look at the progression from the school shooter to now you see him giving up fully on doing anything but buttons in menus. the old boy needs to be taken out back and retired.
>>
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how can i be famous like googum but treated better?

please respond seriously
>>
i have 2d background image of a swimming pool.
i want to put 2d char sprite in there so it would look half submerged. how can i achieve this? 3d water?
>>
>>173977503
If you get "famous" in agdg you will be treated badly. The end.
>>
>>173976550
>>173977242
He doesn't even play videogames. His brain is fully stagnant.
>>
>>173977503
>how can i be famous like googum
His only fame he has is in this thread and it's more like infamy than fame. Pt on a name and shitpost for a couple years and you'll catch right up.
>>
>>173977503
you don't want to be famous like googum, just make good games. it's better if your games are famous for being good and you aren't well-known aside from being that guy who made that good game
>>
>>173977503
>fame without the shitters
pretty sure that isnt a thing, even the nicest celebrities on earth get death threats online.
>>
>>173978028
I never got any death threats and i'm fairly known within a community in my country. You're just projecting because you're a universally hated pedophile..
>>
>>173977503
Get famous on a hugbox site instead of this salty pit of whiners.
>>
>>173978136
you cant cosplay as famous, everyone knows youre not because you didnt use the opportunity to plug your shit.
>>
>>173969412

who is 2B ? i need to see this miracle.
>>
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>>173978351
you really are special
>>
>>173977503
The minute agdg gets a whiff that you might be successful they'll turn on you
>>
>>173978351
> everyone knows youre not because you didnt use the opportunity to plug your shit.
hahahhahahahaa, or maybe i'm just a decent human being that doesn't have to whore myself on an anonymous imageboard.

>>173978359
google Nier:Automata 2B, be amazed
>>
>>173978439
this meme needs to die
there are at least 3 devs i won't single out who will very likely be successful and i pretty much never have seen them shitposted
no, boku is not one of them
>>
>>173978136
>>173978351
I bet he's one of the higher up virgins in Bulgarian speedrunning or Algerian anime dubbing and thinks that's the same as being famous in a truly important sense, like being a well known shitposter on a niche 4chan general.
>>
>>173978543
>i'm just a decent human being that doesn't have to whore myself
like i said, not famous
>>
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The space battles from BF2 but with control over the massive starships!
>>
What are the farthest games along in agdg right now? Who is closest to completion?
>>
hey aggydagg. Got some progress for you:

This is my house, prime real estate with a nice view of the main road of the city. It has a chimney and a veranda. Perfect for bringing chicks to and giving a romantic night view.

As the artist for this project i felt i needed a house to fit my accommodations.
>>
>>173978626
>I bet he's one of the higher up virgins in
Try country-wide video game community, but i understand you scepticism.

>>173978718
You keep believing what you need to believe in, pedo.
>>
>>173978973
monolith releases in june
>>
>>173978973
I am
>>
>>173979054
Looks great, sorry to hear you're homeless
>>
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>>173979054
forgot the image....
>>
>>173978973
gogem's loli game
>>
>>173978883
My experience with the X Series is that massive ships are boring.
>>
>>173979224
This is the programmers house. As you can see, it is in the poor district with all the peasants. The dung outside his house is for insulating his walls. The programmer literally lives in shit. The wheel is the programmers pride and joy, soon after a few years of saving he might even afford the cart that goes with it.
>>
>>173979224
Medieval Lazytown rape shack/10
>>
>>173979224
OK, this actually does look good and comfy
I'm not sure about every house having the same colors though
>>
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>>173979421
Motherfucker.... Forgot the image again....
>>
>>173979224
Did you make this in Autodesk
>>
>>173979224
>>173979569

blender renders aint a game tho
>>
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>>173979569
The house that is barred up and savagely attacked by axes is Gogems house. also known as the town rapist. After mocking the diseased peasants and programmers he was justly lynched by the community.
>>
>>173979376
My experience with making gameplay around massive ships is that they're super cool in theory, but there's nothing compelling to make you actually DO with them.

You can't really dogfight, so you just lumber around and watch turrets. Which looks cool but isn't fun, and can be done from the view of a cockpit.
>>
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>>173978883
>>173979376

I take it you guys haven't seen this game yet?

https://www.youtube.com/watch?v=TvZMMNOca9A
>>
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>>173978973
I'm getting pretty close

But it's not a game, it's a starter kit for the UE4 marketplace
>>
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>>173979708
>Gogems house. also known as the town rapist
Gogem has sunk to new lows if he's living in a house that goes around raping people.
>>
>>173979874
I have, but it seems to be similar to Fractured Space. That hasn't really seemed to impress many space fans.
>>
>>173980010
kek
>>
>>173980010
M I S P L A C E D
O
D
I
F
I
E
R
>>
>>173979874
Doesn't seem to have the multiple players in a single ship or FPS component to it.

Still cool game. I'll keep an eye on it.
>>
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>>173979432
exactly what i was going for.

>>173979447
thank you, It will look better in the unity engine with some post effects.

>>173979571
yup

>>173979632
I'm just the artist of this project. My programmer is going to take care of all the fancy pancy gameplay.

>>173980010
speechless.
>>
Post your side projects! I want to see what AGDG gets up to when not staying faithful to their gamefu
>>
>>173980448
post yours
>>
>>173980337
>multiple players in a single ship
I can't imagine that being feasible in any sort of FPS. Two seater aircraft in BF games can be bad enough unless you're playing with friends.
>>
>>173980448
My side project becomes my main project each time
>>
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>>173980448
This is my only side project atm. Obviously has nothing to do with my game
>>
>>173980540
>one player controlling ship
>a few engineers for fixing shit
>a few on turrets
>the rest are dogfighting
>>
>>173980431
two churches?
>>
>>173980740
is that a horsea
>>
>>173980004
A>>>G<<<DG
>>
Is it common for an artist and programmer to exchange their labor for projects? Like I would contribute programming to their game and they would contribute art for my game. is there a term for this and is it a realistic proposal to an artist?
>>
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>>173980752
one is for the rich and the other one with the graveyard is for everyone. The peasants smell pretty bad.
>>
How the fug do you make a Mario Sunshine / Wind Waker camera? Especially the zooming in and out part.
>>
>>173981079
>instead of collaborating on one game we'll collaborate on TWO games
Good luck you beautiful naive bastard.
>>
>>173981089
Got a guardhouse or stables?
>>
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>>173980448
a breakout roguelike with persisent loot that upgrades shit like ball count, platform count, platform width, delays, etc

as well as negative events
>>
>>173980747
This sort of idea works on paper, but in reality you can never get this many people to work together effectively.
>If the pilot is shit then it ruins the game for the rest of the crew.
>Fixing shit is boring so nobody will do it except premades.
>If people on the turrets aren't seeing a target rich environment 99% of the time they will ditch it and do something more fun like dogfighting.

If you've played BF1 at all you'll know how badly the super vehicles can get fucked up for everyone by one bad driver or turret gunner.
>>
>>173981079
I would do this if I could
>>
>>173981079
Why would you want to program two different games at the same time?
>>
>>173981079
I've worked with artistbros in the past and we occassionally help each other out, I program in a gun to the artists games, he makes me a few audio clips I need.

Collaboration is good man but we're all too autistic.
>>
>>173981412
And if you've played ARMA at all you know that there is an audience of people interested in coordinated teamwork.
>>
>>173981508

Because progamming isn't the hard part, at least for me. Game design is the hardest task, thus if I'm just simply programming their own mechanics it's a fairly trivial job.
>>
>>173979376
>>173979852
That's probably because X (most spacesims for that matter) are usually very limited in the sense that you can only fly your ship, but not really interact with it.
I think it could work well in Rogue System, where you have to monitor many systems and may have to replace parts and stuff. That way you actually have something to do.
Next Rogue System update never ;_;
>>
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>>173981293
i will be making a keep at the end of the city where the king resides, once you kill him you win the level. Don't see much point in making a stable when there aren't horses in the game.
>>
>>173982073
>Don't see much point in making a stable when there aren't horses in the game.
Three words, anon.

SUSPENSION
OF
DISBELIEF
>>
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I-I don't want to work on my shitty game but I've invested so much time in it already
>>
>>173982329
Put it on github and let someone else take over
>>
>tfw wasted days making workarounds for workarounds
FUCKING BUGS REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
What's the gist of loading bars? Do you just put a few lines of code to update the length of the bar in your data loading functions?
>>
>>173980004

why are they dicking around with lazers ? where is the nuclear fucking payload ?
>>
>>173982780
What engine are you using?
>>
>>173982780
You need a seperate thread, one loads/creates the resources and the other updates the screen.
>>
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Well, if we are sharing feelings, here's mine:
Suddenly I have a shit ton of creative energy, I want to work on multiple things at the same time, and even when I chose devving from that list I just end up facing a shit load of features which all interests me equally and can't make up my mind where to start. All this leads to just taking notes endlessly for everything so I don't forget them, and not being productive in any of them in the end.

Thanks for reading my blogpost.
>>
>>173983043
Unity
>>
>>173982780
I would assume that's the idea.
"Did this stuff load? Okay, push the bar a little bit further".
>>
>>173983082
Don't worry. I'm quite not doing anything too since im too frustrated.
I can't achieve that cute look in my 3d model. I've been working on it these past 7 hours and i still dont have a nice model.
Its the only thing i need to do then ill do the gameplay. its 2am right now. I really feel sad.
>>
>>173982964
Nigga they're space pirates, you can't board and steal a ship you've nuked. You can disable its weapons though and then board and take it.
>>
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>>173982964
also

(I've since changed it so it's more impactful but im not making a new vid right now)
>>
>>173983349
>2am after 7 hours of work
>still shit
I know the feel, anon. Just have a good sleep. I usually wake up the next morning with the solution in my head. Maybe it'll work for you, too.
>>
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So I've been hit with a sudden burst of inspiration and want to make a dark souls-esq game.

DS3 disappointed me on several levels but I still love the mechanics. I want to pretty much emulate the gameplay of the souls series and not balance the game like a headless retard.

How hard would this be for someone with fuck all programming knowledge, and where should I start?
>>
>>173983629
your inspiration won't last you anywhere near long enough to get that far
>>
>>173983420

okay, i'll accept that. you could add some weapon variety though like photon torpedos and missiles to spice things up a little.
>>
>>173983629
>I want to pretty much emulate the gameplay of the souls series
>How hard would this be for someone with fuck all programming knowledge

absolutely fucking impossible
>>
Can you describe your game's gameplay in eight words or less without going into the aesthetics or story/themes? If it boils down to "run around and shoot things" you should consider adding more interesting mechanics tbqfwy
>>
>>173983576
Light sure moves slow in your universe, the beams themselves look good, but the way they travel looks silly
>>
>>173983629
Pretty hard, I imagine.
Start with actually learning a Programming language.
>>
>>173983626
Its still like this since yesterday. I wish i can do something to end this loop.
I don't like to leave an unfinished game again.
>>
>>173983576

>>173983792 here.

but kudos on those assets. they're really high quality.
>>
>>173983820
Thanks for the feedback. I'll increase the speed.

>>173983792
I do have torpedoes, missiles and rockets for fighters and i'm adding in missile launchers for the cruisers today.

I'll need to make a some nice missile trails. But yeah more variety will be good.

>>173983965
the VFX/programming are mine but the models aren't. I'm working with the artist though.
>>
>>173983801
like what?
and you better think this through
if it boils down to "push some buttons, pull some levers, collect something, to open the path", you should consider hanging yourself tbqfwy
>>
>>173983954
Face the brutal reality anon: the cuteness of the model is not a necessity to work on game play. Don't let asset creation put you on a hold. Put it on the shelf and come back to it later and work on something else in the mean time.
>>
>>173983820

not entirely impossible, i've seen videos where scientists slow down a beam of light so that that you can actually see a beam of constant length travel through space.
>>
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>>173983758
Once I have an actual product I can work on and see my progress, I'm usually good to go.
Hell, even if I give up at least I get some experience with computer shit.
>>173983832
Is there like some engine I should learn or specific things at all? I don't think learning python scripts makes progress on making a video game.
>>
>>173984193
i doubt they did that in a vacuum tho...
>>
>>173984284
UE4 blueprints are probably your best bet to quickly make a darksouls type game for free. you can use C++ too.
>>
>>173984376
actually they did, it involved rotating it and science stuff, seems impractical for a weapon though
>>
>>173984193
>>173984440
those videos are shot at 20 billion FPS
>>
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How's the speed of the beam now?
>>
>>173984440
source?
>>
>>173984847
https://phys.org/news/2015-01-physicists-air.html
>>
>>173984726

well since it's the speed of light you could argue the beam should hit it's target instantly (as soon as it fires basically)
>>
>>173984726
>>173985008
Just lookup some sci fi movies (newer star treks or something) and make it look like that.
>>
>>173984726
You can calculate it you know?
>>
>>
>>173984972
>0.001 percent slower than vanilla speed of light (300,000km/s)
>can see a visible beam travel through space on a meter

are you shitting me?
>>
>>173985128
Physical reality =/= the most compelling artistic result. There should be a delay so you can have a moment of tension before the beam hits.
>>
>>173985126

even those laser beams in strar wars don't really move at the speed of light. also lasers don't make sounds in real life and are colourless. but that doesn't make for very interesting vfx.
>>
>>173985286
>>can see a visible beam travel through space on a meter
Said no one ever
>>
>>173984183
Ah you're right.
I guess ill do another thing for the game.
Maybe the gui or the menus.
Thanks. Its really hard to panic over a thing.
>>
>>173985397

>>173984193
really?
>>
>>173985173
at least you manage to download substance share files successfully
>>
>>173985442
the photons still move at the speed of light but their path is obstructed so that it seems like it takes longer to get to their destination.
>>
>>173985365
Star Wars uses plasma bolts instead of lasers
>>
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So what's the next jam gonna be about?
>>
>>173985614
Castlevania-like games.
>>
>>173985504
The cube shader is the only thing I didn't steal.
>>
>>173985546
how does this relate to being able to see light travel?
the slowest video of photons traveling through a medium runs at trillion fucking frames a second
you would need 500 lifetimes to fucking COUNT to trillion
>>
>>173985593

i don't know what those lasers are that they use but they sure look cool.
>>
>>173985767
its not stealing if its free
>>
>>173985442

okay okay, so i might have had my facts mixed up a little this guys >>173984659 post explains it.
>>
>>173985614
Dark Souls clones but with anime girls
>>
>>173985614
milf jam
>>
>>173985173
Add a normal map to your walls homie.
>>
>>173985728
I'd be down for this.
>>
>>173985825
na swedish scientists have created chambers near absolute zero where they can trap photons in a near frozen state. you're probably thinking of the frickin' lightbeam through a waterbottle video. that shit was 10 years old.
>>
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how do I into yesdev?

>4 game projects started
>hundreds of text, uml and architecture design files
>tons of proof of concept sketches
>0 games

Is programming just not for me?
>>
>>173983629
Literally impossible. As a 1MA even more impossible because you're going to be bogged down with all the boring shit like 3D modeling and animation before you can start on the gameplay proper.

I'm speaking from my own experience, as I've also tried making a demons/dark souls clone and it didn't end well. I'm assuming it'll end about the same if not worse for you because I already had around a year of programming experience before I started.
>>
>>173985825

i once did a billion sit ups
>>
>>173986491
>hundreds of text, uml and architecture design files
>hundreds of text, uml and architecture design files
>hundreds of text, uml and architecture design files
>hundreds of text, uml and architecture design files
>>
>>173983629
*yawn* more dark souls?
>>
>>173982057
I'd say that artists and programmer should be the same tier.

Good artists rarely can program so they don't get shit done.

Good programmers rarely can do good art, so their prototypes look like shit and they give up.
>>
>>173985365
>colourless
lasers have color (since color is just a result of wavelength) but since all of the photons are moving in the same direction, you can't see the laser until at least some of its photons are diffracted (such as when a laser passes through a mist or hits an object)

laser weapons are actually possible in real life though, but the most useful implementations are large laser turrets:

https://www.youtube.com/watch?v=N-SCnrmRrKg

Even then, they work just by generating a lot of heat at a focused location. The explosions in the video are from when the laser has been focused on munitions/explosives.
>>
>>173986559
hi flash, how are you?
btw, did you know average human lives for 2,3 billion seconds?
I wish I could be cool like you and spend 40 years getting swole
>>
>>173986491
"proof of concept" does not mean a sketch, a game design, or an idea
it means a game that has a functional core but lacks polish, content, and supporting mechanisms. like a tech demo
>>
>>173986517

why didn't you start on the gameplay before asset creation ?
>>
>>173986658
>so their prototypes look like shit and they give up.
This never happened.
>>
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A 2D sidescroller composed entirely of underwater levels.
Could this actually work?
>>
>>173985614
MECHA JAM 2
>>
>>173986491
You forgot to do the part where you actually start programming. If you're doing all this other stuff to avoid writing code, then yeah, programming probably isn't for you.

As far as planning architecture goes, you should be doing that while you program, not before, because you're going to encounter problems/ideas that didn't occur to you during the planning phase. And if you aren't working on a team of programmers, then there isn't much reason to even write out the architecture when you can just immediately program it, and modify it as needed as you go.
>>
>>173986998
Sure, why not? Aquaria and The Aquatic Adventure of the Last Human fit that description.
>>
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>>173986808
>>
>>173987130
>Aquaria
Oh yeah, forgot about that game. Neat.
>>
>>173986734

how much money do i have to make per second if i want to be a billionaire in 10 years time ?
>>
>>173987431
1 billion moneys / (seconds per year * 10)
>>
>>173987431
You need to earn 273972.602739726 Per day anon.
I don't know how to compute it into seconds though
>>
>>173986998

>2d sidescroller
>2017

Stop. This genre has been stale for decades, you won't bring anything new to the table.
>>
>>173987431
Assuming you don't spend any of it, approximately $3.17.
>>
>>173987431
3 bucks a second to make a billion in a year
>>
>>173987431
I calculated it 31.70979198376459
>>
I think it's time boys

time to start another new project
>>
>>173987891
You calculated wrong.
>>
>>173986785
The biggest reason was because I severely underestimated the amount of time it would take to make something that didn't look like absolute ass. Looking back at it now I definitely should've just thrown together some shitty placeholders and worked from there.

Truth be told, even if I had spent 100% of my time on the gameplay and left the assets for later I probably still would have ended up dropping it because of how much I loathe doing art.
>>
>>173987891
>he writes billion with 12 zeros
>>
Reminder that you can always pay 40$ for enough assets to make whatever game you'd like.

It's less than the cost of an actual game, will give you more fun and time spent/value for money, AND is (kind of) more productive!
>>
>>173988118
But I don't have $40.
>>
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>>173968780
Glad to have been of assistance.
>>
>>173968780
Mind sharing the textures?
>>
>>173988727
:thinking:
>>
>>173988727
that's impressively lazy
>>
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I'm surprised unity can handle 500+ navmeshes without shitting itself
>>
>>173987431
(10^9 $)(1 decade/10 years)(1 yr/365 days)(1 day/24 hours)(1 hour/60 minutes)(1 minute/60 seconds) = approx $3.17/second ($3.18/second if you prefer to round up)
>>
>>173987415
>sold 350k copies on Steam alone

Never knew it was that successful. It was in three different Humble Bundles, but still.
>>
>>173988917
Is it difficult to make a navmesh and pathfinding system like that, for someone who doesn't even know what a navmesh is?
>>
>>173989789
It was one of the most hyped indie games of its time...
>>
>>173989789
It's from 2007! Back when steam was still a golden ticket.
>>
>>173987760
Stop. "Bringing something new to the table" isn't a requirement for a good, fun game.

I'm very tired of these "don't make $GENRE, it's stale/played-out/whatever" arguments, their only purpose here is to discourage people from making games they want to make. And it's not even true; Rain World just came out and that's a fairly unique entry into the 2D sidescroller genre, for example.
>>
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>173967115

Thx m8-0. Perhaps it will be my project after I'm done with my current one.
>>
>>173990050
>replying to baitposts with a multiline diatribe
Stop.
>>
>>173990050
can you art?

no point in a 2d sidescroller without good art these days
>>
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>>173988727
What an incredible request
Humans are a miracle
I fucked up and deleted the old texture so this is actually a replacement
>>
What's the best way to do a hitscan in a FPS?

I'm thinking you can't just raycast from the center of the camera because your targeting ridicule is bigger than that. A spheretrace could potentially get caught on a wall too.

Multiple line traces?
>>
>>173990154
>4 sentences
>diatribe
>>
>>173989797
this systems is built in, but it's not that hard to roll out your own pathfinding system (depending on what you need)
>>
>>173990346
>shitting up the general even further by trying to defend your fuckup
kys
>>
>>173988917
>I'm surprised unity can handle 500+ navmeshes without shitting itself
On your PC.
I hope you,re running on a toaster.
>>
>>173990547
lol nope, stay salty
>>
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Fucked around and made this for a kind of a "cutscene/recap" elements, since i'm pretty sure i won't be able to make an actual, moving cutscene. I don't think it looks that bad, for someone who can only draw stick figures.
>>
>>173990731
it's not bad in concept, but I hope you aren't planning on keeping that extreme case of mixels in there
>>
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>making a 2D run animation that isn't just fast leg swap
somebody fucking kill me
>>
>>173990731
are those the lyrics to the sephiroth theme song?
>>
>>173990731
>mixels
What does it even mean? And well, pixelating it sits with the way the game looks and to be honest, hides my terrible photoshoping skills. This is the best i can do right now, maybe i'll revisit it someday and make it better.

>>173991109
>Not knowing Lorem Ipsum
Anon, how do you expect your stuff to be metal enough without it?
>>
>>173986517
Meh might as well give it a shot. No harm in learning shit.

What did you use to start?
>>
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Well, this is my first post, and my first ever game. It's just some shitty unfinished unity minigame. (I didn't make the assets personally) While it is incomplete I probably won't finish it, it was more an exercise in getting assets into unity and getting used to the environment.
>>
>>173990839
I answered you in >>173991357 but i managed to fuck it up because all day of work
>>
>>173991357
>What does [mixels] even mean?
It's a slang term for mixing art assets that aren't scaled to a uniform resolution. The background in your image is very low-resolution, and the book is very high-resolution. It's just a very jarring difference.
>>
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>>173991593
Good work on learning, Anon-kun. Now go learn more.
>>
>>173991357
>What does it even mean?
you have a super sharp rendered book next to a pixelated rug and a coffee mug
they clash
just blur that shit
>>
>>173969487
I look forward to your insano game
>>
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>>173990568
not really targeting toasters, also I'm not actually gonna have that many on screen was just having some fun.
>>
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>/agdg/ GELATINOUS CUBE Jam
>>
What's the 3D equivalent or cousin of Game Maker?
>>
>>173992185
unity and unreal engine
>>
>>173992185
sfml
>>
>>173992298
How much C++ do I need to get a working tech demo with Unreal? How far can blueprints take me?
>>
>>173990313
Thank you! The older mouth looked nicer but beggars can't be choosers, right?
>>
>>173970610
You guys weren't even saging your posts
>>
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>>173992486
I mean it's just the Hella Jeff porkchop mouth
8^y
>>
>>173991939
That is the plan mr anime man, soon I will have at least 3 shitty android games and have the sourcecode online 4 potential employers to see
>>
>>173973082
But there's more than 24 hours?
>>
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Hey Gogem, you're reddit famous!
>>
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So I set an enemy aggression to more than 100% and it's way too furious.
However, setting it to 200% somehow makes it achieve zen and it just slowly flies in the air.
>>
>>173992827
Back to plebbit with you!
>>
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>>173991904
I get what you're saying, does this look better? I can't really pixelize the text, for obvious reasons.
>>
>>173985728
It's too soon I'm not ready yet
>>
Retard here. This is a picture I got off google.

I understand that the thing on the left, the textures or uv map or whatever, is what wraps around the 3D model to give it its appearance. But how do you generate or draw that? Does an artist just need to magically know the contours of the 3D model? Is it just a shitload of trial and error with shading?
>>
>>173992932
>when you're so angry you can barely externalise your rage.
>>
>>173992827
>he literally covered the bad swearword with his mouse cursor to censor it
you couldn't be any more reddit if you tried
>>
>>173992985
No :^)
>>
>>173993072
I have no experience but my guess is you can't extract 3D information from a 2D resource.
>>
>>173993072
What the fuck are you even asking? Read a book nigger
>>
>>173971860
Sorry didn't see this when I was here earlier. But I will do something more directed. I am thinking Ocarina of Time dungeon rooms are as big as it will get. Definitely won't be open in any sense.
>>
>>173993072
youtube uv unwrap
>>
>>173993072
The modeler creates the UV map.
>>
>>173993072
Google "UV unwrapping". The 3d program generates an image of where the vertices are, and the artist draws on that. It's not a fully automatic process. You have control over how much relative detail you give to each face, and where you put the seams.

Now there are programs such as substance painter where you can paint directly on the mesh, without going into photoshop. You still need the UV map, however, to know how much detail each face has.

Also just do a modeling tutorial from start to finish to learn the process. Sebastion Lague is decent.
>>
>>173993420
>>173993470
>>173993482
I understand how to generate the uv map, it just seems like a lot of trial and error to actually DRAW on it.

Like look at the lines on that guy's pants, or the lines on his bracers, or those lines on his shirt. As an artist, it doesn't seem easy at all to draw that without it coming out all wonky or lopsided or skewed, especially when the figure is so dynamically shaped.
>>
>>173993145
yeah, fuck reddit! 4chan rulez
>>
>>173993630
read the second half of my answer
>>
>>173993630
It's the modeler's job to make the UV map clear with color coding and such.
>>
>>173993630
There are programs that let you draw directly on the 3D model, and Blender lets you paint the texture while looking at the model updating in real time.
>>
theonion here,

go fuck yourself
>>
>>173993630
Ideally you'd make the UVs pretty good so there's very little trial and error needed.
Also in Blender you can paint directly on the model, to create a rough outline of the texture. then use a proper art program to make it look better.
>>
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>>173993826
>>
>>173993748
Blender also lets you draw directly on the model.
>>
>>173990343
>Ray cast from camera
>Not ray cast from gun
When will this shitty, easy to solve meme die
>>
>>173993038
It looks better, but obviously the text still kinda sticks out like a sore thumb.

If you can't go with making the text low-res, then you could try just blurring the background some to conceal the pixelation. Or you could just go with the mixels and ignore my advice; rules were made to be broken, after all. It might be that it'll look better within the context of the whole game.
>>
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>>173983576
I recorded some corny weapon callouts, ala Metal Slug, to tack onto the weapon pickups.

I'm a bit torn between two different concepts with the weapons. Assuming this is a game along the lines of Contra and Metal Slug, do you prefer weapon upgrades to be super powerful, but with limited ammo, or less powerful, but you can blast away all you want? Assuming you lose the gun and go back to your pistols when you die/run out of ammo.

w/ Sound: https://s1.webmshare.com/8yNqZ.webm
>>
>>173990343
The hell are you talking about?
>>
>>173994198
You raycast from the gun when within a certain distance.
>>
http://poal.me/r3vdr6
http://poal.me/r3vdr6
http://poal.me/r3vdr6
>>
>>173994352
There's something about your gun sound effects that's so grating.
>>
>>173994251
Thanks for your input, i appreciate it. I'll leave it as it is right now and come back to it some time later.
>>
>>173994642
wow i didnt know agdg was this gay
>>
>>173994642
vote for this answer get a dick up your ass jam hype!
>>
>>173995246
first day here?
>>
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If you back to the pistol then I guess the limited powerful weapons would work.
>>
>>173992932
did you use your own collision code or are you using a physics library? how do you handle slopes? they're driving me crazy
>>
>>173995246
are you new?
>>
>>173994661
Is it because they have a different fidelity from all the other sounds that are going on? Like the audio equivalent of mixels?
>>
>>173995246
motivation
>>
>>173994352
I love the weapon callouts. (If you put a rocket launcher in there you'd better pronounce it "rocket lawnchair")

>Contra-style vs. Metal Slug-style
How powerful is the pistol? If it's a pea-shooter then definitely go with the Contra style of powerups, since the player will want to get away from using the pistol as quickly as possible (and will do everything they can to conserve ammo if it's limited). If the pistol is decently powerful, though, then go with the Metal Slug style, since the player won't feel as much of an urge to avoid using the pistol.

If it's decent then MS-style should work, but if they're pea shooters like in Contra 1 then definitely go with Contra style, since the player is going to want to keep whatever powerups they get in that case.
>>
>>173985614
lena dunham jam
>>
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Would you play an old, dusty game?
>>
>>173996780
looks like shit
>>
>>173996764
We're already having a gelatinous cube jam
>>
>>173996780
if thats the actual view and art, no.
>>
>>173994661
>>173995501
Not sure what you mean, unfortunately. All of the sounds (except for the voices, obv) are generated in FL Studio using NES waveforms (Pulse, Noise, Triangle etc.) so they're all pretty similar in terms of fidelity. There are some audio balance issues (esp. with the MG) where things get a bit loud but that can all be adjusted

>>173996363
Thanks anon!

The pistol is a pretty formidable weapon, especially dual-wielded. They're full auto like all weapons, so no need to mash the fire key.

The easiest enemies have between 6 and 20 health, and the pistol does 2 damage per shot, so you can take out most enemies pretty fast. Most of the challenge will come from dodging attacks and bullets rather than having to pump out insane amounts of damage into enemies.

I'm leaning towards MS style just because I want the weapon powerups to feel powerful, but with unlimited ammo they'd be overpowered as shit.
>>
>>173994352
How are you torn?

>Contra is fun

>Metal Slug is pretty

Seeing as you don't have the ability to sell a 2D game on sprite art alone, I'd say go with the fun option.
>>
>>173995381
I have my own.
Slopes are simply collider shapes, just edges or polygons. I check collision between shapes (kinda like sweep check) and then run a second iteration with modified movement (so it can slide alongside it instead of being stuck).
Dynamics calculation will change object speed which in case of static slope will make you go parallel to it.

Having something like box2d would probably solve your problem out of the box.
>>
>>173986491
nigga that sounds like a lot of not programming
>>
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>1.4mb occlusion data size

is this too big for my game to query constantly while being played? performance experts pls respond
>>
>>173996989
Yeah, I'd definitely go the MS route then. Also, I don't really hear any problems with your gun sfx, they sound fine to me. My guess is that maybe they're balanced too much towards the treble end of things? Moving them into the midrange a bit might make them less grating to some people.
>>
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So is Gelatinous Cube Jam just a meme, or are there people actually making games for it?
>>
>>173996780
Artistically, that's a very well made effect.
Gameplay-wise, it's terrible.
>>
>>173997449
Several people have signed up. I plan on signing up once I get a good idea.
>>
>>173997449
Why does it matter? If you want to make a game for it just do it. Stop acting like sheep.
>>
>>173994352
Looks good, how much time have you put into this so far?
>>
>>173996780
yes
>>
>>173997449
the loli jam memeing isn't even over yet and we have demo day coming up in a bit over 3 weeks
unless animefags come up with another theme to meme in (probably either rape jam or loli jam take 2 "because last loli jam was sabotaged"), gelatinous cube jam will eventually happen
>>
>>173997357
How is S2?
>>
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>>173997701
>complaining about animefags on 4chan
>>
>>173997947
anime is okay but here we're working with special kind of faggotry
>>
>>173997668
Thanks! Just a few days. Started earlier this week.
>>
>>173997701
>gelatinous cube jam will eventually happen
it already started
https://itch.io/jam/agdg-gelatinous-cube-jam
>>
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Testing out a new background. The balance of bland but readable/detailed but sick is hard at speed.
>>
>>173997701
>memeing
There's no memeing. Sure lolifags shitposted a lot about it, but there has been like a month filled with polls, shitstorms, sperging, etc about the next jam theme. Cops, pirates, yokai, all sorts of shit, yet NOBODY made a page for the jam.
If they didn't want Loli Jam to happen they could have prevented it by starting another jam, but they didn't. It's their fault.
>>
>>173998129
Seems like you made a good compromise between readability and not being distracting, although I think you could get away with lightening up the lighter parts of the background a little bit more, just because everything in the foreground is so bright.
>>
>>173998338
I'll correct myself. Someone did come out of the blue and made a jam page, for rush hour jam. And everybody loved it! For like 3 days, then everyone (me included) forgot all about it.
>>
Egg jam
>>
Everybody loved it
>>
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>>173998395
Maybe a little bit. I don't want to get people sick though; a lot of the other test designs were too crazy.
>>
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trying to see if frogs being able to wall jump off frogs is a good/possible/funny idea
>>
>>173999039
Actually, now that I've seen how it looks when it's lighter, I think the darker version works better. The extreme contrast really helps create a sense of depth.
>>
>>173999235
the obvious answer seems to be "yes"
>>
>>173999235
I assume you mean walljumping off of walls, not walljumping off of frogs. It's not an inherently funny prospect, but it seems an acceptable enemy behavior. I've no clever suggestions as to how it could be improved, though.
>>
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>>173999235
Looks fine, but needs more frogs
>>
>>173999469
No, they already wall jump off walls. Frogs wall jumping of frogs could lead to some wacky stuff, especially when they're all piling together.

>>173999575
fuckin dope
>>
>>173999235
Maybe change frogs to lizards? That way you could make stuff like walking on ceilings too, unless you already have ideas for that.
>>
anyone feel like making a game together?
>>
>>173999758
I do, but not with you.
>>
>>173999672
You don't walljump off a frog, you frogjump off a frog. Obviously.
>>
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>>173999718
Lizards are already in, they climb on walls, shoot their tongue out, and can be knocked off so you fight them on the ground. Ceilings is a good idea too.

>>173999575
got u
>>
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Top of bottom? What should be changed? Is it passable?
>>
>>173999908
>le random hostility
>le no games
>>
>>174000339
Top looks kinda better. Change "hack" to be more readable from thumbnail. Removing glow would do.
>>
>>173998129
That boss looks fucking awesome, do you have a blog or something somewhere? I'll pay money for this once it's done.
>>
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WARNING FAG WILL be making a kickstarter for his $1 tier game.
>>
>>174000731
>screencapping your own posts to stir shit up
fuck off already
>>
>>174000731
Will you stop taking pics of the discord Alex? Are you that salty the games gonna be like 15 bucks after yesterdays thread? You wouldn't be buying it anyway.
>>
>>174000339
Top is much better because it makes more use of the space, and more interesting because you have two layers.
>>
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>>174000648
Thanks anon! I've got a tumblr, but it's basically just reposing webms from here. shmoopdev.tumblr.com
The demo will be out for DD14.
>>
why do trannies love starting e-drama
>>
>>174000731
It's amazing how obsessed you are over someone you claim makes a shitty game.
Why do you even care? Why don't you just make your own game that's better than his? Surely you can make a better game than a cube puzzler.
>>
>>174000863
He is close to kickstarter the jews here are in full swing trying to shut him down before it launches.
>>
>>174000731
>>174000863
This, the filename with CamelCasing already makes it obvious.
>>
>>174000137
Why do some of them just endlessly hump each other?
>>
>>174000731
Bokube shouldn't be even GETTING emails from anyone.
>>
>>174000731
>>174000863
>>174001040
Not him but sourcedev has said it and shown it so many times that bokudev is his target after faking his death. He is fact taking pics of discord using the search box to find anything bokudev posted and screencapped probably.
>>
>>174001008
>Surely you can make a better game than a cube puzzler.
where do you think you are?
>>
>Bokube shitposting about himself again
Yawn.

What's next? Posting lewd fanart and pretending to be mad about it again?
>>
>>174001139
Frogs dont collide with frogs, so they get stuck inside ea other for now. This is just a quick two line code change for now. A little more polish and it'd work.
>>
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Is there any demand for NES-like games?

Furthermore, and more importantly, how are my tiles?
>>
>>174001530
I think you should just make a frog sex simulator.
>>
>>174000731
Boku is dead how can he make a kickstarter
>>
>tfw its cheaper to just keep drawing instances of a mesh instead of culling it when its out of view
>>
>>174001579
>NES-like
Are you trying to say pixel platformer?
>>
>>174001579
What differentiates your "NES-like" game from the mountain of indie pixel platformers?
>>
>>174000731
As if you could make a game that was worth more than a penny

>>174000731
This is the typical
>agdg dev getting close to making money off their hard work so lets shitpost him, stalk him, and drive his reputation into the ground

history is repeating itself.
>>
>>174000339
Bottom is better
And the FBI needs to be even more dominant in the composition.
Actually it should be more dominant than the word HACK, in my opinion. And the face shouldn't dominate the text, hence bottom being better.
>>
>>174001579
if the rest of your art is as not-awful as these tiles, then maybe. a lot of NES-like games just have awful art.

i do think the corner transitions between these tiles are a bit janky though
>>
Do we have a Discord? If so, can someone spoonfeed me it with a link? Thanks
>>
>>174001768
Metroidvania platformer, yeah.

>>174001816
Abiding my the limitations of the NES hardware? I don't know, I just like NES games.

>>174001865
Thanks man.

And yeah, those are coming down the pipeline eventually.
>>
>>174001001
>>174000863
>>174001040
>is a fag
>is making a game
>perfect bait dev to make look like shit in an anonymous image board.
Question everything you see 9 out of 10 times its usually this:
>>174001369
>>174000872
>>174001847
>agdg dev getting close to making money off their hard work so lets shitpost him, stalk him, and drive his reputation into the ground
>>
>>174002024
tools.aggydaggy.com
>>
>>174000731
>tfw a gay tranny dev with shitposting, racism, and same fagging tactics will make it with his shitty cubes and I have not finished a game.
>>
>>174002121
It's literally just him shitposting about himself like he always does you retardumb, hide and ignore.
>>
>>174002121
my bad, my question was why does e-drama always follow trannies (bukkakube, rotate)
>>
>>174002062
Why metrodvania and not another type of platformer
>>
>>174002352
Its even worse with bokudev I think because he has a game. Rotate isn't even here anymore but bokudev constantly staying regardless of shitposting is getting him even more shitposted. I wish he would leave for his own sake.
>>
>>174002417
What kind of answer are you hoping for? Why even ask him that question?
>>
>>174002352
boku isn't a tranny, but when you see /agdg/ giving someone an unhealthy amount of attention, it's practically guaranteed to be a samefag
there are other devs who are just about to be either as or more successful than boku yet you don't see anyone chasing them around
>>
>>174000457
ummmmmm, le fuck off? XD
>>
>>174002525
Curiosity over why, despite a saturated market of them, its the go-to choice
>>
>>174000731
I would back his kickstarter desu
>>
>>174002417
I grew up playing these kinds of games, particularly Metroid. 12-year-old me spent an inordinate amount of time designing my own Metroid game after completing SM.

So I guess it's an extension of that. It was either a Metroidvania platformer or something akin to Flashback, but rotoscoping gives me cancer.
>>
>>174002531
Its probably because Bokudev has pissed off a lot of people around here with his memes around posting progress and ignoring people.
>>
>>174002683
Be a super cool guy and try making an Another World, Blackthorne or Abe's Odyssey style game
>>
>>174002531
but why is this samefag obsessed with trannies? sexually repressed?
>>
>>174002906
>>174002531
there are actions certain devs know how to use even without thinking to get that kind of attention on them it could be a cause of agdg taking too much bait.
>>
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>>
>>173992452
Blueprints can do basically everything but some people prefer code, naturally. It being graphical doesn't necessarily mean that it's easy.
>>
>>174001579
This tileset reminds me of a recent Rogue Dawn romhack. Looks almost identical, not that you shouldn't take inspiration from it.
>>
>>174000731
When is the kickstarter?

I'm interested in backing Boku just to piss off you faggots here.
>>
>>174002562
something usually becomes a meme when its repeated over and over.

when agdg make dogshit games and have no consistency that's a meme. its not like the world's biggest shitters gathered under one roof.
so when agdg decides they gonna have something like cubejam or lolijam all they really do is perpetuate the same memes
>>
Why is the extreme sport genre so dead?
>>
>>173998129
Hey, that background is pretty good honestly. I like all the little details and it's still very non-distracting. I feel like the scene is lacking dark blacks though. Like you're not making use of the full range of values you have available.

Those debris don't look to me like hurt objects yet I see you dodging them.
>>
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Finished Tom Francis' tutorial and have been building on top of that. Game Maker really makes developing a breeze. I added the enemy visibility mechanics today. My friends' liked it even.

Looks like I found myself a nice hobby.

>>174003390
Thanks for chipping in. I'll check them further down the road.
>>
Reminder that audio options means you are giving the player the option to ignore 80% of your game or ruin your carefully designed audio balance.
>>
>>174004096
developer's ego will destroy any game
>>
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>>174003693
>proper sequel to Shaun White Snowboarding never ever
I fuck I loved that game for some reason
>>
>>174004096
These are some hardcore freedom hating words you got there, son.
>>
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>>174004096
>watch friend play bloodborne for the first time
>he turns off the music and plays skrillex

Made me lose a lot of respect for him.
>>
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>>173993072
Of course you could just paint directly onto the mesh using e.g. Substance Painter. However, to answer your question, here's the deal. Often when making 3D models you will end up with a high-poly mesh with a lot of details. After you unwrap this and and bake it, you will end up with a detailed UV texture that you can put a layer over in Photoshop and start colouring onto. However, what you've posted is a stylised figure that has no details other than pure form. This means if you were to UV unwrap that model and bake it, you will end up with a textured UV layer that where you won't see anything, because light and shadows won't reveal any forms, since there is none (it's literally just a flat face and that's it). In a case like this, you have two options. 1) you can, in e.g. Blender, just draw (extremely roughly) onto the mesh, and here the objective is to roughly remind yourself where you want to place the eyes, and other things like that. You can even make the face bright green. If you do this, you can export the newly coloured UV layout to Photoshop, make a new layer, then draw over that. Here the bright green colour will tell you where the face is, and you can even import the UV grid to further help guide you. 2) Just use Substance Painter and draw directly onto the model.
Hope this helped
>>
>>174004213
Learn from the masters like Jonathan Blow and the guy who made The Witness.

My game won't have audio options, I don't fucking care if it makes the "I listen to Justin Bieber while playing" crowd mad, I'm sick and tired of both devs and players neglecting how important audio is.
>>
>>174004096
Reminder that I wouldn't be playing your game if there were no audio options
>>
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>>174004768
Good riddance.
>>
>there are devs ITT who think their generic shitty free music or garbage amateur soundcloud collaborator is so fucking important to the user they will ruin the experience the user wants to give them an inferior one against their will

makes me sick

I bet you're the same people who are always muh player agency and decisions too

No one wants to hear your shitty Kevin MacCleod music, and forced music is a great way to make sure I never play your game. There's fucking millions.
>>
>>174004347
>switches saw cleaver internally
>>
>>174004871
My music is not garbage, it's part of the experience and I won't let the player remove it.
>>
>>174004871
whatever nigger go play COD with Noisia blaring over it you obnoxious piece of shit
>>
>>174004997
But you just removed it yourself by guaranteeing I never give it a chance.

Your music isn't special, either, and yes, it's garbage. Feel free to prove me wrong by posting some.
>>
>>174004096
Jokes on you, I'm going to add options for the player to adjust music, weapon sounds, general ambience, general sound effects, voices, footsteps, and UI sounds
>>
>>174005072
I won't be posting it but I can assure you that it's a major component of my game, it would be like adding an option to disable textures.
>>
>>174004849
Thinking about it, it really does depend on the game you are making. If it's a single player game with a story, then I feel you 100%. If you think the music is extremely important to your game, then don't have any options to mute it completely. However, what I was thinking about when I wrote my answer was games that are replayable, such as Hearthstone or Dota. Virtually everyone gets tired of listing to the same song for too long, and I wouldn't still be playing Hearthstone if I were forced to listen to the same fucking Hearthstone theme over and over again. It really does depend on the game.
>>
>>174005230
Why shouldn't people be allowed to disable textures?
>>
>>174005230
You are including the option to disable textures, normals, PBR, etc right?

or are those 'critical to the experience' too?
>>
>>174004096
>let's remove basic features that give basic freedom to the player.
Fascism was a mistake.
>>
>>174004096
What will stop me from disabling your music in os's sound settings my dude
>>
>>174005301
>Why shouldn't people be allowed to adjust brightness?
ftfy
>>
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House Cleaner PROGRESS

-New enemy
-New effects
-New office tiles
-More destructable props.
>>
>>174004997
>I won't let the player remove it.
Try as you like, they can just mute it in windows mixer.
Not having the option to turn it down/ in game will just hurt you
>>
>>174005459
The game will check the OS audio and autoquit if it's too low.
>>
>>174005230
>I won't be posting it
It's okay if you don't have a game, you don't have to lie.
I believe in you! You can make a game!
>>
So when is the next jam anyway?

I want to dev, but I also want to procrastinate from the projects I should be working on
>>
>>174005554
>WOW THE GAME RANDOMLY CRASHES WHEN I ADJUST THE AUDIO 0/10 DO NOT BUY, BUGGY TRASH
>>
>>174005554
I'm happy you won't have any offspring.
>>
>>174005686
After Demo Day 14
You've still got time to participate in DD14!
>>
>>174005705
Ok, it will just pause and tell the player to turn up the audio.
>>
>>174005554
You do realise that people can have a program run on 1% in the audio mixer, and it's loud, right? Your idea is deeply flawed
>>
>>174005869
What player?
>>
Overdone Ham Simulator 2017

Shoot marbles into your sisters cunt to get food. Increase your weight to win.

This is my idea for the Dunham Jam. Anyone want to collaborate?
>>
>>174005949
Then the player needs to sort his shit out and turn down the speakers or else he's not playing my game.
>>
>>174006096
>Speakers
>>
>>174005869
>wtf, the game bugs me to turn up the audio, I just want to listen to my shit lol, kind of annoying, id pass 2bh

Dont try to force an experience, ESPECIALLY one that interrupts the gameplay. Youll do more damage than good. Let the shitters ruin it themselves, and let the people who will appreciate your game, appreciate.

There will be people who will judge the music in ten seconds and turn it off for their stuff. Or they just arent in the mood for it.

Accept these things.
>>
>>174000339
is your character a sjw genderqueer?
>>
>>174005468
jesus fucking christ my eyes, is this seizure simulator 2017?
>>
>people in this thread unironically think games should have a sound slider
>these same exact people hypocritically don't want a graphics or gameplay slider in the options
You shouldn't force your visual or gameplay experience onto the player either, right? :^)
>>
>>174006221
yeah, stop being a bitch.
>>
>>174006096
But there is nothing to sort out.I'm running everything in my audio mixer on 1-3%. Seems like your game will be literally unplayable for me, even if I wanted to play it, since playing it would give me tinnitus. I'm not even fucking memeing.
>>
>>174006096
Guys, guys, this is bait, right? I mean, there can exist somebody this literally autistic. R-right?
>>
>>174006321
if you are planning to make a good game a sound slider should be the least of your concern

if you want to force sound on the players because most of the meat in your game is in the sound then feel free to do so
>>
>>174006321
Whats a gameplay slider, exactly?
And anyone that refuses graphics options for MUH EXPERIENCE is an idiot.

I always turn off DoF and blur of any kind in games. What makes your game for one person, doen not make it for all
>>
My game won't have saving, the player needs to be immersed in the game and I won't tolerate 30 minute session casuals.
It's for their own good.
>>
>>174006321
Is this one of those "I'm just pretending to be retarded!" posts?

Audio and visuals should both have options to tweak things.
Oh and keybindings too.
>>
>>174006321
No. That's why graphic options and difficulty options are a thing, faggot.
>>
>>174006671
>Audio and visuals should both have options to tweak things. Oh and keybindings too.
Those merely change the experience, they don't remove it like an audio slider does.

It doesn't make sense to pick and choose which experiences a player gets to remove. They should be able to completely remove the visual and gameplay experience as well if they have the option to remove the audio experience.

Anything else is supremely hypocritical.
>>
>>174006803
Oh, okay. So you are a "I'm just pretending to be retarded!" poster.
>>
>>174006803
Were you molested as a child or were you born with these mental health problems?
>>
>>173998129
Nice cavestory boss clone
>>
>>174006636
>Whats a gameplay slider, exactly?
How much the player can play the game.
At max, the game can be enjoyed in its full experience.
As the slider goes down, more and more aspects of gameplay are removed.
At zero, you cannot play the game.

This is no different from an audio slider, so I'm not sure why anyone who advocates a slider for removing one aspect of a game's experience would be against one for another.
>>
>>173992932
What does enemy aggression do?
>>
Graphics options only exist to support slower hardware and gameplay options exist to support slower people, it's a compromise the devs accepted to reach a wider audience.

But with audio it's a bit different since there's really no technical reason to let the player disable it.
>>
>>174006919
>having a slider to completely remove one aspect of a game's experience is perfectly fine!
>having a slider to completely remove a different aspect of a game's experience is retarded, you must be pretending
fuck off
>>
>>174007014
>what is difficulty selection
>inb4 "b-but that's not a slider"
>>
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Hey guys, I'm just letting you all know that my upcoming multiplayer FPS game will use arrow keys to walk around instead of the standard WASD. Also I will not have any key binding options because that would ruin the experience. You sprint with shift. I really hope my game sells well, and if not, then it's the players' fault!
>>
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>custom gametypes shouldn't be allowed because they're not what the dev intended!
>>
>>174007304
Difficulty merely changes the experience, it doesn't remove it.

A difficulty selector is no different from being able to select a game's BGM based on how the developer wants you to experience the game.

A difficulty selector is NOT the same as being able to remove a game's audio entirely.
>>
I will just hide away the audio options in the "advanced options".
It's going to be a single slider and it will get all red and angry when it's too low.
Now the player understands turning it down is a bad thing but the option is still there.
>>
>>174007137
>Graphics options only exist to support slower hardware
No, some graphical things can cause motion sickness, like motion blur, or screen shake. So turning those off can be useful even for people with high end computers.
Also there can be graphical options for color blindness.
>>
>>174007014
>would be against one for another.
Where are you getting this from?
Starting with >>174004096
I see only talk of audio?
well until >>174007137

Only people too lazy are against graphics options.
EXPERIENCE fags will do both.
>>174007304
difficulty sliders are a giant & different
story. Because you have tiny things like health, and then you have games like RE4
>>
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>>174007249
>people like this exist in the same astral plane as yourself.
>>
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For the first time I ran into a code implementation problem frustrating enough for me to prefer doing art to delay solving it.
>>
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I've just started fooling around with Unity engine recenty but I see lots of people on /v/ shitting all over it. Is it actually a bad engine to learn, or isn't it?

My dream game that I want to make is basically a Star Fox clone with a visual novel-style conversation system between missions featuring 2D character illustrations. I get that Unity Engine isn't a good choice for someone's open-world survival MMORPG or whatever, but for an arcade space shooter that's mostly going to be on rails, am I really better off with something else?

I don't really have any past experience with 3D game development aside from modeling and animation (I took Maya courses in college). I made simple 2D games with Games Factory when I was teenager and that's about the extent of my games development history. I'm a beginner when it comes to coding so Unity seems like the most obvious option for me. Is the Unity hate just shitposting and memes or would I really be doing myself a disservice if I go with it?
>>
>>174007683
its limited and technically inferior to UE4.
People only use it for an established asset store.
>>
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>>174007528
Difficulty sliders are NOT the same thing is as gameplay sliders.
Difficulty sliders change the experience.
Gameplay sliders remove the experience.

You can't justify audio sliders (which remove an experience) while at the same time arguing against gameplay sliders.
>>
>>174007014
You do realise that turning the volume down in a game isn't removing any of the audio right? It's only removing audio if the player turns it down to zero
>>
>>174007683
it's not a bad engine

it just has a bad name because plenty of new devs release garbage due to ease of use
>>
>>174007780
Literally what game has an official "gameplay" slider? This is literally my first time hearing the term or concept.
>>
>>174007567
This might look better without the antialiasing.
>>
>>174007683
As an indie developer, you will not realistically encounter any of Unity's engine limitations outside of extremely rare and specific fringe cases which you realistically won't implement.

Use whatever you want.
>>
>>174007780
Don't add audio sliders then. I'm pretty sure nobody will notice anyway. You need someone to play it for that.

You can stop your shitposting now.
>>
>>174007094
Basically it makes attacks and movement faster. The idea is to scale difficulty with enemy health or player's overconfident playstyle, just like you usually do with bosses.
Also it can be used to make enemies more varied even within the same type.
>>
>>174007926
it looks more liked the sharp part of a blade than AA
>>
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WHY IS ART SO HARD REEEEEEEEE
>>
>>174007780
If your game requires audio.
REQUIRES audio.
As in it's a rhythm game or something similar, and literally can't be played without audio. Then obviously no one is going to turn off the audio while they play because then they wouldn't be able to play. But you should still have an audio slider, because not everyone's audio set up is the same. From your game to the speakers or headphones there could be like 2 or 3 different audio adjustments, and people don't want to fuck with their audio every time they start up a new game, or watch videos, or play music. It's so much easier to just have an audio option in the game and have it save for that game.
>>
>>174009134
just practice every day. and learn from your mistakes and practice practice practice. i believe in u anon
>>
>>174007683
Basically any major engine is at least a decent choice for making games in. For something like a Starfox clone, Unity should be just fine, but you should also consider UE4 (and Godot 3.0 once it's out). It's also worth keeping in mind that every possible choice of engine/framework/enginedev has downsides and there is no perfect solution.

>I'm a beginner when it comes to coding
It's good to learn to code, but UE4's blueprints might be helpful for you.
>>
Is Godot still shit?
>>
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So I made this coop game in Unity and the network code is really bad, the client is lagging too much.
I want to know if the Souce SDK is a better option for a multiplayer FPS game in that regard, so I would only need to care about core gameplay.

https://www.youtube.com/watch?v=KQp-LTvm_Gc
>>
>>174009784
godotfags are waiting for the next big version right now because it will fuck over their currently nonexistent projects
that should tell you everything
>>
>>174009784
It's pretty fucking solid, at least for 2D.
3D works fine too but the rendering is outdated as heck.
>>
>>174007683
>I get that Unity Engine isn't a good choice for someone's open-world survival MMORPG or whatever

its all bullshit. indie devs in particular can't testify on what unity is capable of. most of indie devs cut down on graphics/sound/gameplay and try to automate everything because they are so very lazy.
don't listen to any indie developer when it comes to making games
>>
>>174009254
he's a frogposter, he won't get far
>>
>>174009896
I'm making my existent project in Godot right now and I believe there will be an upgrading tool so you projects might stay compatible.
>>
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>>174007884
>>174008013
>>174009470

As long as the engine I use is good enough that I could plausibly re-create a level from Star Fox 64 with cleaner visuals then it's probably fine for what I want to do. What's important to me is that it's something that that I can learn in a reasonable amount of time, because I want to be able to actually start making my game (I get that I will be stuck making a lot of ball-and-stick crap before I'm proficient enough to make a game like Star Fox though).

I'm not looking to do an asset flip or a dumb meme simulator game, but I'm not trying to make Star Citizen either. Having a quick learning curve is probably the most important thing for me to look for. A game like this doesn't need to have incredibly real looking lighting and materials because the 3D stuff is going to be fairly low-poly for the most part.

UE4 has been my second choice from what I know about it, although it's to my understanding that UE4 is largely set up around first person games and if you want to do something else you have to have a deeper understanding of it. I really don't know, though. I should probably fiddle around with both engines to see which seems like it'll easier for me to crack into.

Something I might want to think about is that if my project ends up turning out well, it's something I could potentially try to get published on a console, but that's probably thinking way too far ahead and I don't want to end up putting the cart before the horse.
>>
>>174007683

Unity is still the best friend. Don't be fooled by shills.
>>
>>174010347
it aint 2010 anymore bub
>>
>>174010462
let's be honest: what does UE4 or godot offer that Unity doesn't?
>>
>>174010462

haha, nice meme
>>
>>174010524
>what does UE4 or godot offer that Unity doesn't?
it offers more in graphics department but for the average indie dev that difference is not that important
>>
What would be a good engine for something similar to a visual novel? Should I just use Ren'Py?
>>
>>174010854
And a proper material editor, a proper animation editor, a proper terrain editor, a proper UI editor

Does Unity have vertex painting yet?
>>
So, I'm trying to figure out the best way to do music. I've made a strawpoll. http://www.strawpoll.me/12749022

There are 3 options I see:
1). I have a nice, quaint ambient piece play every so often, likely about 15 minutes apart, the rest of the time filled with ambient sounds depending on the area
2). I compose my own scores, and have them layered based on events happening around you. For example, a drumbeat would appear when an enemy spots you, or a metal guitar riff would be added during a bossfight.
3). To hell with music, and leave it to the player to provide there own.

This is a game set in an open world, so I'm very hesitant for the second option, as I imagine the music would get annoying after a while.
>>
>>174010225
>I should probably fiddle around with both engines to see which seems like it'll easier for me to crack into.
I agree, try out both and see what you like better. If you go with Unity, this video (and its sequels) might help you with making a Star Fox clone:

https://www.youtube.com/watch?v=uXoQRLSiL1w&index=51&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN
>>
>>174011152
>This is a game set in an open world
Dynamic music my friend.
>>
>>174011058
the tools are more advanced yes.
also gotta mention. unity pbr shader is dogshit, but it does the job.
iv seen great unity scenes and shitty unreal scenes. when you pair both off at the highest level of capability UE4 takes the cake.
but like i said, the AVERAGE unity guy won't even explore 50% of the engine and code whilst making a game
>>
>>174010524
>Godot
Better 2D

>UE4
Better everything
>>
>>173990989
Use a generic run cycle sheet on a back layer. Make each frame on a new layer, onion skin or put the previous layer at low opacity for position reference. Move the backmost layer to the side to get to your next position. Tweak all frames to your liking. The same workflow works for 3D.
>>
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Added a pickup to make dashes longer. I will probably replace it with temporary infinite fuel, instead of a refill, to allow more movement creativity.
>>
>>174011284
Thanks a bunch, I'm sure this will be really helpful.
>>
>>174011929
So hows your code-base managing with all these FEATURES?
>>
How do I rotate my camera's quaternion using a joystick on my controller while having it targeting an object? Seems like everytime I try the camera just freaks out and moves back and forth on the z axis

Start()
currentRotation = Quaternion.Euler(0, m_lookAtAroundAngle, 0);

Update()
transform.LookAt(m_currentTarget.position + new Vector3(0, m_height, 0));
currentRotation *= Quaternion.Euler(new Vector3(rotateJoy.x, rotateJoy.y, 0));

That's what I have so far
>>
>>174012242
change m_currenttarget.position to New Vector3(m_currentTarget.position.x,m_currentTarget.posisition.y,0)
>>
>>174012195
I design features with synergy in mind. If something stands out or breaks other stuff, then it needs a rework or removal. In code, I separate each general feature, like dashing, into separate class. There is no problem with adding, removing and replacing each of them.
>>
>>174012583
Damn. It rotates the way I want it to now but now when I move the player it goes all wonky. I'll have to toy with it. Thank you
>>
>>174012790
good lad.
nice progress
>>
What's that tool that lets you select a bit of you screen and record a gif? I had it a while ago and lost it.

Got shit I want to post but not if I have to go through 20 steps.
>>
Who here /enginedev in lisp/?
>>
>>174012912
This is Amateur GAME Development General.
>>
>>174012893
Try licecap
>>
>>173975519
lmao
>>
>>174012965
Okay, who here /dev in lisp/?
>>
RIP pugdev
>>
>>174012912
>lisp
((((((((((((((((((((((((((((((wew lad))))))))))))))))))))))))))))))))))))))))))))
>>
>>174013110
>unbalanced parens
I am so fucking triggered right now you shitlord
>>
>>174012981
>licecap

shit yeah that's the one, thanks anon
>>
I hadn't even heard of Godot before coming here.
Are there any examples of some major games made in Godot?
>>
>>174013270
No
>>
>>174013270
Not MAJOR games but there's like a couple of interesting games in development, its first stable release was on December 2014 so it's pretty new, give it time anon.
>>
>>174013109
did he finally cancel Lemmings 2?
>>
hey agdg got a question..

this is just some practice work but i'm working on a simple dungeon console game.

i am implementing shields, and i have it set that if the weapon you're using is one handed, to give you the stats from the shield, otherwise ignore the shield stats.

so, if they ever change to a 2 hander, what should i do? i assume i might create a bool, and by switching to a 2hander that will affect the bool and cause it to remove the stats?
>>
>>173997334
it doesn't, box2d turn slops into ramps that lunches the player away, the player doesn't run along slopes and sticking to the ground, it's driving me crazy, you're doing a pretty good job
>>
>>174014138
2 handed weapons wont be possible as a shield of sorts?
Most RPGs let you deflect 25-75% of damage.
>>
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RIP
not even listed on homph.com/steam
>>
>>174014306
its following dnd rules. 3.5 specifically
>>
>>174014332
>EA
>selling a game with placeholder everything
Trash.
>>
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That pickup was exactly what was needed. Fuck walls.

>>174014260
My physics had it too, some may even remember it from old demos. I made it so that player sticks to the ground with additional movement. I'm not sure how would it work in box2d though, because additional force could fuck other things up.
>>
>>174014332
It amazes me that I played free throwaway flash games 10 years ago that looked better than the average steam indiefuck game.
>>
>>174014457
Dont overcompensate your code.
Just give everything an explicit shield value.
Leaves open the possiblity of new mechanics like make-shift stuff or sacrificing your weapon for a one-time shield or something.
>>
i need a mobile game idea that will make me millions
>>
>>174014660
Angry Birds + Flappy Bird
>>
>>174014457
Did 3.5 have typed bonuses? Use typed bonuses. Also equipping and unequipping weapons should be functions. Equipping a 2-hander should call the unequip function before applying any stats.
>>
>>174014628
wew
over-complicate
>>
>>174014494
For all the bulling agdg does, how did it not get through to him about his presentation
>>
>>174014660
Pokemon Go but with all the features it originally promised and also monster girls
>>
>>174014603
>I played free throwaway flash games
Opinion discarded
>>
>>174014946
Some people just dont care or refuse to learn art so they think theyll get by and earn the money to hire one.

I really hope Valve overhaul EA, if they know GL is trash they have to realize the abuse EA is doing.
>>
>>174014332
I just didn't notice. I'll add it in a bit.
>>
>>174015056
If you weren't around during the flash golden era then you need to get the fuck out, newfag.
>>
>>174014556
i went through that method but it needs a lot of code duct taping to remove some bugs, it's seems that's the only way, i'll try it again. nice effects tho
>>
>>174015107
>Some people just dont care or refuse to learn art so they think theyll get by and earn the money to hire one.
Yet every time someone claims that artists are the most important part of gamedev, you get a dozen shitpost (you)s.
>>
>>174014660
animal crossing but new villagers cost $50
>>
>>174015183
>flash golden era
Flash games were never good, they were just all you poorfags without computers at home could play in the school computer lab
>>
>>174015720
Gameplay is, and some genres you can get away with shitty art.
But not with space games like that.
>>
>>174014332
What is Way of the Red
>>
>>174015781
Point at this underage newfag and laugh at him, I bet he never even watched the Madness Combat series.
>>
>>174015926
pixel platformer, looks like
why
>>
>>174014660
Apples to Apples but with Selfies.
>Judge and players in a room
>Prompt appears, players have a few minutes to set up a shot of themselves or environment, told to be creative
>Judge gets the prompt and submissions, picks his favorite
>Winner gets points, goes toward his meaningless rank
In reality it just devolves into boob pics attracting men and preying on women's need for approval and adoration. Most of those millions will go to legal fees though.
>>
>>174015990
Madness is furiggen sweet
>>
>>174016053
So basically like a snapchat x tinder mini-game?
>>
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Unity or unreal 4?
>>
>>174016137
The game I mean. Madness Interactive.
>>
>>174005468
epilepsy inducing.
>>
>>174015993
I don't recognise it
>>
>>174015720
A dozen replies is a sure sign a nerve was struck
Specifically that 90% of agdg can only program, and not make art, and we don't want to acknowledge our efforts will be fruitless
>>
>>174016218
I will tell you if you gimme sauce.
>>
>>174016218
HNNGH
>>
>>174014556
quick question. I too am using sfml. How are you implementing your animations and particle/character effects if you don't mind my asking? Are the characters and effects a bunch of sprites on the same layer, or are they all the same sprite? pls respond. thanks
>>
Guys, pixel art is easy right? Even if I can't art I can do a pixel art game right? Right, guys.. ?
>>
>>174016598
Yes.
>>
>>174016598
It's not easy. The standards for pixel art are lower for some weird reason
>>
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>>174016598
i've been posting in /ic/'s pixel art thread for help while i try to get better. i keep getting told to get better at drawing even though I felt like I'd made huge strides, but i can't spend a fucking week of dev time on 1 background sprite so im running with what i got

darkest dungeon -> minecraft -> making sprite smaller as suggested by ic and failing -> rip off because I can't figure it out + doing shading -> making it more how I originally intended

3-4 days. i'd rather be coding the actual game
>>
>>174017054
>pixel art
>.jpg
>>
>>174017132
Well, he did leave the grid on which I find annoying too
>>
>>174017054
not bad actually, but i'd use a reference for the helmet.
>>
>>174017054
You're improving though. Keep working ever upward, skill gained is never wasted.
>>
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>>174016450
Dude I wish. Alas, I just found it on some random ass (heh) /v/ post years ago.

Still need an answer btw
>>
>>174016556
For now every particle is a separate sprite, if you mean it as a draw call.
Don't worry about performance too much, SFML is pretty good thanks to caching even with many draw calls. There are always vertex arrays in case you really need to, or even raw opengl.
>>
>>174016218
looks liek it was made by egoraptor
>>
Can someone experienced with gamemaker answer this for me?
If you have a ds_list with 3 values in it, and you delete the middle one, does the third value take its place? As in, will the third value now have an index of 1 rather than 2?
The documentation doesn't seem to say anything about this.
>>
>>174017857
yes
>>
>>174017624
Try both but start with unity.
>>
>>174016450
>>174017624
I think its from the video for the street fighter song on egoraptors channel. I might be wrong though, and I can't be bothered checking
>>
What rules of thumb should I follow to indicate a one way platform visually?
>>
>>174018745
either dots or arrows pointing upwards.
>>
>>174018745
Slight parallax?
>>
>>174018745
Define it by an environment/level example.
>>
I WANT TO MAKE A SMALL VIDEO GAME BUT LACK IDEAS

WHAT IS AN IDEA
>>
>>174019554
Puzzle games, they are easy af.
>>
>>174019621
mehh, I already made a breakout roguelike
>>
>>174018745
like the rest of your game, copy other platformers
>>
Any format is a human readable format if you're brave enough
>>
>>174019987
My handwritting is not a human readable format
>>
>>174020037
post handwriting
>>
>>174020259
I already posted it but you couldn't read it.
>>
>>173990989
Literally blew off doing this for like 3 years
>>
>>174019554
Beer Pong game for mobile. Use gyros in mobile for flicking shots across table.

Actually, I don't check the mobile markets very often how common are AR games taking advantage of the gyros for like Basketball free throw games or similar?
>>
>>174020682
>Beer Pong game for mobile.
hello 2009
>>
Should I start deving a Zelda clone? Kinda my favorite Nintendo series, and there are so many great game mechanics to steal.
>>
>>174021105
I hope you realize Zelda's mechanics have been stolen a literal billion of times already.
>>
>>174021105
if you have to ask, you don't have the willpower to see it through anyway.
>>
>>174021105
zzzzzzzzzzzzzzzzzzzzz
>>
Man, 2009 was 8 years ago.

Had I just gone the student loan debt slave route I could have finished 2 four year degrees instead of just the half of a two year degree by now.

no debt though, so there that.

>>174019554
Make a brick laying game, with realistic recipes for mortar. And different designs that they have to make, tangrams style. Extra points for not using excessive mortar in the joints, and how plumb and square the whole structure is.
>>
>>174021601
elda!
>>
>>174021690
is the worst nintendo series.
>>
I want to make an RPG that involves world traveling and a combat system a la dragon quest. I wanted to get started using RPG Maker but I feel like my hand is being held throughout the process and I'm doing little more than write a basic story. Should I go through with it anyway and use a different engine later on?
>>
>>174021863
It's an RPG. What are you expecting? Some herculean test of programming? It's such a basic genre that there's a tool dedicated to just generating the entire game for you.

Really not sure what you're asking here.
>>
File: rockman.jpg (75KB, 1281x723px) Image search: [Google]
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I'm making a mobile game[/spoilers] and you can't stop me

Twin-stick space shooter, or single-player game kinda like eve online?

What should I go for, people who will just tell me not to do what I am doing?
>>
>>174022108
>Mobile eve-like
Now here's an herculean test of programming.
>>
>>174022108
>twinstick mobile game
literally what
>>
>>173973706
>>173973402
>>173971615
>>173971494
>>173972913
>>173971694
>>173971486
>>173971909
>>173971698
Please Lord Jesus, let this nonsense no-game jam be over soon.
>>
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>>174022108
ok
>>
>>174022221
I've already done it though in a prototype. Minus the MP but like I said, SP.

>>174022249
virtual joysticks, bluetooth controllers
>>
>>174021370
Of course, but that doesn't change the fact that they are great.

>>174021568
It's not really about lack of willpower or experience, but rather being undecided about what I want to clone. I'm torn between a citybuilding sim (which I have experience with) and/or an action RPG of some sorts. A combination would probably work as well, but obviously require more work.
>>
>>173972525
Where's that character from?
>>
>>174022334
>virtual joysticks,
trash or hyper casualized
> bluetooth controllers
Something 2% of your buyers will have

Why do people waste their time with mobile shit
>>
>>174022060
I guess my question is this: I don't know what I want to do, something that challenges me and has me doing something that involves a certain amount of brainpower, or doing something that I genuinely enjoy, which are just RPGs in general.
>>
>>174022471
>Something 2% of your buyers will have

I only care about the 100% of buyers that matter: me. I'm making the game for me to play at night on my tablet, or at least test, because mostly I'm just making it for fun

no one would buy whatever I decided to make so I may as well make what I want, since it doesn't even really exist other than kinda Geo Wars 3.

now having said that I'm leaning towards the eve-like
>>
>>174022571
>im making it for me
love this meme
>>
>>174022475
Gamedev is about making a game. No one cares how hard you worked to make it.

RPGs are the easiest genre to make short of visual novels. It's why tools like RPGMaker even exist.
>>
I discovered that when you create a new project in Unreal, it comes with some basic objects (chair, floor, box, etc) and tons of visual effects. However, my pc specs are low and this only slows downs game development.
Is there a way to create an empty projects with all post processing (blur, antialising, etc) turned off?
>>
>>174022724
RPG Maker is so limited that every game is just a reskin of one another, Anon is better off learning a proper engine.
>>
>>174022724
>RPGs are the easiest genre to make
Bullshit.
>>
>>174022794
don't add the starter content, and set it to Tablet and Scaleable 3D. It doesn't matter if you're devving for PC, it's just graphics settings it affects, once you turn off Use Mouse for Touch in the Input settings.
>>
>>174022794
Find the "PostProcessingVolume" in the hierarchy and you can change all the visual settings. You might just be able to delete it.
>>
>>174022908
Not him, but does that really help (a lot) with editor performance? The main reason I'm using Unity instead of UE is because UE was eating up like 100% resources even with an empty scene. And my rig isn't THAT bad.
>>
What game that will include herculean test of programming should I make
>>
>>174023124
Don't think it impacts editor performance at all, the graphics settings for that are separate from your game. You can still lower them just in a different spot i'm pretty sure.
>>
>>174023147
the dork fort killer with graphics.
>>
>>174022839
No.

RPGMaker is just a Ruby library wrapped in a pretty GUI and packaged with some pre-made assets so they can sell it for $100 on Steam.
That's why they all look the same. Nodevs use the pre-packaged assets and pre-packeged scripts and just plug in text and call it a wrap. It has absolutely nothing to do with limitations, it has to do with the laziness that comes with having all your art handed to you.

It's no different than asset-flip Unity games, there's just a much lower entry barrier and a much smaller set of pre-made assets available.

If you can do something in Ruby, you can do it RPGMaker. There are plenty of RPGMaker games that give no hint of the engine and go above and beyond what you see in shitty asset-flip games. Most of them are h-games.
>>
>>174023278
Not to mention all the extensions and plugins that RPGMG have made.
>>
>>174023278
W-what's an h-game?
>>
>>174023437
FUCK OFF NEW FAG
>>
>>174023278
Even the poster boy of "unique" RPG Maker games To The Moon is blatantly RPG Makerized, you can't brush off the cuckstamp.
>>
>>174023527
N-no I've been posting here for days
>>
>>174023184
>You can still lower them just in a different spot i'm pretty sure.
Guess I'll have to reinstall it and check. But it's a complaint I've read a lot (editor needing retarded amounts of resources) and it was almost unusable for me so I moved to Unity. The ironic thing is, games made with UE run pretty good on my system.
>>
>>174022908
>>174022975
Well, it's a lot better now. But probably I will need a better rig anyway.
>>
>>174023549
To be fair To The Moon was a good game.
>>
>>174022334
virtual joysticks don't feel the same. good luck to you i guess.
>>
File: QTjtiai.png.jpg (174KB, 650x995px) Image search: [Google]
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reminder that if you succumb to the urge of starting a new project then you will never finish anything ever (and you may as well kill yourself)

the solution i found for myself was ludum dare. i entered 3 times total when i was bored of my game and made some games in wildly different genres, as a result i've found it easy to stick to working on my main project. the urges were satiated i guess.
>>
>>174023720
No they don't, but I have a 360 controller because I am not a pleb, so I use that on my tablet.
>>
>>174023761
>tfw all my side-projects are just lower and lower programming to finally make my game how i want
>>
I've been getting more and more abstract, like a pretentious artist. Trying to cut as much as I can so I can actually make something.

by the end my game will just be ponglite
>>
I'm going to make a game with blueprints
>>
The first step to success is acting like you're successful.
>>
>>174024025
Collab, friend?
>>
>>174023761
This is extreme related.
My problem is that I usually hit a wall - the project need some higher level of modeling or programming that I don't have/can't afford. Even when I try to "scale it down", it's not enough to reach the goals. So, another unfinished project.
>>
>>174023991
turn based pong
>>
>>174024169
>higher level of programming
Sounds like you are failing to break things down enough. Unless you mean algo stuff like "I need A*"
>>
>>174024169
git gud or scale down, don't quit u bitch
>>
File: output.webm (2MB, 900x600px) Image search: [Google]
output.webm
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Added Fire
>>
>>174024235
A* isn't really that hard to implement.
>>
>>174024504
Especially considering any good engine will have it built in for you.
>>
>>174023761
Remove the text from every panel but the second and this comic is 10 times better.
>>
>>174023761
I started a side project 4 days ago just to take a break from my main. I am giving myself 1 week total to prototype stuff out and will set it aside afterwards to continue working on main. If you limit your interaction with a side project it might not be so bad.
>>
>>174024367
>he didn't obscure his IP
nice. very nice. I'm charging my laser :)
>>
transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);

So i have this code that basically moves the enemy towards the player in Unity 2D.

I want the enemy's walk animation to change depending on which direction it is going.

So i created a blend tree with four movements that are based on two variables: moveX and moveY like when moveY = -1 play the walk down animation.

Does anybody know how to "set" these variables in actual code? For the player I can set up animations based on the input("Horizontal") and but I don't] know how for the enemy.
>>
>>173998129
Looks good now but it makes the light green of the boss stand out in a bad way.
>>
>>174025407
You can create a vector for the difference between old enemy position and new enemy position, then you have a direction vector for the enemy's movement. Alternatively, you can just do the same for enemy position and player position, but the first version will also work if you add "real" path finding eventually.
>>
>>174015990
And yet even the worst of them were objectively better in every way than any mobile trash, or indeed, 99.9999% of modern indiegarbage. Except they were free, so they had that excuse. Where's the $15 a pop indie's excuse?
>>
What's a fun language/framework for making simple prototype-ish games without the bloat and boilerplate code?
>>
File: moongames.jpg (68KB, 642x485px) Image search: [Google]
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>>174023549
Because whoever developed To The Moon didn't put in the work to make it sufficiently different.
Again, it's just a Ruby library. If you're not good enough to make assets that look different from the RPGMaker stock, or if you think it's an engine issue with how the tiles are rendered, then you can just rewrite all of that from scratch. It's just Ruby.

I'd go through my hundreds of h-games to find an example of someone who put in the work, but everything's in runes so I can't find what I need. Here's one I found that uses the mouse. You'd think it was a flash game or something, but nope, RPGMaker.
>>
>>174024235
Goes beyond that. Long time ago I planned to make a game that would need bluetooth and cute animals. Couldn't make neither of those, so the project is on hold since last year.
>>
>>174025407
>>174025886
Oh and if you only have 4 walk animations and nothing for diagonal you obviously should check which axis is prevalent i.e. compare abs(x) with abs(y)
>>
>paying $100 for a toy then literally rewriting everything about the toy and not even using the assets you bought
Literally why even bother.
>>
>>174025923
XNA is fun once you get past the sprite batching
>>
>>174025923
XNA is great for that.
>>
Could I use Lisp to make a game?
>>
>>174024228

no text based pong

>the ball bounced off the competitors paddle and is now moving towards your side of the court. The ball is heading towards you and to the left. The ball is currently on your right hand side.
>what do you do(type command and confirm with Enter>
>>
>>174007567
I really really like these. I've always loved minimalist palettes.
>>
>>174026119
>>174026165
>xna for prototyping
love this meme

love2d is what you want
>>
>>174017624
>>174016450
>>174016218
https://youtu.be/reVaJhAVEsE?t=74
you're welcome
>>
>>174026205
Yes.
>>
>>174026217
Okay, XNA isn't good for prototyping, but its fun
>>
>>174026217
löve2d is nice too, but it doens't change the fact that XNA is great for prototypes AND you can harness the full power of C#, DirectX and .NET
>>
>>174026471
>XNA is great for prototypes
You have to write your own keyboard class
>>
>>174026471
Isn't XNA dead?
>>
>>174026471
you have to deal with a lot of bullshit with XNA (like content pipeline, even with monogame you have to use their own application to build assets) and you have to do a lot more work beforehand before you can start actually working on the actual gameplay
>>
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>>174022384
Dunno
>>
>>174026583
but... ?
>>
Godot is unironically the best engine for quickly getting shit done.
>>
>>174025886
sorry I'm dumb. What do you mean by a direction vector for the enemy movment?

I have this
distance = Vector2.Distance(transform.position, target.position);
>>
>>174026673
love this meme
>>
new
>>174026674
>>174026674
wen?
new!
>>174026674
>>174026674
>>
>>174026738
(You)
>>
File: v.jpg (9KB, 85x97px) Image search: [Google]
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>>174026738
>wen?
>new!
>>
>>174026552
>You have to write your own keyboard class
bullshit

>>174026563
Well it's not being developed anymore, so you're limited to DX9.

>>174026583
Tell me what's so bad about the content pipeline.
>>
>>173977503
Don't be a pedophile. Don't make shitty games with shitty block art.
>>
>>174027101
>
>>
>>174026676
When you distract a vector from another you get a direction vector (dunno if that's the official mathematical term).

Vector2 dir = player.transform.position - enemy.transform.position;

(or was it the other way round? try it out and see what you get, I posted without testing it)
>>
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>>174027165
>>174027474
le sigh

>>174026738
>>
>>174026676
>>174027474
yeah sorry, it's the other way round. here's a little paste from stackoverflow:

> To get a ray from point A in the direction of point B you can use point A as origin and (pointB - pointA).normalized as the direction.
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