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/agdg/ - Amateur Game Development General

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Thread replies: 759
Thread images: 111

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Just Like Make Game!

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

> Play Demo Day 13 games!
itch.io/jam/agdg-demo-day-13

> Helpful Links
Website: https://tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg

> Previous Thread
>>173968559

> Previous Demo Days
https://pastebin.com/KUSDs9vt

> Previous Jams
https://pastebin.com/8DFkkce3

> Engines
GameMaker: https://yoyogames.com/gamemaker
Unity: https://unity3d.com
UE4: http://unrealengine.com
Godot: https://godotengine.org
LÖVE: https://love2d.org
Construct 2: https://scirra.com/construct2
Your Own Engine: I don't know, google it

> Free Models, Art, Textures, and Sprites
https://opengameart.org
https://blender-models.com
http://mayang.com/textures

> Free Audio
https://freesound.org/browse
https://incompetech.com/music
https://freemusicarchive.org

> Chats
IRC: https://webchat.freenode.net/?channels=vidyadev
Discord: https://discord.gg/invite/0g6DnnHCw7KsRvNA

> WebM Resources
OBS: https://obsproject.com
Webm for Cirnos: https://gitgud.io/nixx/WebMConverter

[Embed]
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>>174026713
I'm not memeing.
>>
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What is honestly the best language and tool to start making a really simple 2D engine in?
Or is making an engine not even worth it anymore despite the great reuse benefits?

Fuck you if you think there is no "best"
>>
>>174026674
I want to put this girl in my game and give her all the same incompetence and self-loathing that each of us feels every day
>>
>>174026674
>WebM Resources
mah nigga
>>
>>174026895
Why would you make an engine?
If you want to make a game then make a game.
>>
>>174026992
Because making an engine is like making a game and making an engine

But making a game is like making a game
>>
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>>174027140
>>
>>174026845
Amazing that image is so crisp considering all the use its gotten over the years
>>
>>174027197
>png
>>
>>174026895
2D engines are so easy that they literally take less time to build than it would take to get used to an existing 2D engine. The same is not true in 3D.
>>
>>174026674
>didn't put the lolijam again
>>
>>174027340
This. 3D is very hard to get working well, but 2d is piss easy. Everyone should at least make something simple from scratch.
>>
>>174027140
Explain what an engine is if not part of a game? Pretending the engine is something separate to the game itself is stupid.
>>
>>174026895
I would go with C as the language, the GNU/Cygwin/Msys tools to support it, and Notepad++ to write and edit, but that's just me
I'm using love2d currently but no one can agree if that's enginedevving or not
if you want more freedom and less hand-holding than something like Game Maker, I can totally recommend LOVE
>>
>>174027419
I don't remember there being a majority agreement we should have one
>>
>>174027520
There are people who just dev neat features that could be used in any game but they may or may not plan to even ever use, and get stuck in a rut of making neat shit instead of ever pulling it towards making a specific game.

That's a bad thing that should be avoided. Unfortunately due to differing definitions of "engine" people will argue endlessly assuming people are thinking something different.
>>
>>174027520
Expert fizzbuzz programmers, everybody!
>>
>>174027635
There will never be a clear majority agreement. Even with polls, you'll get the underrepresented people making it a major life goal to shitpost until things go their way for the extremely small issue.
>>
>>174027635
>majority
One guy hating, you, is the only major problem we have here.
>>
>>174027662
it's fun though
>>
From last thread:

>>174025407
>>174025886
>>174026070
>>174027678
> 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.

Then use the x and y components from the direction/ray vector just like you're using input.horizontal and .vertical

Hope that is clear enough now?
>>
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>>174026895
>>
>>174026674
What is the point of adding Chats and WebM sections when both are already present in the tools.aggydaggy.com link?
>>
To the anon calling bullshit on needing to write your own keyboard class in XNA, you really do. its up to you to keep track of which keys were pressed last frame, for example, so you can detect an initial keydown or keyup. All you get is an array of the currently down keys. Its bananas, but it also makes you a better programmer.
>>
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>>174028023
>>
>>174028143
the same point as adding any of it
completeness
>>
>>174028143
Theres nothing that indicates that aggydaggy.com has webm instructions on it, and also visiting the link, the page doesn't have anything about webms on it. Its buried.

Considering how important webms are to agdg, if something as niche as blender models gets its own mention, then surely participation tools deserves a section as well.
>>
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>>174026895
>best
>>
>>174028307
I see you building that strawman

>>174027780
>pedos
>one guy hating
Uhhm im pretty sure 4chan as a whole hates pedos? Always has.
>>
>>174028218
The only thing you need is storing old KeyboardState so you can compare it with the current.

KeyboardState newState = Keyboard.GetState();

if(newState.IsKeyDown(Keys.Space) && oldState.IsKeyUp(Keys.Space))
{
// key was pressed this frame
}
if(newState.IsKeyUp(Keys.Space) && oldState.IsKeyDown(Keys.Space))
{
// key was released this frame
}
oldState = newState;
What do you need a class for? I mean sure, it makes sense to write tool functions for WasKeyPressed() and WasKeyReleased() so you don't have that bloat right inside your actual input handling and if you WANT you can encapsulate that in a keyboard handler class, but you don't NEED to.
>>
>>174028218
>>174028690
And I mean... I can kinda understand that somebody would find it annoying that you actually have to write those few lines yourself because XNA doesn't have a WasKeyPressed/Released tool function itself unlike most real engines - but that's because it's a pretty straight-forward DirectX wrapper and DirectX doesn't have said tool functions either. And that's code you write ONCE for your first project, then just copypaste it into all other projects. Hardly a reason to bash XNA as being "too complicated for prototyping" or whatever you were implying.
>>
>>174028927
>And that's code you write ONCE for your first project, then just copypaste it into all other projects
What if one project has spacebar being jump, but the next project has spacebar being attack?
>>
>>174029032
So fucking what? That's not the point at all.
>>
>>174029183
Your little copypasting trick wouldn't work.
>>
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>>174028927
>XNA is good for prototyping because you only have to write extremely basic functionality once!
>>
>>174029248
XNA has "everything" you need for quick prototyping. Are you seriously complaining because it's necessary to remember old input states for keyboard and mouse yourself? XNA is a wrapper, not an engine.
>>
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>>174029547
>XNA has "everything" you need for quick prototyping
Yeah except mouse clicks
>>
>>174029753
>Yeah except mouse clicks
>I'm going to make an entire game without writing my own input class.

How do you expect to implement custom controls without this? The pressed/released functionality is like 4 lines of code...
>>
>>174029868
By using an engine that actually implements it properly and allows it to be easily modified in case my game needs something different.
>>
>>174029868
>"hey bro I have an idea for a videogame!"
>"hella sweet, lets start prototyping it!"
>IClickable.cs
because you have to write your own GUI
>>
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Opinions on this lighting setup? I'm not sure if the area outside of the sunlit area is too dark or not
>>
>>174030005
>>174029940
>Unity babies cant imagine writing their own libraries

It's like you think this is engine deving... I don't even use XNA but making shit in it is just as trivial as unity. Even more trivial if you aren't used to using editors.
>>
Linking the music strawpoll again.http://www.strawpoll.me/12749022
>>
>>174030146
But I don't want to waste my time making libraries that already exist. Why should I waste my time making a library that already exists?
>>
>>174030360
What game is this for?
>>
>>174030508
Because the style would suit you more than unity.

Tbh if I had more experience with 3D dev when I was using XNA I would have stuck with it. It's kinda pleasure to use. Been using Unity for 2 years and I still end up fighting it more than anything.
>>
>>174030508
Why should you even waste your time deving a game, when so many game already exist?
>>
>>174030675
you make a compelling point

pack it up boys
>>
>>174030675
Because I want to make a game. That's the difference. I enjoy making games, not making libraries or engines.
>>
>>174030608
Working title is Neighborhood Watch. Mech-based survival on a to-scale Earth. So, figure the typical survival/exploration feel.
>>
>>174030675
No no no no no
No existential crises allowed /agdg/ you know better I can't take these.
>>
>>174028420
>makes u pedo LOL
Everyone already told you how much of a fucking idiot you are so I'm just going to reiterate it.
>>
>>174030829
Give up your dreams. Your game idea has been done before, with more budget and quality too.
>>
>>174030814
>Mech-based survival
I'm going to preorder this
>>
How do I get you faggots to reply to my posts when I post my game? You all reply to shitty games and praise them so I see no excuse.
>>
>>174031059
The thread ebbs and flows
Probably you were posting during a high tide of shitposting
>>
>>174031059
Pipe down you histrionic bitch. Posts with obvious flaws, meme posts, and really good posts get (you)s. Everything else gets ignored because people get tired of saying "nice".
>>
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First time trying to do arm IKs, how do I straighten it out here?
>>
>>174030094
Why he is rim lit while in shadow?
Skybox is too bright
Shadowed area seems alright if its dusk
>>
>>174031174
Shitty baby games with no effort involved will get dozens of praise though.
>>
>>174030094
>>174031248
Yeah the rimlighting is the biggest problem.
>>
>>174031040
Feel free to follow the development. I post weekly updates to YouTube. Certain geographical entities will spawn rarer mechs with super gear. I'm in between fixing bugs from my last testing build and implementing the moon, world, and the results of the music poll. After that, it's create more parts, distribute to promoters, and put out on early access.
>>
>>174031282
This is where you expect me to ask you for examples so you can vent by shitting on devs whom you believe receive undeserved attention, right?
I'd love to know what your game is but obviously you don't want it associated with your shitposting.
>>
I wanna make game but I dunno what game to make :(
>>
>>174028391
>best
hahaha
>>
>>174031571
I'm not going to single people out, that would be mean. Just don't understand why they get replies but my stuff goes ignored. It's really getting to me.
>>
>>174031059
>>174031781
sometimes I don't respond to a progress post of all if I can't think of anything to say other than "nice work"
>>
>>174031059
you say "your mother/sister/waifu will die if you don't respond to this post"
of course, that won't get you *relevant* replies
you could also shit on other people's projects when you post, but that won't get you relevant replies except for people shitting on your project
>>
>>174031781
You do realize that spending your time obsessing over the reception other people are getting is irrelevant or actively counterproductive to your ability to generate something worthwhile, yes?

Sorry for being harsh, but your game probably doesn't have anything worth observing or remarking on. That's not necessarily the case, since for example I rarely comment on the spaceship game guy's posts because he seems like he knows what he's doing and doesn't need my advice, but from your attitude I'm guessing that you're more likely someone frustrated with a game that on some level you know is mediocre at best. Address that instead of worrying about replies on some dumb imageboard.
>>
>>174031463
>Certain geographical entities will spawn rarer mechs with super gear
What

>implementing the moon
nigga what
>>
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persona but on mobile and you get stats and dungeons from passing other people streetpass-style

you don't have to walk around to complete dungeons you can do them whenever once you've discovered them

also charge for relationship dialogue
>>
>>174031781
Even a hint of unironic self-aggrandizement is a huge turnoff, devs tend to have to be self deprecating in here

But probably your art is uninteresting. Art is 90% what matters when catching (You)s
>>
>>174032172
...why would you give someone tips on how to be an attention seeking fucktard?
>>
>>174032317
>What
Being near say, a capital city, will cause one of the bosses to spawn. Oceans and large enough bodies of water will spawn a certain boss. That sort of thing

>nigga what
I made the moon reflect the actual phase of the moon in the real world. Just because I can.
>>
>>174032423
add in goog's art for good measure
>>
>>174032453
Lack of attention is what killed Pugs Life

and pugdevs pug
>>
>>174031781
getting replies sucks, it means you fucked up. Nobody comments on stuff that looks ok/good.

It's like dicks in the locker room. As amateurs, we all have small dicks. If some guy posts progress and it's decent, he has a decent sized dick. Maybe not chad sized, but bigger than yours. So you are embarassed. You don't call him out, because he can just laugh at your smaller dick.

But when you see anons with shitty small dicks, smaller than yours, you point and laugh.

That's what it feels like when you get comments here, like everyone has seen your small dick and they're laughing at you
>>
>>174032605
This post reeks of failed normie.
>>
>>174032585
he got plenty of attention in the thread though. he just mistook that for an audience
>>
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Had a few days of little progress for various reasons, but back at it.

Added slopes and one way platforms. Still some jittering on the slopes that I need to deal with, but they're functional.
>>
>>174031781
CUTE
CUTE
>>
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>>174029547
>>174029248
>>174030146
>>174030508
>>174030628
>>174030675
>>174030749
>>174030829
>>174030778
>>174029940
>>174029868
>>174029753
>>174029868
Well, I guess we're one step closer to being back to regular AGDG.

Instead of arguing with lolifags, we're having the 15 millionth edition of Engine Wars.

Whoopee.
>>
>>174032883
Wanna argue about tumblr in filenames instead?
>>
why are you talking about libraries, books ain't gamedev
>>
>>174032785
Damn man that's giving me old shockwave game vibes, I like it. But yeah keep it up, it's certainly looking functional.
>>
>>174032785
I'm inspired by your steady progress, anon.
>>
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>>174032959
>patrolling filenames
>>
>>174031203
From the front it should be as straight as possible and from the side, there should be a slight bend at the elbow.
>>
>>174032453
I'm telling him what not to do if he wants meaningful replies
also shits and giggles
>>
how many choices does a VN need to have to be considered a video game?
>>
>>174033841
Not enough.
>>
>>174033841
All of them
>>
>>174033841
Just slap a minigame in it at some point.
>>
Alright /agdg/

I have a basic idea on what I want to do
I have alright programming experience

How do I art good in a short amount of time?
>>
>>174033841
The choice to have gameplay
>>
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>>174034345
>>
>>174033121
>>174033318
Thanks anons!
>>
>>174033841
VNs need to just skip straight to the point and include a rape option with every interaction
>>
What c++ 2d engine should I use?
>>
>>174034727
Gotta use Unreal for 2D
>>
>>174034727
Your own.
>>
>>174034890
Why would I want to spend hours programming something that's already there?
>>
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Progress
>>
>>174035021
Nice. It really gives me that "playing a blurry photograph in a low budget 1980s gaming magazine" vibe.
>>
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sersPgor
>>
>>174033841

What's your VN?

Typically what separates a game from a VN is an end state so I imagine having choices that will be a game over is essentially what it is.
>>
>>174034654

Works for Illusion
>>
>>174037050
Illusion makes shitty games, not VNs.
>>
>tfw spending the last hour making it bearable to draw images onto javascript canvas
kill me
>>
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Rate my rough hoe swinging animation, agdg.
>>
>>174037772
looks about right for /fa/ trying and failing to do manual labor
>>
>>174037850
>t. casual

There are backwards ways to rotate the image
There's scaling the image
There's loading the image
If I don't want 30 image files for one sprite animation and instead just want to use a sprite sheet, there's cropping the image

I don't feel like going through that process every single time I use a new image in my game, so I'm streamlining the process now
>>
ive started and dropped 3 projects tonight

i need help
>>
>>174039000
>3 dropped projects
>000
confirmed factual
>>
>>174039000
just stop drop and roll
>>
>>174039000
Go back and finish one of them
>>
>>174037772
ever studied animation? if not go learn at least the basics. this is all kinds of wrong man. Art can make or break your game.2/10
>>
Can I write custom netcode for a Unity game? Will it still work on non-windows platforms if I use System.Net instead of the Unity networking library?
>>
Is making a text-based game entirely on C viable? I started something but I'm not sure if it'll hold out
>>
>>174040247
Yes.
>>
>>174040247
If you're making a text based game why not use a language that has an easier way to deal with strings?
>>
>>174040021
Generally you can write custom anything for Unity. A guy I know is currently developing a MMO (kek) and uses Unity exclusively for rendering, the whole game logic, networking and database stuff is custom code sitting in DLLs and making heavy use of .NET stuff. As for the second part of your question I don't see why it shouldn't work as long as you're using a version of .NET which is supported on the other platform.
>>
>tfw you fell for the love2d meme
>>
>>174040409
That's basically what I wanted to do as well, just use unity for rendering. I guess I'm a bit wary because unity runs on mono on most platforms right? And mono might not support everything that .NET proper does.
>>
>>174039632
Can you tell me what exactly is wrong with it? Saying "all kinds of things" and pointing out none of them isn't very helpful, anon.
>>
>>174040789
I'm not him, but the anticipation is really good with the extra frame. The problems appear with the lack of arc, even if he can't afford another frame some kind of flashy fake arc would help sell it. The secondary action is there but not where it should be, a little hair movement would help.
>>
>>174040409
Why the (kek) on MMO?
>>
>>174040563
Well I'm no expert on Unity, just started last month. For all I know mono supports full-fledged .NET, but you're restricted to older versions of it (same for C#). It's one of the major complaints you keep reading on the forums, but iirc they are planning a major upgrade for summer this year.
>>
>>174041008
So far their team only consists of 2 devs, so I'm a bit sceptical they will ever deliver. Although nothing is impossible of course, one of the guys is an excellent programmer with decades of experience (15 years C#, C++ before that) - but never made game so far. Dunno about the other guy, never met him.
>>
>>174040969
I appreciate the in-depth critique. Was planning on adding hair movement when I cleaned it up. I see what you're saying about the arc. I had a frame in between, but I thought it made the swing look too slow. I'll definitely try adding an effect and see how that looks.

Thanks!

Thanks!
>>
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IS the art in my city level bad? Does it need to be more cubic?
>>
>>174041931
It's very cluttered
>>
>>174041984
alright I will fix it and get back to you senpai.
>>
>>174041931
>>174041931
gotta agree with >>174041984

Generally your art is great, but there's way too much going on in that one screen. What the fuck do you "need" those 15 traffic cones for? I'm assuming they have zero impact on gameplay, right?
>>
>>174041262
Really? Well, I need to start from scratch then!
>>
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>>174041931
>>
Do you use IK bones for arms? I'm having a fair bit of trouble with mine and I'm wondering if it's worth it
>>
>>174026674
So, do we actually have a full, successful production yet?

Can I post my damn sprites without them being torn apart by people with 'experience in the industry'?
>>
>>174043619
>Can I post my damn sprites without them being torn apart by people with 'experience in the industry'?

Why would you want this. Suffering amkes us stronger.
>>
>>174041931
Oh boy, this game looks so cool. If only it would COME OUT ALREADY WITH ITS DEMO COUGH COUGH
>>
>>174043705
Well, I guess I'm more okay with it if it's the standard these days.
It just seemed like back when I was on a couple of years ago, there was more /agdg/ committed to stopping projects, than there was starting them.
>>
>>174043619
Newfags can direct themselves elsewhere.
Risk of rain is the most prominent game to come out of agdg.
>>
>>174043275
FK for arms and IK for legs is a pretty common setup for animating.

If you can manage IK for arms in-engine to grab things that might work
>>
>>174041931
The normals on the lamppost and busstop looks weird.
>>
>>174043619
>>174043793
You are taking this the wrong way.
Every time someone looks at your work and points something out he's saving you tons of otherwise wasted time.
And if someone's replies boil down to "looks like shit", well, I don't want to tell you to ignore it, because it very well might just be that fucking terrible, but always demand at least some pointers.
>>
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>>174041984
Cleaned it up! I will redo the top section as well I'm still working on the design of the level but the idea is a city in the sky, and the top section is a little park, and the bottom section is a highway you have to cross after getting puzzle cubes from the park and dodge cars is the idea.

>>174043707
Need more time, please don't download the current old demo version the new one I'm cooking up is much better it just needs a programming friend of mine to make some minor changes and il get it ready. I cant program so I have to throw money and or future money at coders to do stuff for me since I hate code.

>>174043862
Getting rid of the normals thanks for the tip!
>>
>>174043795
/agdg/ should really fucking stop priding itself with RoR, it's not like any of you fucks tutored Hopoo or gave him some special moral support or anything of the sort.
>>
>>174041931
Really how cluttered it is depends on what the Gameplay is. Having backdrop isn't bad. But it looked like you were having a bunch of clutter in the playing field because there was so much foreground clutter.
>>
>>174044190
he was supposed to give out free keys but he never did

fuck that nigger i wanted my free key

i even stayed up but they never came
>>
>>174044081
I agree with this, but there are also some anons that will give you genuinely bad advice. (Like those retards telling Bokudev he shouldn't sell his game for more than $1 last night) So just take everything with a grain of salt. If someone says something is shit, and you just don't see it, maybe give it another pass at a later date.

Still, criticism is only going to make your game better. Just accept that some people are going to be unhelpful or even be super helpful but call you a retard in the process.
>>
>>174044190
When /agdg/ was on /v/ it was more positive anon. I'm of course not claiming anyone was instrumental in RoRs development other than Hopoo but anon here was asking about what /agdg/ has released. What could he mean but what members have done?
>>
>>174043820
I just find it hard to move them precisely enough with just an IK at the wrist and a pull bone for the elbow.
>>
>>174044086
Not to be that guy, but now it just looks empty.
>>
>>174044306
definitely, last call is always yours, just trying to do everything people tell you to do will probably just bog you down and frustrate you

"it's just my style" attitudes need to fucking go though
>>
>>174044392
>I'm still working on the design of the level

gimmie a secondo!
>>
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>>174044418
>"it's just my style" attitudes need to fucking go though
>>
>>174043619
are you going to post them or what?
>>
Is there a good alternative to GameMaker that uses a real programming language?
>>
>>174044086
>Cleaned it up! I
Looks way better, imo, but what's this scene even for?
>>
>>174031203
the IK typically goes on the forearm, with the IK target at the wrist.

As a way of thinking about whats going on, all the IK solver is doing is trying to put the tip of the bone with the IK_constraint to touch the IK_Target bone tail without scaling the size of the bones. Chain length tells it how many bones it gets to play with to try to achieve this.

After you remove that constraint from the palm, and add it to the forearm, the next thing you'll want to add is a disconnected bone at the elbow, parented to the uppermost parent/ root bone in your armature, and set that as your pole target, which is just a bone that tells blender which side you would prefer the arm to bend when the wrist gets close to the shoulder.
>>
>>174044653
I wanted a world in the game to be a sky city as the theme. Each world has 4 levels and a boss in it, and I didn't want to use a generic theme for the last 4 worlds of the game. (8 total)
>>
>start new game
>make progress for 2 weeks
>give up for a month
>come back
>start the same game from scratch because you forgot what you were doing or want to do it in another way
>repeat
anyone else do this?
>>
>>174037772
Is he trying to break a root every swing? To till the land with a hoe is much closer to raking up leaves than overhand swings like that.

https://www.youtube.com/watch?v=UHaKaB28GCY
>>
>>174044718
How about you make it so the actual level only has the stuff you need fro the gameplay perspective, and everything else is below it. Like if you have a skyscraper roof where your action is, and all the "city stuff" is below it.
>>
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>>174044567
There is nothing unreal about GMScript you fucking donut.
It's just another C derivative and no, all things considered, there isn't anything comparable to GameMaker on the market right now unless you throw your hands up and go for big boys like Unity or Unreal.
>>
>>174045186
>There is nothing unreal about GMScript
lol
>>
>>174045186
>C
More like Ecmascript than C.
>>
>>174044978
Constantly. I hate myself and want to die.
>>
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I'm sure there's a slightly cleaner solution to transition back to default animation but for now this works pretty well.

Works pretty well for how little scripting I needed. Most of it whats left is just tightening up the feel of the attack transitions when I import the non placeholder animations.

And deciding how I'll want to do attack collision checking.
>>
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>>174044525
>cant differentiate the existence of a unique style he wasn't raised with from "muh style"
your use of the simpsons is what gave you away.
>>
>>174045062
I'm not making a sim, anon. I want it to be cartoony.
>>
>>174044978
over and over

LETS COLLAB THEN WE'LL FEEL TOO GUILTY TO QUIT RIGHT?

seriously though ue4 collab when?

Can program, tons of assets..
>>
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>start putting some serious time into devving
>realize that everyone is making pixel platformers
>stop devving and contemplate suicide

Just your average day in the life.
>>
>>174045808
>realize that everyone is making pixel platformers
>stop deving
explain your reasoning right now
>>
>>174045951
>explain your reasoning right now

Pretty fucking hard to remain motivated when it dawns on you that you're unoriginal.
>>
>>174045808
If you're making a game to be successful and make bank you shouldn't be making one in the most saturated genre anyway. If you're just doing it for fun who cares what everyone else is doing?
>>
>>174046009
If you ever thought a pixel art platform we was original in the first place you might just be a fuckin' retard.
>>
>>174046019
Honestly, I'm not too concerned with making serious money on anything I make, because at the end of the day, I have no talent for this kind of thing. I'd much rather just make something that stands out on its own that people will enjoy and talk about. Recognition before profit, all that shit.
>>
>>174046009
>you have to be original to make ssomething

I guess all these consumer car designers neck themselves when they see a new lambo roll out, then. Stop making dumb excuses.
>>
>>174046102
make a game before you worry about recognition

your first many wont be
>>
>>174046083
It's not so much that I thought I was being original, rather I didn't think about the fact that I was being unoriginal.
>>
I like /agdg/ because it's not as racist as the rest of 4chan.
>>
>>174045697
gimme your assets
>>
>>174046121
lambo isn't even a good analogy
all middle class cars look the fucking same, all of them
if they didn't have (constantly larger) brand logos, you would have trouble telling a BMW from a Hyundai these days
and cargo van bodies are literally just carbon copies of each other
>>
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right - colors determined by base/shadow/highlight textures
left - shading determined by base texture and hueshift/sat/value properties (and a mask to keep the lights unshaded)

They both have different purposes - hard dictated textures allows for more unnatural things whereas the hue-based one ensures color vibrancy and saves a lot of texturing time while producing a near identical result (which is even better in some circumstances)
>>
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>>174046380
another example where the contrast is more obvious (hue shift on right, textures on left)
by handling the hue shift in code you can make the in-between colors much more vibrant
>>
>>174046320
>all middle class cars look the fucking same, all of them
That's my fucking point, you dip. You don't see people killing themselves because a CEO told them "make a new revision of our flagship sedan, and don't stray too much from what all the other companies make/what's the norm". They all look "the same"because that's what's the norm and what people want at thiss point of time, so people are going to choose bassed on some other details - bhp, comfort, price, color, trim, etc.

Same with your pixel platformers. There's a shitload of them? Okay, but some people will like fantasy ones, others will prefer frantic scifi shooting action. Some people will say "40 quid is too expensive for me", and go for the cheap ones. Meanwhile, you're maybe making some money and learning skills, expanding your portfolio, earning experience, etc etc.

You think Dacia gave a fuck about originality when it stormed the european market with cheap cars in 2005?
>>
>>174046664
oops I'm dyslexic, swap left and right around. It's pretty obvious in the picture anyway
>>
convince me not to use sfml
>>
>>174046867
I agree with everything you say but Dacia is fucking shit and people buy them because they cost 6,000 euro, not because they are great cars.
>>
>>174047041
It's shit.
>>
>>174047121
Space Dementia dev is making it in sfml and I wish my stuff was quarter as good as his
>>
>>174047095
> Dacia is fucking shit
Well... they're better than Tata at least, i suppose? But you're right, my point was that they didn't care about being high quality, like, say, Audi. I suppose they're like mass cheap mobile connect-3 games, they don't give a fuck.
>>
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goodbye faux-crt filter, welcome composite filter
>>
>>174046867
Not taking sides in the argument, but the reason the cars look the same is because the energy comsumpsion/cost to produce simulations of designs are software-generated under some constraints and they tend to end up at similar results. It's not because of the demand for generic looking vehicles. Expensive cars perform worse cost-wise, but that's not why you'd get one.
>>
>>174047313
I think your game looks great, but I fear that there might be some usability issues. It is hard to say from images alone, but seems that there is a lot of UI clutter. I hope that you playtest this game properly before releasing it.
>>
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>>174026674
changed aspect ratio
messed around with doors
made two rooms using blender

also i'm not rotatedev
>>
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>>174047547
I tried to include all feedback from the last demo and it's a much smoother experience right now

post haircuts
>>
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>>174047618
action box webm showing the doors in action
>>
>>174046267
this is just asking to be racially insulted
>>
>>174047368
Yeah, english is not my first language so i understood precisely nothing.
>>
>>174047790
This looks like shit, the area where you can actually move is way too small. What's even the point of having the rest of the screen?
>>
>>174047825
Cars are designed to make most money by computers. Human designed cars, such as lambos, are less good in efficiency.
>>
>>174047790
I have no idea why the character is randomly teleporting on the screen
>>
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>>174045540
How did your loli jam go gogem?
>>
>>174047790

I have no idea what you're trying to show here...it looks like you're showing off some kind of glitch.
>>
>>174047618
>>174047790
What's the game even supposed to be about at this point? There's no way these backgrounds could work with a twin stick game.
>>
>>174047948
Ah, i get it, but by lambos being less efficient you mean in terms of profit?
>>
>>174047884
>the area where you can actually move is way too small
i can increase it slightly
>What's even the point of having the rest of the screen?
it looks nice
>>174047960
it's running into the walls and getting sent back to the center
>>174047964
it's showing the limits of the play area, perhaps i could make it clearer
>>174047980
idk yet
>>
>>174048025
Fuel consumption, durability/maintenance. If you made the two compared cars of the same materials - spent the same amount of money to make them - they would use more fuel, would break down faster and be more difficult to repair.

That's an argument for needing some innovative platformer mechanics for other to buy yours.
>>
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>>174047618
rotatedev isn't here making her glorious return known through a strange perspective game
>>
>>174048041
>idk yet

And how many weeks have you been working on that character and backgrounds now? Priorities buddy.
>>
>>174048170
i'm not rotatedev, i'm ambientdev

https://ambientdev.itch.io/
>>174048174
>And how many weeks have you been working on that character and backgrounds now? Priorities buddy.
i want to figure out how the game looks before i figure out how it plays
>>
>>174048167
Oh yeah, i get it, thanks.
>>
>>174047961
finishing up now
>>
>>174048247
oh lol
>>
>>174047618
Is this 3D?
>>
why is dongposter always getting so much attention?
>>
>>174048678
car accident syndrome
>>
>>174048654
it's a 2D image of a background i made in blender

see here;
>>174047790
for how it looks
>>
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advance wars but for pc
>>
>>174048741
I see. Looks nice.
>>
>>174048805
So Battle Isle?
>>
>>174048805
>3.jpg
post your folder
>>
>>174048731
did you want to say trainwreck syndrome?
>>
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Give me ideas for a comfy space game, that is not a shooter or strategy game, please.

Space mining, maybe?
It's meant to capture this atmosphere
>>
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>>174048247
why won't she come back agdg
>>
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>>174049095
>>
>>174049095
Space VN where you live a daily life with your GF
>>
>>174049095
You have a comfy crew of cute girls, repairing space ships.
>>
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it's getting there now, have some basic AI and combat functionality in now
>>
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>>174048805
actually working on a game similar to this and a few others, but its still gonna be pixel art forgive me i can't 3d and don't like bad 3d
>>
>>174046380
How do you render outlines? Depth-normals or something different? I still can't make something that would be satisfying.
>>
>>174049095
this pic makes me really fucking uncomfortable
like the guy obviously knows how to draw, but every now and then he left for a cigarette and a retard sat behind the computer instead of him and fucked something up
also is that fucking hebrew down left?
>>
>>174049095
>>174049171

you are a "captain" of a small but fast vessel with you and your [insert emotion/quirk] robot. you make deliveries throughout the milky way, and customize your ship to be faster or cooler or whatever. you should be able to get into some illegal shit and have to upgrade stealth but also be able to decorate your ship with stupid shit and street-space race ricers and their ships

might be kind of fun from this perspective. you are just a delivery person in a watching events unfold from afar, not really having any effect or say on them

obligatory ability to have arcade games on your ship

i imagine this is the plot to an anime or something idk
>>
got an idea for a business simulator, war profiteering
you first own a mine, then refineries, factories for rails/weapons/tanks/ships
as men are drafted to war you get to employ women too at less pay and less efficiency until they are educated/experienced enough
you get to employ minorities, pay them less of course but keep them from camps, you can go full schindler but also just use them, but have to be careful as you're supposed to be a patriot
then draw out the war for more profit, supplying both sides
setting is WW1/WW2 like alternate universe as to not step on to many toes and make it possible to sell the game
>>
>>174026845
Because I'm making an mmorpg. Working on ai today.
>>
>>174049792
Sounds okay for a concept, but only if you are able to go to the extremes, eg. only be a great, selfless person and treat your employees like angels, or employ war slaves and overwork them to death.
>>
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>>174049171
Alien reference?
>>
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>>174049528
Hmm... Something tells me it should be a tofu delivery, idk why...

Tofu delivery all over the solar system, using the gravitational forces in your way to help you gain more speed
>>
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>>174049275
I'm using a couple different methods, there's different shader files depending on which method suits a specific model best

They're all based around doing an additional draw pass which has the vertex data set to push every vertex out in the direction of the normal based on a given magnitude. The downside of this is that any hard edges (ie non-smooth normals) are actually two separate vertexes on top of each other - which results in a break in the mesh when the geometry's pushed out. You can fix this by smoothing the normals, but that might not be ideal for situations where hard edges in lighting are important.

The difference between each method is how the outline depth is handled -
-I have one version that draws the outline pass first and doesn't write to the depth buffer, so the model's fill pass is drawn completely on top of the outline no matter what. This generally looks the cleanest (there's no clipping where you see "inside" a part of the outline) but the outline is never on top of any part of the model (ie no outline for an arm in front of the body), which can defeat the purpose if you're relying on the outline for definition between similar color body parts.
-I've got another version which does the same thing but writes to the depth buffer like normal - this is probably the most standard and traditional method for this kind of thing (I believe jet set, okami etc all use this method)
-I've got a third version which combines the two (pic related) - it has a thick back non-depth-writing outline and a thinner depth-writing outline (defined as a percentage of the width of the back outline). The result reflects cartoons/anime that do a 'thin outline with a thick outline rim' style and I think it looks pretty nice, but it requires three passes to draw so I imagine poly count would be an issue if models are too high poly. I'll probably only use this one for character models and use one of the cheaper options for less important things
>>
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>>
>>174050526
Nice Frogger clone.
>>
Would you say that you are working on a video game? Or is it more of a video shame?
>>
>>174050859
i'm working on a video blame

because i blame you for triggering this shitpost

or maybe it is more of a video james, as I am the one making it
>>
>>174050859
There is no shame in being true to your values
>>
>>174050859
as long as youre not making a video same theres no need to feel video shame.
>>
>>174050859
I'm making ur mum cum every night
multiple times
>>
>>174051263
as long as you're deving and not shitposting there's no need to feel video shame.
>>
A game where you keep forgetting to return your library books
>>
>>174051496
fallout 4?
>>
>>174051496
You can return overdue library books in Fallout 4
>>
I hate most of you, why do I even have this tab open?
>>
Sorry for being a dumby, but I'm starting to learn HTML and CSS from Free Code Camp, but I read on the internet that those languages aren't really programming...?

Should I let these aside and find a proper language to learn or what?
>>
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>>174050183
>>mfw I can see it
>>
>>174051685
masochist simulator 2017
>>
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>>174051685
you have a problem
>>
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What is it with women and hidden object games?
>>
>>174051717
>Should I let these aside and find a proper language to learn or what?
Yes, unless you want to work in cutting photoshop website mockups to HTML.
>>
>>174026895
>best
lmao @ you
>>
>>174026895
Japanese is objectively the best language
>>
>>174051791
>click on every pixel of the screen to win
>le epin gameplay
It's for people who don't value their time
>>
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>>174051791
>>
>>174026895
rust
>>
What are the must-have features in a stealth game?
>>
>>174052673
stealth
>>
>>174052673
a guy who says "must have been my imagination"
>>
>>174052673
!
>>
>>174052754
with an arrow in his fucking back
>>
>>174052673
a silenced tranquilizer pistol with infinite ammo
>>
>>174052673
Basically the opposite of most stealth game. Stealth games are inherently a kind of puzzle game, not a kind of 1st/3rd person shooter. Players shouldn't have to either barge in or wait 5 hours to know the guard's pattern. That information, and information to solve a room, should be available through varied kinds of environment hints and short in-game enemy interactions that DO NOT spell out what to do (show don't tell).
Unlike other kinds of puzzle games, stealth games need to have many solutions, however.

Hitman series is flawed as shit but it's a great example of a truly good stealth series because it does just that.
>>
fuck slopes, i wasted 3 days trying every hack to get it right with a physics engine, it just doesn't work, goodbye slopes
>>
>>174052862
Use Box2D friend.
Or, look at Box2D's source and try figure something out if you're writing your own engine.
>>
>>174052673
Fighting being the last resort. Look at Thief.
>>
guys help the window has disappeared for some reason
>>
>>174053004
have you tried uncompiling and then compiling it again?
>>
>>174053004
what are you writing your game in?
>>
>>174053073
yes it didn't work
>>174053075
gamemaker...
>>
>>174044081
It was pretty much a case of agdg dogpiling me. Not sure if that still happens.
It turned into a course of 'hey lets see how many bad edits of this guy's sprite we can make to insult him' rather than 'lets give tips to help him'.
>>
>>174050479
Thanks for the reply. I think I'll just have to tweak my shader for better results.
>>
>>174053228
post it again, we'll be nicer this time
>>
>>174053004
borderless windowed is the best way to play games anyway, just leave it.
>>
>>174053228
Maybe you shouldn't be bad on purpose then.
>>
>>174053004
If your world objects are all going to be simple shapes like that you could consider creating them in a 3D program first so that you always get the perspectives correct... and then you just flat shade over them
>>
>>174053385
I'm sure you will.

>>174053458
See, immediately you're not being very helpful. You expect anyone to get a game out when you're like this? And you people wonder why AGDG hasn't produced their Golden Title yet.
>>
>>174053437
Fullscreen is superior because moar fps but wangblows fails hard at fullscreen and mode switching is super slow.
>>
>>174053531
>If your world objects are all going to be simple shapes like that you could consider creating them in a 3D program first so that you always get the perspectives correct... and then you just flat shade over them
read the thread
>>174047618
>>
>>174053535
>why won't you suck my cock when I am awful on purpose waaaaaaa
Try reddit.
>>
I just had a flash of a great game idea, immediately thought that I should ask you guys if it's a good idea or not, then as soon as I got here I completely forgot what it was. Like, fucking gone. Damnit.
>>
>>174053583
Oh oops.
>>
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>>174053537
>Fullscreen is superior because moar fps
only if you play games which are such fucking HW hogs even turning off Windows Aero will make them run better, which is hardly a case with these pixel platformers agdg makes
>>
>>174053728
RIP your idea.

Should have written it down / repeated it a few times in your head to commit it to long term memory.
>>
>>174053728
it wasnt even good enough to remember, problem solved.
>>
>>174053816
It's not because of any compositing, it's because in fullscreen, the game can directly write to the display, while in non-fullscreen, the OS gets in the way.
>>
>>174054279
I dunno, I had it pop in my head as I was dozing off in my chair here, and they say the state where you're not quite awake and not quite asleep, but in that world inbetween, is where the best idea's are thought of.
>>
>>174054449
for me those ideas usually turn out to be shit

I get an idea that seems great, wake up from my dozing, and immediately write it down somewhere so I don't forget it

then when I'm awake I read it and it's nonsense
>>
>>174054449
>they say the state where you're not quite awake and not quite asleep, but in that world inbetween, is where the best idea's are thought of.
who the fuck is "they" saying this?
dream states have you believe any bullshit (including "my game idea exists and is great")
>>
>he doesn't know you can tap the dream world for unlimited, original ideas
I pity you pixel platformer fools, all my best ideas come from dreams.
>>
>>174054663
>mfw dreaming of pixel platformers
>>
>>174053437
>>174053537
are you meming?

should i keep this thing if people like it
>>
>>174053728
>first instinct after getting an idea is to ask general where mentally unstable dweebs constantly samefag and majority of content is half-ironic """""bord culture""" stuff instead of actual worthwhile content
>instead of writing it down and starting prototyping it soon after
what the fuck nigger
>>
My code is a mess
>>
>>174054760
Yes I was memeing, fix it and then if you want you can add an option for fullscreen and borderless window.
>>
My code is the best
>>
>>174054556
It's actually a technique used by some famous artists, and even some current ones. It's called Hypnagogia. One technique is while you're falling asleep, hold an object in your hand over the edge of your bed. As you fall asleep, you enter the state, and right before you actually fall asleep, your muscles loosen, you drop the object, it hits the floor, and you wake up, hopefully having thought of something really good during that short time.
>>
>>174054929

>>174028391
>>174031667
>>174028023
>>
I code in the REST
>>
What about Advance Wars, except instead of playing on a 2D grid you play on a 3D cube-grid?

Is this too next-level?
>>
>>174054889
>you can add an option for fullscreen and borderless window.
>all these hoops you have to jump through to make gamemaker scale properly
lol
>>
>>174030675
And yet there's never been a sequel to Zelda II.

Checkmate chucklefuck.
>>
>>174055004
that's a lot of empty space
>>
I think I found my calling

I'm going to make Space Funeral except with worse graphics
>>
>>174054964
i was already aware of this but thats really something that only makes sense for visual artists and storytellers looking for inspiration from the ridiculously retarded illogical shit our brains spit out in sleep (you can also take hullucinogens for the same stuff)
games are built on logic, not gonna find good game ideas there.
>>
>>174055242
>games are built on logic

Built, yes. Founded on? No.
>>
>>174055242
Goog, only because you are creatively devoid and only makes utterly boring number simulators or straight ripoffs it doesn't mean that other people can't have good ideas when they're most creative.
>>
>>174055242

Visual art and storytelling comprises a major part of a lot of games.
>>
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>>174055293
>>174055324
>>
>>174055365
Kojima knows whats up
>>
>>174055365
>tfw DS will finally be Kojimbo's edgy hollyjew kino he's always wanted to make
>>
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>>174053228
>>
>>174055562
oh wow
>>
>>174055562
so you don't know what could be possibly wrong with this?
>>
>>174055562
lol
>>
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>>174055562
you don't want to become a legend like sord?
>>
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>>174055004
Could be neat. It would make air units more interesting, since you can decide how high they will fly.
Also having different levels in the terrain.
>>
>>174055562
Nice dick in a jar.
>>
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>>174055774
>aggro dagger
>>
>>174055774
Oh shit this game.

Haven't seen dev updates in awhile.
>>
>>174026674
If I have a game like Harvest Moon, where you can sell crops and products and stuff. How do I make the whole market thing more interesting?
>>
>>174055953
because hes on his third or fourth side project
>>
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>>174055774
I would say "who wouldn't," but as I recall the original creator of sord was not very happy about it

it sure was funny though
>>
>>174055829
Was that just a proof of concept?
>>
>>174056015
i like how it looks like photorealistic cardboard for a bad cosplay
>>
Video games always seem to be designed like movies. You follow a single, continuous narrative from A to B.

What do you guys think of designing a game like a TV show? E.g. breaking it up into a series of 'episodes' that have little (if any) relation to each other?

I was thinking of making an RPG like this. You'd play as a party of "heroes for hire" and each episode would be someone asking you for help with some sort of problem-of-the-week.
>>
>>174055975
I've been rolling around some ideas for this for my Underwear Lumberjack game. I was thinking it might be cool to have some crops only grow in certain seasons, and have an actual supply/demand system, coupled with random events.

So for example, you grow wheat non-stop during the summertime, and you sell everything and flood the market. Gradually people pay less and less for it, and then you don't have much food for the winter.

Or, you could sell just enough to get by, then in the winter, demand goes up for it because no one's growing it, or a shipment of wheat somewhere goes into the river, so suddenly you have a 2-day period where you can make 3x money by selling your wheat.

It'd be tough to balance but could make things more interesting than "dump all items into sell chest"
>>
>>174055975
Have an actual market?

Change prices according to:
* Season
* How much crops X have been sold by you
* How much crop X has been sold by competing farms (who you can drop by and see what they're farming, so you can know to not overfarm cash crops or whatever)
* Fads (you can judge by villiagers or newspapers or whatever)
* Government intervention (ok this is probably retarded)
* Etc...
>>
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>>174056089
Yeah, I don't think it ever became a game.
>>
>>174056135
Episodic games already exist.
Ill continue to say its how Patreon devs should do all their stuff.
>>
>>174056135
So basically final fantasy, but with the same cast everytime.
>>
>>174056212
Not a bad idea.

Much more concrete than vague improvement promises.
>>
>>174056176
that looks pretty slick
>>
>>174056135
I mean, any good RPG needs good quests, I don't see much of difference.

What about making a RPG that instead of leveling up you level down while you learn to rules of the game and how to exploit the system? Enemies stay at the same level, main Boss is just a normal guy.
>>
>>174056135
>What do you guys think of designing a game like a TV show? E.g. breaking it up into a series of 'episodes' that have little (if any) relation to each other?
yeah woah what if you broke the game up into a bunch of separate areas and called them levels woah
>You'd play as a party of "heroes for hire" and each episode would be someone asking you for help with some sort of problem-of-the-week.
those are called quests you dick
>You follow a single, continuous narrative from A to B.
play a bioware rpg you dumb fuck
>>
>>174056278
Its especially good for lewd games, which is most of the patreon game market anyway.

Its essentially what dating my daughter is doing. Although he adds a few things here and there to the previous scenarios each release.

Its a travesty watching all these great concepts get wasted.
>>
>>174056135
That would be cool for a concept like the TV show HEROES where in each episode of the game follows one or two heroes learning about their power and using it, and after a few episodes they start coming together
>>
>>174056413
>how about a game that punishes you for progressing
lol
>>174056463
this just sounds like the origins in dragon age origins

actually that's a pretty good idea, just tons of origin stories
>>
>>174055975
Supply and demand system with ingame weekly refills, and merchant gold and surplus inventory (including what the player sells the merchant) which is used up on refill (surplus is sold at say 0% profit on store items, 10% on player items; gold is used to refill the inventory; etc.)
>>
Anyone else not sure how to begin making their game now that the engine is finished?
>>
>>174056694
>engine
>finished

Nice bait you fucking nodev
>>
>>174056637
>>how about a game that punishes you for progressing
>lol
Your reward is learning how to beat the game. The same satisfaction of solving a Zachatronics puzzle.
>>
>>174056413
>>174056436
The whole point of doing it episodic is so that you don't have to design/implement all of the bullshit that's normally associated with an RPG:

- No overworld
- No quest system
- No overarching storyline to write

It's like turning your game into a series of mini game jams where you can re-use all of your assets, so you're way less likely to get stuck and give up. It also lets you be way more experimental than quests would allow you to (e.g. making one of the episodes an entirely different genre of gameplay).
>>
>>174056694
B E C O M E AN ENGINE DEV
If you dont like doing content, then dont force out a shit game.
>>
>>174056163
>>174056168
>>174056671
Thanks guys, I'll play around with these ideas. For the supply and demand thing, is there any special equation, or is it just a simple linear function?
>>
>>174056884
I don't want to be just an enginedev, I made the engine with the aim of using it to make a game.

Only now I'm not sure what to do, how to even start designing a game in terms of story.
>>
>>174056994
>designing a game in terms of story.
Story always comes second to me when getting a game idea.
An easy way to find an idea is to scour through obscure nes/snes games and just improve upon one.
>>
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>>174056994
isn't the whole point of enginedev to make an engine that will fit the game you want to make?

how the fuck do you finish an egine without knowing what game you want to make with it?
>>
>>174056929
That depends entirely on your variables I guess. Not trying to be harsh, but if you're making a Harvest Moon clone you should figure this out on your own
>>
>>174056793
sounds like bad dark souls
>>174056809
>It also lets you be way more experimental than quests would allow you to (e.g. making one of the episodes an entirely different genre of gameplay).
like the bike sections in battletoads

so unfocused trash got it

i do like my origins idea though
>>
>>174056809
The problem is no one will pay for what is essentially hour-pack DLCS in a genre where thats a STRONG taboo.
>>
Has anyone made a sitcom simulator...? I think that could be fun, with a laugh track and everything.
>>
"if you kill your enemies, they win" jam
>>
>>174057171
I knew what I wanted the game to look like and how I wanted it to play, but now I'm not sure what to put in it.
>>
>>174057332
there are things much worse than death
>>
>>174057402
rape jam?
>>
>>174057402
being a nodev?
>>
>>174057332
"Day of the rake" jam
The only jam ive ever been excited about
>>
>>174057332
You are your worst enemy.
>>
No but seriously, what's the next jam theme?
>>
>>174057703
80s jam
>>
>>174057703
It will be decided after Demo Day 14
>>
>>174057703
jam ends in 9 days why the fuck do you want to decide a new one already?
>>
>>174057765
oh yeah that is perfect for me

i am literally doing DOS shit right now
>>
>>174057796
What jam?
>>
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>>174057843
https://itch.io/jam/agdg-loli-jam-2017
>>
>>174057703
https://itch.io/jam/agdg-gelatinous-cube-jam
>>
>>174057931
>>174058056
What about the rush hour jam? is it kill?
>>
>>174058137
haven't even seen a page for it
>>
>>174058137
Apparently, yeah
>>
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>>174057931
>And remember: Lolis shall not be sexualized, so NO LEWD STUFF.
>>
>>174057931
>>174058056
itch should really change or give you the option to only show joined if a game is actually submitted.
>>
>>174057931
>uses the pedo term for lewd little girls
>non lewd
Kek
>>
>>174058239
I say loli instead of little girl
fucking blow me
>>
>>174058178
please don't start this debate again
>>
>>174030675

And yet, they're all mostly shit.
>>
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>>174058137
No. There's still time to make a game for it. Do it faggit
>>
>>174058278
>lying on the internet
>>
>>174058239
hello gags
Just because you dont watch Sol doesnt mean loli == lewd

little girl sounds much worse.
>>
>>174058221
Ehm that's how it works now. First you join, then you submit a game.
>>
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Rigging took way too long.
>>
>>174058421
Cute as fuck
What's the game about?
>>
>>174058137
Honestly a jam themed around a movie is dumber than one themed about girls. At least the one with girls has more flexibility.
>>
>>174058221
If anyone submits a game you can see the game. There's not point in having a counter for it (and either way there is one, which is separate from the join one)
>>
>>174058327
I also say faggot instead of obnoxious fucktard who doesn't know when it's time to stop beating a dead horse
>>
>>174058421
thats a pretty awful herding outfit, bunnydev.
Are you afraid to do layers?
>>
>>174058558
ice cream, as far as i remember
>>
>>174058559
rush hour jam was about mixing two different genres in one game (like turn based racing). everybody seemed to love it but they soon forgot about it.
>>
>>174058602
Who is bunnydev?
>>
>>174058638
the way I remember it everyone seemed to love it right up until the point someone disclosed to them the jam in fact wasn't about the movie
>>
>>174058602
Squaredev here, I wish I was that good
>>
>>174058638
What? The jam is called "Rush Hour jam" and the banner is the Rush Hour movie poster. Why the hell would the jam be about something completely unrelated?
>>
>>174058713
Thats not you?
its the same style though.
>>
>>174058713
I thought it was you too.
>>
How do I shill on reddit? I checked out their gamedev forum but I have no idea how any of it works
>>
>>174058804
Because the movie was about a chinese and a nigga bro'ing it up
hey I'm not the one who made the jam, just saying what I've seen
>>
>>174058804
because it was probably made by the same mental case who created a jam theme poll where most voted shit got deleted
>>
What if I wanted Sloop John B by the Beach Boys to be the title song for my game ? What would I have to do ?

How about a Sloop John B Jam ?
>>
What would be the best engine for a paper mario rip off?
>>
>>174059378
Godot, Unity, UE4
Roll a dice and choose.
>>
>>174059331
Pay more money than youll ever have to Capitol Records.
>>
>>174059438
The dice fell off the table and now I can't reach it, does that mean I have to code it in linux's bash shell now?
>>
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How do I get started with raycasting? It sounds all very confusing and I'm not sure how to begin. I've seen that gamemaker has its own inbuilt thing but I dunno if I'd want to use gamemaker over another language.
>>
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LivelyTown has now gotten a new road! Composed completely from premium Dirt.
>>
>>174029231
Learn to abstraction
>>
>>174059625
worse, it means you have to program it in QB64
>>
>>174058421
lol, nice face
>>
Guys, if i make a video game that is based on another game, but it's mechanics are different, is it legal?

For example, let's say it would be a 2d village builder, but in a Witcher universe. Is that legal?
>>
are the clouds of dust people's characters leave when they run separate sprites or parts of character animation?
>>
>>174059897

Ur town is starting to take shape anon.
>>
>>174061158
>but in a Witcher universe.
make up new names and youre fine
CDPR might even sign off on an official non-profit fangame.
>>
>>174061158
If you don't profit off of it you can't be penalized but you could still recieve a C&D
>>
>>174059897
Are you planning to add shadows at some point? This will look crisp if you do.
>>
Has anyone else come back to their project after a year+ and found it absolutely terrible? I've been so busy because of uni.

I know how to make it better now but holy fuck I was totally clueless a year ago.
>>
>>174061489
>I was totally clueless a year ago.
get used to it every year.
>>
finally solved (hopefully) the slope problem, with physics engine you need to have 2 values for gravity and 2 states, one on ground and one on air, if the player is on ground the gravity should be set to a really high value, it makes the player snap along slopes at least, it's better than handling collision manually just for the sake of fucking slopes
>>
>>174061232
>>174061390
Thanks lads.
>>
>>174061390
don't think poles would be cunts enough to give a CnD to a non profit game
and as he said it's not even going to revolve around witchers
I would be more worried about Sapkowski, the guy who actually owns the setting, but like hell he's going to bother finding out
>>
>gogem misseed the deadline to his own jam
kek
>>
>>174061703
Submissions due in
8
days
5
hours
59
minutes
3
seconds
>>
>>174061703
The jam page clearly states that no lewd games are allowed. So Gogem can't even enter the jam
>>
>>174061179
>>174061428

thanks dudes! These are just screenshots from the 3d software. Post effects and baked lights will be in the final build when we start polishing the game. For the moment we are just focusing on pumping out assets and game mechanics.
>>
Where can I find the jam?
>>
>>174061896
>>174061975
Gogem made his own 'true' loli jam with no page because itch.io would ban the loli porn games. His loli jam ran from April first to today.
>>
>>174061540
funny thing, shovel knight doesn't have slopes
>>
>>174062071
Did he specify the time the jam ended?
>>
>>174062043
It's in the OP:
https://itch.io/jam/agdg-demo-day-14
>>
>>174062798
Why is there a huge boot and a peach? What does this have to do with AGDG or gamedev?
>>
>>174062894
discord's culture
don't ask
>>
>>174062993
What in the everlasting fuck
>>
>>174062894
"kicking ass"
no idea why it's so huge though
>>
Can you put an open source game on Steam?
>>
Is 3d really harder than 2d or is it just a meme?
>>
>>174063575
Yeah it is.
>>
>>174063617
3d is piss easy compared to 4d, though
>>
>>174056929
It's a simple auction process. Basically just inventory theory (from operational research) applied in reverse to (i.e. you know the replenishment rate, you want to fix the cost).
>>
>>174063675
Every game that claims to be 4D has fuck all other mechanics, seems pretty easy
>>
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Don't eat us anon.
We're probably gross and poisonous
>>
>>174057192
Not really, harvest moon doesn't have such mechanics.
>>
>>174063749
I'm working on a 4D FPS
>>
>>174063770
never stopped me in Skyrim
>>
>>174063806
Your mum simulator?
>>
>>174063575
It's at least an order of magnitude harder. Some people like to meme that it's just the same "it's just an extra dimension lmao it's the same math and work!" but they really don't know what the fuck they're saying. Even with engines it's still significantly harder, and in the first place making the engine is a hell of a lot more work even beside the inherent increased complexity simply because modern hardware is beefy enough to have no issue with completely unoptimized 2D, but even the most modest 3D games need a lot of optimizations to run decently.
>>
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>>174063770
hello
>>
>>174062894
>>174063361
Made a stylish style to limit the banner height to 600px
https://hastebin.com/avowebivej.css
>>
Has anyone had a problem with Unity fucking up weapons that are attached to hand bones when you import them? It decides to mess with the rotation and fuck up all the animations.
>>
>>174064317
>he fell for the unity meme
>>
>>174063770
Don't tell me what to do!
>>
>>174063859
ouch anon
>>
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>>
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>have a terrain messh in Unity
>decide to try something different on it
>fuck around a bit with it, change some stuff, chaange some settings which wipe the terrain textures clean
>decide to go back to the original state
>close Unity without saving
>repoen
>terrain changes didn't get reverted

What the actual fuck
>>
>>174064656
Cute loli but what's the deal with the ball?
>>
>>174064758
probably wrote to an ini
>>
>>174064758
>he fell for the unity meme
>>
>>174064787
I'm probably calculating the position where it should be after it bounces incorrectly.
>>
Is there any faster way to rotate an affine transformation matrix around a global axis (say world up) than calculating the inverse of that matrix to transform world up and then rotating the original matrix around that transformed world up?

It works, but I feel like there must be a faster way...
>>
>>174065507
Keep the transforms split into 3 matrices and combine them later. This way you can apply the rotations in the right order.
>>
I know this is a pretty shitter-tier thing to ask, but how the hell am I supposed to create multiple animations when using Blender and UE4. I figured I could just have them all in the blender timeline and just cut them out by start and end keyframe, but it doesnt seem to be that simple.
>>
>>174065692
So basically it's a space vs time tradeoff.
>>
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>>174065981
>it doesnt seem to be that simple
It never is.
>>
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did everyone have a ""fun"" loli jam?
http://gamejolt.com/games/lolisim/249783
didnt have the time to test fully so theres probably still a bunch of bugs in there. tell me if you find one.
#lolijam
>>
>>174065981
The action editor lets you have multiple animations, not sure how it works for fbx exporting though.
>>
>>174065981
Can't you import them normally from ActionEditor?
>>
>Do uni STEM that is not CS related and dont drop out due to low GPA
>Make progress
>Pick One

NEETS have no excuses
>>
>>174066228
don't downloda it's a viruse
>>
>>174066151
Kind of, but the extra space you use per matrix is beyond trivial.
>>
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>>174066281
>tfw graduate
>>
>>174066360
probably even more dangerous to play it in the browser.
>>
>>174066259
fbx also supports multiple animations.
>>
>>174066228
>http://gamejolt.com/games/lolisim/249783
Sorry googum, but gamejolt is blocked in Russia
>>
>>174066463
>tfw post-grad
>>
>>174064656
it's perfect, ship it
>>
>>174066442
Whoa
>>
>>174066228
>did everyone have a ""fun"" loli jam?
Nice way to pre-emptively flick your boogers at everyone before they rip on your garbage """""game""""" there googs. So insecure you had to pretend anyone was interested in your single-man "real" loli jam and now you're acting like you're actually better than everyone too.

>didnt have the time to test fully
Too busy shitposting in agdg? Do better. You had fucking weeks. I thought all jam games were fake unless they only took 2-3 days to make, you said that like a million times.
>tell me if you find one.
I'm not even going to play your trash. I'm just going to automatically report your gamejolt for CP.
>>
>>174066442
Loli Sim

>>174066557
i'll upload it to mega for you, nabakov
>>
>>174037772
Looks alright, but could use a bit more anticipation frames in the beginning.
>>
>>174066632
waste of time desu senpai
>>
>>174066442
lol

(i sim)
>>
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>>174066706
you're having a ""fun"" loli jam
>>
>>174065981
I use maya but keeping every animation in a separate file is much easier. much much easier
>>
>>174066917
>he's already responding this quickly and this gogemly
This is going to be a delightful day.
>>
>>174066968
Got some good progress planned?
>>
so its like sim loli.
Except theres zero environment art, no dialogue, challenge, an even worse UI, no progression of any kind beside an immediate "jailed" event that kicks you back to the title.

Wow googs, youve managed to make a worse thing than russians on patreon
>>
>>174066442
He even goes the extra mile and gives him a little cross necklace. So edgy
>>
>>174066968
the only thing more fun than watching feedback to gogem and his """"""""""games""""""""""" is watching him give feedback to the feedback.
also known as a feedback loop.
>>
>>174066796
I make $250k per year. You?
>>
>>174067092
I dunno, making progress is pretty fun.

Don't you like making progress?
>>
>>174067019
I don't even make any games, I'm just here to laugh at gogem.
>>
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>>174066662
>>
>>174067152
I spend 500k per year just on booze and hookers.
>>
>>174066557
https://mega.nz/#!TRNzWSJQ!Flt1nksZveKIc8QI_mS9UrANiWrhQ63mPoiECzhE8k4
>>
>>174067465
500k 10th of pennies?
>>
>>174067019
>don't talk bad about me or I'll progress shame you
>>174067252
???
>so butthurt you're impersonating people who laugh at you
This is pathetic. And we're only 10 minutes in.
>>
>>174067152
>being a wage slave
>>
>>174067019
>>174067189
>>174067252
>this damage control
I see gogem is bringing his indian programmers from fiverrr to the thread to defend him now.
>>
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>>174059897
When LivelyTown is under the threat of the undead you can always count on the city guards!
>>
Can't wait to play your video shame!
Oops I mean video game
>>
>>174067743
Making 'Many vs Few' fights look good is a bitch.
>>
>>174067775
Hey pal relax. People are going to react to game posts no need to start screaming about progress and "video shame".

Are you going to be okay? Are you going to make it through this?
>>
>>174067868
He's literally shaking but I think he will recover
>>
>>174067718
seems kind of spendy for ryan
believe it or not there are some delusional enough to still be on his side. psycho nodev pedos for one.
>>
>>174059897
Got a gameplay webm?
>>
>>174066228
>googumproduce
so the question is, are you a fruit, or a vegetable?
>>
>>174067035
>so its like sim loli.
>Except theres zero environment art
its a jam, nigga and unlike lrsp im not gonna spend all my time on extraneous shit, it's LOLI SIM so characters and ero got priority.
>no dialogue
go read a book or something, games are for gameplay
>challenge
i already skimmed ahead to see you contradict this
>an even worse UI
lrsp's UI is not good and he's had years, more importantly theres no loli simulation gameplay at all.
>no progression of any kind beside an immediate "jailed" event that kicks you back to the title.
i thought it wasn't challenging? so surely you've already progressed in filling up all your /media folders for each girl?
>>
>>174068160
My programmer has posted some progress on the AI, if you look at one of the replies to my last post you should see a webm.
>>
>>174068020
I just wanted to make games with little girls
I've never endorsed this faggotry and I certainly didn't believe he would actually go and make one with child rape and shit but I guess he's such an attention whore he will do anything for (You)s even if it was liable to actually land his asshole in jail
>>
Gotta 9 minute block for posting "NSFW".
I'll respond to you then googs
>>
Will people upset if they can't play a white person in my game?
>>
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>>174068237
>>
>>174068537
Only the retarded tourists from /r/the_donald
>>
Are there any good guides on game design/structure?

For example, designing a game to handle transitioning between menus/cutscenes/other game modes?
>>
>>174068717
Just like make game
>>
>>174068717
Are you talking about structuring your code?
>>
>>174068537
Only bigoted retards.
>>
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Everyone should start posting outrageous shit in gogem's name. Maybe he'll go away for once or better yet get arrested.
>>
>>174068717
Write it in a way that just works, first. If it's super spaghetti, rewrite it using what you've learned to make it less spaghetti.
>>
>>174068803
Sort of, it's mostly whenever I
>>174068759
I run into issues where I don't know how to handle transitioning to or from cutscenes or in-game menus effectively.

The only guides I've found on this end up being "Step one make button, step two make button load another level"
>>
>>174069190
hell just change his name again.
When he first started namefagging we shitposted so much he finally got a trip.
>>
>>174069373
Are you using a premade engine or are you coding your own?
>>
>>174069385
>we shitposted so much
>being proud of being cancer
>>
>>174069509
shitposting then wasnt literally shitposting, just funposting
>>
>>174069509
I can taste the salt from here
>>
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Is there even another color scheme as pleasing as blue and orange?
I don't know.
And I don't care.


>>174065981
>I know this is a pretty shitter-tier thing to ask, but how the hell am I supposed to create multiple animations when using Blender and UE4.


Oh boy... that's not shitter-tier. Believe me.
So here is what you do to save a shit ton of work. It's not ideal, but it kinda works for me currently, though I wish I could do it differently.

You go to blender.
You have your nicely rigged character or whatever in there.
You switch to Animation View (in the drop down menu at the top, where it normally says default).
Alrighty, you should see animation timelines and all kinds of shit there. Now just below the area that says dope sheet summary there should be a dropdown menu saying dope sheet. We don't want dope sheet, we want action editor.
Now in the action editor you create a new animation by clicking on New.

And here comes the most fucking important part of the whole thing.
After you created an animation and entered a name for it you click on the little F right next to it. You do this so this animation is saved no matter what. Blenders data management is a bitch if you haven't realized that already.

Now you do your animation and everything and make a second one just like the first one.

For unreal engine to NOT fuck this up you now have to select the RIG (and only the rig) and export it as FBX.
Don't forget to inclued baked animations on export.

Keep animations and rig+mesh (imported as skeleton in UE4) in two different FBX files. Saves you a lot of nerves.

Now in unreal engine just import the FBX you exported from blender and you should be good to go.
You choose the skeleton you hopefully imported beforehand and that's it.
>>
>>174069450
Unity C#

>>174069362
I usually get stuck with paralysis by analysis so I should probably do that. The only thing is I would've thought there would be a lot more content on this subject. I can't seem to get my head around what the best methodology would be.
>>
>>174069676
>that detail on the rocks
Is that bump mapping or actual polygons?
>>
>>174069839
no way that isn't a normal map.
>>
>>174069836
Can't help you then I'm afraid, I only know how to make engines from scratch, not how to use Unity.
>>
>>174069965
I'm sure its both. A normal map can only do so much.
>>
>>174069839
Not him, but pretty sure it'd be normal map.
>>
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>>174069676
>>174065981
Oh and here's a hint for funsies:
When you import your skeletal mesh and it says "Your boner's too small lolwatafaggot - also i couldn't build a physics asset from the shit you gave me" then root motions won't work. It doesn't tell you that. But that's just how it is.

In order to avoid this your skeleton has to be scaled the right way BEFORE you make animations for it. If you rescale it afterwards your animations will be fucked beyond repair.

Scaling guide see here:

https://developer.blender.org/T47043

Reason is a "fuckup" in blenders FBX exporter.
Oh and another thing: The root bone in blender is the armature object. Not the highest bone in your bone hierarchy. Root motion only works on animating that object (so instead of setting key frames for bones you set them for the object in object mode).

And I think that is basically all the shit you need to know to enjoy everything the UE4 animation framework has to offer.
>>
>>174069839
shut the fuck up
>>
>>174069676
>>174070110

need to sticky this somehow
>>
>>174069839
Normal mapping

This is before detail pass by the way. I'm not done with this.

That scene all together should have around 5k verts right now if I'm not completely mistaken.
>>
>>174069569
"funposting" is merely a different wording for shitposting
it's the same thing
>>
>>174071265
>it's the same thing
its not.
shitposting is malicious.
funposting is not.
>>
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>finally set up room and movement sprites in GM
>fire it up
>sprite is a blurry smudge
>luckily I've been dicking around in global settings before and figured it's pixel interpolation
>turn it off
>sprite is crisp
>move to the right
>sprite is literally a smear
>have no clue how to fix it
FUCK
>>
>>174071459
post webm
>>
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>>174071459
>global settings
>>
>>174071459
>he fell for the GM meme
>>
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>know exactly what to code and how
>can't find the will to actually write all the code
>>
>>174071360
there is no distinction, every single time when i've seen people use the word "funposting" it was always, every single time, used to describe the malicious kind of shitposting simply meant to piss somebody off for laughs
unless the only thing that qualifies as "malicious shitposting" in your opinion is dumping shit like cp or something
>>174071459
round your drawn sprite's position or just google "pixel perfect game maker"
>>
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I actually opened my project today! It's going so well so far!
>>
>>174071747
shia_labeouf.webm
>>
>>174071459
it's a scaling issue, i had the same thing

https://forum.yoyogames.com/index.php?threads/how-to-properly-scale-your-game.995/
>>
Input system is done. Features:
- multiple control schemes
- add/remove/switch between control schemes at runtime
- add/remove bindings at runtime
- support for arbitrary amount of controllers
- support for arbitrary amount of control schemes
>tfw my engine is already better than unity
>>
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Ignore all distractions
>>
>>174072479
I still don't understand how Unity can be so fucking abysmal and why it seems like every Unity game can only be configured outside of the game. Building a wrapper on top of Unity's input that lets you configure it at runtime is trivial, so why the fuck does the engine still ship with the same API it's had since like version 1?
>>
>>174072593
You're distracting me
>>
>>174072749
asset store
>>
>>174072749
As >>174072814
says. It's the more efficient way to get shekels from goyim.
>>
im going to make a game with blueprints and you can't stop me
>>
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>open your project with the intent of hammering out some progress
>place a few tiles, get distracted by making food and youtube and other video games

At least I got those tiles placed. Progress is progress, right?
>>
>>174072979
It's how you're supposed to do it.
>>
>>174072979
There is literally nothing wrong with blueprints.
>>
>>174029231
Yes it fucking would if you don't write code like a spastic. Have some storage structure containing all your moves and use that, don't just write if (space.pressed()): jump() like a dingus.
>>
>>174073040
>open your project
>get distracted by 4chan
it happens everyday, kill me already
>>
>>174072979
Blueprints are fine as long as you understand and accept that you're inevitably going to deviate from them.
>>
>>174073040
Yes. So long as your progress is nonzero, in the limit of infinite time, you'll eventually make it. One day you'll suddenly really feel like working on your game RIGHT NOW and since you would have made at least some progress every day, you will be ready. Additionally, since you didn't force yourself through the times where you didn't really feel like working on your game, you will not burn out. Finally, if you can't think of a way to start progress, just working even for 5 minutes a day for a few days typically reboots the goal-seeking state, which will drive you to work on the game willingly, further preventing burnout.
>>
All I want in the world is to collab on a space game or an RPG For UE4

I'm not cut out to be a 1ma. I am a decent programmer who does well when I'm just programming other peoples ideas, or at least bouncing design ideas off each other.

It's the design I suffer with.
>>
>>174072979
join the fucking crowd?
>>
>>174030778
AN ENGINE IS A GAAAAAAAME YOU FUCKHEAD. This is like a 10 year old saying he wants to make a car but doesn't want to bother making the actual engine.
>>
>>174073264
(You)
>>
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Started a thing
>>
>>174073076
There's plenty wrong with blueprints but that's the only real way to do anything in UE4.
>>
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>>174073340
>AN ENGINE IS A GAAAAAAAME
well shit considering I have like 4 installed, I guess I'm already a yesdev and can lay back and laugh at you
>>
>>174073271
that's some nice covert hypnosis, guess i'll start working again, thanks
>>
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>>174073271
That's...actually really motivating, thank you.

>>174073340
I'm thinking what he means by this is that he likes the design aspect of devving, rather than rolling up his sleeves and getting dirty with system code.

... Which is something I simultaneously agree and disagree with. I dunno, there's something really cathartic about system programming, but I'll be damned if it isn't the most frustrating aspect of game dev for me.
>>
>>174073450
is the red thing his mouth?
>>
>>174073450
now add slopes :^)
>>
>>174073571
When you get out of the "programming a game" mindset and get into the "making a game" mindset, they are fantastic.
>>
>>174073450
does he need to take a shit badly or something?
>>
>>174073734
The biggest problem being that if your game isn't babby's first FPS, you'll end up with jellyfish-grade graphs.
>>
>finish a lolijam game as promised
>nodev shitposters miraculously disappear within a hundred posts
this is the power of JLMG, everyone take note
>>
>>174074054
Whatever helps you sleep at night. Not that by your standard of "finish", just breathing in and out for a few seconds qualifies as finishing games or anything.
>>
In Unity, how should I go about makings a shop menu GUI controllable via keyboard controls since everything is tailored towards using a mouse? Or am I missing something obvious? I'm new to using GUIs in Unity
>>
>>174074054
Wow you're so desperate for attention that when people aren't posting about you you have to make fun of them and make a bait post like this. You could at least be a little less transparent about your attention seeking.
>>
>>174074189
J U S T
L I K E
M A K E
G A M E
>>
@174074189
@174074285
thats not googum, lads.
>>
>>174068237
Please just fucking die.
>>
>>174070646
Suicide is one way.
>>
>>174073450
looks cool anon, keep up the good work
>>
>>174067743
why are they all pimp slapping each other?
>>
>>174076030
Commit self-termination.
>>
>>174076813
Indie car games are alawys style over substance, like slipstream.
>>
>>174076949
What about My summer car
>>
>>174077046
the goat simulator of car games.
>>
I'm making a shmup with the hopes I can actually finish it instead of starting new prototypes

I dunno, it feels too simple and boring, there's millions of them. But I need to finish something and not quit.
>>
>>174076813
>>
>>174077505
>>174077652
I don't get it.
>>
>>174077652
pls no bully the twingo
>>
>>174077652
Just hit the brakes, what's the problem?
>>
>>174077130
it's actually very intricate and has a plus for actually not having simulator in the fucking name for once
>>
>>174077754
Twingos are an /o/ meme
>>
can i learn how to code with clojure?
>>
>>174079429
>functional
>lispshit
>on the JVM

Absolutely not.
>>
>>174079697
This.
>>
>>174079697
clojure is ideal for games desu
>>
>>174073718
no thats like a collar or a scarf or something
>>174073721
yes
>>174073750
he could if you want him to
>>174076030
thanks man B^)
>>
>>174080494
name 5 games written in clojure
>>
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Does pretending that you're actually getting somewhere count as progress?
>>
>trying to port my Unity asset from 5.5 to 5.0
>it doesn't work
>can't debug because 5.0 debugger is garbage and can't handle default parameters
>print statements everywhere
>turns out the interpreter messes up object initialization and everything was fine

Turns out if you have default values for objects and try to do
>var test = new Test(){
>>Field = false
>}
but the Field values default value is true, it will set it to true because it sets the default values over the initialized values

so much fun
>>
>>174080752
>not knowing the standard of the language you're using
At least now you know.
>>
>>174058421

Use Rigify and you could have rigged that in 5 minutes.
>>
>>174080940
Are you stupid? That's not how it's supposed to work. That's the whole point. It works in 5.5 because they fixed it by that point
>>
>>174080620
>5 games written in clojure
Doom 2016
Minecraft
Stardew Valley
World of Warcraft
Loli Sim
>>
You're not getting any (You) from me with that shitty bait
>>
>>174081535
Contains a few lines of clojure != written in
>>
>>174081535
>false
>false
>false
>false
>not a game, also false
rly md m thk
>>
how can i handle character states in a manageable way?(especially switching condition) my code is a clusterfuck, it works, but it's wouldn't scale so well
>>
>>174082423
Enums, state vectors, state machines, stack automata, etc.
>>
>>174082423
Coroutines
>>
>>174082423
brewprints
>>
So dead today.
>>
>>174083083
or were just all working for a change
>>
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Started working on my stealth game. For now I have 3 types of patrolling enemies
One that goes though waypoints in order then goes back to the first one
One that goes in order, but back and forth
One that picks a waypoint at random
Anything else I'm missing? I'm going to add stationary enemies too, and every type will look around for a while when they reach a waypoint.
>>
>>174067743
What kind of lighting, shaders are you using?

I really like the way this looks.

Also, you could have the zombies/npcs check if there is another npc that is closer to them then the target enemy before attacking, so they don't punch each other in the back of the head.
>>
>>174083309
Remove the random one. You're already doing this wrong. Focus, anon.
>>
>>174083635
unreal default shader
>>
Leaning towards creating a MMO(game) that is a cashgrab like Clash of the Clans. Has anyone done anything similar?
>>
>>174083839
yeah, i did the same thing and made a fortune. good luck, man
>>
>>174083839
Literally not an mmo
>>
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I made some progress, but nothing visual.
I added save/load functionality, as a test. It saves the farm grid and any objects on the grid. I also added support for objects that take up multiple tiles, for things like buildings.
>>
>>174082773
state vectors? wat?
>>
>>174084313
It's a bunch (a massive amount) of players, playing online together in a persistent world..

>>174084020
Neat, if you're not memeing. I'm trying to start with a plan, rather than just coding shit, which is what I regular do. I'm trying to build the structure so I can just outsource all graphics, most of the content.
>>
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last update for the week.
>>
>>174084498
Do you have 1 char who needs to do all shit by himself? Because that's the one thing I hate about this genre. No minions, no automation...
>>
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>>174084313
>Literally not an mmo
>>
>>174085020
you're not occupying any kind of shared space with other players
the game is just comparing your respective stats when you decide to poke each other
Shits like Clash of Clans and Travian is less MMO than World of Tanks
>>
>>174084859
Not sure yet. I think I will have one main character that you move around with. But I will probably have some ways of automating, like sprinklers that water an area.
Harvest Moon does have the sprites that you can pay to water or harvest stuff for you. Maybe I can add something like that.
>>
>>174085020
It's as much of an MMO as MGSV is
>>
>>174080641
Very cool, this is also new to me
Did you make the assets?
>>
>>174085020
>Every multiplayer game is an MMO.
>>
>>174085020
>>174084751
>cod is an mmo
>>
>>174084607
Also known as bitfields or bit vectors.
>>
>>174084751
>It's a bunch (a massive amount) of players, playing online together in a persistent world..
Back when the mmo term meant something, mmo's referred to games with massive worlds like everquest and wow where a massive amount of people actually played together, not just "we have a lobby with like 30k people, but only 8 players ever play together, that makes us an mmo"
>>
>>174084859
What do you mean? There's tons of automation in harvest moon and rune factory.
>>
>>174068573
I kind of wish people would expend the effort of drawing grotesque parody images of me...

It's kind of flattering.
>>
>>174085356
Yeah, that's what I mean. It's absolutely okay to start your farm "alone", but having to water every tile yourself every day gets old pretty fast. Personally I'd love a genre mix between farming and management, it can be up to the player how much he wants to automate, and helping out manually could have bonus stuff (decrease growing time or increase yield) so that there's still some incentive over just watching.
>>
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Taking a stab at some post-processing.
>>
>>174086090
Ah, I see. Bitfield is a familiar term, never heard somebody call that state vector.
>>
>>174086390
just like my AAA games
>>
>>174085724
Yeah, I try to make everything myself. I also post progress like every two months since I'm lazy.
>>
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I heard you guys like camera shake.
>>
>>174086481
>never heard somebody call that state vector
because nobody does
>>
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>>174086585
>>
>>174086585
i don't usually get triggered at the sight of an emulator filter like entirety of /vr/ or half of /v/, but your game is simply repulsive and the fact it's a gimmick running in actual 5x5 resolution doesn't help
>>
>>174086481
Because you're as clueless as >>174086692
>>
>>174085356
>>174086341
Tossing in a second opinion here, as someone who loves the these types of games. Automation is boring. I actively avoided sprinklers in Stardew because it took away an activity and made the game less comfy.
>>
>>174086585
Are you that kid from awhile ago who was obsessed with david lynch?
>>
>>174086914
find me one instance, that is not you, where people refer to bitfields or bit vectors at state vectors.
>>
>>174084758
feels like the binding of isaac, make fresh enemies
>>
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>>174086531
Are we talking Witcher 3 or Andromeda kind of AAA?
>>
>>174087351
bad AAA.
way too dark for starters.
>>
>>174087040
https://en.wikipedia.org/wiki/State_space_representation
Educate yourself, tard.
>>
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>>174086873
I'm overdoing the effects for the webms but I will probably add an option to disable the extra fun stuff like scanlines and shake.

>>174086991
no
>>
>>174083635
>>174083808
kek
it's unity
>>
>>174087494
not synonymous with bitfields or bit vectors
>>
>>174087351
More like DA:I desu senpai.
>>
>>174087621
That's not good then, is it.
>>174087452
Map or board? Board is supposed to be in a dark crypt, so... but i get it. If i give the player possibility to adjust the gamma, will that be okay?
>>
>>174086965
I think both should be an option. But my favorite genres are builders and management sims, so there's that.
>>
>>174087494
There's no mention of the term "bitfield" in that article. I found this:

https://www.bci2000.org/mediawiki/index.php/Technical_Reference:State_Definition

which appears to define a state vector as either a specific kind of bitfield, or as something that is implemented as a bitfield. I wouldn't call that a synonymous relationship.
>>
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Pretty much the culmination of my progress today. The dialog system still isn't 100%, but the basics are there.
>>
what do you guys think of this:

https://github.com/FormidableLabs/react-game-kit
>>
>>174088158
>npm

Stopped reading there
>>
>>174087737
the whole thing.
You need to redo your colors before you worry about post-proc.
there are palette gen sites, use them.
>>
File: face.png (279KB, 431x560px) Image search: [Google]
face.png
279KB, 431x560px
Face done for now, I'm happy enough with it since it will be shown in third person anyway (no closeups). So, does anyone know what old man body looks like?
>>
File: 1489930944797.gif (736KB, 372x291px) Image search: [Google]
1489930944797.gif
736KB, 372x291px
In GM how do you set up code so that your player only fires his gun once (and plays the whole firing cycle animation only once), even if you keep holding the fire key?

All I see when I search is people hosing shit with machineguns.
>>
File: Capture.png (13KB, 585x259px) Image search: [Google]
Capture.png
13KB, 585x259px
>>174088158
ah yes
>>
>>174088286
i'm trying to find a framework that i can do ios/android/web with the same codebase
>>
>>174088328
I'll check it out then, thanks.
>>
I have Surface Pro 3 with only 256GB SSD on it.
Is it a bad idea to use a USB stick/micro SD to store projects on? I'll probably just stick with GameMaker or else Unity.
>>
>>174088665
Fire resets only on key_up
>>
>>174088672
Looks fine to me
>>
I created a grid of cubes using 2 for loops.
Now i want to get their position in the grid based on colision with the cubes.

Send help, pls
>>
>>174088820
Use git and bitbucket or a gitlab host so that if your card fails you don't lose all your work. (You should do this even if you don't save your projects on removable media)
>>
>>174086341
>>174086965
>>174087776
Thanks for the input guys. I also like the solo farming comfiness, so I wont be getting rid of that. I wont do a full manager sim type system, but I'll definitely include optional ways to automate things.
>>
>>174088665
keyboard_check_pressed
>>
>>174088665
On key press set a firing state with whatever variables, and an alarm. In the alarm event switch "off" the variables.
>>
>>174089147
I'll back up things obviously just fine. I mean in terms of perfomance. I was told before not to run games from SD cards because of perfomrance being worse if not on the SSD but I haven't noticed it
>>
>>174089325
I doubt you'll see performance issues until you're loading/streaming a lot of data from the card. I'm sure it is slower but if you have 30MB of assets to load you won't notice a difference
>>
>>174089712
Yeah it's just me trying to learn really. I doubt I'll have more than that
I'll stick with it for a while then, thanks.
>>
Whats the most intuitive way to do cutscenes, using GM. All I have is a basic dialogue system at the moment.
>>
>>174088916
>>174089178
>>174089219
ok, so it looks like I will have to turn entire player movement and action set into a state machine, huh?
but in the end it's probably better to do that, than have everything in one step event
>>
>>174089895
do you use google?
>>
>>174089895
coroutines.
>>
>>174090140
are you meming nigga?
>>
File: npcs.webm (721KB, 600x331px) Image search: [Google]
npcs.webm
721KB, 600x331px
LivelyTown is looking quite lively lately, finished 5 different AI behaviors and I'm getting ready to work on the level up system
>>
Finished porting my unity assets to 5.0.0 so more people can use them

Time to get back to muh game after some overwatch pve
>>
Where does one find an affordable 3D artist?
>>
>>174089994
Well the only thing you mentioned that counts as a state is the animation. So based on exactly what you've asked, all you need is:

Key pressed event:
>fire bullet
>set sprite_index to X
>set alarm to Y

Alarm event:
>set sprite_index to Z

Flexibility in code is good but only make it as complex as you need it to be.
>>
>>174090770
Inside your heart, my man. You can do it, I believe in you.
>>
>>174090490
whats the premise of the game
>>
>>174090859
I actually can, but I don't want to, I'd rather pay someone to do it.
>>
>>174090626
>after some overwatch pve
fucking normie casual
all the skins look really good, I've been playing too much to get them all.
>>
>>174090490
>>174090909
maybe premise is the wrong word. whats the game going to play like?
>>
>>174090626
/agdg/ overwatch group when
>>
>>174090852
it will have all kinds of shit including reload, run and gun (if I can figure out how to do sprites where legs do movement while torso still plays firing animation without cancelling or resetting each other), melee attacks (including airborne ones) etc
yea, I think states machine is my best bet
thanks for everything
>>
File: AngryGuard.jpg (67KB, 1050x661px) Image search: [Google]
AngryGuard.jpg
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>>174090909
>>174091159
You play as a necromancer in a happy lively medieval town. You gain souls from each npc killed and use those souls to summon the undead to fight for you. once you die you get to respawn and level up (using the souls you collected) increasing your stats. Once you are strong enough you storm the castle and kill the king and win the game.
>>
>>174087604
Please try being less retarded next time. That way you won't have to backpedal.
>>
File: arena_2fort_2[1].jpg (408KB, 1680x1050px) Image search: [Google]
arena_2fort_2[1].jpg
408KB, 1680x1050px
Does art like this have a name?
>>
>>174088156
Pretty slick. Glad this project isn't dead, anon!
>>
File: reeeeee.gif (1MB, 680x680px) Image search: [Google]
reeeeee.gif
1MB, 680x680px
>>174092060
I HATE HOW FAST YOUR PROGRESS IS
>>
>>174092570
3d environmental art
>>
>>174092570
"shitty"
>>
>>174092570
wtf that cow looks so fake
>>
>>174092813
lets see your environments
>>
>>174092627
Why are you trying to force anons to make shit games instead of good games? Who's paying you?
>>
File: 1410558831187.jpg (50KB, 742x720px) Image search: [Google]
1410558831187.jpg
50KB, 742x720px
If you've just woken up, what progress do you plan to make today?
If you've been up for a while, what progress have you done?
If you're about to hit the hay, what progress do you plan to make tomorrow?
>>
>>174092870
Fucking mixmensions
>>
>>174092813
To be honest TF2 had nice art.
It only got shitty when they started adding a fuckton of ugly ass cosmetics with paint and special effects.
>>
>>174092975
>If you're about to hit the hay, what progress do you plan to make tomorrow?
None, I plan to spend Easter with my family.
>>
>>174093207
frbr
>>
>>174092934
Why are you being such a negative nancy!
>>
>>174092934
He has always shown determination while working on his game, even when he was being ignored almost 90% of the time. When I say I am glad the project isn't dead I mean it. People like him, who don't give up, are exactly the kind of people we need in the thread.
>>
>>174093207
wow what a normalfag
>>
>>174092975
I make my #screenshotsaturday and then take the rest of the day off because taking days off is important
>>
>>174093286
Because people learn and persevere from knowing the truth, not from being lied to and smothered in undue compliments for doing nothing at all, which is the perfect recipe for dropping everything. After all, you'll get the same compliments even if you're doing nothing so why go through the effort?
>>
>>174092975
I've mostly finished the player movement mechanics for my gelatinous cube jam entry
>>
>>174092975
Spend two more days on my side project prototype, quietly skip Recap Monday and hope no one notices (since I haven't posted progress on my main this week) and then get back to the main for some serious grinding before DD14
>>
>>174092570
I just call it Looney Toons.
>>
>>174092570
Not really. The textures are painterly and keep a similar color palette. The models are stylized and slightly cartoony sometimes.
>>
>be programmer in 4 person team
>the sprites I made quickly for testing were better than the sprites the team artist had been making
>ended up taking over art duties, artist is now working on "concept art" instead
>writer claims to have writer's block, ideaguy wants me to fill in for him
>writer has been asking me how I manage to make NPCs seem to be so different to each other
>>
>>174094059
are they your irl friends or something?
why would you have an ideaguy and a writer?
a programmer and an artist work just fine together. bonus if they both contribute ideas to the game.
>>
>>174094059
>https://itch.io/jam/agdg-demo-day-14
This is exactly how I ended up as one man army
>>
>>174088394
there's a pretty good tutorial at lemonparty.org
>>
>>174094059
unless these dudes are your irl friends you better abandon ship. If they are your friends, tell them to shape the fuck up!
>>
>>174094059
This is when I would cut ties with the team.

Fuck giving people a share of the profits if they're not going to do their part.
>>
>>174094265
Not him but as a programmer who's worked both independently and with a small team, I've often reached out to ideaguys to either bounce ideas off of or have them help design our way out of a gameplay wall we've hit.

A good one that can produce a cohesive design document is a valuable asset.
>>
>>174094396
dude....
>>
>>174094059
And you haven't quit because? Or at least take over the team as the new captain, and fire the incompetent fucks.
>>
File: floortiles.webm (2MB, 800x450px) Image search: [Google]
floortiles.webm
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>>174092975
Thanks for asking anime. I made some floor tiles but I need new walls to go with them. The current ones I have are too ugly.
>>
>>174094265
>>174094407
They're not IRL friends but I've known them for years, we all met on WoW.

The ideaguy is doing the music too but that's low priority at the moment.

>>174094436
>implying I think we're ever going to turn a profit
>>
>>174094454
>A good one that can produce a cohesive design document is a valuable asset.
Larper detected.
>>
>>174094569
blueprints or c++?
>>
>>174094624
>>174094407
>>
>>174094536
I have no leadership/management experience, and I'm not good at delegating or division of labor.

I haven't quit because I've put a lot of effort into this and I want to finish it. Also they're my friends, you know?

>>174094454
This. I'm also not very good at big picture ideas and tying everything together coherently.
>>
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0031.webm
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>>174092975
>If you've been up for a while, what progress have you done?
>>
>tfw half of my lines are comments documenting the functions
>tfw just packing images, image instances and animations into different objects

I haven't done any game yet
or engine
>>
>>174094690
BP. I've already refactored a few times and quite spaghetti free
>>
>>174094059
Cunts like those should be killed.
I have been on way too many "teams" like that, where the other parties have just been pretending to do anything at all.
Most people don't deserve to fucking live, in my experience.
>>
>>174094624
It has nothing to do with profit. It has everything to do with effort, though. These people WILL kick you out of the project at the first opportunity, I guarantee it. You are effectively making the entire game alone anyway.
>>
>>174092975
>what progress have you done
I've shitposted on a Scandinavian home brewing forum a bit
>>
>>174094396
Somehow, I have managed to avoid watching that. Gonna keep it like that.
>>
>>174095194
bit harsh
>>
>>174095194
>Most people don't deserve to fucking live, in my experience.
whoa there buddy, that's laying it on a little thick
>>
new thread
>>174096154
>>174096154
>>174096154
new thread
>>
>>174095194
>Most people don't deserve to fucking live, in my experience.
Congratulations, you have evolved.
>>
File: 2017-04-16_004120.png (25KB, 1040x638px) Image search: [Google]
2017-04-16_004120.png
25KB, 1040x638px
>>174092975
>what i've done today
finally got the hang of godot, fixed slope related bugs (mostly), got walljump and normal jump right
>what i plan for tomorrow
organizing my code so it can handles animation
moving platforms
drawing the character sprite
>>
>>174073040
disconnect your internet before you start devving
reconnect if you have to look something gamedev up
Thread posts: 759
Thread images: 111


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