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/agdg/ - Amateur Game Dev General

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Thread replies: 763
Thread images: 103

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You can do it edition!

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

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

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Thread
>>174026674

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
>tfw almost no free time to work on my game
>>
Which agdg games would you unironically buy at a fair price?
>>
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im making my first game in unity and its an infinite runner
when the character jumps and then lands, most of the time they clip through the ground for a single frame
sometimes the player gets stuck on the ground and im forced to jump to let the player out
wat do
>>
Do most people deserve to live, /agdg/?
>>
>>174096331
1. don't use unity for 2D

protip: don't use unity for 3D, either
>>
>>174096459
wtf i hate unity now
>>
>>174096431
No.
>>
>>174096321
I can't name a single agdg game
>>
>>174096321
Mine, Space Dementia, CTESiphon and Monolith

And possibly something by Theonian, but he'll probably never complete anything ever.
>>
>>174096321
I'd unironically buy bokube for the fair price of $1. If it wasn't made in unity, I would buy it for the fair price of $5.
>>
>>174096431
do i look like some kind of wise old man philosopher
i opened this general to talk about making video games
>>
>>174096507
The Taunting of Gogem

The Ruining of Rotatedev
>>
>>174096321
Well I'm definitely buying Monolith once it releases so there's that.
Most of the other games here are too early in development to say if they'll be good or not when they're done.
>>
>>174096331
>Unity for 2D pixelgame
>infinite runner
Just stop.
>>
>>174096507
>what is risk of rain
>what is minecraft
>>
>>174096597
Why don't you think it's worth a higher price than that?
>>
>>174096431
Absolutely not.

Or maybe they do. In my experience, living is its own kind of punishment.
Most people don't deserve to be content with living, imo
>>
>>174096321
Monolith, Slipstream, Paper Mario bug game, maybe a few others I can't think of.
>>
>>174096321
Maaaaaaaybe Monolith. Not my type of game, but it looks polished enough that I'd probably have fun with it. Can't really think of anything else I'd want to play to be honest. At least not anything that gets progress posted here regularly.
>>
>>174096702
>>174096926
>>174096932
>Monolith
Link pls?
>>
>>174096926
>Slipstream, Paper Mario bug game
Why?
They both look like trash, imo
>>
>>174097001
Don't know why I'm shilling someone elses game for them, but here

https://monolithdevs.itch.io/monolith
>>
>>174096321
(You)rs
>>
>>174096804
Unity games have horrible gc pauses and lag as well as being nigh unplayable on weaker hardware even when they're simple and contain little assets. Thus, unity games cannot be worth more than $1 for normal games, $5 for GOTY-tier games.

Bokube is strewn with flaws (from the camera to the level design to the copied assets) that greatly diminish its value. On top of that, the concept is wholly unoriginal. Hence, it would not be worth more than $5.
>>
>>174097198
What about GameMaker games? Is there a maximum value for them, too?
>>
>>174097047
To each their own. Slipstream demo was fun to me. And Paper Mario bug game looks cute, unless its gameplay is complete shit I think it'll be good.
>>
>>174097289
gamemaker game should not be sold for money
enginedev game doubles the monetary worth of video game
>>
Can't decide on a price for your game?
Then simply read the following cheat sheet!

GameMaker: $2.49
Unity 2D: $0.94
Unity 3D: $0.99
UE4: $14.99
Godot: $0
No engine: $29.99
>>
>>174096321
Clarent, Tender Arms, MoGiSho.
>>
Anyone else not really like 2D games?

Roguelikes are cool but that's all I can get into.
>>
>>174097289
Gamemaker games do not have inherent value caps because there is no inherent critical technical flaw with them. However, they get a soft-cap because the amount of things you can do in 2d vs 3d is more limited.
>>
>>174097672
So if I make a pong ripoff without using an engine I can sell it for $29.99?
>>
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Is anyone interested in helping me model a character design I have made?

I've tried doing it myself, but can't figure out blender, and sketchup is just trash.

I'll provide email to anyone interested
>>
>>174097672
Accurate.
>>
>>174097672
How much should my game be worth if I make Unity from scratch, then build it in that?
>>
>>174097442
Played paper bugs in a previous demo day. It's gameplay is literally paper mario with bugs.
>>
>>174097894
That sounds good to me then.
>>
>>174097869
POST IT
>>
>>174097884
No one with the capability to remake Unity from scratch is retarded enough to do it so it's a pointless question.
>>
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>>174097996
[email protected]
>>
>>174096321
(You)r game.
>>
>>174097836
That's not a list of fair prices regardless of game, that's a cheat sheet of prices given the means use to make the game when it's not clear how to price it (read: the game is gr8 m8)
>>
>>174098084
no, post the design... if your scared someone will steal dont flatter yourself

POST IT
>>
>>174097672
What about box2d?
>>
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>>174098214
I S H A N T

better safe than sorry
>>
>>174096154
You forgot the webm section, OP
>>
repost because i don't know. i made a new stability system and i have to re do a lot of things to accomodate it.
>>
Man, Unity's animation system really is terrible for 2D stuff...
>>
>>174096321
Ctesiphon
>>
>>174099104
this game is going to make you the bigbux. Please remember us poor aggydaggy nodevs when you are rich.
>>
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>>174097770
>the amount of things you can do in 2d vs 3d is more limited.

what did she mean by this
>>
>>174099290
3D platformers can be significantly more complex and elaborate, as well as incorporate gameplay elements from significantly more genres, thus leading to a significantly richer experience, compared to 2D platformers.
>>
>>174099289
He has to actually make it a game first instead of fucking around. And he'll never do that.
>>
>>174099376
what a shit post
>>
>>174096331
Set collision to continuous in the rigidbody
>>
>>174099104
The asset store could use something like this
>>
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>>174099395
Fucking around will eventually lead up to a game as long as he fucks around consistently for a long time.
>>
>>174099376
the
>implication
here seems to be that there is some kind of limit on what can be done with pixels and game design on a screen. this does not seem true at all. just because 3D is harder to make (actually it isn't necessarily, since most people do not make their own 3D engines, so a unity game would be easier than a 2D RTS requiring maths) does not mean that 2D has some hard limit that 3D crosses. come back when you've played Dominions 4.
>>
>>174099659
You couldn't have made a post that demonstrated the extent to which you are ignorant about all things videogames and development alike more. Truly a work of art.
>>
>>174096321
Bokube, for 15 dollars.
>>
>>174099852
Ironically, my post had an argument, yours doesn't. Who is the shitposter now?

I will admit I kinda fucked up that post a little because my main point wasn't supposed to be about the difficulty of making the game (also you probably stupidly assumed that I was implying Dominions is RTS and not grand strategy, but that might just have been confusing writing on my part), but rather how 3D doesn't have more potential just because you added a dimension. 2D and 3D have infinite possibility, just because 3D can contain everything a 2D game can doesn't mean 3D has more of anything.
>>
>>174096507
me neither. There are quite a few I think look cool and will sell well, but there is not a single game that I want to play.

... not even mine
>>
>>174100095
It's because agdg only makes platformers and other pixel bullshit, or shooters/puzzle games in unity. I'll buy an aggydaggy game when it's an actually interesting premise with original art.

That black and white japanese horror cardgame looks kinda neat and original, but it's not really my thing.
>>
>game mechanics

I stared at the whiteboard and got nothing. This shit is like the hardest task in game design. It feels like every mechanic that is fun has been done so many times before. Anything unique doesn't seem fun. It's like I'm trapped in the box of game mechanics that I've seen from other games and anything outside of it is boring.
>>
>>174100085
Your point is that in your opinion, there exists games which could also exist in 3d but are in 2d, therefore there can exist no game in 3d that is more complex than any game in 2d, despite an example having already been given. Also you have addressed no point while digressing, while at the same time asserting that engines magically make 3d games easier to make or that 2d rts are anything but trivial to make. All in all, I must admit that I was wrong: you have successfully managed to make a post that prove your ignorance even better than your previous post. Now on to solving the mystery of how someone as devoid of knowledge as you can physically survive.
>>
>>174100286
Would you play a pixel RPG?
>>
>>174100286
>I'll buy an aggydaggy game when it's an actually interesting premise with original art.
>except for this aggydaggy game I mentioned immediately after
wew
>>
>>174100397
Emergent gameplay > unique mechanics
>>
>>174099114
>Man, Unity really is terrible.

Ftfy
>>
>>174100418
That's nice but where's your RTS faggot? Guess what, I know you don't know shit about game dev because you said this. Later shitposter.
>>
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>>174100628
wow nice filename is boku really /ourguy/?
>>
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I'm using RPG Maker to make an RPG.
I want to use pre-rendered 3D maps created with Unity as backgrounds but I don't know how to do it.

Basically I want to create a 3D map in Unity and then export the whole map as an image and use it as background in RPG Maker.

inb4 why don't you take a screenshot

That would only cover one part of the map (pic related). I would need something that makes the camera move around the map taking screenshots and putting them together in a single image. Would that be possible?

I know I'm retarded but this makes sense in my head.
>>
>>174100712
Not if hes gonna charge 15 bucks for that garbage.
>>
>>174100397
I'd second >>174100565 on this one
>>
>>174100397
I know how you feel. Imagine trying to visualize a game as fresh and original as Katamari Damacy or Jet Set Radio were back in the day. I think stuff like that just has to come to you in a daydream.
>>
>>174100418
Where's your game?
>>
>>174100751
He has already started to amass a fanbase of kids so he can probably get away with it. For adults though it looks pretty bargain bin yeah. No offense Boku
>>
>>174100431
yes
>>
>>174100846
I post about my game many time in these threads. Where's your argument?
>>
>>174100751
15 really isn't a bad price. You have to think about future sales. 50% off and it's $7.50. 75% off and it's 5 bucks.
>>
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>>174100829
haha yeah daydreams
>>
>>174101009
>>174100872
no one here in agdg should get paid 15 bucks per copy with the quality of our work.
>>
>>174101009
>25% of $15 is $5
Anon, I...
>>
>>174101009
(You)
>>
>>174101093
This is why I let my computer do all the math
>>
>>174101001
I'm not that, anon. I'm not trying to argue with you. Just wondering where your game is, and it looks like you don't have one.
>>
>>174100739
Why would you do that in Unity?

>I would need something that makes the camera move around the map taking screenshots and putting them together in a single image
Can't you just stitch them together in any image software? Or use one of those photo combining things that people use for panoramic pictures like Image Composite Editor
>>
>>174101221
Get real, no one is going to associate their game with an argument chain. not that anon btw
>>
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50% of the feedback for the game over/ you died text wanted me to go colored text (aka the thread) and the 50% being the discord wanted all of the letters to be red.

It was a tough choice so I went with the threads multicolored feedback.
>>
>>174096321
risk of rain.
>>
>>174101357
This.
>>
>>174100739
It makes sense in your head because it exists and its called a skybox. You need a cubemap
>>
>>174101357
>not that anon btw
Sure you aren't, anon. Sure you aren't.
>>
>>174101463
>mfw I own 7 AGDG games and RoR isn't one of them
>>
>>174101430
You're already ripping off nintendo shit with every single asset, might as well go all out and do so with the text as well. You already did with the text animation anyway.
>>
>>174101503
I'm not either of those anons and I agree with him. I'd never post my game just so the person I'm arguing with can remember our autistic argument every time I post progress. That's how you end up with googems
>>
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>>174101503
It's true, that was literally me and any post after this saying otherwise is lying.
>>
>>174101430
text could be a little more energetic but otherwise good
>>
>>174101607
>I'm not either of those anons
Sure you aren't, anon. Sure you aren't.
>>
>>174101430
they both will look like shit because that's the nature of your shit font with shit simplistic ass outline and on top of it bottom text is horizontally squished for no reason
you constantly rip shit off from nintendo and that's fine but take a deeper look at the embossed ass digits in super mario 3d world or literally any instance of text in these games and notice that they never shit such simple text in your face
your linearly interpolated motion is ass too, all mario games post sunshine provide good examples of animated text in a kids' game
>>
>>174101607
I don't know who is literally who anymore but this post >>174100418 was a retarded straw man of my post >>174100085 and the reason I stopped arguing with that guy is because he outed himself as a know nothing when he said RTS is trivially easy.
>>
>>174101687
What makes you think people wouldn't agree with me anyway? All the people who answer "Where is your game?" with a webm? Haha yeah member all the times that happened?
>>
>>174101571
>mfw I own RoR but I didn't pay for it
>>
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>>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
>>
>>174101227
>Can't you just stitch them together in any image software?
That would be very time consuming and not really perfect, right? It sounds like a very retarded solution.

I just like to do maps in Unity. Blender seems more complicated for that kind of stuff. Do you have any other software suggestion to do this?

>>174101495
I'm not sure if this is what I need/want. Can you explain a little bit how this works? thx
>>
>>174101430
>listening to the thread over the discord.

I hope you get banned from the discord again.
>>
>>174101747
But anon, among the two of you, you're clearly the retarded one.
>>
>>174101785
Where is your game?
>>
>>174101938
Where is your argument?
>>
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>>174101906
why even post if you're not going to actually back up your claims tho
>>
>>174102009
I'm not arguing with you. I'm just wondering if you have a game.
>>
>>174101938
Where is your game?
>>
>>174102094
___________Where is your game?
>>
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>>174102009
it's hanging out with your game in Nowhere Land
>>
>>174102031
Where is your argument?
>>
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>just paid actual money for Photoshop
#realdev
>>
>>174102284
three posts back in the reply chain
>>
>>174102284
But where is your game though?
>>
>>174102081
Where is your game?
>>
>>174102306
Now buy Maya
>>
>>174101880
>tfw no one helps me because they're arguing about retarded shit

wow.
>>
>>174101863
>using the Gbot icon as an asset

Kek. I did that too when prototyping my first project.
>>
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GraphicsGale or Aseprite?
>>
>tfw no one ever wants to collab on a UE4 project :(

I don't know how you guys stand solo devving, it's so much better in a team. I will grant you finding good team members is very difficult.
>>
>>174102335
No argument to be found there, only butthurt. Where is your argument?
>>
>>174102339
Where is your game?
>>
Reminder that /agdg/ is about having autistic spergouts, NOT amateur game development.
>>
>>174102825
What's your primary skillset?
>>
Why don't console games have basic graphics options?
>>
>>174103016
Thanks for contributing to the high quality of the discussion. We hope you will continue posting in Amateur Game Development General.
>>
>>174103164
Because graphics options are purely for supporting slower hardware and nothing else, this is also why audio options shouldn't exist because there's no technical reason to ever disable audio.
>>
>>174103006
I'm deving a game with this guy >>174103016 ask him
>>
>>174103067
Programming (BP). Not a novice though, quite a bit of experience, including with source control and working with C++ programmers to combine our efforts.

I also have enough assets to start whatever genre of game
>>
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>>174102674
THIS IS IMPORTANT
>>
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>>174103319
>Because graphics options are purely for supporting slower hardware
Shouldn't consoles have lots of options then
>>
>>174103421
No because the game is designed for a certain console model which is identical across all copies, meanwhile PCs are highly modular and it's impossible to account for all possible combinations of parts so it's better to just let the player pick the best options for his PC.
>>
>>174103421
No. all models of said console are the same, so there's no need.
>>
>>174103016
Where is your game? The other guy wants to know.
>>
>>174103725
here

http://store.steampowered.com/app/391540/
>>
So how has gogem's loli game been received so far?
>>
>>174103639
But if the developer incorrectly assumes 30fps is acceptable, why shouldn't people have the choice to disable graphics to get a better framerate?
>>
>>174103373
>programming
>BP
choose precisely one.
>>
>>174103809
30fps is acceptable, the human eye can't see above that.
>>
>>174103819
more often than not, they're gonna want better graphics.
>>
>>174103850
Well it is, there's literally no debating.
>>
Reminder that BP users are the manlets of programming
>>
>>174102674
>>174103391
I personally prefer Aseprite, but you can try both of them out if you want to.
>>
>>174103938
Half of your statement is correct. The other is "Well it is,".
>>
>>174102674
I use GraphicsGale simply because I can't stand Aseprite's pixelated interface
>>
>>174103809
How do you think?

>>174103912
This. The damage control and backpedaling was so immediate he even started attacking loli rape sim dev possibly the only person who would ever defend gogem and his child harm """"games"""".

>>174068237
>its a jam, nigga and unlike lrsp im not gonna spend all my time on extraneous shit
Environments and gameplay are "extraneous shit" even for jam games apparently
>>
>>174096331
I mean the solution is definitely in your collision code. Try Rubber Duck debugging it
>>
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>>174096154
made a little zone shader for funsies
>>
>>174103809
screens of the game were posted and then deleted because it's literally CP
pretty sure gogem is banned right now
>>
>>174104243
I don't have a rubber duck.
>>
>>174104319
Than explain it to your dick, doesn't really matter
>>
>>174104380
I do have a rubber dick!
>>
>>174102674
I think Aseprite is much more streamlined, and for animating it's legitimately superior to GG
>>
>>174104091
What do you feel it lacks?
>>
>>174103809
nobody even played it. and probably won't.
>>
>>174104290
Pretty neat. How'd you do it?
>>
>>174101430
Multicolored is better to me, but you've gotta fix the motion of the letters. The font could change too

Level is looking really nice though
>>
>>174104578
>Another flop by [YESDEV] that nobody even paid attention to
I don't know why I expected different.
>>
I need a cool alias to blogpost.
>>
>>174104314
toplel
>>
should aim assist be an option on a pc game?
>>
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>>174100739
pls help... :(
>>
>>174104319
Then explain it to your 5 inch anime waifu figure or fullbody dakimakura
>>
>>174104793
If people are likely to play with a controller, yes.
>>
>>174104314
>pretty sure gogem is banned right now
Probably. His feedback to everyone's feedback stopped around when the screenshots of his """""game""""" got deleted.
>>
>>174104793
Fuck no. Your game's monetary value drops down to 0 instantly if you even have that.
>>
>>174096321
Monolith. It deserves it.
Anything that Magician Cat/Tracydev makes.
Bokube, depending on how long it is.
>>
Hi guys I'm back. Love all the salty nodev hate. Mad that I finished my game for the lolijam as usual.
>>
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>>174104756
momma's little shitcandy pervert
>>
>>174104314
>>174104892
isn't posting that a permaban? are we finally free?
>>
>>174104990
>Anything that Magician Cat/Tracydev makes.
I don't even care for their games, I just want to see them actually finish something for once.
>>
>>174098365
It's AGDG, anyone who would want to steal it would be too lazy to make jackshit with it.
>>
>>174104290
I'm really curious how you exactly you pulled this off. The idea seems like it has a lot of room for development.
>>
>>174105154
Gogem is a cockroach. So the answer is yes and no.
>>
>>174101863
Nice work, that organization is really good. Stick with that and you'll make steady progress
>>
>>174105075
Nice AI. Always good to get it working before assets go in, nice progress!
>>
>>174097059
tried the demo, it's the binding of isaac reskinned, some bosses and enemies are straight ripoffs, the overall design and mechanics are the same, nice reskin tho
>>
>>174098365
The only case I've seen is from that dickhead, Diestware stealing Momodora.
But Diest hasn't made game in years, anyway.
>>174103809
Nobody played it, Gogem violently reeee'd for attention but nobody cared and he faded back into nothingness again.

Faggot probably got permabanned due to posting literal CP. If so, good.
>>
>>174105506
>>174105667
Kill yourself already. You contribute a net negative to these threads.
>>
redpill me on platformers
>>
>>174106195
oversaturated market because they're easy to make
>>
>>174106195
good genre but bad if you want people to actually buy and play your game
>>
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which one.png
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which one?
>>
>>174106362
Lowest right or Highest Left
>>
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Ladders!!
>>
>>174106549
fast progress!
>>
>>174106362
Bottom left
>>
>>174106362
middle left
>>
>>174106061
Jesus Christ anon, calm the fuck down. Why are you being such a negative nancy.
>>
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>>174104290
>>174104590
>>174105261
improved to work on dynamic characters now :)
>>
>>174105038
hi gogem, how are you
>>
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>>174099104
>>
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I'm seriously considering reworking this in to a city builder when I'm done with this game.
>>
>>174106920
Woah, that's nostalgic. Did you make that model?
>>
>>174106549
Reminds me of Lode Runner.
>>
>>174106362
lowest right

also, the sprite in the upper right hand corner doesn't really read at all, to me. I can't tell what it is, but I assume it's a character sprite.
>>
>>174106549
looks like they work well. Keep up the good work anon
>>
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>>174107052
its not my model
I wish it was
a friend (from agdg) let me use it
her art is lovely <3
https://twitter.com/PolykinDev/status/852866707110731776
>>
>>174107258
>her
this faceapp meme is too good
>>
I'm too dumb to work with code. Art and music must be easier, r-right...?
>>
>>174107006
Do that, the world needs more city builders. which is why I'm working on one too
>>
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>>174107408
fresh is that you? :)
>>
>>174107006
>when people think their idea is brilliant or original as if every idea hasn't been already done, as if ideas aren't worth less than the shit my dog took on my neighbours lawn this morning

gauranteed the idea isn't even about gameplay, it's just something like "a medieval world" or "halo meets borderlands"
>>
>>174107549

Out of the three programming is the easiest to obtain skill in. So you may be fucked unless you're already talented with music/art.
>>
>>174106061
This is why the community has sunken into shit

If no one comments on progress, people stop posting it, and we get garbage shitposters like you who feel right at home
>>
>>174107715
I didn't quote anyone nevermind that unrelated guy but okay
>>
>>174107837
i was very triggered there for a moment!
>>
>>174107549
Programming has a low bar to be useful: if it works it works, no matter how spaghetti. See yanderedev, tobyfox, every shipped game ever. Art and music is harder: there is basically an infinite skill ceiling, and THE PLAYERS CAN TELL when your art is shit. It's harder to know when something is good enough when you're making art.
>>
>>174107801
If you're here to get feel good comments about your nothing-changed tier progress, go back to redd!t or tumblr where you belong. Don't clog these threads with useless forced garbage comments and posts. You are literally everything wrong with 4chan.
>>
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>>174106429
>>174106678
>>174106758
>>174107113
Thank you for the feedback!

>>174107113
It's the player. Hopefully it's easier to read when he's in motion.
>>
>>174108032
just get out already, for fuck's sake

nobody wants you here
>>
>>174108032
This was my first time seeing these games, so there's no way to tell if something is nothing-changed tier

The projects are clearly very early, so I'll comment on what I see. If I saw some shit I didn't like, I would have said something, like I'm doing to (You)
>>
>>174108190
>Hopefully it's easier to read when he's in motion.
Yeah, it's a lot easier. The trail was throwing me off.
>>
>>174108190
While I really like the trail effect and the player animation, something about them together is really putting me off. It seems distracting. Maybe it's because the camera isn't player-centric?
>>
Hi guys.

Will I develop more my game if I hang with you guys?

this is my project: https://d1kts0kw6luun8.cloudfront.net/

I'm doing it with Paper.js and Vue.js because I'm a front-end developer and I'm familiar with javascript. It's going to be like a clicker.

I'm not good with mixing colors.
>>
>>174108402
>Will I develop more my game if I hang with you guys?
Tough to say. This place is full of shitposting and negativity, some people thrive in this kind of environment and others just get discouraged by it.
>>
>>174108348
It's a multiplayer game, so a player-centric camera wouldn't make a lot of sense. It makes it harder to track the player when you're watching a gif, I agree.

From my experience, when you play with friends things start clicking though and you feel like you can predict where players are going to be ahead of time to land shots.
>>
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>>174108536
Oh if it's multiplayer then it makes tons of sense, assuming each player has a different color trail. Nevermind then. This might be a lot to ask for, but maybe consider increasing your run cycle frames?
>>
>>174108651
Sorry, meant to post this gif separately, but I updated this run cycle from a few days ago. Thoughts?
>>
>>174108196
>first time seeing them
>therefore there was no way to tell if it changed
>"NICE PROGRESS"
You are cancer.
>>
Why are people so bad at my game? It's so hard to make an easy game.
>>
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>>174108762
>>174108651
Yep! Different trail color per player. I think that the current run-cycle animation is fine (8 frames). I have a lot of other things that I need to finish before I can go back and polish things lol

(pic related, experimenting with death animations)
>>
>>174108190
i think making the trail shorter vertically would look nicer. but I get a samurai gunn feel from your game
>>
>>174107001
kek'd out loud.

putting it in my edits folder.
>>
>>174109019
As long as it's not Downwell, I'll take it.
>>
>>174108986
Watching it again, I saw way more frames than I did the first time, so I agree it's fine. The zoom of the gif was really throwing me off. What's your game called?
>>
>>174099395

behind all of these dumb videos i make are systems that i put a lot of work into. i do actually have a game planned. but i need to make the stability systems perfect first.
>>
>>174109140
Showdown. Generic as fuck but I can't think of anything else so I'm rolling with it for now...
>>
>>174109187
Do you care if people just think of your game as a meme game? People might miss the finer details.
>>
>>174109187
Holy shit, this is hilarious
>>
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So I've been working on a little fan game turn based rpg using GameMaker Studio 2. Honestly haven't gotten that far in it due to a myriad of reasons, namely lack of time.
I've been using YouTube videos to help me learn how GM works and in general. Heartbeast is a dude who has a lot of stuff, he's got a Gamemaker course for sale that sounds like it has everything I'm trying to do in my game.
Except that I think his RPG only has 1 character, while I want 4 total, but that wouldn't really be an issue.

But before I do spend money on the course he has I wanted a second opinion. Basically should I do it or should I not? His YouTube stuff has been really helpful for me in general.
>>
>>174107965
I can also tell when the programming is shit.
>>
>>174109364
Sure buddy.
>>
>>174109504
Ever heard of this thing they call performance, for example?
>>
>>174109327
I can't speak to the quality of the course, but if you think his style of teaching is working for you then sure, if it's pretty cheap

You probably could make it through learning by yourself, but he has ideas and good practices that will encourage you to learn and start to form your own systems then it can only be good
>>
>>174109187
cube rape
>>
>>174109710
You are pretty naive about programming.
>>
>>174109710
Are you saying Undertale runs badly? You must have a pretty bad pc.
>>
>>174109748
I'm trying to get it done sooner rather than later. If it was a personal project that'd be one thing, but it's a fan game I wanna share with other people. Some dude's doing sprite art for me. He wants $20 for the course which I feel is pretty reasonable if you ask me. I'm not rich but I spend that much on food if I take someone out to eat.

Just wanted to ask mainly in case anyone had objections with him or what have you. I'm an amateur at this, I don't know what I'm doing or who's a good source of information.
>>
>>174109848
After decades? I don't think so. And programming is an art as well so fuck off with statments like "when it works it works no matter how spaghetti". Nodevs like you should just shut the fuck up and keep doodling sprites or whatever you do.
>>
>>174110048
I started out mainly with Shaun Spalding's free tutorial series, but my game's a platformer not an RPG so I don't know how good he is for that. Sounds like you're into Heartbeast, go for it
>>
>>174107965
Part of the problem with what you're saying is that if your code is clean and well structured it can take you a lot less time to develop your game.
There are levels of bad, though.
Bad design can mean you have to spend lots of time refactoring. Inconsistent design can mean you end up with a larger code base then you'd have if you were more consistent (along with all of the problems that come along with a bloated codebase), or perhaps it can just mean that you won't remember all the quirky parts of your program.
The players will respond much more negatively to bad programming than bad art, because lots of game crashes will absolutely kill any potential fanbase. Your ability to bughunt based on crash reports on other systems will be much different from doing it in your dev environment sometimes.
It does depend on the size of the project, though. You can get away with a lot more on a tiny game. We try to focus on programming more here because generally people want to make code that scales well. Also because it's probably more mentally stimulating to most of the people who come here.
>>
>>174110157
I never said that programming doesn't take skill or that it isn't an art. Spaghetti code has certainly destroyed its share of projects. But with code as opposed to the other two, there is a binary requirement: DOES IT WORK? And that requirement is clearer and easier to reach than making art "good"
>>
>>174110001
>tumblrtale running anything but badly
is this a hot new meme?
>>
>>174107006
What's the gameplay of this?
>>
>>174109308

no i don't care if people think if its a meme game. if they can't understand the potential application of a system like this then they probably aren't my target audience. i'm not trying to spam these videos because they do all tend to look the same, but this is not an easy way of making a character controller, so even major improvements i make seem subtle.
>>
>>174110569
So you're actually so retarded you unironically believe you've done anything new or original so far?
>>
>>174110729
Who cares. He's learning. He's developing. That's the entire point of all of this.
>>
>>174096729
>what is minecraft

please explain
>>
>>174104793
If it's multiplayer and you have to use a controller for some reason, then yes. Otherwise no.
>>
>>174108775
it should be plainly obvious that all progress posts are completely fake
>>
>>174110854
That's not even remotely what he's saying. Stop projecting, nodev.
>>
>>174110892
notch started in agdg threads. He got butthurt that people weren't sucking his cock mindlessly and were instead giving him constructive criticism so he went to reddit instead.
>>
Is Ren'Py still relevant?
>>
>>174111119
Really makes you think
>>
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>>174110729

>unironically believe you've done anything new or original so far

when and where did i say that. i'm using this style of character movement because i have a very specific kind of game feel in mind and no other movement system would suffice. this kind of movement system goes back before jurrasic tresspaser.

you sound kind of flustered to be honest.
>>
>>174111123
If you're making a generic visual novel, sure.
>>
>>174111123
yes, vns aside, you can make any game that is based on menu interactions
>>
>>174111212
This is the most alive-looking webm agdg has ever produced. Congratulations.
>>
>>174108032
Do you do anything here other than go on tirades about the quality of posts? Fuck off with your 4chan secret club bullshit, it's just an imageboard.
>>
>>174103809
I can't play it because
>flash
>windows
>>
Do vertex shaders run for every pixel, like fragment shaders do? If not, how do i get the xyz position of a pixel whilst in the fragment shader? (GLSL)
>>
>>174111268
A primarily menu based game is what I'm going after
>>
>>174111212
>bullying your npcs

Stop.
>>
>>174111212
Very impressive system. What's the actual game gonna be like?
>>
>>174110729
lol, rough day man?
>>
>>174111212
>where
Here:
>no i don't care if people think if its a meme game. if they can't understand the potential application of a system like this then they probably aren't my target audience.
>>
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>>174110527
nigga how the fuck did you get this to run badly
>>
>>174111416
Vertex shaders run for every vertex.
In unity, which is pretty standard the parameters of the pixel is automatically interpolated for you by the shader. I can't remember if the position is automatically passed into the fragment shader, if not then you can add it as a parameter.
>>
>>174111212
That's really impressive. Great work.
>>
>>174111567
Not sure if inbred, paid, tobyfox or lobotomized.
Not sure what the difference is either.
>>
>>174108651
Any thoughts on this animation?
>>
>>174111434
Godot is also good for a menu heavy game. It's GUI system is pretty great.
>>
>>174111567
>half a gig of video memory
nigga i aint fuckin bill gates
>>
>>174111530
what's that got to do with him doing anything new or original? all he's saying is the system of his game has a lot of potential for applications.
>>
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>>174111506

cortex command, madness combat, jedi outcast 2 type thing. probably checkpoint based linear single player levels with a multiplayer component if i can get the physics to work with networking.
>>
>>174111590
so the ratio of vertex program calls to fragment calls isnt 1:1?
>>
>>174111567
>3GB RAM
Why does Undertale need so much RAM?
>>
>>174111796
That would imply that his system is anything new or original, because if not, the potential would have already been exploited.
>>
>>174111839
No.
>>
>>174111530
>if they can't understand the potential application

>of a system like this then they probably aren't my target audience.

>of a system like this

so again, when and where did i say what you are claiming. in fact the way i worded would infer an admission of the opposite.
>>
>>174111839
Google it instead. That retard has no clue what he's saying.
>>
>>174111590
>>174112023
Alright, thanks, i found the variable, its called gl_FragCoord
>>
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>>174110532
atm is a little meme game me and a friend decided to make during easter, as I posted in the last thread it a game where 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.
>>
At what point do Godot's performance issues start to become apparent?
>>
>>174111954
you're looking at it like his game has potential to be the next big thing. it's actually implied that the way his game works has potential to be useful in different applications.
>>
>>174112196
s/you're/he's/
>>
>>174112165
why do you have to die?
>>
>>174112175
When you try to do heavy stuff with GDScript.
Luckily 3.0 will have C#.
>>
>>174112038
So you're saying you're either saying you're trying to ship your system without ever making a game, or that your idea is new and novel which explains why people who don't see the potential in it on account of the fact that this is nothing new and novel yet nothing has ever been able to use this in any useful way are not your audience. Oh wait.
>>
>>174112175
Depends on what you're doing. But it does take a lot to get it to start slowing down, even with GDScript.

As the other anon said, Godot 3 will have C# and C++, so if you need to optimize something with those languages you can do that.
>>
>>174112379
holy fuck dude go do something else
>>
>>174112379
Don't you have a game to be working on? Oh wait.
>>
>>174112379
t. a literal retard
>>
>>174112298
that's how you get to the level up screen and also how all the NPC re-spawn, if not there wouldn't be enough to give you the xp you need to kill the king
>>
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>>174112379

>So you're saying you're either saying you're trying to ship your system without ever making a game

games require mechanics, which typically work best when the character that uses them is consistent in an internally logical way.


>or that your idea is new and novel which explains why people who don't see the potential in it

potential application. application. reading comprehension.

>people who don't see the potential in it are not my target audience

that is correct.
>>
>>174112315
>>174112535
Okay cool, thanks for the info guys!
>>
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>>174112379
>>
>>174112871
Enough of the salt mining already. Why do you keep replying to that idiot?
There's 7 billion+ people in the world and you're wasting your life with one douche who's such a failure they've gota shit on your idea all night long.
>>
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Today I made this thing
>>
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>>174113672
It's shit, but you can make cool maps
>>
>>174113331

no reason to ignore someone just because they pretend not to follow the point. shit posting is more fun when its not obvious though.
>>
>>174113672
>>174113802
That's pretty neato, I like the idea.
I'd play this on my phone while pooping.
>>
>>174112871
>Running kick to the nuts
I'm sold
>>
>>174113802
Make it into a mobile game, add star ratings depending on how few you can get, then have cosmetic things (colors, effects, differnet shapes instead of circles) that cost stars. Then release a free level pack or two and charge for the rest. You can even have themed packs where the best solutions are shapes
>>
>>174113970
Thanks, anon.
Just like make poop.

>>174114175
Wise goyim
>>
Im trying to do masking in OpenGL. Right now, Im trying to take a given pixel on the mesh I want masked and match it up to a pixel on the mask bitmap (which exists in 3D space, i.e. it has its own transform matrix). In order to do this, I get the screen coords of each pixel of the mesh in the fragment shader and multiply them by the inverse matrix of the mask's transform matrix, which should give me the coords of the pixel inside the mask's model space, and since the mask is a square from -1 to +1, I take both the x and y coords, add 1, and then divide by 2, and that should give me the texture coords for the mask. Then I use the texcoords to find the color of the mask at that pixel and use it for masking (something like gl_FragColor = color * maskColor)

In theory, should this work?
>>
>>174114310
>wise goyim
But I'm a member of the tribe my good man
>>
>>174114380
If you are posting here then I think the tribe abandoned you
>>
>>174111883
gms will eat a lot of ram for trivial shit
>>
>>174096321
Project Rocket, although I might regret it later and I'd probably never finish the entire thing
it just feels so right, and the puzzles are usually so bite-sized, that I can't say no to it
>>
Made some icons for a few seeds/veggies and added an animation for tilling. Also a fence. I made a fence.
>>
>>174114615
Boustrophonedev is a fucking progress machine. His art isn't great but he builds levels around his mechanics constantly, pretty cool
>>
>>174114801
neato, now make a selection box on targeted tile or change cursor because it's tiny asf
>>
If my game is set in a different universe would giving it a clock that's different to our Earth 24 hour one be too weird for players? e.g. giving the planet a 32 hour day night cycle
>>
>>174114801
i haven't been to this general for ages, but didn't this game used to have a frog-person-thing as the MC?

or is this just a very similar looking game?
>>
>>174115175
The one with a frog was a different harvest moon-like being made here.
I believe he has given up on that game though.
>>
>>174115062
How important are clocks and time in your game?
>>
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>>174107001
>>
>>174115062
Unless it really adds something important to the story or the gameplay, better to leave it like Earth time. Suspension of disbelief will take care of things if everything else is enjoyable enough.
>>
>>174115281
Not very, it's just a background thing. I just like adding little details
>>
>>174101430
>letters don't end up lined up
>letters don't bob up and down to compensate for not being lined up
it looks lazy and messy and it riles up my OCD
>>
>>174115013
Plan on adding a larger cursor that has an icon showing your selected item.

>>174115175
Nope, not my game.
>>
>>174115062
I guess go for it unless you're going to be constantly showing them the time (like an on-screen clock UI).
>>
>>174115062
no I don't think it'd be weird. I play a survival game where I change the day length from 32-72 hours and it's easy to adapt to. it's just noticeable that the days and nights are longer than the pre-made setting.

You could have the cycle be 32 hours but have the hour displayed as a % of the day gone. so 9 hours into the day would be (100/32) * 9 = 28%
>>
>>174109187
this isn't your regular companion cube. this is an overly attached girlfriend companion cube
>>
>>174115062
I assume you don't mean realtime, but the time displayed ingame? If it's another universe, first of all you should ask yourself why they should use human/terranean hours at all.

Can you answer why our day has 24 hours to begin with? :^)
If yes, then you have the solution for number of hours on your planet.
>>
haven't been here in years. how is slow's game coming along?
>>
>>174115478
Then the details should make sense. What's the reasoning behind your 32 hours? >>174115870
>>
>>174106061
>>174108032
No, you kill yourself already. You contribute a net negative to these threads.

Piss off and stop being such a negative prick. Nobody cares about your real life issues, stop trying to blow off steam on AGDG devs who are actually actively working on games.

I'll ask the age old question: Where's your game, asshole?
>>
>>174104314
im not.
CP is banned but literally CP is fine.
http://gamejolt.com/games/lolisim/249783
https://mega.nz/#!TRNzWSJQ!Flt1nksZveKIc8QI_mS9UrANiWrhQ63mPoiECzhE8k4
>>
>>174107549
They're hard in their own right. But that's no excuse not to try!
Keep at each of them!
>>
>>174112379
it's not new, it's just uncommon
physicsdev has pointed this out himself
>>
>>174100397
Just copy things from different games. All creators do that, even Disney.
>>
>>174116079
>back to gogem.pro
mental
>>
>>174116079
Gogem how can you aussies get any work done? Australia is so fucked. I mean even the fucking toilets flush backwards. It's sheer madness.
>>
>>174111212
I like how on the third boop and the second to last one the guy sort of shakes like he's trying to stop daydreaming, like it's a "come on get it together" move
>>
>>174113672
that's a hell of a lock screen
>>
>>174116464
> tfw there will never be a new genre of games
>>
>>174115175
>Frog's Life
He'd just put in bosses ;__;
>>
>>174113802
I like it
>>
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PROGRESS: I appear to have fucked some of my math up when trying to make the floor look fancier...
>>
>>174110527
Shit, is your computer a literal IBM toaster?
How the fuck is Undertale running anything but smoothly?>>174110729
Quit being a fucking negative nancy and let people make the games they wanna make, quit being bitter that you never achieved your dream of making a game.
>>
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>>174117401
Wait, nevermind. I haven't fucked up anything
This isn't a gamemaker bug.
It's a FEATURE of how draw_sprite_pos works.

"WARNING: The image above is only for illustrative purposes, and if you use this function on a sprite, you will get different results and may experience texture "shearing" due to the way that a sprite is constructed from a quad of primitives."

WHY.
>>
>>174112165
Wait are you the guy who made exactly what you just described like 2 years ago as a top-down jam game?
>>
>>174118251
The misleading example picture is pretty fucked of them, but the issue isn't exactly perplexing if you understand how sprite rendering works.
>>
>>174117401
>>174118251
I don't know what's possible in gamemaker, but if you want to give a sprite proper perspective you need to use 4 triangles instead of 2.
>>
>>174119553
It's possible. I've used a whooping 18 triangles on a single sprite before.
>>
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I like how it looks in game, I'm moving forward with it
>>
>>174119553
Would you mind explaining the logic behind this? I'm not the dev, but I'm curious. I didn't think projective transformations could be achieved by vertex manipulation alone.
>>
>>174119553
Could you give me a little bit of a more in-depth explanation for this? I'm trying to understand myself how the sprite is put together. From the part of the documentation I pasted above, what does it mean by 4 primitives? Does that mean it's using 4 triangles that meet at a point? Because if that's the case, from the look of things it looks like the middle vertice is in the wrong spot relative to the others.
>>
>>174119973
Sure, it'll be easy for me to give you a visual example brb.
>>
>>174120198
Sweet, thanks.
>>
>>174119709
Why doesn't he have arms?
>>
>>174120434
Real Answer: He has a cloak that will always cover them

Lore Answer: ???
I should think of some good reason I guess
>>
>>174120505
I dunno how in depth you have to get on explanations for the appearances of enemies in your kirby-like, dude. I've never asked myself why the Kracko is a wack-ass cloud with an eyeball.
>>
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Attempted a couple of shaders. Thanks to the anon that posted some animation tutorials, really helpful though my animation still looks robotic.

Was gonna make faces today but I helped another anon with level design instead
>>
>>174120434
>>174120505
You don't need arms, look at birds, snakes, Europeans, and trees.
>>
Is it possible for a first person game with dialog to work without voice acting? Can anyone recommend some examples?
>>
>>174120687
The Witness.
>>
>>174120608
That's sort of what I'm thinking
Although my game will have a bit more interaction with enemies/characters then Kirby, so their appearances might play into their personalities.

Zuff's main character thing will be that he isn't actually magic, he just generates static electricity in his mane and is sort of a con
>>
>>174120681
European here. Can confirm, arms are overrated
>>
>>174120687
This seems like a silly question to me. Shitloads of old games with first person views had dialogue via text. I assume Daggerfall falls within that range, but I can't be assed to check. Was every line in Morrowind fully voiced? I can't remember.

Just use dialog boxes, it's not a big deal
>>
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>>174116810
no reason to nodev just because of some mad max giant spider hellscape.
>>
>>174120668
looks ok for a stripper. Far too much arm movement.
>>
>>174120687
Yes. Plenty of old games did this.
In modern games I always have subtitles on if dialogue is important, just to make sure I get all of the words being said.

It's still a good idea to have some kind of speaking sound, like the sounds in Animal Crossing. This way it's clear someone is talking.
>>
>>174120668
their hips look like they're on spars or something, like the bones are sticking out diagonally from the pelvis instead of just being socketed in
>>
>>174120668
part of it that look robotic is they stop for a split second after every step, the walk speed seems a tad bit slow, and their hands are straight out.

also the way they are sync'd up together makes it seem robotic.
>>
>>174121147
>>174121419
I appreciate the actual feedback. Will take this into account in the next iteration.
>>
>>174121076
DELETE THIS
>>
>>174114346
i know i wrote a wall here, but can anyone please help?
>>
What's a good laptop to dev on, guys?
>>
>>174121384
>>174120687
I wonder if you could do animal crossing style voices dynamically based on text. I know there are lip sync programs that can detect phonemes (in order to drive lip animation). Of course text-to-speech already exists too. Would the extra layer of distortion for the animal crossing style be enough to lower the quality bar and get out of the uncanny valley?
>>
>>174122863
Microsoft Surface Pro 4.
You can draw on it.
>>
>>174122863
A toaster. Encourages optimization.
>>
>>174122863
Depends if you're planning on making a beefy 3D game or a turn based ASCII roguelike.
>>
>>174122989
Too expensive and fuck no.
>>174123008
That's fair.
>>174123108
Relatively basic 3D game.
>>
idea guy here

video game where you suck cocks for points
>>
>>174123276
2017 is the year for you
>>
>>174123276
>points
worst game invention
>>
>>174123254
Any laptop will run unity.
Any laptop should be able to run a homemade engine or harder 3d engine.
Unreal needs good hardware.
>>
>>174123276
you should talk to our man gogem about that
>>
>>174122942
I think a better way to do it would be to prerecord some simlish-style voices in different emotions and have a way to change the tone of the voice at different points in the sentence. That way it would seem like they were expressing the same concept but in a language you don't know. You'd still need to do some voice work, but you wouldn't need the administrative nightmare of writing the entire game before recording and you'd cut the workload down significantly. If you recorded, say, 50 nonsense sentences in varying different emotional states, you could probably get all the voices you need in a day by hiring some out of work voice actor from your town at minimum wage.
>>
>>174123357
If you're gonna pass a filter over it anyway, you could get anons on 4chan to do it.
>>
>>174122942
In Animal Crossing each letter is actually being pronounced, just with effects put on it.
In Japanese it's actually easier to tell what's being said since for the most part each kana is pronounced the same, so words are just each symbol being read. But in English words aren't read out by the letter, so it doesn't work as well.
>>
enginedev without libraries is so fun
>>
idea guy here

clone risk of rain
>>
>>174123276
idea guy here

video game where you suck cocks for points

in vr
>>
I'm designing an RPG battle system based around triggering your enemies into submission rather than fighting them. I'm struggling to make it really fun and snappy.

I have a pure text input right now that the enemy parses, but I'm wondering if there's something simpler that conveys the same thing without resorting to contrived menu and statistics driven combat.

Anyone want to ideaguy for a minute?
>>
>>174123917
Cavern Kings
>>
>>174096718

There is nothing wrong with unity for 2d
>>
idea guy here

a game about learning to handle social situations, written from the perspective of a sociopath
>>
>>174123940
parsing text sounds far more interesting than anything else.

hard to do right, however. event[0] tried and failed last year. it boiled down to using the right keywords at the right time
>>
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>>174123940
>>
I want to make a 2d turn based strategy game.

Where do I start?
>>
>>174123951
did Vine just abandon that game or something? hasn't been updated in like a year on steam and it's still in early access
>>
>>174123940
If you have background knowledge on said enemy.
Like if they had a fear of spiders,
or if they just broke-up with their girlfriend.

Or if you don't have direct knowledge, then perhaps you could tease it out?
>>
>>174123951
it's not the same, it doesn't have moba-style classes

>>174124217
because it was a cashgrab, it's not making money anymore so why bother
>>
>>174124150
topkek
>>
>>174124274
Is Vine still dating Hopoo?
>>
>>174124194
Learn 2d.
Learn turn based.
Learn strategy.
Learn game this one is tricky.

I'm not joking. First learn the technical aspects of how to make a simple turnbased game in whatever engine. Make a simple prototype with chess or whatever. Then make the game you want to make
>>
>>174124274
right I understand that. But he was pledged over 10,000 usd and according to his kickstarter he has to impliment online co-op. I guess there aren't any legal problems with not following through with your kickstarter goals. Oh well. What a nasty thing to do as a developer.
>>
>>174124408
It's really unfortunate. I thought Cavern Kings looked cool and was going to buy it once I saw it getting updates again. So I guess now it will never happen.

And of course, I'll be wary of any new games from Vine. I probably wont buy any unless I know they're complete and not in early access.
>>
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>>174121076
>air and light and space and time
You know, I never noticed that before
>>
>>174125665
I agree, and I think I'll take the same approach as you from now on. I swear the only game in my steam library that has made it out of early access in Rocket League.
>>
I WANT TO MAKE games where can i find beginner unity tutorials HELP im retarded
>>
>>174125931
beats me, there are hardly any unity tutorials out there, let alone for beginners
>>
Any javascript devs?

How are you guys dealing with animating?
>>
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>>174125931
hmm....
>>
>>174123917
I know it's a joke but a Risk of Rain 2, or a game with the same exact formula but more depth and content would be pretty amazing.
RoR is already a great party game and there aren't enough multiplayer roguelites or platformers.
>>
>>174112871
What are the actual controls for this game? You seem to do a lot of complex movements, what sort of inputs do you need for that?
>>
>>174125741
how about that game huh
>>
>>174126732
Where is their game
>>
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>>174124150
>>174124289
>>
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>>174124050
i got you
>>
If I want to make a turn based combat dungeon explorer what should I use?
Any books or videos you have that are useful for that?
>>
>>174127285
just like make game
>>
>>174127285
look up gamemaker tutorials
>>
>>174105759
>straight ripoffs
I dare you to name one.
>>
any report googs to aus gov for pedo?
>>
>>174128098
ya already done
>>
>>174128098
>>>/facebook/
>>>/reddit/
>>>/tumblr/
>>
>>174127995
Kay. I know nothing but python for programming but I still want to learn a good deal just to make a good game instead of just using game maker tools
>>
>>174097672
Why 0 for godot? Because hur dur i cant calculate square root as fast as in c++ console?
>>
>>174128691
>Python
http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod
>>
>>174128098
What's the point? Neither the US or AUS want to admit he's a citizen.
>>
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this is intentional I swear
>>
How good is Love?
>>
>>174129291
>Excuse me sir we're battl-
>Nah I'm good, Im just walking
>But we're in the middle of a figh-
>It's okay, don't mind me
>>
>>174129291
make it so that your overworld sprite also takes damage for more rich gameplay
>>
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>>174129437
Have you ever wanted to delve into enginedev, but actually have a game at the end? That's LOVE. It's very fun.

Also it has a nice-looking "you fucked up" screen.
>>
>>174096154
>be me
>actually studying fucking Computer Engineering
>been programming since the age of 12
>never ever finished a game
wtf should I do? Whenever I try to learn gamedev I always jump between projects.

Yesterday I started writing a MMO, using java,sockets and a graphics library. Now I want to explore 3d but I can't find a good tutorial for 3d cameras.

Im using actually using Processing with Java to avoid all the boiler plate code. Have used Unity before but it's too bloated for learning.
>>
>>174129817
>Yesterday I started writing a MMO
lol you're never gonna finish any game, aren't you?
>>
>>174129817
>Yesterday I started writing a MMO
RIP your game
Dead in cradle
>>
>>174129980
lol no, I got a 2d movement system working though. It's not hard to use sockets and write some communication api
>>
>>174130027
Meh, you know there are MMO projects made by small teams or even single devs?

>>174129817
>Have used Unity before but it's too bloated for learning.
Ok... that guy will not accomplish anything though.
>>
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>make a cgi movie
>add some gameplay
>call it a game
What's your grand scheme?
>>
>>174130297
>Meh, you know there are MMO projects made by small teams or even single devs?
That take 10 years to make and never actually take off.
>>
>>174130379
kek no, what counts as a MMO? Takes one day max to write a MMO walking simulator
>>
Should I read some books before I start gamedev'ing or should I just jump straight in to it?

What's the best way to learn?
>>
>>174130503
How hard is it to just google "*insert engine* tutorial"? It's that easy.
Also
>reading books on gamedev
>>
I just want to make a comfy resource gathering game ;_;
>>
>>174130503
Get a sheet of paper and figure out what you want your game to look like, what mechanics it has, how it plays.
If it's 2d, consider mocking it up with a bunch of flash-cards or something.
>>
>>174130640
I already know how to program, I dont need an engine tutorial. Im wondering whether there's any point in going through a game programming guide
>>
>>174130379
>That take 10 years to make
Not necessarily, 3d graphics and networking isn't magic and engines offer a lot of stuff right out of the box. And who says it must be 3d? There are a couple 2d MMOs on steam with RPG Maker "aesthetics" and they certainly didn't take years. Real problem nowadays is coming up with enough content to be worthwile.

> and never actually take off.
That however is true.
>>
>>174130645
then do it. i believe in you
unless you're just posting to collect pity yous in which case fuck yourself
>>
>>174130737
>I dont need an engine tutorial.
So you're going to learn using a 3rd party engine how? Or do you want to write an engine yourself? In both cases tutorials are helpful even for a seasoned programmer.
>>
>>174130737
>Im wondering whether there's any point in going through a game programming guide
Well if you've got no experience in gamedev then if you jump right into programming you'll probably write stupid inefficient code to make something as simple as a movement script. I'd recommend actually following through an advanced tutorial to get the gist of the whole experience.
>>
>>174130645
Same here. Can't be that hard, right?
>>
>Set inventory to open and close when you hit "I"
>Press "I"
>Doesn't open
>Chance it to open with "Space"
>Press "Space"
>It opens
>Press "I"
>It closes
WHY
>>
Am I allowed throwing game ideas out here to see general response before dedicating time?
>>
>>174130963
you fucked up the keycodes or some if else statement
>>
>>174130963
Sounds like you're consuming input for I elsewhere, and then exiting the input handling for that keypress event.
>>
>>174131007
I once jokingly said I'd like to make a rock paper scissors game and some fucker actually made it lol, so beware
>>
>lolijam still not in the op
>idiots would rather argue about the ironical gogem jam one

The truth is, you all boycotted a jam just because you didn't like it. This is something to be remembered.
>>
I don't like your genre ∴ your game idea is shit
>>
>>174131043
>>174131075
Turns out I'm just retarded. I was using if instead of else if.
>>
>>174131252
Good. Maybe people will stop trying to force their Jams that nobody wants.
The lesson here is to make better jams.
>>
>>174131252
kys nodev
>>
>>174131252
are you really surprised that using the word loli incorrectly would get you boycotted by both pro and anti loli people?
you shouldnt be, the whole point of the sfw redefinition of loli was to falseflag loli jam. mission accomplished.
>irony
>>
>>174131252
It sure is, anon. Hopefully next time you remember that if you pick a retarded-as-fuck jam people will just ignore it.
>>
>>174131631
There's been more than a month of discussion on the next jam theme.
Why did nobody make a jam page for Cops Jam or Pirates Jam? Because you're a buch of lay fucks that's why.
>>
>>174131693
Jams are dumb, but so are you.
Kill yourself, goog
>>
>>174131693
Mind reposting that screenshot of yours people were talking about earlier? I missed that thread.
>>
>>174131671
>>174131854
Meanwhile, you all praise the explicit furry game.
Meanwhile, you all praise the gore pixel game.
Meanwhile, you all praise the monster girl porn game.

You're all just a bunch of hypocrites, simple as that. But since we can remove from the OP whatever we don't like then I'll do it too from now.
>>
>>174131937
>you all
>>
>>174131871
who the fuck cares about extermal jam pages in the first place? apologies to discord
AGDG jams should take place on AGDG

>>174131916
this? >>174066228
not sure what you're referring to but 4chan and 4plebs both have archives for you to got find whatever it is
>>
>>174131958
That's what happened. You all boycotted it as a hivemind and removed it actively from the OP, I don't see what's wrong with what I've just said.
>>
>>174132043
>not sure what you're referring to
Nah, I mean some screenshot you allegedly posted which got deleted and then people here speculated it got you banned. So I'm curious. And if it got deleted it won't be in the archives. Or will it?
>>
so what games were made for loli jam besides mine?
>>
>>174132073
All your assumptions are wrong, and you're a dumb cunt.
>>
What's a better idea for design?

>more generic, replayable but more bland, more accessible but less deep
>more unique, more memorable but less replayable, less accessible but able to do more with less
>>
>>174132172
it should be in the 4plebs archive but no i didnt post any screenshots, anon did.
>>
>>174132175
there will be no loli jam, if someone ever makes a poll for jams ill manipulate it to never accept any loli votes
>>
>>174132073
>Thinking of the thread as one collective mind
>Thinking everyone likes those games
>Thinking liking those games but not your game makes someone a hypocrite

Stop being such a retarded faggot, anon. Just go to sleep.
>>
Unity noob here. Is there any real argument against using a quad instead of a plane for a floor (as recommended in Unity's documenation)? Do the physics work better when you got a bunch of triangles instead of just 2?
>>
>>174132215
You can do dlc if you go generic.
Characters, skins, etc.
>>
>>174132279
that's not what i asked, Admin.
>>
>>174132073
You gotta get this "you all" idea out of your head. AGDG doesn't have a "you all" and there are people here who will love and hate everything. Loli jam was just so unpopular that whoever made the op removed and got away with it.
>>
>>174132334
There's that one puzzle game where you hop around with limited movement in each direction, you weird faggot.
>>
>>174132481
as an organized coder im always in favor of removing bullshit from the OP
discorday and aggydaggy needs to go next.
>>
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So what's the next jam gonna be? I'm still gunning for Generated Name Jam. Or Made Up Sports Jam.
>>
Yanderedev might actually change models, is he going to actually put work into his game now...?
>>
>>174132606
There was some talk about gelatinous cube jam, but that might just be a meme. Generated name jam sounds fun for everyone. Hoping for that.
>>
Here is Spalding's tutorial for a simple platformer.
From the way it looks, I take it his player object is just a cube that does nothing besides movement?
Is anyone bored enough to explain to me how would you go incorporating movement animations into this goddamn thing?
>>
>>174132685
Probably just looking for an excuse to delay the game more. The longer it takes, the more money he gets from Patreon/Youtube. He'll fall into obscurity shortly after it releases.
>>
>>174132517
bokube has nothing to do with loli jam
>>
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>>174132752
fucking hell
>>
What do you guys do to get super motivated to Gamedev?
I feel like not continuing after two hours and wont come back for up to 4 days at a time.
>>
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Tried figuring out some new effect for the bars and ended up re-implementing placeholder rectangles for some other moves so I can get the most important things out of the way before demo day, as I animate at a snails pace.
>>
>>174132827
what language is this? Looks comfy
>>
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>open up project just to take a look
>close project
>>
>>174132975
anon how do you switch animations in states?
>>
>>174132827
if (keyboard_check(vk-right))
{
imagesprite blabla, 0, 0
}

Something like this. Can't remember the syntax for GML anymore.
>>
>>174132685
Nice I'm glad someone likes the generated name idea. I just want a fun jam based on an idea or concept rather than a thing like loli or mecha.
>>
>>174133073
>open up project
>wait for ideas to come
>close project without ideas
>>
>>174133121
Like going from idle to attacking? I do a check at the beginning of the state if the sprite is not set to the appropriate sprites related to that state, and if it isn't it changes to the appropriate sprite.
>>
>>174133126
that's how it's done normally, yes, but he has keyboard checks for movement keys as variables there (key_left, key_right, key_jump)

and while something like
if (key_left); {
x-=4;
sprite_index = player_walk_left;
image_speed = 0.2;
}

works, I don't know how to do reverse keyboard check to stop moving
if (!key_left); {
state = state.idle
}
doesn't work
>>
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>>174133339
>he actually started a project without having everything planned out
>>
>>174126574

the normal movement controls are WASD like max payne 3 with a snap to over the shoulder aim system, and the sword combat will change the control scheme with a toggle.
>>
>>174133387
Why don't you just use the keyboard_checks?
There should be something like "keyboard_check_released" or so.
>>
>Want to make a VN.
>Have trouble coming up with a story.
>>
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>past 3 days in horrible sleep schedule from long days trying to do fucking pixel art
>miraculously tired at 12am, bout to take chance to get back on track
>cockroach crawls on wall nex to bed and one dying next to door

cool guess i'll dev or play some emulators
>>
>>174133390
>he is an idea guy without a project
>>
>>174132975

Nice to see that rape scene is censored.
>>
>>174132958
Weed.
>>
>>174133591
>Why don't you just use the keyboard_checks?
because typing
>key_right
is easier than
>(keyboard_check(ord('D')))
every time
?
sorry if I'm nor making sense
>>
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>open Unity
>update available
>literally have to download and install from scratch instead of updating in place
>>
>>174133775
I guess you'd have to write something like "!move = key_left_released" first?

I have no idea. I always just wrote this as keyboard_checks, because i also didn't understand how this works otherwise.
>>
I have a 60 frame animation, that ends on the same pose as it starts on. For some reason, when I try to loop it even if it starts as 1 or ends at 59, it still seems to stick on that first/last position for a little too long. Any idea why this could be?
>>
>>174132827
Watch the tutorial on state machines as well.
Here's my architecture:
I have a state machine and a function called change_state that initializes any variables I need for that specific state. It also sets the animation sprite. So changing a state looks like change_state(states.walking) then within that it sets sprite_index to spr_walk or whatever it needs.

I hope this makes sense, not sure if it's the best way but it's organized with a lot of states
>>
>>174134248
if it ends on the same pose it starts on, then it will loop back to it and that pose will play twice. So get rid of the last frame and see if that works
>>
>>174134248
because you have 2 identical frames in a row
>>
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Hey guys, girl here. I played WoW for a long time on twitch and now I want to start making my own video game. I opened up the program and started writing but it's giving me this error message and I have no idea why! Can any of you guys help me please?

Here's a picture I took of the screen, sorry my phone camera doesn't always focus properly so its a bit blurry.
>>
>>174134526
I'd recommend writing the code down on paper and then taking a photo. Cameras often work badly with screens!
>>
>>174134248
I mean.. if you have the same frame at both the start and end of the animation then it's being held for 2 frames every time it loops.
>>
>>174133387
Or maybe you just have to use an "else" statement?
if (key-left)
{ blablabla}
else
{
sprite_index = player_idle
}?
>>
>>174134248
WHat program are you using? I know with 3dmax I sometimes have to open up the keyframe editor and change the smoothness because it tends to bunch up a lot of the movement before the animation ends, leaving the last few keyframes looking like it's not moving.
>>
>>174134526
press Print Screen (Usually abbreviated to prtscr on pcs) then paste that in to a text doc to get a image
>>
>>174134526
post tits
titties for code
>>
>>174134248
Blender?

I was banging my head against this problem and the it's in how it blends between keyframes. There is no way to tell blender to smoothly blend between the last and first keyframe. I ended up just adding in extra frames after 60 and before 0, and exporting the 0-59 range.
>>
>>174134830
Are you retarded.
>>
ue4 collab on a simple, doable game when

have assets, can program..
>>
>>174135069
Unity collab would be more feasible imo. More people use unity rather than Unreal.
>>
>>174135069
Post assets
also >>174135385
>>
>>174135385
Thanks!!
>>
>>174134517
>>174134518
>>174134618
>even if it starts at 1 or ends at 59
I've tried cutting off the first or last frame, it still seems sticky. If I make it a 120 frame animation that middle transition looks smooth though.
>>
>>174135443
I have assets for almost any genre
>>
@174134526
get a life nerd
>>
>>174135486
Have you tried actually using it outside of whatever software you're animating it in?
>>
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>>174134391
>>174134728
it's not like I get errors or anything, player even moves in direction it's supposed to and even STARTS playing the correct animation, but it just ends right away, returns to idle animation and starts again over and over until I release the key

I'm probably just too retarded for this
>>
>>174135672
Yes, it's noticeable in Unity. It also caused some import errors.
>>
>>174135679
Not knowing anything about GML, my advice would be this:
Look at the code that transitions the character into the idle animation. When I was starting, I'd often blame bugs on the engine (Unity), but it always ended up being a problem in the short few lines of code I assumed were basic and couldn't have flaws.
The code putting you in the Idle state is triggering more often than it should, find out why.

Good luck
>>
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>>174135913
>>174135679
Actually, I misunderstood your posts, it could just as easily be something else entirely.
Still, look over the basic stuff and read to yourself what it DOES, not what it's supposed to do.
>>
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>>
It's _____ but in space
Bonus points for comfy
>>
>>174135679
Perhaps it returns to idle animation because of the "else"?
I mean you basically say that idle should play everytime right is not pressed, and everytime left is not pressed, but that kinda negates itself, meaning that idle gets played when both is pressed or not?

I think for keyboard you don't even have to make a code for the idle input. It just starts playing by itself when not pressing any direction.
>>
>>174135679
Have you tried just assigning the idle animation sprite to the object, and not referring to it with any kind of code, but simply doing it on the object menu?
>>
>>174136272
If I get rid of elses in walk state, when I release the movement key, the player stops moving, but play the walk animation forever

>>174136354
yup, just now, no change from the above
>>
>>174136269
Space delivery game?
Satellite repair game?
Anti-asteroid turret game?
>>
>>174135679
If I were to suggest something, I'd put scr_getinputs() into a step event that runs before the state code so you don't have to put that at the top of every state. Besides that, I run my states with script_execute(state) in the step event and just change states with state = new_state
>>
>>174136484
Sry, I have no idea about GM. I'd suggest just following this tutorial here https://www.youtube.com/watch?v=5V5CIAmAtRU
>>
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Made some more tasty fruit
>>
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>>174134526
I knew that seemed familiar. Totally worth spending the last 20 minutes googling to find the original image.
>>
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>>174136875
>>
>>174136896
The troll was obvious, and you idiots were just making ironical replies. But we all know the deal about someone pretending to be retarded.
>>
>>174136269
a janitor
>>
>>174136683
>>174136692

alright guys, it looks like I was able to get around it

I end the movement state and return to idle state with keyboard check vk_nokey, as in nothing being pressed at the moment
it works now as it should
I will have to do something about situation when no key is being pressed but player should just start idiling, like during a jump, but I think I will still be able to pull it off with no key plus some "not_in_air" variable

thank you very much for suffering me
>>
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>>174136896
great workflow, I is impressed
>>
>>174136896
I have so many questions now
like who took the fucking picture
>>
>agdg obsessing over some stupid bullshit again instead of deving

pathetic
>>
>>174137338
>OMG Neil can you come here real quick? Hi I know I never talk to you but it would be sooooo amazing of you if you could take this picture of me using the computer. Please you would be like, my most favorite person ever if you did. You will aww you're such a sweet guy! Ok, done, thanks Neil, you're such a great friend!
>>
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it has an error when i compile in a non-pragma compiler with warnings as errors, but how to define-out a pragma? what it in ifdef everytime you use it?
>>
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>>174137719
I honestly don't know how would I react to something like that.
>>
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>>174137823
well this is how to do that, you can use in gcc / c99 _Pragma("blah blah") and msvc can use __pragma(blah blah) and both of those can be used in a macro (normal #pragma cannot be inside a macro)
>>
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>>174136896
>What is coding anyway?
>>
>>174137127
Bought.

You are a cute space janitor robot floating in space, in a cyberpunk era full of space trash orbiting the Earth.
Your task is to repair satellites and keep them safe. To do so, you:
>Collect small trash
>Bring it to the current satellite to fill its "repair bar"
>The more you grab, the slower you move

>If you get hit by big trash, you drop whatever you were carrying
>If the satellite gets hit by big trash, its bar goes down

>You can just dodge big trash
>But you can also throw small trash to propel yourself quickly in the opposite direction
>Or to change the trajectory of big trash

>Satellites orbiting over rural areas are easier to repair
>While the ones over big cities are harder, and are surrounded by more big trash

Y/N?

Now I just need character design, and character progression
But I just realized it's kind of an agar.io ripoff :3c
>>
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>>174138110
>>
Why is it the only people who want to collab are know nothings who want to make an MMO

I just want to make a UE4 game with someone who can do at least something
>>
>>174138110
>Y/N?
YES
>>
How's this sound? I've been brainstorming for my stealth game.
>you have an inventory that can hold max 5 items
>you can either use those 5 slots for collectibles that get you a higher score once you complete the mission or pick up stones or bait to distract the enemies or stun them
What do you think? This system rewards being gud but helps you if you're a scrub
>>
>>174138342
Because people with common sense would never do a collab with a stranger. Such things mostly only happen between people who know each other.
>>
>>174138342
I want to collab and make a single player

but I'm an engine dev
>>
>>174138428
surely there's autismo devs like me out there who don't know anyone
>>
>>174138428
but you might not know anyone who makes games
>>
>>174138493
yes, that's the mmo know nothings for you
>>
>>174138420
Where would you get the stones/bait? Do you find them while exploring wherever you're thieving from?

Couldn't you just let the player throw their stolen goods to distract enemies?
>>
>>174138451
That's even more retarded. Why would anybody learn how to use your fucking engine which is 100% inferior to existing ones for a small project?
>>
>>174138538
Then you work alone.
>>
>>174138428
Didn't we have a collab jam?

I forgot what the outcome was.
>>
>>174138617
Space Jam was also collab jam and while the collab host was pretty bad, the jam itself went pretty well.
>>
>>174138581
Yeah you'd find the stones and the collectibles laying around where you're exploring.
>>
>>174138617
Your jams are also only about mini games. I was talking about collabs for real projects of course.
>>
>>174138342
I'll be looking for collab eventually (single player sim), but I want to have a decent prototype first. Anything else is hopeless from my point of view. I've had a small "team" two times already over the last years and we never got past the planning phase because everybody wanted to push his ideas over the others. This time it's gonna be MY idea (with some wiggle room of course) and I'll mostly be looking for artists and content creators.
>>
How do you make hitboxes? Do you just spawn a collider during a certain frame and check if it hits something?
>>
>>174102674
Aseprite is lot more intuitive and less clunky than GraphicGale. You can achieve the same things on both, but Aseprite is just easier to use imo
>>
>>174139525
Yeah, assuming you got a physics system you either spawn a collider or shoot a ray and check where it hits. How else?
>>
>>174132982
GML, don't touch it
>>
>>174140039
fuck off
>>
>>174138591
usually because they are artist or musician
>>
is it bad to use CC art and music? especially for tilesets and objects?
>>
>>174096331
Use rays maybe?
If the ray's distance to ground is less than x, transform position to x?
I'm a shitty programmer but that could potentially fix it.
>>
>>174138218
That's enough junk to heat all of Africa to 1000°C if it comes down.
>>
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By the time I finish my pixel platformer, you'll need a 1000$ PC to run it
>>
>>174131252
>>174136965
>ironical
It's just "ironic", Pajeet.
>>
Lets say I have an if(bool1 || bool2 || bool3). if bool1 is true, will it skip checking bool2 and bool3? Or will it check all three?
>>
>>174141668
https://en.wikipedia.org/wiki/Short-circuit_evaluation
>>
>>174141668
| will check every condition (you might want that if it's not just conditons but "actions"), || bails out when the first is true
>>
>>174141668
This is a short-circuting OR (at least in C-like languages), so if any of the boolX is an expression, the expressions will be evaluated up to the first returning TRUE.

Write a test case to check that.

Same happens if these are variables, but there you Really Dont Care.
>>
>>174141379
that's some weird leap of logic
computers are only getting cheaper
didn't you want to type $1 PC to run it?
>>
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Anyone using high-level goodness to specify behaviour.

Currently checking this out, sounds fun.

(How do I connect it to anything)
>>
>>174141821
We are already reaching the limits of current technology and computers won't get much cheaper, add inflation to that and $1000 seems fine for a computer in the future.
>>
How do I just make a fucking game? I always spend all of my time trying to come up with the best system to build my game off.

For example, I build all my Statemanager, state, player class, etc, and then I get to the point where I feel like I haven't done something well and it's going to be annoying to continue and end up just stopping barely getting anywhere. Is there somewhere I can read up on basic design patterns for games or just how to generally lay things out? I'm using SFML btw
>>
>>174141959
>computers won't get much cheaper
That's why my smartphone is faster than say a PC from 2000, and did cost $150, right?
>>
>>174142025
Reduce scope.
If you're satisfied with a game, you released it too late.
>>
>>174142045
No because there was still a lot of room for improvement in 2000, not so much today with current silicon-based technology.
>>
>>174142025
just make it, organize depending on the scale of the game you want to make, never optimize before you get something working to begin with, most games get away with spaghetti code because it werks, if it works, don't fix it
>>
>>174142025
Join a jam, it will force you to write ad hoc code and get visible results fast.
>>
>>174141959
sure soon we won't be able to keep making transistors smaller
doesn't mean can't just put in more of them and build chips in a different 3D pattern

>>174142045
he's right, we will be hitting a wall pretty soon, nobody's ever made a semiconductor under 5 nanometers and Intel wants to start commercial CPU production with 10nm chips this year
afterwards it's most likely 7nm, 5nm and that's it.
>>
redpill me on clouds
>>
>>174142383
go volumetric or go home
>>
>>174142045
just because your phone maybe has more ghz doesnt mean it is faster because there is also out-of-order scheduling and instruction latency to consider
>>
How do you make a resource gathering game interesting?
>>
>>174142894
Gathering resources shouldn't be the goal, USING them for fun stuff should be the goal.
>>
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>>174142894
make people have fun gathering resources
>>
>>174142025
We've all gone through this sort of thing man.
If you're really interested in reading materials
http://gameprogrammingpatterns.com/
If you're looking for a way to get most ebooks for free
https://www.reddit.com/r/trackers/comments/hrgmv/tracker_with_pdfsebooks_of_college_textbooks/c1xrq44/

If you want "just how to generally lay things out", get a book that involves creating a game in the language (or better yet using the engine) of your choosing.

Oh and I figured I'd drop a link to a short that I think everyone should read before they start doing ECS.
https://shaneenishry.com/blog/2014/12/27/misconceptions-of-component-based-entity-systems/
You don't have to do things the way suggested in the article; in fact it may be extremely difficult to do so. But it does start to get you to think about code efficiency more I guess.
And if you ever find yourself using C#, I have to recommend
https://msdn.microsoft.com/en-us/library/ms973852.aspx
>>
>>174143079
>anon asks for advice on how to stop worrying about systems so much
>anon2 bothers him with even more unnecessary systems bullshit
>>
>>174142894
* Juice
* Interesting decisions
* Minimizing the repetitive bits
* Good story / world building between the gathering
* Solid soundtrack
>>
>>174142025
>I build all my Statemanager, state, player class, etc, and then I get to the point where I feel like I haven't done something well and it's going to be annoying to continue and end up just stopping barely getting anywhere. Is there somewhere I can read up on basic design patterns for games or just how to generally lay things out? I'm using SFML btw


Found your problem, you're retarded for building a statemachine this early. You should code by the philosophy of minimum viable product. Start with the most important features and lastly add states for your game


>>174143170
I was thinking about going for the Kingdom: New Lands of graphics but with some resource gathering and waaaay harder enemies that will literally fuck you and your mom up if you don't play good
>>
>>174143062
> This is the story of Humankind
that and avoiding rape, kills, rentiers and faggots declaring themselves "the State"

Also, git your ass over here

https://try.kotlinlang.org/
>>
>>174143347
Is rape a good game feature?
>>
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>>174142327
>doesn't mean can't just put in more of them
When you put more transistors in without making the transistors smaller you increase the chip area, which increases likeliness that a chip comes out with a malfunction.
Pic related
>Effects of the chip size
>pics
>Today reliably achievable: Approx. 1 error per cm^2

>different 3D pattern
that however might be viable. Already used in Memory chips (HBM).
>>
>>174141959
What about memristors?
>>
Why aren't you wearing official agdg clothing?
>>
>>174143394
can you get the rape pregnant?
>>
>tfw I once again left f.lux running while coloring my sprites
>>
>>174142091
>>174142327
Yeah, miniaturization is about to hit a wall (although new materials like graphene are a wildcard there), but for desktop PCs we can "simply" use moar cores to mitigate that for the time being. See Ryzen.

>>174142430
Modern ARM CPUs are faster than old desktop CPUs, period.
>>
>>174143394
Rape is the ONLY good game feature
>>
so can i take game concept/mechanics from an AAA game and use them? like have a 2d or 3d lowpoly dark souls, it's mainly to target people with less powerful computer, you get the same mechanics but low graphic requirement, is this fine?
>>
>>174143806
good fucking luck making dark souls by yourself
>>
>>174143079

thanks. i'm not that anon but these are some interesting links.
>>
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>think things through before coding
>have the whole code structure and logic planned out in my head
ok, let's write it out!
>first five lines, turns out things don't work like I thought they would
>this affects the whole code structure
>basically back to square one
Fug me XDD
>>
>>174143979
>he doesn't write code on the go that magically just werks

kek, get good
>>
>>174143394

there isn't enough rape in games today tbqh senpai
>>
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oh god what the fuck how on earth am I supposed to do this?
>>
Writing your idea down is not starting the damn game. Writing a design document is not starting the damn game. Assembling a team is not starting the damn game. Even doing graphics or music is not starting the damn game. It’s easy to confuse “preparing to start the damn game” with “starting the damn game”. Just remember: a damn game can be played, and if you have not created something that can be played, it’s not a damn game!

So dammit, even creating a game engine is not necessarily starting the damn game. Which brings me to the next tip…

There are pros and cons to writing your own engine. But ask yourself, do you really have to? Is what you want to do impossible to do with what’s already out there or would you be reinventing the wheel? Of course, if you write your own engine you can make it just perfect the way you like it. But be honest, how often do you ever get past the engine to the game itself? Do you find yourself making game engines more often than you do games?

I made the original version of Spelunky in Game Maker, and it’s that “finished” game that eventually gave me the opportunity to work on an Xbox 360 version. So don’t ever feel that game-making software or other simplified tools are somehow illegitimate. The important thing is the game.
>>
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>write code
>things just work
That's not how it's supposed to happen. Where are all the bugs?
>>
>his """"game"""" doesn't include netcode
>>
>>174133073
lel so wacky and random XDDD
fucking kill yourself you waste of fucking space
>>
>>174144043
What is the problem?

Also you probably want one from walking to running no?
>>
>>174144363
where is your game?
>>
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Help, I can't stop playing around with shaders.
>>
>>174144043
by having switches/booleans
if not onGround : falling
if onGround and previousState == falling : landing
if onGround :
#### if movingLeft or movingRight :
######## if runButton : running
######## else : walking
#### else : standing idle
...etc
you need to keep record of previous state if you want to do special transitions, firing a gun should be at the same time of moving actions, you fire WHILE you walk/run/jump, unless you need to stop specifically to fire.
>>
>>174144043
> he uses fsm
git gud
>>
>>174144363

attention

can we please restock coffee in aisle 3
>>
>>174144726
You should play around a bit more since I have no idea what's going on.
>>
Your game needs art. I am an artist. Or am I just shitposting? How can you be sure? But isn't it worth the risk. Wouldn't you like to stop cringing at your programmer art and focus on what really drives you, where you really shine?

Let's make game already! Just tell me what engine you're using and we can get this started.
>>
>>174144925
>Your game
Stopped reading there
>>
>>174144726

take a heavy object

hit yourself in the head until you succumb to your own will
>>
>>174144364
>What is the problem?
idle, walk and run states work and transition how they should
wanted to do fire state, got fucked in the ass with looping animation and frozen frames

>>174144730
this is a lot different to what I did, probably much better
now just to figure out how and where to put it

>>174144791
what do you suggest?
>>
>>174143694
RIP colour palette
>>
meet the hot artists in your neighborhood
click here to find out more
>>
>>174145243
Seriously tho, we need tinder for Programmers/Artists
>>
>>174145356
There are plenty of places for that
>>
>>174145417
Like hwat
>>
>>174145472
here, gamedevclassified on reddit, your engine's forum probably has a category for it
>>
What is the best kind of hat to give a female character
>>
>>174145508
>here
LMAO
>>
Any programmers here actually looking for an artist, or are you just meming?
>>
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>>174096154
leg ik is a tad heavy, but its slowly coming together <3
model is from https://twitter.com/PolykinDev/status/852866707110731776
>>
>>174145537
a beret
>>
>>174144129
High-level languages + Static Typing + Compile-time checking = It's not the 90s anymore
>>
>>174145508
Options you posted are not quite suitable for me. But good luck!
>>
Proofreader here available for a small project, correcting your broken dialogue and awful grammar. Really hoping to get involved in a project here
>>
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Are there any turn-based RPGs made in Unreal 4? I imagine there would be, but I'm having trouble finding any documentation.
>>
>>174145748
No idea, but post more Laala
>>
>>174145736
We're all making pixel platformers with no dialogue
>>
>>174145748
Unreal is an engine for people who came to accept that computers are now powerful enough to simulate real time combat
>>
>>174145775
>>
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>>174135679
Your problem is in your walk script. Gamemaker isn't going to stop reading your code just because your if statement has ended.
What it's doing when you're holding right is this:

-The object's x is increased by 4
-The sprite index is changed to playerWalkRight
-The image_speed is set to 0.4
-Key-right is held, so the else statement isn't checked.

All of this code functions correctly on its own, HOWEVER, then your code gets to the block of code below it, because it's not going to just stop because the key_right if statement is over...

"If Key_left... ELSE STATE = STATES.IDLE"

This is the problem. Unless you're holding both keys at the same time, the else statement of this part of the code will ALWAYS TRIGGER, returning them back to the idle state.

Because the else statement is always going to trigger, that means on the next frame the player's state will be scr_player_idle instead of scr_player_walk, and the very first line of scr_player_idle is "sprite_index=playerIdleRight", which is what's changing your sprite index back to idle on the next frame. This is also probably having an ancillary effect where it's halving your player's movement speed because you're only in the walk state every other frame.

If you launch in debug mode and watch it run the code line-by-line alongside the game, you should be able to confirm the above.

Hope this helpsif you haven't fixed it already.
>>
>>174145736
Email?
>>
>>174102674

Aseprite is worth every penny
>>
>>174145959
Sure, let me make a throw-away that doesn't have my name in it ha ha. In the meantime, tell me about your game?
>>
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>>174145601
>>
>>174145748
What specifically is confusing you?
>>
>>174108986

So... are you Downwell's dev or just blatantly ripping him off ?
>>
>>174146124
>ha ha
>not heh
Hey I'm sorry man but I'm just not really interested in pursuing this any further. Best of luck to you out there
>>
>>174146087
>paying for aseprite
but the precompiled version is totally free, it's worth supporting the developers tho
>>
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>>174145856
I got rid of else statements and just return to idle when I'm not pushing anything

at least that's what I wanted to do
right now it does go from idle to walk and run normally but when I stop pushing movement key and keep holding run key player stops but keeps playing run animation until I let go of shift

I feel like I will have to just start over, figure out how to do switches and states completely differently, something robust you can just add shit to as you go
because right now I break everything with every new function completely eliminating the benefit of states, so I've obviously fucked something up from the start
>>
>>174141959
>We are already reaching the limits of current technology
KEK, you think this shit is the ceiling? hasnt even gotten started yet.
just wait till the self-assembling nanochips and the jizz drives that hold thousand petabytes of data hit the market.
>>
>>174146171
ill try and improve :)
>>
>>174146418
and bulletproof coffee and teaching little african refugees javascript
soda stream will do for soda what 3D printers did for assault rifles
>>
>>174146484
i just wanted to say that your body goes up when it should go down. probably should've written it there
>>
>>174146492
>forget that AGDG is full of luddites
http://news.mit.edu/2017/self-assembly-smaller-microchip-patterns-0327
https://en.wikipedia.org/wiki/DNA_digital_data_storage
>>
why do i make a calculator for my in-game console
>>
>>174146492

paradigm shift
>>
>>174146417
Is nkey checking the shift key?
Because if so, that's what's causing it to keep playing the run animation until you let go of shift. You're not actually going back to the idle state, you're still in the run state but aren't triggering the return back to idle.
>>
>tfw you rewrite your tile to index map system like 3 times and it still feels like spaghetti
>>
>>174146417
i would make inputs change speed variable, then select a sprite based on speed, then determine new position based on speed
>>
>>174146627
Ill try and fix, thank you :)
>>
>>174146802
you are right, nkey is a keyboard check
that only does what's supposed to when no key is pressed

shift obviously shouldn't do anything by itself but it's making the run animation stick around even when physical movement stops because a key is being pressed and state can't switch back to idle
>>
>>174146417
Anyone who indents their curly braces like this should be shot.
>>
File: ohgodwhat.jpg (70KB, 678x468px) Image search: [Google]
ohgodwhat.jpg
70KB, 678x468px
i accidentally but it looks cool
>>
I want to make a neat little mobile game
>>
How often do you guys take a look at your game, and want to stop working on it because you think it's either shit, will take too long to do, too big of a scope, etc. etc.

About once every 2 weeks for me.
>>
>>174147216
>he sticks to a project for longer than two days
Nice anon
>>
How's your baduk AI coming along?
>>
>>174147216
No, I usually scrap it because I took too long of a break and got disconnected from the project, or because I swapped tools/languages.
And even that happen only one every 6 months.
>>
>>174147067
There's your problem.
Make a custom keyboard check that only checks the left/right movement keys and use that instead of nkey.


The most important thing in state machines is getting your transitions to work properly. You'll get better at it with time, but knowing when to switch states, and which variables to clear when, is key. You'll get better at it as you get more comfortable with gamemaker.
>>
File: PlayerProgress.webm (797KB, 644x298px) Image search: [Google]
PlayerProgress.webm
797KB, 644x298px
Added the upgrade system and some player animations, gonna start some work on the UI and sounds now, this is starting to look like a game!
>>
>>174147376
What I get from this is that I will have to do a separate state for every movement and direction, because checking if A, D and Shift aren't pressed in one breaks it.

You have idle state which checks if A, D, Space and rCtrl aren't pressed.
A and D send you to walk state
rCtrl is fire state
Space (when I actually make it) goes to jump state

But when I go to walk state by pressing A or D, I can't go back to idle state through checking whether both aren't pressed, because it's logical that you can only go either left or right, so one of the keys will not be pressed while the other is.

So what are my option besides doing something like
state.idle
state.walkleft
state.walkright
state.runleft
state.runright
state.jumpleft
state.jumpright
state.fallleft
state.fallright
state.landleft
state.landright
state.fireleft
state.fireright
state.reloadleft
state.reloadright

and close every single one of them by keyboard check for their specific key?
>>
>>174147216
You're doing it wrong.
You don't start developing while hyped from a new game idea.
Instead, you write it down, read it a few times to make sure there are no loose ends, and finally, you let it sit there for at lest a week.
If you read it again afterwards (with no hype and hopefully just barely remembering it) and it still sound fun for the player, THEN you start developing, and you won't think it's shit the next minute
>>
are the books on the python book humblebundle good if I want to start programming or nah?
>>
>>174099395
>>174099104
If he ever runs into trouble, such as not being able to come up with or make levels or something, lots of people here would be willing to help him out to jump on his bandwagon
>>
>>174148141
You can technically do it like that, but it probably only works well doing it that way for games with very rigid states that have super well defined transitions.

Something else I think you might be able to do, though...
As part of your input check... make a variable that defaults at 0 every frame, has -1 added to it when you hold left and +1 added when you hold right.

What does this do and how does it help?
Now instead of checking the keys individually, you're basically checking a variable that's telling you how to act in any given situation based on a combination of the player inputs.
If it's -1, we know that only left is held, because the only way to get -1 from 0, 1, and -1 is if -1 is present but neither of the other two are. If it's 1, we know that we only are holding right, and if it's 0 we know that we're either holding nothing, or we're in the fringe case where we're holding BOTH and therefore won't actually want to move anywhere anyways. There will be times when players using a keyboard may briefly be holding both keys when changing directions, and it may be preferable to have the player return to idle in such circumstances instead of twitching back and forth or defaulting to whichever input is executed last in your code.

Now if you go back to your walk code, it becomes easier to check. Instead of checking the specific keys with things like key_right, you're now checking that movement variable to figure out what combination of keys is pressed and if the player should move right or left.

So something like...
if key_combo = 1
{
code for walking right
}

if key_combo = -1
{
code for walking left
}
in place of the walking scripts. For running you just add the && key_sprint as you already have.

For returning to idle, you just check if the variable is 0 and rCtrl and Space are false, I think?
Could you post your input check code?
>>
File: is it 1980 yet.jpg (66KB, 430x500px) Image search: [Google]
is it 1980 yet.jpg
66KB, 430x500px
Can we get with the program?
>>
>>174149648
>prolog
Plz no, I still have nightmares
>>
Please give me a retarded idea for a game, anything
I find myself more motivated when told what to do
>>
>>174150621
rhythm game for deaf people
>>
>>174150621
a game about punching doors
>>
>>174150621
anime underground train driver rhythm clicker cooking game
>>
Whatever happened to Cookie Clicker?
>>
File: scripts.png (110KB, 1920x965px) Image search: [Google]
scripts.png
110KB, 1920x965px
>>174149632
this is literally all I have
hope it's readable
there is an enum in room creation code, but that's just a list of states
>>
>>174150621
Make a management game. What will you be managing? Why a salt mine. You will call your game "Of Coarse".
>>
>>174149648
I want to use logic programming for lore purposes but I have no idea how to model state changes over time
>>
>>174150621
moe anime city builder
>>
anime = nodev
>>
>>174150938
Pls this
>>
File: 36c.gif (187KB, 398x225px) Image search: [Google]
36c.gif
187KB, 398x225px
>>174150974
>>
File: 1487969370258.png (170KB, 299x274px) Image search: [Google]
1487969370258.png
170KB, 299x274px
>>174150974
delet
>>
>>174150974
nodev = (you)
>>
<--- success

anime --->
>>
>>174150621
You play a retard bully who uses his retard strength to bully his other peers
>>
>>174150923
>logic programming for lore purposes
Just...download/buy some creative writing books, then pick an author in a genre to model your storytelling off of. You could also pick up a book on the various major philosophers and inject those themes into your story. It doesn't have to be completely unique; there's anywhere from 800 million to 1.4 billion English language speakers worldwide. If you're older, some of those people will be too young to have experienced the games and books you did. And even if you're younger, chances are most people aren't going out of their way to study philosophy and literature. Making games is all about making experiences for people to have, so don't worry if your story "sounds like x game" or television show, or book. It doesn't matter. There's enough people in the world for the same story to be told again, in a slightly different way. If you get 1 million people who like your story but don't know where the themes come from, then so what. You've got 1 million customers.
>>
>>174129437
Love is really good. Its biggest drawback is that you have to use Lua, and that's not even a bad thing tbdesu beyond tables being the only data structure, and tables always being passed by reference
The latter thing fucked me up often until I realized what was going on
>>
>tfw implementation has benefits i didnt even think of back when i cooked it up
who /accidentallygoodprogrammer/ here
>>
-<- success -<-
/ \
| |
\ /
-->-- anime -->--
>>
>>174150691
>>174150730
>>174150759
>>174150906
>>174150938
>>174151313
danke schoen family
>>
>>174151567
Now back to arbeit, Hans!
>>
>>174151567
*dankeschön Familie

A for effort tho.
>>
Success - Anime
|
|
|
|
Nodevs - (You)
>>
>>174151567
нe зa чтo
>>
>>174151645
daknescheide, vader
>>
>>174151725
force be with you
>>
This thread is old and fat
>>
>>174151785
Just like you're mum
>>
>>174150832
Here's something that's a little ugly but I think should work if you honestly don't care about the possibility of the player holding left and right at the same time.

You don't want to be using nkey to check because nkey is going to be checking EVERY KEY on your keyboard. In this instance, the only keys that you're going to care about are the movement keys, fire keys, and jump keys (which it doesn't look like you've implemented yet, or don't have there in the image). When you put in the check for the jump state, you can just go back here and add in a check for your jump key and it should be good.

Replace the last code block in the movement state script with this:

//Return to idle state
if (key_left = false) && (key_right = false) && (key_fire = false)
{
state = states.idle;
}
>>
>>174150832
>fire right and left are separate scripts
>what is 'else'
>>
>>174151725
arshes nei
>>
File: soldier_bad_render.webm (192KB, 134x145px) Image search: [Google]
soldier_bad_render.webm
192KB, 134x145px
I'm trying to render sprites from blender but I get this ugly pixel noise no matter what I do. It's esp. bad at low resolution. Light sources are not the issue because it's the same with environment lighting or even pure Emit. Any ideas?
>>
>>174152023
Post your render settings.
>>
new thread when
>>
>>174152023
youve got black squares all over everything moving around like flies

its like you are using raytracer and it isn't running till 100% completion on each frame
>>
>>174151871
> if you honestly don't care about the possibility of the player holding left and right at the same time.
I do care, because the animation shits the bed when that happens, same with pushing movement keys wile firing

currently when I push and hold D for walk and push and hold Ctrl for fire, play keeps walking, that itself probably requires a transition to fire state in movement script, BUT, when I let go of the movement key while still holding fire key, I get looped walk/run animation on the spot, until I let go of Ctrl
I don't have to say stuff like this pretty much breaks the game for the player, so I will have to make a completely new system handling animations and input


thanks for that piece of code, definitely works better than what I had, but as I said, this is just not the right way to do it, I get looped animations if I don't let go of some key, no matter what state I'm in and that's something players will do a lot no doubt
>>
anime
snime
suime
sucme
sucee
suces
sucess
>>
>>174152930
Can I just get off at the sucme stop
>>
>>174152776
After 750 posts
How new are you?
>>
>>174152930
anime
aneme
anee
aneet
>>
File: 1451761568741.jpg (31KB, 340x340px) Image search: [Google]
1451761568741.jpg
31KB, 340x340px
>>174152930
>sucme
>>
>>174153042
you act like this is a rule or something
>>
>>174152930
nigger
bigger
binger
binges
bingos
bangos
fangos
fangot
faggot
>>
>>174152930
anime
snime
suime
suicme
suicee
suiciee
suicide
>>
>>174153101
Because it is.
There's supposed to be only one general at a time, a new general is made after the last general reaches bump limit which is 750.
>>
File: rendersettings_1.jpg (69KB, 563x567px) Image search: [Google]
rendersettings_1.jpg
69KB, 563x567px
>>174152359
Like this?

>>174152865
I get the same issue whether I check the Ray Tracing box or not.
>>
>>174153107
>binges
>bingos
>bangos
sneaky beaky like
>>
>>174153107
Bigger bingos, nigger. I have faggot binges to complete.
>>
File: rendersettings_2.png (50KB, 887x435px) Image search: [Google]
rendersettings_2.png
50KB, 887x435px
Even without shadows or ray tracing, using only Emit materials, there are black splotches.
>>
new thread
>>174153385
>>174153385
>>174153385
new thread
>>
>>174153412
>>174153203
Does anti-aliasing change anything (disregarding whether it fits what you want or not) ?
Also what are you exporting to ?
>>
>>174153601
Anti-aliasing smoothes out the small blotches but leaves the bigger ones. I'm exporting to PNG.

Could it be some strange-ass zfighting issue? CTRL-N doesn't appear to do or fix anything.
>>
I have a concept for a game. If I wanted to make a 2d paper mario esque game, would either unity or game maker studio be good choices? I am completely new at this.
>>
>blender randomly changes neutral pose for no goddamn reason
Fucking why
>>
in the land of nodevs, the man with idea is king
>>
>>174158013
lol
>>
>>174129791
>>174151403
these
I like it, it's hands-on without making you deal directly with the OS, which is good because at least half of all system calls in existence have horrible native interfaces that are finicky and strange and may be poorly documented or require boilerplate code
>>
>>174151493
>tfw simple implementations usually run faster and are almost always more readable
who /lazycoderanddontcare/ here
Thread posts: 763
Thread images: 103


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