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/agdg/ - Amateur Game Dev General

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Thread replies: 815
Thread images: 147

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Just like make game general 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
>>174096154

> 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
>>
First for non-anime gamedevs
>>
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post "hit another!" in this thread and good code will come to you!
>>
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>*refunds your game*

Whatcha gonna do about it, fuckboy?
>>
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Post your loli jam progress!
https://itch.io/jam/agdg-loli-jam-2017

Seven days left!
>>
>>174153539
my game takes 1 sec to complete. everything else is bonus
>>
>>174153572
Not gonna make it in months let alone a week.
I'm a shitter who shouldn't even try to make games.
>>
>>174153539
>play game for 100 hours
>get full refund
GENIUS IDEA!
>>
>>174153539
Feel free.

Hell, feel free to pirate my game.
If you don't think it's worth your money, it isn't.
>>
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Recommend me some Ancient Egyptian pyramid enemies I could add
>>
>>174153539
>my game is a boring pretentious walkiung simulator with ccrudely shoved in political message, why are people refunding it?!

really compiles my code
>>
>>174153867
The Rock
>>
>>174153867
anubis
>>
>>174153867
Cute dog bois
>>
>>174153539
my game is going to be opensource, since I'm not going to be able to prevent people from pirating it, anyways. I'll still sell it on steam.
>>
>>174153539
make a better game
>>
>>174153867
KEK
>>
>>174154092
Why not just offer it for free with a PayPal link for donations?
>>
>>174154185
because steam garners more attention, it is it's own type of marketing.
>>
>>174153867
ur mum
>>
>>174153867
scorpion golem made of sarcophagi
>>
>>174153539
In a way I'm pretty much of the same opinion: your main game can last one hour and a half and be great and working, a refund in that case would be being an asshole.
On the other hand, the people who pull this off are always unreliable shitty artsy indie devs, and they would probably abuse it.
Somebody could make a survival/crafting game with no ending, a 1 hour tutorial, 10 minutes of actual gameplay and be like: "Refund window 59 minutes :^)"
In the end, I think time-based refund systems are shit and you can have too many trust issues. Boils down too much to bad dev/good dev. Let's find some other way, please.
>>174153867
Spike traps from the ground.
Rattlesnakes.
Rattlesnakes in pots.
Falling rocks (and pots).
Anubis and other gods.
Living hieroglyphs (sketches like birds that come alive and let stuff fall on you?)
>>
>>174154278
Enjiy paying >$1000 to get on Steam after greenlight is kill
>>
>>174154331
what?

if you can beat the game within the refund window, then its not a real game

and the refund window is 4 hours

if you get bored with the game after only 3 1/2 hours of ply time, its a shit game and you want your money back
>>
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Not much to report this week honestly. I have compressed the 6 backgrounds used in the intro stage down to 3 and I have been redrawing them from scratch (at over 2x the size) based on the feedback from DD13.

Also I buffed Lore so she no longer loses black flames when using her Burst (but it still runs off of a gauge to determine damage and score bonus). It grazes the same regardless if the gauge is 100% or 1% though so even if you don't use it for damage it still has uses for her scoring mechanics. I cannot help that she is my favorite. Probably because she was the first moth I made
>>
>>174154485
The refund window is under 2 hours of play within 14 days of purchase. Steam has been known to stretch those numbers a bit to allow more refunds but those that is the official window.
>>
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

(from previous thread)
>>
>>174154621
Unity because you can move and rotate sprites in 3d space
>>
>>174154704

is that a joke
>>
>>174154485
>"if you can beat the game within the refund window, then its not a real game" (?)
>and the refund window is 4 hours (it's actually 2)
>implying the game has got me bored in 3 1/2 hours or it's just the lenght
Weak bait, pham.
>>174154621
Paper Mario-esque? As in, completely 2D flat stuff or 2D in a 3D world? If it's the first GameMaker, the latter Unity.
>>
>>174154590
>>174154775

did they recently changed it?

I got refund on 3 1/2 hour of the new deus ex

I explained that it wasn't a real deus ex game it was more like a mgs game and i didnt want that and i got the refund $25
>>
>>174154621
Godot might work for you, it's easier to use than Unity, and has better 3D than Gamemaker.
>>
>>174154884
Typically if a game is panned universally they make an exception for it and extend the limits of when it can be refunded (see No Man's Sky)
>>
>>174154767
I thought that was paper Mario's whole gimmick. If you want straight 2d then go with GM.
>>
Is it normal to lose inspiration for a little while? I dont know what I did but christ the depression is kicking in hard lately.
>>
Why did blender just fuck up the neutral pose?
>>
>>174155373
Just be yourself
>>
>>174154767
Its hard to believe but yes, Unity has that capability.
>>
>>174154621
+1 to "if only 2d, gm, if any 2.5d or 3d, unity" response
>>
>>174153867
make Indiana Jones a boss
>>
>>174154621
>>174155082
Godot has better everything than Gamemaker
>>
>>174155798
Stop trying to recruit plebs to the godot club.
>>
>>174155798
Except games.
>>
>>174155798
I've seen people say this for who knows how long and still there are 0 godot games.
>>
>>174155967
Isn't that your job?
>>
>>174155373
Take a small break. Emphasis on small, no more than a week.
>>
>>174155967
There are games, they're just unfinished.
>>
>>174156031
that's because people who keep talking about godot on /agdg/ don't actually make games, they just want to irritate people on cantonese cartoon board
>>
>>174156031
The Deponia series is Godot, but they also made the engine. Freedom Wars is a cool looking open source game made in Godot but it's not done.
>>
>>174156031
https://www.youtube.com/watch?v=6sJFMyI3eZ0
>>
>>174153867
Scarabs are a must. Various Egyptian gods are also an obvious choice. Jackals, or whatever type of animal they think the iconographic Egyptian dog is supposed to represent these days. Floating possessed canopic jars.
>>
>>174155379
Seriously what the fuck. It just suddenly decided to double the distance between the foot control bones and the feet, fucking up every single animation I've made so far.
>>
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The reload animation just loops on and on instead of switching to idle sprite once it finishes.

what am I missing?
>>
>>174154586
i would recommend probably not fucking with the background too much yet and instead just make really quick readability changes like throwing up a fog between it and the gameplay space or using a shader which lowers the contrast

its easy to make a lot of revisions on the same pieces of art so its usually good to minimize that by going and working on other portions of the game which arent in yet at all but keep the same feedback in mind when creating those other parts
>>
>>174153385
>Excluding FPS
Kek you're just a bunch of cookie cutters scared to even acknowledge 3D genres.
>>
>>174156658
Where's your game?
>>
>>174156560
there isnt really enough code here to tell exactly what the problem is but my gut would say the problem would be something like one of these this
>it does go to idle at the end but then restarts the reload
>the animation is 14 frames long so you are checking an index that it will never reach
>setting state doesnt actually do anything

i would start by putting a breakpoint where it sets the state back to idle and seeing if it gets hit when you expect it to
>>
>>174156658
>FPS
>3D genre
>the FPS genre was pioneered by 2D games
>>
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I need a pathfinding system that:
>Gets a list of points
>Creates a path that goes through all of them
>Starting at any of those points
>And going through all the others in any order
>Returns the shortest path

Any ideas?
>>
>>174157156
https://en.wikipedia.org/wiki/Ant_colony_optimization_algorithms
>>
>>174157156
This is the traveling salesman problem.
>>
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>>174156857
>it does go to idle at the end but then restarts the reload
not possible, it goes to reload state only on pressing R, there is no reason for it to got there again if I'm not holding anything

>the animation is 14 frames long so you are checking an index that it will never reach
hm, yeah, it's 14 frames long
wait first frame in 14 frame animation is index 0 and last is index 13?
well I tried to se it to 13 and even 15, but it keeps looping

>setting state doesnt actually do anything
it returns to idle from everything else, so I guess
if image_index = whatever
{
state = states.idle
}
is a wrong instruction to use here
god all of this just makes me feel stupid

the moment I fix something and move on to something else the wall just grows taller and taller
>>
>>174156594
This is honestly good advice. Unfortunately I had already convinced myself that at least one of the three layers needs a complete redraw. However I will be taking your suggestion and just altering the remaining 2 as efficiently as possible via code or 'tricks'. I still have lots to add from the feedback and I still really want to have a proper stage 2 included for DD14.

Thank you, anon!
>>
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rewrote the tile-neighbor indexing system and added functionality to place and remove individual tile instances at runtime.
p-progress
>>
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how's the modeling going, anon?
>>
>>174156863
>twisting yourself into mental knots to avoid admitting someone was right
Hi gogem
>>
PLAY MY GAME YOU DUMBFUCKS
>>
>>174158460
shut up gogem
>>
>>174158460
what if i buy it and don't play?
what if i pirate it and play a lot?
>>
>>174158526
>what if i buy it and don't play?
fine

>what if i pirate it and play a lot?
fine as long as you shill it too
>>
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>>174157965
Even I don't want to know how bad it is. And I'm also stuck since I can't make good enough references, which means I have to grind drawing like a madman.
Here's the most ok thing I made.
>>
>when a crazy idea that vastly improves my game pops up
>>
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>>174157965
Doing a "city" mockup real quick to see how it looks like ingame
>>
Is it wrong if I like vector aesthetic? You know, the contemporary stuff that dominates corporate design and advertising? But have game art direction in that style
>>
>>174158995
Is it "wrong"? I associate it with mobile and flash games in most cases, but I'm sure it could be executed well. Most any style can.
>>
>>174157371
Really surprised no one caught this.
Unless GM is lazy and let's you mix assignment with equality. It needs to be if image index == whatever
>>
>>174159134
It does, actually. It's also really liberal with where semicolons are required. In both cases I wish it wasn't since it's instilled some bad habits in me.
>>
>>174158995
Pixel art looks better
>>
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REEEEEE

how do you make a comfy background for your sidescroller
>>
>>174159431
Draw a happy face on it
>>
>>174159134
>>174159359
guys I think it's because the image speed is less than 1 so image index 13 does fuck all
>>
>>174159431
Use other colors for starters
>>
>>174159540
It's possible. Seems to me like that wouldn't be the issue; an image speed greater than 1 could skip sprite frames, but it doesn't seem like a speed less than 1 ought to. Either way, using anything other than an integer for image speed seems like it's probably bad practice to me (I don't know much about much, though).
>>
What new project should I start today?
>>
>>174159859
I tried it
the check literally doesn't work beyond number 12, even with a 16 frame animation
>>
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>>174160174
An h-game.
Even low quality rpg maker ones can get you 800 per month.
>>
>>174157156
Is this bait? If this is bait then it is incredibly well put together, it takes real skill to rustle jimmies with such restraint rather than just making some dumb statement about engines.
>>
>>174160264
game dev already makes me want to kill myself enough, I'll maintain the shreds of what's left of my dignity, thanks though!
>>
What will be the theme for the June Jam after DD14?
>>
>>174160359
I just wanted some guidance in pathfinding... :3c
http://dmhacker.github.io/sim/tsp/
>>
>>174160174
Yep i agree with >>174160264
Monster girl island is quite nice though when i see it in phub. You just gotta know what the community wants and you're set.
>>
>>174160264
Is this what it's like to be a woman? Knowing that you could make huge bank by sullying yourself and having to live with that struggle?
>>
>>174160559
Kind of, except women actively enjoy sullying themselves, so they get to enjoy it.
>>
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I think having the top be a park is looking way better than the crappy building I had before.
>>
>>174160616
Black spikes aren't cute, it looks like a graveyard.
>>
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Got somewhat-useable animations in to do stuff based on your speed.
>>
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>>174160616
currently working on the object of the level to be getting cubes across the street, unlocking the gate and doing some puzzles in the park.
>>
>>174160505
Okay, I'll bite - you're describing the travelling salesman problem, it's an incredibly difficult problem to solve other than by brute force approaches. There are some indications that a quantum computer could solve it in non-polynomial time so maybe try that?
>>
can you sell lewd games made in gamemaker? they had something in their docs about not allowing lewds
>>
>>174160778
Post webm dodgin obstacles, pls
Also, play wipeout music in the background!
>>
So what's the market like for VR h-games? Absolutely garbage like the rest of VR?
>>
>>174160616
>>174160793

You are bloating your game with too much content when you could be making sequels or DLC instead.
>>
How good is SDL for making 2D games? Should I instead learn OpenGL? Should I use löve and forget about enginedevving?
>>
>>174160821
I see... Then I'll have to drop learning unity, and jump into quantum computers!
>>
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Doing some level design and a bit of bugfixing for squaredev.
>>
>>174161020
SDL? That's the weirdest fucking idea for a game I've ever heard of, bar none. So fucking weird that it could be kind of interesting for a puzzle game.
>>
>>174160616
How often do you sit down and play levels start to finish? It doesn't seem like you playtest often but maybe I am wrong
>>
>>174161020
If you use SDL you're probably going to use OpenGL along with it unless you can keep your rendering operations really basic. SDL just handles a number of portability concerns for you like making windows and stuff.
>>
>>174161041
>working for FREE
>>
>>174161036
It's not impossible that the NSA have some sort of quantum computer for decrypting RSA, maybe send yourself an email saying "bombs bombs isis impending terrorist attack hey NSA can you help me with my game?" and they might get back to you?
>>
>>174161087
Ignore this, I was thinking of SQL the database query language.
>>
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>>174160913
Also featuring Unity missing high-speed collisions, which I'll have to fix.
>>
Is this hamster graphics lib good or is it just a meme?
>>
>>174161201
Ok, I'll give that a try, thanks
>>
>>174161398
The hell are you talking about?
>>
>>174161394
that looks like the most unresponsive way to control your character in an infinite runner or w/e your game is
>>
>>174161605
That's supposed to be part of it. It's sort of based on a 2d mobile game I played way back, where you draw a path and a guy skis down it.
>>
>>174161708
the concept looks really cool but i wouldn't play more than a couple of runs on it.
>>
>>174161823
I'm mostly making it because it seems small enough for me to finish. There's also another obstacle currently, which are zones that you can't draw you path in and have to jump through.
>>
>>174161410
Jokes aside though, computing the shortest circuit is going to be really computationally heavy for large circuits - do you need to compute it often or is it something that you just need to do once per level kind of thing?
>>
>>174161020
>SDL
>OpenGL
Enjoy never finishing anything, there's nothing leet or cool about writing low level code for a 2d game
>>
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>muh quantum computers
>>
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Would a game where you blog in a dystopian european union politically incorrect opinions, trying to avoid being canned while keeping up popularity a fun one, agdg?
>>
Would it be wasteful to run a shader that requires light fixtures be present in the scene in order for a sprite to be visible? In other words, if there are no lights present, the sprite will be rendered completely black. I want to do this so I can handle both lightening and darkening of sprites by using(or not using) light fixtures in the room.

I just feel like it wouldn't be worth the trouble, since I'll have to manually light each and every scene so that things look right. On the other hand, I can manually light each and every scene so that things look right. Eh.
>>
>>174161394
Looks cool anon Keep it up
>>
>>174162251
nice papers please clone
>>
>>174162195
t. unity asset store kiddy
>>
>>174160559
>>174160610
Women don't "sully themselves", men actively abuse them and pay them for that.
>>
>>174162251
I wouldn't even pirate it 2bh but someone might like it
>>
>>174160616
I agree with >>174160753, the park looks like it's a graveyard. Until you said it's a park, that's what I thought it was.
>>
>>174162251
Sounds dumb to be honest.
>>
Where do metroidvanias and vns go on that tier list?
>>
>>174161041
>DOING LEVEL DESIGN FOR PEDO GAMES MADE BY PEDOS FOR PEDO JAM
I SERIOUSLY HOPE YOU DON'T DO THIS
Nah just kidding, looks fun.
>>
>>174162251
Nice The Republia Times clones
>>
>>174162814
it is, though.
>>
>>174161983
>>174162215
Once per level, at the start.
The idea is to create levels procedurally, and then have the pathfinding system find the shortest path, in order to rate the player's doing based on it (perfect = 3 stars, <2 segments = 2 stars, >2 segments = 1 star)
>>
>>174161562
https://boards.fireden.net/vg/thread/153100152/#153129497
>>
>>174163273
Why didn't you just say Vulkan?
>>
>>174154331
> Ancient Egyptian theme
> suggests a snake family native to the Americas only
Anon, please.
>>
>>174163503
I didn't remember the name
>>
>>174153683
It should be some kinda formula. Where t is the approximate number of minutes it takes to complete the game, 120*(t/1000) + sqrt(t)*2, where a game that takes 10 hours would give you 2 hours before a refund, a 1 hour game would give you about 22 minutes, and a 200 hour game would give about 28 hours. Seems fair to me.
>>
>>174153539
I'd be glad they played my game to begin with
>>
Anyone else here /vr/ dev?
>>
Does anyone actually write game/level design on paper/whiteboard or do you guys design while programming? Trying to figure out a workflow.
>>
>>174163916
i just try make game
>>
>>174163850
Nah I don't make retro games.
>>
>>174163916
Level design in engine will allow you to iterate faster and quickly test sections

Game design is similar but prototyping can take a long time so a design document might be more appropriate.
>>
>>174163916
I don't use a whiteboard because I don't have one, and I don't use paper because I don't want to waste paper. But I do use Google docs and sheets to do some designing.

I've found that it's a bad idea to create really in depth designs, because you really don't know what it will be like once it's in game. Just make rough outlines and continue to refine it as you're programming it.
>>
>>174164191
>>174164086

What do you guys tend to write in your documents? I'm trying to flesh out mechanics like weapons and abilities but not sure if I should just be programming that shit
>>
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>>174163916
i get an idea and quickly get a working prototype with the newfound motivation.

then i create a design document, stop devving for 2 months straight and give up on the project
>>
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I'm making a mobile zombie game with voxel graphics and you CAN NOT fucking stop me.

However. Twin stick shooter, or Tap-To-Move/Attack?
>>
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>>174163916
I have one of these, I use it as a $1200 whiteboard most of the time.
>>
>>174163916
> Does anyone actually write game/level design on paper/whiteboard

Design documents help a lot for any bigger project or when you are working in a team. And I like to keep a little book for misc stuff (ideas, doodles, calculations, algorithms, whatever) just because it's nice to have something physical where you can get your eyes off the screen for a little while - somehow that works better for me than a bunch of digital files which could have the exact same content.
>>
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Speedrunners love this one simple bug
>>
>>174163916
I have a "design document", to put it generously
the more immediate or specific the task, the closer to the beginning of the file it is, going from things I'm currently working on to things I'm going to add later to more conceptual ideas to ideas for future games
>>
>>174164937
AGDQ?
>>
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what I've put together today
it's not much and what's there is broken as shit, so I'm very far from happy with myself
>>
>>174153683
>gane dev
>doesnt understand percentages
only time you would get a full refund is if you never even tried to play it
i assume the percentage is playtime/expected playtime so playing for 100 hours would have different results on different games
100hplaytime:200hgame = 50% refund
100hplaytime:100hgame = 0% refund
100hplaytime:50hgame = -50% refund
sounds fair to me
>>
>disable vignette effect in my camera pawn in ue4
>its still on by default
>have to enable it but set all values to 0 to turn it off
dank
>>
>>174165379
Who sets the expected playtime?
If the dev can set it, why wouldn't he set the lowest possible playtime to get as much money as possible?
>>
>>174157350
>>174157156
Wait, not that guy but this is something different from traveling NPCs in games like Zelda/Skyrim/Witcher?

I was thinking about having something like those traveling NPCs in my game, but that's not incredibly hard to doin Unity, right?
>>
>>174164542
>Tap-To-Move/Attack
You mean like in MOBAs? Fuck that noise. That control scheme feels terrible in every game but RTSes.
>>
>>174165823
Well it's for mobile anon, it's like an RTS but one unit. Too difficult to control multiple.

I take it you're in the twin-stick category
>>
>>174163916
I just keep an org-mode file of notes in my project root.

>>174164317
Anything that comes to mind that I can't implement immediately. I suppose I use it less for planning and more for keeping track of ideas so that I don't forget them.
>>
>>174165574
got a problem with that?
control should belong with yesdev master race, not the filthy plens.
>>
>>174164937
I really hope you don't fix that bug
>>
>>174164542
twin stick. less finger movement.
>>
>>174165967
>I take it you're in the twin-stick category
Yes, but I don't know how that's implemented in mobile games. I'm unfamiliar with mobile games in general, so I'd say you do what you think is best
>>
>>174165379
This is incredibly stupid. Such a system actively incentivises devs to make games with short playtimes to protect themselves against exploitative refunds. Also, why the fuck should you get half the price of a game back just because you stopped playing halfway through? The refund mechanic isn't there to protect against you not liking a game - it's for games that are objectively broken and/or misleading in their marketing.
>>
File: 1.webm (50KB, 800x600px) Image search: [Google]
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started something new today, FTL inspired, got the navmesh working at least to allow creating ships dynamically, it's time to implement doors and crew members.
planned feature:
-tile based world map, maybe random generated
-events
-crew moral
-resource management (food, fuel...)
-can recruit a cute alien stripper to boost crew's moral
wish me luck
>>
>>174166623
good luck space cowpoke
>>
>>174166623
Please make highly customisable ships. That and non-bullshit RNG was all that FTL lacked imo.
>>
>>174163916
Pen and paper is the most efficient way to take notes and go through in my opinion. I don't fully write down everything in detail on paper but I use it to do some math to decide the values, and write down all the features as bulet points so I have a general overview of my game.
Writing these in computer just somehow takes longer and feels like it doesn't get me in the zone to produce more ideas.
>>
Does anyone know of a library/tool that can generate 3D noise? As far as I can tell libnoise only generates 2D noise. I need perlin and voronoi noise volumes
>>
Post good habits that may be annoying to implement but will save you in the long run the sooner you implement them

>delta timing
>>
>>174165312
I like the background, and the transitions form walking to standing to running etc are cool. But the animations feel like they're running at 10 fps
>>
how many ms does your checking inputs take?
>>
>>174166623
>-can recruit a cute alien stripper to boost crew's moral
highly dubious
>>
>>174166008
I'm always skeptic, if someone suggests a change he would profit from.
>>
>>174167082
Object pooling.
>>
>>174161394
That looks like a lot of fun
>>
>>174167082
delta time isn't annoying to implement at all.
Unless you're using Gamemaker or making your own engine.
>>
>>174167715
what is annoying about delta timing in gamemaker?
>>
>>174167715
It's not annoying to implement if you do it early. But having to go back through each time dependent thing and update them is annoying if you forget initially

though I'm using gamemaker
>>
>>174167715
I had a little bit of trouble understanding the idea of it and implementing it in UE4.
But not because it's hard, rather because I'm a total novice.
>>
File: twinstick.webm (3MB, 1272x712px) Image search: [Google]
twinstick.webm
3MB, 1272x712px
twinstick controls implemented
>>
Is it possible for an object in unity to change its UV in realtime?
Because i need to do this for facial expressions.
If not is there another method to do this?
>>
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>>174167202
thanks
I'm afraid to tamper with the room speed, because right now animations literally break and start looping and freezing with wrong image_speed
I'm about as much of a coder as I am a Kodiak bear.
>>
can somebody translate this to english?
val = 2.0f * ((value> 0) ? 1.0f : -1.0f);
>>
>>174168129
possible. create the array for new uv, assign it and then you have to call something like, mesh.update() so the new uvs will take effect. cant remember the exact function.
>>
>>174165312
I wanna make a game like this
>>
>>174168245
if (value> 0) {
val = 2.0f * 1.0f;
} else {
val = 2.0f * -1.0f;
}
>>
>>174168178
What is your room speed? If it's 30, then change it to 60 right now before continuing and take an hour or so to go through your animation speeds and halve them. Then implement delta timing if you haven't

>>174168245
val is set equal to 2 times 1 if value is positive or -1 if value is negative
In other words, val is 2 if value is positive or -2 if otherwise
>>
>>174168245
It's basically

val = (value > 0) ? 2.0f : -2.0f;

but written by a retard.
Really shitty variable names too.
>>
>>174168245
condition ? value-if-true : value-if-false
>>
>>174168328
Sorry for asking again. How about uvs? can a .blend file have 2 uvs at once. Sorry im quite illiterate.
>>
>>174166718
customization was the point of starting this project, i'll make designing ships possible (smaller ships get a boost on evasion).
>>174167408
may infect your crew with space aids
>>
>>174153539

So, unless he is complaining about refunds in any way, shape, or form, I assume he's mad because people finish in game and then refund it.

In which case, the obvious solution is not to make a game that lasts 2 fucking hours.
>>
why would you possibly want delta time in a fucking 2D game you niggers
>>
>>174168569
but what about cinematic experience?
>>
>>174168656
Why wouldn't you, you retard
>>
>>174168569
The vast majority of people would not refund a 1 hour game that was genuinely fun to play. No point to try to trick people into buying your shit game.
>>
>>174168656
For the same reason you'd need it in a 3D game.
>>
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>>174167082
Why not just use a fixed timestep
>>
why would you possibly want >30 fps in a fucking 2D game you niggers
>>
>>174168656

what the fuck does that have to do with anything you fucking brainlet, go finish watching anime
>>
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>>174168407
>if it's 30, then change it to 60 right now before continuing and take an hour or so to go through your animation speeds and halve them

but walk speed is already 0.3 right now and idle is 0.2
>>
>>174168757
>>174168793
>>174168834
xD
>>
>>174168656
delta time has nothing to do with dimensions, you tit.
>>
>>174168501
>can a .blend file have 2 uvs at once.
I dont know.
but in code you can reassign uv array.

this might help
https://forum.unity3d.com/threads/multiple-uvs-from-blender.169292/
>>
>>174168878
>make a speed variable
>use constants
>switch from 30 to 60 with a single change
>>
>>174168501
>can a .blend file have 2 uvs at once
You mean an object? You can have a blend file with however many objects you want with their separate UV maps, Unity will separate them into different gameobjects on import.
>>
>>174168878
So idle will become 0.10 and walk will become 0.15. They'll look the same but your game will look less choppy
The only issue I potentially foresee is that because 0.15 (and 0.3 for that matter) aren't nice factors of 1.0 your image index won't add up to 1 and you might have some weird skipping in the sprite after a while
>>
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pls
wtf is happening here and how do i fix it
>>
>>174169487
His Octocamo is malfunctioning
>>
>>174169173
I know about that.
I just need to know if you can overwrite UV maps in real time in unity since ill be working in facial expressions. It means that in the texture there could be a smiling, sad expression. So i need at least 2 UV's so that they can interchange.
>>174168989
Thanks!
>>
>>174167752
Honestly I've never used Gamemaker, but from what I've seen it's not implemented correctly, or something. Every time I see someone using Gamemaker and try to use delta time there's always a ton of problems with it. This is why so many Gamemaker games are just locked to 30 or 60 FPS.
>>
>>174168989
>>174169173
Or i could just put the expressions in other file. And make an object for expressions.
Sorry i was making it complicated...
>>
>>174169487
it's not a problem with the camera clipping ranges is it?
>>
>>174161394
It looks very interesting but it's impossible to judge alignment and distances. There are a lot of things that work in 2D but can't just be slapped into 3D without issues, especially with a behind the back viewpoint. That being said, there are ways to accommodate, if you are clever (and not too stubborn) about it.

I'd suggest experimenting with other viewpoints at least. You could, for instance, try making something that controls more like it's 2D with views from the sides or top but with a dynamic camera and on-rails levels that take advantage of the 3D.

Just my thoughts; I know you're just starting.
>>
>>174169487
Looks like z-fighting. It happens when the gpu tries to render 2 polygons at the exact same coordinates. It randomly puts one over the other, so it looks like it's flashing.

So, your model probably has duplicated faces. Try to open it in a 3d modelling program, click (not drag, click) on 1 face to select it, delete it, and see if there's a hole, or another face.

Btw, make sure to look at the hole from inside, too. Backface culling might prevent you from seeing the duplicated face from outside the model.
>>
>>174168407
>>174169291
>>174169145
alright, I've changed it so that it now runs at 60 but webmcam won't let me record the game at that framerate for some reason
it records at 30 even when set to capture at 60, so I can't really show if it looks better now
>>
>>174170335
Get OBS and webmmaker
>>
File: twinstick2.webm (2MB, 1270x710px) Image search: [Google]
twinstick2.webm
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Weapons, projectiles, VFX implemented.

Next step: Zombos.
>>
>>174169487
looks fine to me
>>
>>174168042
>>174170464

why are you rationing progress?
>>
>>174170165
>>174169487
Blender has a "remove doubles" option where it removes any double vertex in your selection, and iirc, backface culling is off by default, if you want to enable/disable it, it's under the lateral menu you get by pressing N.
>>
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>download Unity to just mess around and create some basic prototypes
>the installer installs fucking Visual Studio 2017 alongside it

Great, now I have three different versions of VS installed at the same time.
>>
>>174171021
The set up is tedius and pretending I have friends helping me makes it less boring
>>
>>174170464
I like that twin stick implementation, looks like it would be better than the usual on-screen virtual buttons.
Now I want to make a mobile game with this control.
>>
>>174171178
>he fell for the Unity meme
>>
>>174163916
im game designer and i write on paper

your game will be literal shit 99% of the time if you just mostly go with the flow

you need to have a clear idea first, then minor features can happen with time
>>
>>174171178
>have to do serious debugging
>install VS
>Oops you need this update :^)
>been installing for an hour
>can't tell if the bars moved since
>afraid to restart and waste more time
I can't wait until games move fully to Linux. Kill me.
>>
>>174171021
>rationing progress
what did he mean by this?
>>
>>174169912
Nope.

>>174170165
>Looks like z-fighting.
Not that either. I've tried "removed doubles" already".

>>174171126
Turning on backface culling revealed some issues with normal facing that apparently weren't solved by "recalculate normals". I'll do it manually and see what happens. Thanks.
>>
>>174171462
Just develop on Linux?
>>
>>174171734
>Turning on backface culling revealed some issues with normal facing that apparently weren't solved by "recalculate normals". I'll do it manually and see what happens. Thanks.
Post a screenshot please, I'm curious. Blender is fucking garbage at normals, I'm always having issues with them.
>>
>>174171737
I need a Windows version.
Luckily there's always something to do but it's still annoying that there's no real alternative to VS's debugger.
>>
>>174171462
>I can't wait until games move fully to Linux.
Godot is the savior you seek. Godot 3 will even support C# and C++. Walk into the light, be embraced by Godot.
>>
>>174172185
SDL2 already supports Linux :^)
>>
>>174172185
I don't need meme engines, I already have my own. I just need either Windows to stop being a relevant games platform or a better/less hassle way for decent debugging.
>>
>>174172308
>better/less hassle way for decent debugging.
Have you tried CLion yet? The debugger it has it comparable to VS's but it runs on Linux as well.
>>
>>174171737
are you insane
>>
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>>174171462
>t. stupid linux mongoloid
VS is the superior way of experiencing programming. Your FOSS will never be able to compete.
>>
>>174172401
I'm about to, having to pirate an IDE is a little silly though
>>
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>>174171883
Have fixed like half of them by now
>>
>>174163916
I use paper to help me think logically when I'm figuring out algorithms for procedural generation. It helps to draw them step by step before implementing it in the code, for me at least.
>>
>>174172520
I actually agree that VS is a better choice for debugging, when it works.
But the FOSS will never interrupt your workflow like this.
>>
>>174172568
What

Just select the whole thing and smooth normals??
>>
>>174173158
I'd already done that and it didn't work. But now I've fixed them manually and I still get the exact same flickering. It's like the UV gets torn up when it animates
>>
File: snip.jpg (11KB, 362x59px) Image search: [Google]
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ughghghghgg
>>
>>174173480
>It's like the UV gets torn up when it animates
You sure you've properly mapped the texture to the model's UV and not just forgot to change it from flat projection ?
>>
>>174173480
You're sure you haven't accidentally keyframed the UVs or somehting?
That flickering doesn't look like it has anything to do with normals.
>>
>>174172568
post UV unwrap
>>
>>174173653
What. That's a fully textured model, you blind nig
>>
>>174173653
Is this wrong? I mean it looks perfectly right in the viewport with Rendered shading.

>>174173676
>You're sure you haven't accidentally keyframed the UVs or somehting?
I might have fat-finger something like that. How would I check for it?
>>
stick to programming codemonkeys, leave the modeling to the artists
>>
>>174174023
Check your Dope sheet window
>>
File: mapping.png (13KB, 581x219px) Image search: [Google]
mapping.png
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>is this wrong
forgot pic related
>>
>>174174036
who needs programmers when you have blueprints :-)
>>
>>174174285
Blueprints are programming.
>>
blueprinters are the manlets of programmers
>>
>>174173813
That doesn't mean it's textured right. I don't know how other texture coordinates work in detail but if it's wrong, it'll render wrong.

>>174174023
>>174174191
That looks right.
Honestly I would say your issue is with rendering if it looks right in the viewport.
>>
How many projects/devs have we lost this year so far?
>>
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>>174174581
too many
>>
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first time poster here. Been messing around with 3d in game maker studio.

any tips or nice guides on turning this into a dungeon delver?
>>
>wake up
>it's 2017
>there is a fucking moba on mobile devices
Do you do mobile shit /agdg/?
>>
>>174174937
>moba on mobile devices
still less cancerous than every freemium ever made
>>
File: agdg.jpg (882KB, 4699x1300px) Image search: [Google]
agdg.jpg
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Fresh, free memes
>>
>>174175058
fuck you
>>
>>174175023
Yeah, what I meant was that apparently anything is doable on mobile these days
>>
>>174175186
no u
>>
>>174174575
>I don't know
You should have just stopped there.

Why are nodevs so fond of pretending to know stuff?
You faggots are insufferable.
>>
>>174175286
where is your game
>>
File: output.webm (2MB, 1532x860px) Image search: [Google]
output.webm
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Desperately adding juice to my game to delay thinking about what to do with it.
>>
>>174175201
but can you get the mobile pregnant?
>>
>>174175372
On my disc drive, plus a couple of backups.

Where is your reason for existing?
Where is your reason for being here, if you don't make games?
Why don't you actually try to do something with your pathetic life?
Why are you here?
Why do you pretend to know things you obviously don't understand?
>>
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>>174174141
I can't find anything that seems to have anything to do with UV map keyframes here.

And like the other guy said, perhaps it's the rendering settings since it previews correctly. But I can't for the life of me figure out what.
>>
>>174175559
I'm not seeing much game in this post
>>
>>174153867
cat mummies
>>
>>174175606
Then I don't know, man.

Try using the Cycles renderer instead?
>>
A game about interrogating people with memes and finding out who is the poser and who is the true memer.
>>
>>174175058
>unity palette is colorful
>unreal palette is all gray
>gamemaker palette is rgb

what did he mean by this
>>
>>174174750
Yeah, but what/who?
>>
>>174175868
Engines don't define colour palette though.
>>
>>174175058
what's your endgame
>>
>start new project
>already know all the things I have to code and make
>feel overwhelmed and don't know where to start
>end up doing nothing
;_;
>>
>>174175745
I'll do that unless the guy I just sent it figures something out or a smoke break clears my head.

Thank you and everyone else who help me out; I appreciate it and learned some new things.
>>
>>174176218
Where is your (end)game?
>>
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tablet.webm
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>>174174937
>>174175201
I'm making a 3D twinstick zombo game in UE4 for mobile :^)
>>
Guys, for a CCG, i know i can build a base class "card" and then inherit from it, but how would i go about implementing generic "abilities" such as flying, first strike, trample, etc?
>>
>>174176667
nice
>>
>>174176850
Probably the decorator pattern
>>
>>174174908
No idea about GM 3D, but welcome, your game intrigues me
>>
Any of you doing Ludum Dare next week?

I'm gonna be giving it a go. First game Jam. Quite looking forward to it.

Though I'm sure I'll end up with something completely poop, if I even finish anything.
>>
>>174177354

Nah, short game jams like that are always too intense for me to do during the semester.

Good luck. Be decisive with your game mechanics and just follow through. Set aside time where you can get at least 6 hours of sleep, you won't get anything done while being miserably tired.
>>
>>174177354
I might, if I can think of an idea for the theme.
And don't worry about it being poop or not. My first Ludum Dare game had all of about 5 seconds of gameplay before it started repeating. But it was still fun to do. And I've had a few Ludum Dares I never finished.
>>
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>>174176667
Nice keep it going. You'll be successful anon. Kids like those kinds of games.

Also Progress report
Things Done:
Animation on the base model
Scene
Things need to be done/improved:
Lighting
Character Expressions
2 More character models
Some small assets for details.
Game Mechanics
>>
>>174178685
SYARO IS CUBE
CUBE!!
But seriously, I would give priority to gameplay mechanics and do the rest later.
>>
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>>174178685
Also i resized the textures. Gotta enlarge it again. If you look closely the cabinet degraded in terms of quality because of texture compression. I tried squaredevs and some other devs method of packing textures
>>
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https://streamable.com/h4q5h

I came across a bug that made my game look like generic capeshit action scenes. Almost makes me want to code a special/focus mode just to trigger this.
>>
>>174178851
Thats what im planning to do. i do the other characters first. ill do the mechanics.
Then ill work on making the scene nice.
>>
>>174178898
Which part is the bug?
>>
>>174178898
If you rigged those animations yourself then good fucking work. The flippy sword attacks get me and looks awesome.
10/10 bug, would replicate
>>
>A sudden burst of idea guying strikes
Holy shit my game is going to have too many bosses
>>
>>174178898
>300 mode
>>
>>174153385
Newfag here.
I kidna remembered that i have the license for Gamemaker and i was thinking here if it was possible to use it to make a 2D fighting game.

DO you guys have any examples of fightans made on Gamemaker? Any tutorials? Is it better for me to use other engine?
>>
can anyone give me some examples of the type of scope I should be looking at for my first game? I've cloned the usuals but now I want to start making my own games.
>>
>>174179654
You better be quick at animating because you'll have to make thousands of good animations for a legit 2D fighting game on top of the code

There's no reason GM wouldn't work though

>>174179747
Mayhem League dev would say that you should just make your dream game first. But then again he's gone MIA
It would help to know what kind of game you're thinking about. But err on the small side
>>
>>174179932
>But then again he's gone MIA
He was posting there not longer than a week ago
>>
>>174179747
Something that relies on a skill that you have on at least proficient level.
>>
>>174179932
He posts frequently, but on a new game based on the old one maybe because the old one became unmaintainable due to him starting gamedev with his dream game and not knowing best practice initially
>>
>>174179932
mayhem league is a prime example of why you should NOT jump at your dream project first or enginedev soon after you wrote your first hello world
it died because dev dug himself into a hole with animation system from which adding and tweaking content required terrible effort
he's working on a "cuhrayze" banjo-style game now
>>
>>174179747
I did FZero, I think that is a good 'real' game to try
>>
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>>174161041
Darnit, squaredev. We are making similar games.
>>
>>174179932
>thousands of animations
hold the fucking phone, Skullgirls literally holds a Guinness world record for most frames of 2D animation in a video game and it doesn't even come close to 1,000 animations total
>>
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done with doors, i'll deal with animation later, no bugs so far, now it's time to deal with the crew
>>
>>174180082
>>174180221
>>174180275
I stand corrected, and I'm now really sad because I really wanted to play it. Is his the robot 3D platfomer?

>>174180885
I meant frames, which honestly might also be bullshit. But the point is that you'll definitely hundreds and hundreds of high quality frames. If you're down then go for it
>>
>>174180275
He has already accomplished more than most here. I'd say it worked out quite well for him.
>>
>>174180885
>>174181052
"Skullgirls was also recognized in the 2013 Guinness World Records Gamer's Edition for the most frames of animation per character, reaching 11,515 total frames for its initial eight characters and averaging 1,439 frames per fighter."
>>
>>174180885
>>174181110
lol BTFO
>>
>>174179932
>You better be quick at animating
I want to work with sketches based on the moves rather the characters themselves, then ill look into animating.

I'm trying to find some decent tutorials but no luck so far.
>>
>>174178898
Source on the song? Or was it made specifically for your game?
>>
>>174180885
Skullgirls has a shitload of frames but after watching one of their presentations on animation most of the frames are inbetweens.
>>
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The lines have been straightened.
>>
what is the most successful game ever to come out of AGDG??
>>
>>174181637
how'd you fix it?
>>
>>174181779
eighter rocket league or risk of rain
>>
>>174181779
Social Interaction Trainer
>>
>>174181779
Monster girl island
>>
>>174181779
RoR you newfag shitter

Anyone around for more than five minutes would know that.

>>174181839
>Rocket League
durrrrr
Mayhem
>>
>>174181779
mine (soon)
>>
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>>174181952
Yeah silly me,
>>
>>174181952
How is Mayhem League successful? It never went beyond the "fairly cool webms" stage.
>>
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>>174182000
damn son
>>
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>>174175058
Hey, you
Who wrote the code language that you'll be using when making your own game engine
Yeah fuck you
>>
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>>174181812
I paid 99 cents for a license off the yoyo asset store for a shader and script that fixes it. This is the only kind of purchase off the asset store I'd consider to be remotely worth it. https://marketplace.yoyogames.com/assets/4720/draw-sprite-pos-fixed.

The default draw_sprite_pos function is broken and can't be fixed on its own without building a shader or doing stuff in d3d mode. I have no desire to use d3d mode at this time and I am not a real programmer so shaders are also
far above my ken. I'd rather skip out on a coffee today and have a fixed shader and script that I know works than pre-bake in the texture for the floor.
>>
>>174182236
That's a stupid question to direct towards me rather than the guy who claimed it was successful, but I'll answer anyway. It made money.

No, it wasn't as successful as RoR by a longshot, so the guy who rates it on par with RoR is a dumbass.
>>
>>174181839
>>174181952
I think you mean Lethal League.
But Risk of Rain has about 3 times as many owners as Lethal League does.
>>
>>174182360
It's don't worry, it's okay to rely on others.
>>
>>174182360
I found that item on the marketplace when I was looking up solutions to your problem last night. I don't blame you for buying it, it's a pretty cool asset for a buck. I somewhat considered it myself just for the hell of it.
>>
>>174182457
>It made money
It was never released, did I miss some kikestarter or something?
>>
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>>174182529
>Lethal
This fucking one
>>
>>174182360
>having to pay for bugfixes
AAAAAAAAAAAAAAAAAAAA
>>
>>174182360
>having to pay money to fix a problem that the engine should have been fixed by the engine devs themselves

Amazing business model.
>>
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>>174182529
>I think you mean Lethal League.
Turns out I'm retarded too.

>>174182623
See
>>174182529
>>
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>>174182759
>>174182781
The most rageworthy part is that I know that if I ever make the jump to Gamemaker 2 YOYOGAMES DIDN'T FIX IT THERE EITHER.
>>
>>174182759
>not knowing what a bugfix is
A function that doesn't do what some greenhorn wants it to do is not inherently "bugged".
>>
>>174182360
>>174182928
It's not broken you dip. As I said when you originally posted your problem, it's fucked up that the example picture for the function is misleading, but the function works exactly as intended and if you knew shit about sprite rendering you'd understand its functionality. It's basically sprite vertex manipulation for babies.
>>
>>174182929
Show me one example where the standard version would be the intended look, rather than the fix that the asset provides.
>>
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>stuff my fat face with chocolate
>regret it immediately
i can't dev
>>
>>174183390
Any example where the sprite is stretched only horizontally or vertically, obviously.
>>
Idea guy here, name your game "______ League" to confuse /agdg/ posters.
>>
>>174183467
You are gonna dev and you are gonna like it. Now get back to work you pleasure obsessed freak.
>>
>>174179747
My first game was a SuperHexagon clone.
Though it was more a "learning to use c++/OpenGL" project than anything.
>>
>>174166575
>The refund mechanic isn't there to protect against you not liking a game
yes it is, it is customer satisfaction refund
>>
Has anyone who has actually played gogem's loli jam game feedbacked it yet? I want to know what it's like without playing it because no.
>>
>>174183525
ok my game is now named "rain league"
>>
>>174183501
There's multiple other functions that not only already do that, but do it better, like draw_sprite_stretched. I can't think of a single situation where you'd actually want the standard implementation of the function.
>>
Risk of Lethal Mayhem League
>>
>>174183850
Here's a free idea for googum: Sell a gameplay video of your game
>>
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>>174162536
Welp speaking of grave levels
>>
>>174184141
the teleporting zombies seem a little hard for the player to avoid
>>
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>>174184141
>non-tile-based movement in a tile-based game
>>
>>174184141
What mario enemy did you steal from this time?
>>
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>>174184284
It only took me one straight google "Toad zombies" and bam.
>>
>>174179337
the huge slowmotion bursts

>>174179365
i did, thanks! they're still not perfect but i'm improving!

>>174181408
https://open.spotify.com/album/2py2SIYNK3vbDPZxGsjhE4
it's one of these anon
>>
>>174184264
And its gonna be 15 dollars.
>>
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is GUN*CAT still alive?
>>
Is it ever worth making a "vertical slice" for your game?
>>
>>174185296
for the trailer at least
>>
>>174185120
last thing I know he had released something for DD13
>>
>>174184562
Why are people so surprised by this? Visually the game looks great and has a lot of variety in the levels. And at the end of the day visuals are all that really matter when it comes to how much people are willing to pay for a game.
>>
twin stick RPG
>>
24 files changed, 2664 insertions(+), 2594 deletions(-)
>>
>>174185934
You should commit a little more often than that.
>>
>>174185934
Refactoring sure is fun!
>>
>>174185934
persistent world saving?
>>
>>174184562
does nintendo know he's uncharging for a captain toad pc port?
>>
>>174186105
but then i wouldn't be able to flaunt how hardworking i am without actually showing my work
>>
>>174185934
>17 files changed, 210 insertions(+), 64 deletions(-)
Every little step helps.jpg

>>174180732
Is S2 any good?
>>
>>174185934
I wrote four lines of code today
>>
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>>174180732
>>174186341
>S2
HOLY SHIT I NEED TO WATCH ANIME
WHY DO I SPEND SO MUCH TIME MAKING A GAME
>>
>>174186105
It's one day of work.
>>
>>174186523
but it's airing in summer
>>
how do I see the push stats on SourceTree
>>
How much CPU does your game use?

Mine's down to 2.7% without any optimizations enabled.
>>
>>174153515
I don't think you should be hard coding movement like this m9 friendo
>>
>>174186819
i use it 100% anything less is a wasted potential
>>
>>174186959
But then people with older computers won't be able to play your game.
>>
>>174186593
You're allowed to make multiple commits in one day.
>>
>>174186819
Dunno. Not too much. I develop on a toaster, and the people who playtest on actual fast computers keep getting framerates of thousands of FPS, so I don't think about it too hard.
>>
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Zombies, Gore, Gibs, and decals implemented for my mobile zombie game
>>
>>174187031
who needs old people?
>>
>>174186819
Less than 1%
It's still a prototype though, so there really isn't much happening.
>>
>>174187346
I refund games that run at thousands of FPS without any option to limit the FPS or turn on vsync.
>>
>>174187654
I added that option because people complained
I also added windowed mode and the ability to specify custom window sizes
Still working on how to handle key rebinding but I thought of something clever
>>
>tfw no big, strong artistbro to program for
>>
>>174187485
Nice progress. Are you going to put this in Demo Day 14?
>>
>>174187485
are you aiming to release it tomorrow?
>>
>tfw i haven't worked on my project for months yet i refuse to admit that it's canned beyond repair

haha
>>
>>174187485
Those looked like D.va at first glance
>>
Anyone else here bother by nintendo retro indie games that rotate the "pixels"?
>>
>>174188595
>Nintendo
>indie
What did he meme by this?
>>
>>174188831
probably the 90%+ of manch..err indies that are inspired by some Nintendo game that "defined their childhood"
>>
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>>174185934
>not a single line of code
>tons of progress
When you do things the UNREAL way.
>>
>>174189331
Oooooooooh you mean games that weren't made by Nintendo......... Please refrain from calling them "Nintendo retro indie games".
>>
>>174189483
I guess the hue of your pic is related.
>>
Where can I find out about new indie RPGs being made?
>>
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working on materials and landscape heightmap generation

>actually just chopping up starter content until it's unrecognizable
>>
Is it viable to have Dark Soulsesque blood pools in a single player puzzle game?
>>
>>174187485
NERF THIS
>>
>>174190085
"Viable"??
>>
>>174190706
Well?
>>
>>174190085
>viable
what did he mean by this
>>
>>174190085
What would they even do unless you are implying the puzzles are deadly and it will share the passive online world of souls where you can see how other players messed up and got destroyed?
>>
Made a Patreon about 10 minutes ago and already have 2 patrons. I'm merely testing the waters going this route and only making exclusive small scope games (3 months max) for my fans.
Anyone else got a Patreon with any advice?
>>
>solid and fun gameplay
>mechanics so original and mind-bending that it puts the witness to shame
>tfw I'm shit at level design and never will tap into the full potential of what I've built
Is this where I start making a level editor?
>>
>>174191172
The Witness doesn't have mindbending mechanics, though.
>>
>>174190085
mobababbies, everyone
>>
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>>174153385
Still working on zoning
Slowly starting to come together into something
Really need to sort out player movement next
model isn't mine @PolykinDev was nice and let me use it
>>
>>174190085
You could do something cool with player messages left on the ground. It could work with obscure enough puzzle game.
>>
>>174190968
I was thinking about a kind of subtle heat map showing where players died the most.
>>
>>174191316
>The Witness doesn't have mindbending mechanics
The desert puzzle with the light reflections made me go woah, and the crazy secret environmental puzzles too of course.
Maybe mindbending isn't the right word, how about "arousing"?
>>
>his game doesn't have a real-time day/night cycle
>>
How do you get if an int is divisible by 2 in UE4?

As in if it's odd or even
>>
>>174192782
I don't know the syntax in UE4, but you want to use modulus. "X modulus 2", will give you a 0 or a 1, 0 is even, 1 is odd.
>>
>>174192782
If x % 2 is equal to 0 then it is even.
>>
>>174192967
>>174192984
thanks based anon
>>
>>174192473
I had an idea of a monster hunter like game with a real time day/night cycle. You'd have to go on hunts at specific times of day in real life to find certain monsters and stuff like that.

Feel free to steal this idea, it's probably too big for me to make.
>>
>>174193076
>monster hunter with a bool determining how bright the light it
wew
the creativity
brb
stealing
>>
>>174193076
That just sounds like it would be annoying because you would have to wait to be able to fight things.
When is waiting ever fun?
>>
>>174193295
>a bool
If your day/night cycle is a bool you're doing it wrong.
>>
>>174193076
shit idea
finish some games before thinking your ideas are valuable
>>
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>>174193295
>a bool determining how bright the light it
>>
>>174192967
Why is that even called modulus? It's just confusing since modulus also means the positive value of a number
>>
>>174193463
>positive value of a number
Isn't that the absolute value?
>>
>>174193946
Yup, sounds like absolute value.
In my native language modulus is called modulo which is extremely close.
>>
>>174193463
modulus is absolute, modulo is what they're talking about
>>
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What are agdg's thoughts on bullet-time effects?
>>
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I spent the last few hours making a low poly glock.
>>
>>174194284
I don't like em. They always feel like spoon feeding to me, like the game doesn't trust that you can pull off anything without a crutch.
The exception is Witch Time in Bayonetta which serves as a reward for well timed dodges, but I still don't like it.
>>
>>174194284
Good as long as there is actually something cool to do with the slomo
>>
>>174194418
>modelling the internals
Nice, I hope it's visible in whatever you're making.
>>
>all my mechanics boil down to the player killing a mob using some kind of weapon

How the fuck do I get out of the gamer box?
>>
>>174195007
Innovate how to make killing the mob interesting and unique
>>
>>174194573
You're kidding right? "Well timed dodges," pfft. The window for witch time on dodges is ridiculously forgiving. It's as much a crutch in Bayonetta as in anything else.
>>
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can you name this weapon, /agdg/?
>>
>>174194573
Did you ever play the max payne games?
>>
>>174195695
if the eggs had a more fiery explosion, you could call it the 'cinder surprise'
>>
>>174195695
The ovulator.
>>
>>174195695
eggstreme prejudice

I also second >>174195847
>>
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>>174195789
Not the guy you're replying to, but bullet time has yet to be implemented as well in any other game in existence as it was in the Max Payne series. It's extremely tacked on in most games, whereas in Max Payne it was THE central mechanic.
>>
>>174195695
Shell Shock.
>>
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really like nier so far, trying to make a chibi 2b
>>
>>174196583
This isn't gamedev.
>>
>>174196583
Cute as heck.
>>
>>174196583
>No heels
>No Ass
Why even try?
>>
>>174155373
do you smoke a lot of drugs?

my faith in my ability goes down when I smoke too many days in the week (like 3 or 4)
>>
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>>174191337
started multiplayer, got some kinks to work out but we on our way to a little battle royale :)
>>
>>174196583
looks qt :)
>>
>>174195695
>>174196054
second
>>
>>174195695
The Eggsecutioner
>>
>>174195397
You're missing the point. Witch Time is a reward for a different mechanic instead of a crutch mechanic like press x to bullet time like Fear. Yes the execution is extremely forgiving but that's not the point.
>>174195789
Only played an old one on the XBox. That's the one were you get bullet time when you dive through the air, right? >>174196037 is right. Making the bullet time a core mechanic works great unlike Fear and even LoZ BotW where it's pretty tacked on.
>>
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I'm in ideaguy mode (but I posted my gameplay earlier, so)

I'm the goy making the mobile zombie twinstick shooter

My idea is that it'll be kinda like Xcom, you'll have a base, and persistent survivors that if they die, they die, and they'll have (basic) stats. You'll also equip them with a weapon, which is the weapon you'll use in twin stick mode.

So you'll send them on missions to collect stuff, and it'll give you resources for your base, which leads into research, upgrades, etc. Your survivors will be sent on missions that take RL time like agent quests. When they arrive, you can do their mission. (to allow gameplay any time instead of having to wait if you want to play now, you can send survivors on scavenger missions which is instant gameplay outside the base)

If they complete their mission without incident, more resources for you, but if an event happens, it goes to gameplay when you play and accept the mission next time, and then you have to defend your car / survive / find gas / random mission. Once you complete it, then they head home and you'll get the rewards.

How does anon feel about my mobile game idea?

no steal
>>
>>174184141
Is this your own engine?
>>
>>174197805
I think that could be cool. I actually enjoyed the base stuff in xcom more than the actual game because I hated how the gameplay was all just dice rolls, even if you made a good move you still had to pray that you land the shot.
>>
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>making game
>friend asks for premise
>tell him its a picaresque
>asks me what that means
>it's just a meandering story with no real point or resolution, usually meant to satirize something
>okay so your game has no plot
>it has a plot, just no big bad, no world to save, just a tale of two thieves pulling off heists like the Fafhrd and the Grey mouser
>okay but thats stupid you want to have a big bad guy for them to fight
>no not really, just a bunch of comfy stories and daring heists
>wow anon thats a fucking terrible idea look at undertale it sold millions and it was the least conventional rpg ever and it still had a big bad guy and shit

>mfw

What the fuck do I even say to this shit? Im not doing this to make money, I just want to make my Lankhmar fanfiction a reality god damn it..
>>
>>174198139
That lighting just screams "made in Unity", how could you think it was a custom engine?
>>
>>174198225
>look at undertale it sold millions and it was the least conventional rpg ever
Your friend is retarded, tell him that.
>>
>>174163916
I want to run through what I do, because it works great for me, and I want to pass it on.

>notes
I have notes files on my phone (iCloud I'm pretty sure, I copy them into the computer every month or so anyway, putting various different things in their proper sections).
These are great for writing down random ideas I want to try, words and names that sound cool, features, games and songs that are neat. Important lectures or tutorialists go here too.

>feature papers
This is my main thing. I write features in bullet format all over a page until I run out of room. They're in a running format on both sides, so I can write probably about 40 or 50 features on one piece of paper. Crossing them out feels great, but I also cancel some of them when they no longer work with my direction. I usually finish 35-45% of a sheet before it runs out of room and I need to move to the next one. Sheets are generally focused on a theme, for example I'm currently working on moving the pawn around, so I'm not going to write down objectives about modeling this or texturing that. Those go on a different sheet and one off ideas aren't written down -- the sheet is for building ideas, keeping track of them, logical progression, and tracking progress in one domain.

When a sheet is full, I copy all of the unfinished objectives (that I'm still doing) and tally up the accomplished ones and add them to the total.

>other sheets
I have a few other sheets for feedback from certain family members (friends aren't invited yet) as well as longer term ideas, reference sheets for vector math and my testing tools. These are good support documents.


To answer your question, I have two whiteboards, but I won't need to use them until I find a new partner.
>>
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New special attack, not properly animated yet.
>>
>>174198225

what kind of friend shits all over something someone's working on

does he want to be a "writer" for your project? or "help" in some way
>>
>>174198872

Actually, yes he has. Why?
>>
>>174166575
It would also probably require devs to label how long their game is.

When you see a 1 hour game you'll know to not pay __________________
>>
>>174198260
it looks way too nice to be unity, unity games usually look like trash
>>
>>174198707
Dat sum Million Stabs? Good shit, Hex
>>
Is this the most boring jam agdg has ever had? There has been zero discussion and progress.
>>
>>174198967
he wants to have it conform to his idea of what's good, for obvious and understandable reasons
he may also want to be the proverbial power behind the throne, for less wholesome reasons
>>
>>174199046
Demo Days usually don't have a lot of discussion until a few days before.
>>
>>174198967

I see.

What you have here is a project hijacker. You have the skills/talent/work ethic, and he has ideas. He wants to stamp his shit all over your ideas, and then he wants to make it all about him and his ideas.
It's okay, people do this kind of shit all of the time. Just keep on trucking with your own shit and if he offers input of any kind that you like, use it. Otherwise just make noncomittal comments like "thats cool" and such.

If he actually births out a good idea for your work, make sure you're prepared for him to take full credit for the entire game and expect you to suck his dick for that one good idea.

I had a guy tell me that timed hits would be fun, and two years later he threatened to take me to court over the free game I put on newgrounds for free for his "fair share of the profits, cmon anon that game wouldn't even exist without me"
>>
>>174199217
>>174199187

Cmon guys. He's just annoying, he doesn't the kind of ridiculous ego like that. I know this dude, for like, two years already. He's not that much of an asshole.
>>
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>tfw once again getting the urge to make a game
the ride never ends, does it
>>
>>174199331
Once you've tasted the poison there's no turning back. You either make games or go insane, this is the only path in life now.
>>
>>174197402
No, you're missing the point. Witch time is a crutch for defensive (unskilled) players, used to give them an opportunity to deal meaningful damage. It exists purely for the sake of giving players a period of time in which they can attack undaunted by the possibility of counterattack. Frame it however you want, it's a crutch that's shoehorned in to appease shitters. The fact that it's in a game you happen to like doesn't excuse it.
>>
I'm too scared to learn how to art, it's the only piece of one man army I'm missing
Someone save me
>>
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Posting on social media at a constant schedule is hard...can't disappoint fans if you don't have any though
>>
>>174198150
The gameplay isn't "just" dice rolls. Skilled play prevails on average. Losing a battle because of one or several fucked up, super awful rolls does not equate to losing the war.
>>
>>174199714
This is cute
The one sitting down looks way bigger than the other two though, is that supposed to be the case?
>>
>when you meet an enthusiastic artist irl but they don't do any sprite art

I guess they can do character dialogue art but fuck I still need a sprite artist.
>>
>>174199714
That top layer of water not moving is extremely strange!
>>
>>174199714
I'm your fan, but I don't use social media. Except this place.
>>
>>174199714
Skin tone blends in slightly too much with the window's background color.
>>
>>174199867
I think it's supposed to be the riverbed underneath the water, rather than perturbations in the surface. I told him it looks exactly like his dirt path but he brushed it off.
>>
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>>174195847
>>174195856
>>174195941
>>174196054
>>174197367
i'm proud of you /agdg/
i knew you could do it
>>
>>174199867
I think it's supposed to be a stony brook bottom or something, though I agree it looks a lot more like a top layer of the water
Maybe if the rocks extended out into the shore a bit? I dunno

>>174199862
Where the fuck do you find artists who can't just do everything else anyway? see >>174199649
>>
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fixed that nasty rotation bug, vector maths is voodoo magic for me, will change those black boxes into neat walls, it's time to add ship systems
>>
>>174199714
FUCK I FORGOT ABOUT TWITTER
IT'S BEEN LIKE 3 WEEKS OR 5 WEEKS OR SOMETHING
>>
>>174200050
>>174200029
Oh. Well with how fast the water is moving, there'd be major fluctuations in how light refraction interacts with the rocks... so it's kinda weird in that way too.
>>
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>>174200043
We did it!
>>
>>174198225
I mean he's wrong in principle but he's not nearly wrong in practice, anon
other media can get away with it more; game players want to feel like they're getting somewhere and accomplishing something
>>
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>>174200079
>tfw haven't posted on my twitter because I don't feel like converting my videos to 40 FPS
>>
>>174200056
Why doesn't your rocketguy have discrete movement?
>>
>>174200079
>tfw I haven't twitted anything since December
I should tweet more.
>>
>>174200274
Remember the big bad of bonanza bros? Man, what an intimidating guy.
>>
>>174200298
shitty screen recorder drop fps like crazy
>>
>>174199593
Bayonetta is a hack n slash with dumb enemies who wait before attacking. There's no point in playing defensively because the game is made to be fast paced and fast paced is the easy way to play. Witch time is a reward like many parry mechanics because it's easier to play without worrying about it.
>>
>>174200050
>Where the fuck do you find artists who can't just do everything else anyway?

Maybe I'm just sleep deprived but I don't fully understand the question.

Finding artists that you can pay for is really easy; but you gotta be a lucky motherfucker to find one who just wants to be a bro and get their name out there and want to collaborate closely. I found one of those bros but they only do really good character designs and not sprite art; which kind of sucks but she's willing to work with rev share so I can't really complain.
>>
How much of UE4 is actually C++ programming? Everything I see in YouTube is basically people using some kind of visual editing tool to make games
>>
>>174199807
He's actually supposed to be a random kid so he should be smaller, I think I drew him too tall for a sit pose

>>174199867
>>174200029
>>174200050
Those are stones on the bottom. Not sure how to change it to look better, make the water less transparent perhaps?

>>174199939
You're right, I'll look into fixing that

>>174199649
You can do it anon, just keep practicing! I had like 5 drafted battle themes before a decent one.
>>
>>174200387
big bad of what?
>>
>>174199027
You got it.
>>
>>174200696
You can use C++ and/or Blueprints to make games.
>>
>>174200696
some of the stones should poke through the surface, and the water should break around them.
>>
>>174200696
I would guess that a good majority of indie devs only use blueprints for their games.

But even if you code in c++ you still need to put your game together in the ue4 level editor and use anim blueprints/particle system editors.
>>
>>174200541
>fast paced is the easy way to play
Hahaha. All right buddy. Observation of the times when any newer player gets hit in Bayonetta would reveal that unbridled aggression is not a viable strategy for beginners. They wait for their witch time, go on the offensive, then back off 'till they have it again, and enemies that are difficult to get witch time against prove significant roadblocks.

Platinum's on my side on this one. Witch time is removed from the hardest difficulty because witch time is not for experts, it's for beginners and learners, and Platinum wanted mastering the game to entail playing it without their beginner crutch. It's pure head-in-sand denial to try to argue otherwise.
>>
>>174189618
im talking about the games that have a really shitty "8bit" style
>>
>>174201036
>>174200831
>>
Forgot to reply to >>174199903
Thanks!

>>174201036
Ah. Makes sense
>>
>>174200608
Ah. I honestly just want to program for someone to get experience/get my name out there, but I feel like any artist who wants to make a game probably doesn't need my help, even for free.

>>174200831
Maybe you could add some sort of rippling distortion effect? I don't know quite how garbage that'd look, but it's worth a shot. Also, those stones look just like the "top of water" texture from Animal Crossing games, so consider that. And thanks for the encouragement, but I haven't actually started learning. I'm too intimidated and know I'll just give up.

>>174200838
Bonanza Bros. It's a two player arcade game where you just break into people's houses, steal shit, and get out. There's no big bad guy, there's no huge story, it's just some sorta-comedic sneaky-peaky gameplay. I just thought it was stupid that that guy was making a blanket statement that all games should have a big bad guy, since I liked the idea of comfy heists 'n' shit.
>>
>>174200831
>>174200234
>>
>>174201184
>>174201279
yeah i guess there could be caustics that move over the rocks showing their 3d shaped surface as well.

But for that, I don't think you will be able to just draw it, not without first doing something like maybe you will use blender or something to make a bunch of grey blobs and have a choppy transparent blue material over the top, and it moves, and you render with raytracer with caustics on, and then you touch up and retrace each frame in aesprite
>>
>>174199325

sit him down and ask him what he would change
>>
>>174198707
Do you have a design document / frame where you can see what you still have to do (and preferably by when?), cause i'd like to see you finish your game and i'm worrying about the progress since the last week you've just been posting "more of x" type of content than new systems.
>>
What is the best engine?
>>
>>174202614
ue4
>>
>>174202614
Stencyl
>>
>>174202614
WebGL
>>
>>174202541
>I'm worried that you're adding attacks to your combat-centric game
Is this what they call concern trolling?
>>
>>174202614
Source
>>
What is the best game?
>>
>>174202968
The one you'll make.
>>
>>174202765
i guess thats my way of saying "keep your eyes on the prize" / "keep a tight schedule and stay on track" / "don't lose focus", but i'm kinda drunk, but thanks for your concern haha, sleep tight bro
>>
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Time to make kawaii animal people portraits again.
>>
>>174202991
Not him but that's just straight up not true
My idea for a video game is trash. That's why I wanna work for someone else for free.
>>
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>>174202991
I know.
>>
>>174203165
I still believe in you and your game, anon.
>>
>>174202614
Whatever you call the language ZZT is in.
>>
In Unreal Engine (or just coding in general for when I'm not being lazy) is it a bad idea to have lots of booleans/other variables for your character? It looks untidy, but is it bad performance wise?
>>
>>174203165
I'm always up for collabing in UE4 anon
>>
>>174203602
Not really a performance problem but untidy code can bite you in the ass later.
>>
>>174203715
Haha sorry I'm not interested in UE4, good luck with your projects though!
>>
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>>174184452
>>
>>174203823
Thanks!
>>
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>>174202614
>>
>>174203715
I dunno why someone replied for me
I'd be interested but I don't think I can actually contribute anything, all I really want is to get experience in game development but all I know how to do is program and do music
>>
>>174202614
Hemi
>>
>>174204107
It's a shitty meme
>>
>>174202614
unity (if you buy assets that make it not shit)
>>
>>174203030
On a sunday? Don't you have work tomorrow?
>>174202765
yeah, even if he didn't mean it
adding small details like that is great for a game as long as it keeps coming along.
>>
>>174202541
There's not much "new systems" to do at the moment, all I need to be working on right now is animations for the main character and other enemies, and other art for the levels.
>>
WHERE THE FUCK DO I FIND SOMEONE TO COLLABORATE WITH WHO ISN'T A DROOLING RETARD WANTING TO MAKE AN MMO

ALSO UE4
>>
>>174202541
>>174203030
Oh and I do have a doc, mostly a to-do list, to keep track of the game.
I'm just working on the content right now.

The major parts of the comba system and levels are already working, it's just adding content (mostly animations).

Thanks for the concerns though anon, I'd love to finish quickly but I'm a 1MA and art is hard.
>>
>>174204838
What do you need in terms of collaboration
I don't want to make an mmo, I love simple shitty indie games like knytt
>>
>>174204939
I just want to make game with someone.

I can program. I have tons of assets. I'm open to most genres/ideas.

3D Though I guess, not that into 2D in UE4.
>>
>>174204939
Even when done affectionately, calling Knytt shitty triggers me.
>>
>>174204107
Why would you think programming and music aren't valuable to game dev?

The hard part is that it's impossible to tell if a stranger on the internet would make a good collab partner that is both capable of good work and also of putting the time and dedication in to bringing a project to completion when they have never done so before. It's better to make "bad" games than to make no game. That's the only way to get experience and to have something to demonstrate what you're capable of.
>>
>>174204838
Okay, how about instead of an MMO we make a social network but a game? Like the new Twitter but crossed with Call of Duty.
>>
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Testing the scale of an environment with a character in it.

I think this scale is pretty good for my random dungeon generation. Gives plenty of room for objects, and I can always build the walls inward if I want to constrict it.

I just need to add support for doors that are multiple blocks wide and multiple blocks high. Generally I think I'm going to go with 2x2 block doors/hallways for most major areas.
>>
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You're kidnapped and wake up in a saw-like basement.

Your balls will explode in 72 hours unless you make a VR game using a 15$ low poly office asset pack

What game do you make to save yourself?
>>
>>174204838
I want 50% ownership of everything and I also want to use Unity3D instead because C++ is too hard and blueprints look stupid. Also the UE4 editor is terrible and I don't want to give them revenue for using their engine. Did you know Unity3D only requires you buy a license after $100,000.00?
>>
>>174205309
Sabotaging your coworker's desk in subtle ways while she's not paying attention. You get more points for more damage and the longer she doesn't notice
>>
>>174205309
I embrace death
>>
>>174205520
You won't die, you just won't have balls and will be left in agony.

Also if you fail, you'll be left alive, doomed to play VR games from the Oculus store that cost less than 5 dollars, without your balls.
>>
>>174205613
damn man that's pretty rough
>>
>>174205474
But can you touch her boobs?
>>
>>174205309
I mean, I'm not against my balls exploding
Since I only have 72 hours, I keep it simple. There's a lot of irregularly shaped objects in the office, and I think a pretty entertaining game could be made around trying to stack them into the tallest tower possible. Maybe you'd even have to make smaller stacks that can support your weight in order to reach the top of the prime stack, or make room on the desk to stand, once you get high enough.
>>
>>174205309
Just make a meme game about "quitting your job" as spectacularly as possible.
>>
>>174205474
>>174205715
If I was any good at animation / had a good female that was strippable, I'd be all over making a game like Office Rapist where you try and strip and molest your coworkers, and eventually try to do it to your boss. But you have to work up your time manipulation powers and start low.

tfw no 3d artist
>>
>>174205309
A town simulator where the townspeople are office furniture and they give birth to tinier pieces of office furniture that wander around the office.
You can get all of them pregnant.
>>
>>174205309
I make a game about being a cat who snuck into an office and you gotta knock stuff over with the touch controllers, and avoid getting caught by workers

ill take my check faceberg
>>
>>174206042
this is so stupid but the idea of programming office mating, and evolution/hereditary traits is appealing to me
>>
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Another special.
Check out the hitbox:
https://my.mixtape.moe/trurdv.PNG
>>
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>>174206185
>>
>>174206185
I too was given pause by the thought of trying to make a serious realization of such a stupid concept, though I had more of an Animal Crossing type thing in mind.
>>
>>174206215
I hope your game lives on for a long time to come anon.
>>
>>174206215
Loving these attacks my meidoman.
>>
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>>
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>>174205185
And the generator in action
>>
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>>174205926
>>174205309

You can fuck right off, I'm reskinning this as we speak.
>>
>>174206571
me on the left
>>
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>>174206413
I started this 4 years ago and spent most of those 4 years just getting better at art to make this game the way I want. Sure as hell not dying now!

>>174206427
Thanks anon.
Still got more to do, it's gonna be a bitch to animate these properly but the game has to be fun.
>>
>>174206632
Nice generator. My only suggestion, and of course it's a suggestion biased by my personal preferences, is that you add a pass that randomly knocks out a small portion of walls between adjacent rooms, in order to add a bit more irregularity to your floorplan.
>>
>>174206632
I may be reading the scale of this wrong (eg what constitutes a room and a hallway), but maybe you could implement a "cleanup" step so that the generator isn't always adding things, but instead removes things? It feels like a few of those corridors could use less doors or the rooms could be larger, where there are walls dividing them.
>>
>>174196696
sure it is!
>>
>>174206842
My plan is to create prefab rooms (like 10-20 per generation to pick from) with set doors in them. Then when they attach, the door will be opened up, otherwise it will be sealed shut.

I've had a similar idea to what you're saying, but it'll look a lot better when it isn't just 5 quickly set up tiny rooms. Also, it supports multiple elevations, so it'll be fully 3D.

The example generation looks rough because the rooms were just randomly created. When I take the time to create rooms, it'll look better and they'll mesh together better.
>>
Is it possible to 1MA a Battlefield 2 clone?
>>
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Added some simple crafting.
>>
>>174207745
Yes.
>>
>>174206215
I hope that's called the "Floor Sweep"
>>
>>174205048
Because programming is easy if you're not an enginedev, and musicians are everywhere. Why bother getting a programmer when you can just use Unity? All you need to pick up is basic-ass scripting.

>>174205036
What do you mean "you have tons of assets"? From where?

>>174205047
I spent a huge amount of time playing this Knytt Stories level called Gaia, it was really crazy big and amazing. Wild ride.
>>
>>174208024
You maid a good name, I'll take it.
>>
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I post like once every 3 months, but I may actually have a demo soon. Already got the first boss and everything in, just needs some polish and an intro.
also, is acceleration on the movements in a metal slug like game horrible?
>>
>>174208772
not if you reach max velocity in half a second
>>
>>174208772
Slidy controls in a hectic Run'n'Gun? Sign me right up!
>>
It'd be a kind of BF2 & MGSV hybrid. Gameplay of BF2 with private military company management and interaction of MGSV. Each player could manage one or even more PMCs, taking jobs, deploying different weapons and vehicles, etc. Quick play would let you fight in another PMC's battle as a lone mercenary in return for payment.
>>
>>174209087
Sounds thought through well and reasonably scoped. See you in 2030.
>>
why, in gms, does checking if (keyboard key || gamepad.button) not work correctly for me?
>>
>>174209780
post script
>>
>>174209890
(if(keybord_check(whatever) || gamepad_check_button(button))hspeed+=1;
>>
>>174209780
define "not work correctly"
>>
>>174209970
The obvious first question is whether you've verified whether at least one of them works on its own, irrespective of the || construction you're using.
>>
>>174209970
Have you tried them seperately? I.e. does keyboard_check(ord("D")) do the thing you want? Does [gamepad thing] do the thing you want?
>>
Open your code folder, get out your calculator, and add up how many lines of code you have for you latest project.

I have 8600~ for a casual mobile game. Been working on it for 6 months now part time
>>
>>174210240
>get out your calculator
My what?
>>
Reminder that filling your code with debug messages is far faster and more useful than asking agdg.
>>
>>174210240
>casual mobile game

What's it like being a sellout?
>>
>>174210298
Sorry I meant open your abacus app
>>
>>174208732
the epic marketplace, cg trader
>>
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How much would a complete OST of around 14 tracks (around 1:30 minutes each) cost?

Any music-bros around to throw me an estimate?
>>
>>174208763
Eyyyyy
>>
>>174210491
I can't tell whether that is supposed to support WRPGs, JRPGs, or neither.
>>
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Implemented the most important combat feature.
You can choose from 3 different taunts.
>>
>>174210491
I'm sure it'd depend on the musician, honestly. I wish there were good methods to find some good musicbros for JRPG style games.
>>
>>174210603
Wasn't there a HUGE smug cut-in when she taunted before?
>>
>>174210240
Fun fact: If you take your line count and divide by 23, you get how many pages of a regular book you've filled. 373 in 6 months isn't half bad!
>>
>>174210491
Depends on how good you want it and what style you want it in
I could do it for free but I can't guarantee it'd be particularly good
>>
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>void shrink_x2_and_keep_size()
What did they mean by this? What does this accomplish?
>>
>>174210603
>Taunts in a single player game
Do they buff you or something? Otherwise who would care?
>>
>>174210618
Mine is also a JRPG. Do you want to share info if we ever find someone? Vrvdvd
#6604 on Discord.
>>
>>174210770
Obviously LP-bait.
>>
>>174210679
There was, I'm not sure I want to use it, the cut-in kinda ruins the flow if you're in the middle of fighting lots of enemies.

>>174210770
It'll piss off enemies near you and they'll attack.
>>
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>>174210770
>>
>>174210730
Would you help me make a placeholder song for testing maps? Like battles and shit. Would love that.
>>
>>174210191
yeah. separately they work fine, which is why i'm confused. i didn't feel like opening gms to paste my shit but i can assure u my syntax is pristine
>>
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>>174210491
>female who hasn't been tainted by feminist bullshit, won't give you shit because she's a 8/9/10, but also isn't ugly
vs
>cockroach trap that needs loads of makeup and dye just to hit "barely passing"

I think the choice is obvious.
>>
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>>174211142
>my syntax is pristine
I have my doubts.
>>
>>174211218
That's an 8.5 out of 10 to you? Holy shiiiiit dude.
>>
>>174211005
Sure, I'll contact you on discord I guess
>>
>>174211284
Nah you misread.
>>
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>>174153385
>mfw webdev trying to get a job so keep learning webdev tools
>mfw no time to make game
>mfw being idea guy without being able to take action is hell
>>
>>174211270
I never knew I wanted a smug wine-sipping Tom reaction until this very moment.
>>
>>174211315
Nah you incorrectly articulated your point.
>>
>>174211284
>won't give you shit because she's a 8/9/10, but also isn't ugly
He is implying 8/9/10s are bitchy. The depicted female does not belong in that category, but still satisfy his standards.

I am not sure she isn't a devout religious type though. Getting a weird vibe.
>>
>>174211513
ok
>>
>>174211387
Go disprove quantum immortality dumb frogblogposter.
>>
>>174211387
>webdev
Download phaser and get to work.
You're not at your job all day every day.
>>
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>>174210770
Have you never played an action game in your life?
>>
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>>174211387
Gotta schedule your time better.
>>
>>174211794
>three hours of eating
goddamn united statians
>>
>>174167082
>not commenting
>>
>>174212031
>he doesn't graze like a cow

Absolute pleb
>>
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I started on a new boss today and made some decent progress so far. Got to work out some issues with it, then build a level.
>>
idea guy here

realistic vaginal secretions
>>
>>174212627
Brilliant. Why don't games have this yet?
>>
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>>174211794
>schedule

Just like, close your blinds, m8. 24 hour days are a social construct.
>>
>you'll never make a game as good as YIIK: A Postmodern RPG

Feels bad man
>>
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>automate TileSet creation to load images on start-up
>assign TileSet to TileMap
>randomize tiles in TileMap
>nothing is drawn
>remote inspector shows pic related while running

When checking the texture in the script and doing
>print(texture.get_data().empty())
it says the image is not empty. Also, the correct size is shown in the inspector as well as the path and name to the image. Even getting the image's pixeldata shows that there is an opaque color in that texture.

What the fuck, Godot?
>>
>>174213394
If you post this on Godot's Q&A there will be an autist who will help you within 3 hours
>>
>>174213528
>posting anywhere else than agdg
Stop suggesting things that would actually help.
>>
Protip: wrap a rubberband around your testicles while you dev in order to increase productivity
>>
>>174213635
Wrap a belt around your neck to encourage quality discourse.
>>
>>174213635
Wrap your finger around the trigger of a gun and pull it.
>>
>>174213635
Wh-what if I'm a girl?
>>
My game is honestly going to be amazing, I will give out free keys to you fine folks once I make it big.
>>
>>174214252
You're not, so don't worry about it.
>>
>>174214379
He could be if he follows the protip
>>
If I can't get a girlfriend then I will program my own.
>>
>>174169929
I already spent a lot of time trying to figure out how to get the viewpoint better. It was originally much harder to control than this.
>>
>>174214557
Commencing rejection protocol
>>
>>174214557
Exception: attraction not found.
>>
>>174214557
WARNING
Illegal hardware in reproduction port detected!
>>
>>174153539
My game is f2p and micro transactions are non refundable.
>>
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anyone got these? I've got the dx set pre ordered for visualising poses, what do other people use for this kind of thing? any 3d software that you use?
all my figmas have shit articulation
>>
How do I record webms of my game?
>>
>>174215662
OBS + webm for retards
>>
>>174201279
>Bonanza Bros.
sounds pretty arcadey
if you're using the term "picaresque" I can pretty much guarantee your game is not going to be arcadey enough to get away with having no point
>>
I am PISSED THE FUCK OFF that I do not live in medieval times
>>
>>174215476
>all my characters are unrealistically fit

REEEEE

BEAUTIFUL AT ALL SIZES
>>
>>174216114
>unrealistically
hmmm
fat figures wouldn't work since their articulation would suffer, they need to be thin for more poses
>>
>your way of idea guy-ing is making music for boss battles and levels for games you'll never start or finish
this has been going on for a while and it sucks. been thinking of making a sidescroller shooter in the vein of gyossait with this as some boss theme: http://vocaroo.com/i/s0YR3S1zYgUG
>>
>>174216104
I was too, but then I figured not wiping my butt with salad leaves is a pretty sweet thing. Also the absence of a constant smell of shit.
>>
>>174216478
But I can't go on a crusade to purge my enemies and rape their women
>>
>>174216573
Implying you could even get it up, enjoy being a laughing stock
>>
>>174216478
Obviously if everyone smelled like shit and you also smelled like shit it'd be normal and you wouldn't be bothered like it.
>>
>All game needs is actual content
>Know exactly what content to add
>Can't add content without art
>Can't art
I knew this day would come.
>>
>>174215662
webmcam https://a.pomf.cat/kykzbc.rar
>>
>>174217083
Sounds like it's time to start a new project, m8
>>
>>174217083
>Can't add content without art
wrong.
>>
>>174214263
That's what you say now, but after selling your first copy you will turn your back on us and never come back. They all do ;_;
>>
File: feels-bad-man-frog-tongue-out.jpg (41KB, 399x388px) Image search: [Google]
feels-bad-man-frog-tongue-out.jpg
41KB, 399x388px
>all that vr stuff that appears in your blueprints when you create a new project

Is there anyway to make this stuff not appear by default? I don't hate VR or anything, but I'm not interested in it and it's tedious to delete all of it every time I create a new project.

I'm talking about Unreal Engine btw
>>
>>174217630
But VR is the future, anon.
>>
File: C6fAT-XU4AAV6z8.jpg (77KB, 606x873px) Image search: [Google]
C6fAT-XU4AAV6z8.jpg
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>>174217720
>>
>>174217630
>he uses the templates instead of a blank project
>>
File: fake_but_still_funny.jpg (102KB, 1080x1080px) Image search: [Google]
fake_but_still_funny.jpg
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>>174217720
>vr is the future
>>
File: screenshot.png (81KB, 1303x679px) Image search: [Google]
screenshot.png
81KB, 1303x679px
Do games made in Unity have dependencies other than the data folder it makes?

Would a player need some other crap installed in his computer to play?
>>
File: virtualmisogyny.png (1MB, 1035x700px) Image search: [Google]
virtualmisogyny.png
1MB, 1035x700px
>>174217801
>meanwhile in reality

The market won't tolerate their faggot shit yet. They'll have to wait for women to get jealous and start using VR in an attempt to destroy yet another thing built and enjoyed by men.
>>
>>174218571
No
>>
File: thanksintellisense.png (46KB, 2016x150px) Image search: [Google]
thanksintellisense.png
46KB, 2016x150px
Th-thanks Microsoft
>>
File: 1489524678839.png (896KB, 839x979px) Image search: [Google]
1489524678839.png
896KB, 839x979px
another day another dollar I will never make

happy easter cunts
>>
>>174219445
>5 hours per week
lmoa
>>
Give me your VR game ideas so I can make my money back
>>
idea guy here

program your own video game: the video game

it's just a shitty text editor bundled with gcc

that'll be $49.99 you filthy goyim
>>
>>174220382
I'd venture that about 20% of the userbase plays that shit constantly and the other 80% played it a few times and it's now collecting dust
>>
>>174216738
Literally join ISIS. Or, if you're a leftist and don't mind missing out on the rape, there are some communist groups fighting in Syria.
>>
>>174220446
I hope you didn't make the wrong choice and buy an Oculus Rift.

https://www.youtube.com/watch?v=gHeqzxnCjgk
>>
Does anyone have webms saved of the demon girl waifu game that was posted here a while back? Or a general time they were posted so I can trawl the archives?
>>
File: jam.webm (154KB, 166x160px) Image search: [Google]
jam.webm
154KB, 166x160px
New weapon, a wrench the player starts with.
Weapons that can be picked up are bordered by those bracket things deus ex had when you look at objects
>>
>>174220853
>locked out of half the software
>no built in audio
>inferior controllers

no ty
>>
File: 1486730882824.jpg (32KB, 280x800px) Image search: [Google]
1486730882824.jpg
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>>174221338
>inb4 anon gets raped by the internet for simulated animal abuse
>>
File: PETA to nintendo.jpg (444KB, 1693x2048px) Image search: [Google]
PETA to nintendo.jpg
444KB, 1693x2048px
>>174221338
>>174221647
Already sent a mail to PETA you sick fucks!
>>
File: 0oUMSmm.jpg (3MB, 1920x1080px) Image search: [Google]
0oUMSmm.jpg
3MB, 1920x1080px
Give me your best space battle music right now
>>
>>174221647
I want to add gibs but my friend doesn't want them because "we're not making an animal murder simulator"
>>
>>174222029
https://www.youtube.com/watch?v=BnaC0RgEPCw
>>
File: you.jpg (186KB, 712x612px) Image search: [Google]
you.jpg
186KB, 712x612px
>>174221458
How does it feel to be a cuck? I bet you also enjoy cultural enrichment that is currently happening within the western civilization.

But it's okay, I will get to enjoy my wireless addon in a few months and a booming market of third-party devices with superior tracking as well as ability to upgrade a headset instead of having to purchase everything again while you will be burning in hell and sucking off jewish cocks like a good drone you are.
>>
>>174222168
My nigga, that OST was amazing.
>>
File: Your affection.webm (353KB, 800x480px) Image search: [Google]
Your affection.webm
353KB, 800x480px
Re-implemented the other aerial physical attacks and made some new hit effects for that type of damage. The effect is slightly different compared to before, which was just 2 animated sprites that were flipped horizontally randomly on creation.
>>
>>174222231
>"I get to buy replacement hardware because the hardware that comes with my vive is so shitty!!"

I'm entirely satisfied with touch, thanks!
>>
>>174221696
Why doesn't PETA just make its own video game?
>>
>>174222081
then tell him that being able to beat a dog/coyote with a crowbar after it's already dead and make its corpse fly through the air and bounce off the walls is probably worse than dismemberment
>>
>>174222447
they've made several mate
>>
>>174222464
Then why are they demanding that Nintendo make their video games for them?
>>
I'm trying to fix the Unity problem of missing collisions when you pass through an object between frames. So far I'm trying to do it by sending a raycast ahead and behind every frame, then checking if the behind raycast is the same as the ahead raycast from the frame before. The issue is that this seems to be causing problems when the high speed collision check and the normal collision check both return true. Is there some way to check if a collision occured in that frame, or what else could I do to fix this?
>>
redpill me on materials
>>
>>174222752
add lerp 1, -1, 0 roughness
>>
>>174222673
Isn't this what continuous collisions are meant to solve?
>>
>>174222752
https://learnopengl.com/#!Lighting/Materials
>>
>>174222821
what did he mean by this
>>
>>174222752
They're manipulated by the Jews in order to push the NWO agenda
>>
>>174222863
In theory. It doesn't seem to really work.
>>
can c++ be used to make video games
>>
I got sidetracked and now I'm going down a rabbit hole of copyright shit and licenses.

Do you guys think Let's Play shit rips you off when they're making [more] money off from your [free] gaym?

Or do you feel like they're ads for a game that wouldn't have enough audience if it wasn't for them?
>>
>>174222942
It's the magic shit I do in roughness every time I make PBR materials, and it makes no sense to me but it always works somehow
>>
>>174223023
Nope. Go learn GML.
>>
>>174223023
Nope.
>>
What could have caused the size/position of bones in rest pose mode being different from those in edit mode? They were the same up to a point, did I do something accidentally?
>>
>>174223070
If your game gets less attracting when you've seen someone clearing it, then this means your game is shit.
>>
>>174223070
Try making a game with the focus on gameplay and not some shitty cinematic experience and it won;t be a problem.
>>
>>174223098
I can't parse it. Which values of the lerp do 1, -1, 0 represent
>>
File: RoughBias_1.jpg (64KB, 1236x505px) Image search: [Google]
RoughBias_1.jpg
64KB, 1236x505px
>>174223382
>>174223382
>>
>>174222673
>Unity
You being retarded is not PhyX's fault.

Raycast/spherecast from last position to current position (In Update() of coarse) if you you're using stupidly high speeds. Also if you're using paper thin colliders that will probably fuck up continuous collision detection.
>>
>>174223467
... Won't that lerp node always output -1?
>>
>>174223572
like I said m8 it makes no sense but it works

That image is literally from Epic's guide on setting up PBR materials
>>
File: pose.png (53KB, 1088x868px) Image search: [Google]
pose.png
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What is causing this? It's driving me crazy. I've already made a dozen animations before it did this, so manually fixing it and resetting the rest pose breaks all of them and I'd rather not do it.
>>
https://instaud.io/SWn
Is this lonely and spacey enough, it's a rough draft so I know the drums are a tad too loud.
>>
>>174223629
There is literally no difference between using the lerp node and just using -1. The magic happens elsewhere.
>>
>>174223556
That is a bit simpler than my method.
>>
>>174223572
>>174224041
This retard doesn't know what he is talking about. There is no magic Scroll down:
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/

There is a slider to adjust your alpha between 0 and 1. You set lower to -1 to completely remove roughness from your roughness map at 0 alpha. Epic should've made that alpha into a parameter to increase readability.
>>
File: 1489640581545.gif (3MB, 440x322px) Image search: [Google]
1489640581545.gif
3MB, 440x322px
>>174224034
it was lonely and spacey until 1:05
then it went pic related
>>
>>174223745
What's the problem? Please explain these two pictures.
>>
File: 1.png (83KB, 720x320px) Image search: [Google]
1.png
83KB, 720x320px
How do I quickly create a lot of 2d characters for my game?
>>
>>174224189
Left is the bones in edit mode, in their original sizes and positions. Right is the bones in pose mode, where it's decided that for the rest pose the distance between the feet and the foot control bones needed to be increased, pushing the knees up.
>>
>>174224272
you start drawing very fast at incredible high speed
>>
>>174224272
Like that.

With swappable parts that are animated procedurally. See: Salt & Sanctuary
>>
>>174224426
H I H G S P E E D
>>
File: dronesight.webm (2MB, 637x357px) Image search: [Google]
dronesight.webm
2MB, 637x357px
Drones have a perception threshold for seeing the player, quick glances won't get the player caught, but a drone will notice.
>>
>>174224621
why doesn't he try to go to the last player's known location at least?
>>
>>174224556
LODRAG
>>
>>174224130
ah so a bit more than a tad then
>>
>>174224690
He does, its just kinda hard to see in the webm I guess. When he turns yellow and moves he's trying to go to the last known position.
>>
>>174224405
So resetting the positions in pose mode doesn't work?
Does turning off the bone constraints not help?
>>
>>174224865
Nope, by the looks of thing it scaled up the foot control bones for some mysterious reason.
>>
>>174224881
Sounds super weird. Would you want to upload the file somewhere and I'll try to fix it? If you don't want your asset stolen you can delete the animations and model and just leave the armature. I remember having this problem in the past but I forget how I fixed it.
>>
>>174225007
I've already been on it for hours at this point. I may as well just bite the bullet and fix the animations.
>>
File: help.png (14KB, 678x140px) Image search: [Google]
help.png
14KB, 678x140px
it's not even playable yet
>>
>>174225642
>blank line every 4 lines of code
>>
>>174200043
Where is the Eggscalibur?
>>
>>174225720
There's nothing wrong with readable code.
>>
>>174225642
Are those sloc?
Also if you are doing Enterprise c++ half of your code is getter/setter functions regardless...
>>
File: Dungeon-Master-II-Skullkeep-4.gif (14KB, 320x224px) Image search: [Google]
Dungeon-Master-II-Skullkeep-4.gif
14KB, 320x224px
How do I learn to draw for vidya /agdg/? I want an early 90s PC game aesthetic.
>>
>>174226175
step 1
start drawing
>>
>>174226226
Drawing with a mouse feels like fucking garbage though.
>>
>>174226175
That's why google invented material design, draw everything using simple shapes like circles, triangles and rectangles
>>
>>174225720
I like spacing my code to add clarity.

>>174226156
>Are those sloc?
Yes.

>Also if you are doing Enterprise c++ half of your code is getter/setter functions regardless...
I intentionally use structs for almost everything to default to public visibility, I find trivial setters/getters pointless (at least for a 1MA project).
>>
>>174226335
>I find trivial setters/getters pointless
this desu, with Java I just set everything as either protected or private. Fuck getters and setters
>>
>>174226295
Not sure if I'm getting your point
>>
>>174226263
No it doesn't.
>>
>>174226175
>learn to draw
>draw
>downscale to proper resolution
>change palette to early 90s PC game colors
>>
>>174226263
I can do it
>>174168178
you can do it

buying a wacom doesn't magically make you a Picasso
even people who can draw decently on paper have trouble learning to look in front of them instead of following their hand
>>
>>174226370
My point is that you should fuck that 90s graphics and use material design instead like everyone else
>>
File: 2017-04-16_21-02-37.png (998KB, 1209x729px) Image search: [Google]
2017-04-16_21-02-37.png
998KB, 1209x729px
Would you live here?
>>
File: 1479066579012.jpg (40KB, 640x512px) Image search: [Google]
1479066579012.jpg
40KB, 640x512px
>be begginer dev
>want to make a tcg after i finish my current stuff
>start reading about advanced topics required
>get to interfaces
>spend 2 hrs in bed trying to grasp them
>wake up today, none the wiser

Being stupid is suffering.
>>
>>174226416
>>174226475
I'm not meaning that it's garbage objectively, but that it feels like garbage -for me-. If you feel it suits you then fine, but I can put my thoughts on paper by hand way easier than I can on a screen with a mouse. Should I just get a drawing tablet - what's a budget alternative for Wacom that won't chink me the fuck up? Or maybe scan my drawings and alter them in programs and shit?
>>174226502
That just feels like cheapening out on my vision, whatever that might be. I don't want the easy way out, I want it to be whatever I think it should be.
>>
File: 1266946515953.jpg (6KB, 189x200px) Image search: [Google]
1266946515953.jpg
6KB, 189x200px
>>174226502
>>
>>174226710
Do you need to have several types of objects in the same list? Have them implement an interface and create a list<thatInterface> and add those objects.

That's literally the only reason to use interfaces in real projects
>>
>>174226775
have you ever actually drawn something with a pen tablet before?

I mean, if you really want to make graphics like
>>174226175
you will be shooting yourself in the leg with a tablet
>>
>>174226175
Draw a fuckton
Get feedback
Look at a lot of source material and study them
Lower your palette
Think how they think "noisy = good, because it looks detailed and really sets us apart from older graphics"

>>174226442
Drawing and then downscaling wasn't a normal workflow at that time, and will create distinctly different feeling stuff (probably even if you clean it up)
>>
New thread.
>>174226976
>>174226976
>>174226976
>>
>>174226908
No, that's why I'm asking whether it's appropriate for the task
>>174226954
>Drawing and then downscaling wasn't a normal workflow at that time
What's the best workflow for this thing then?
>>
>>174226954
>Drawing and then downscaling wasn't a normal workflow at that time

Wrong. It's been a pretty normal workflow since 16bit consoles and DOS. Draw, downscale, and manually edit a little until it reads.
>>
>>174227056
>edit a little
>a little
o ye I'm lafin
>>
>>174227019
Emulate DOS and start drawing with Kidpix
>>
>>174227056
>nuh uh
>>174226954
>yes huh

[citation needed]
>>
>>174227056
What about animations? Is there some trick to align the individual "cels" even during the scanning process (so they aren't all jittery and strangely angled), or was it all manually edited afterwards to fit together?
>>174227098
The problem with a lot of those drawing programs I find is that doing things like dithering is a tedious task that will never look as convincing as the "real thing" (by lowering the palette)
>>
>>174227019
pixel art is incredibly mouse operation heavy, I'm not fucking with you, you will do fifty billion clicks and right clicks on everything you make plus a fuckton of keyboard punching to boot and don't even get me started on lassoing and moving something with a pen, it's the most awkward shit ever

and even if you drew something physically and scanned it into a computer, you are not getting away from the above
>>
>>174226810
So if i need to implement abilities on objects, how do i do it then? Stuff like "This object can fly" or "this object is poisonous".
>>
>>174227451
No no, dont overthink it. Just create objects like normally with normal functions and forget about interfaces. Interfaces forces several objects to have functions with the same names
>>
>>174227451
Use an Enum array or enum bitmask.

Array:
enum ABILITY{
FLY,
POISON,
..
}

ABILITY[] abilities = [ABILITY.FLY, ABILITY.POISON....]

Bitmask
[Flags]
enum ABILITY{
NONE = 0,
FLY = 1,
POISON = 2,
SHIELD = 4,
..
}

The bitmask one you'd probably want to read up it a bit more. Hope this helps.
>>
>>174227775
>>174227451
Forgot to add that you then just check what ability an object has and then run the corresponding
function
>>
>>174153867
Osiris' floating ghost penis
>>
>>174156560
I just scribble down the algorithms I want to use for a certain function and see if there's any improvement I could potentially make for better performance or quality-of-life

other than that I'm pretty much set on the design I want to have and usually make the right decisions from just testing it myself over and over again
>>
>>174227395
I get that. However, "pixel art" as I see it (i.e. literally drawing stuff from scratch in paint) never gets me the lush dithered look as I've made an example of in >>174226175, no matter how much shading I try to employ. There's clearly some digitization going on, but I'm unsure about the specific steps of the process.
>>
File: zoom.png (201KB, 1894x774px) Image search: [Google]
zoom.png
201KB, 1894x774px
>>174229313
First of all, actually trying to seriously make pixel game graphics in MSPainintheass is tantamount to self-torture.
I will never understand people who unironically attempt it.
It has no default transparency, no layers, no animation, very limited general tools, no custom brushes and a host of other glaring flaws nothing can really fix.

Second, that picture has aboslutely nothing special going on in it, no special post processing is invovled. If you were a madman enough you could draw all of it in Paint, but there are just way more better tools for that
>>
>>174229818
>but there are just way more better tools for that
Can you recommend some?
>>
I created some custom inspector stuff in Unity by adding sliders for 2 numeric variables, but moving the sliders doesn't show instant results. The scene view only refreshes when it's clicked, or when I press Enter, or change the "usual" number fields. Why?

I found out that I could call EditorUtility.SetDirty(target); to force redrawing my gameobject, but that enforces redrawing it every frame, which I don't want...
>>
>>174230313
Paint.NET
>>
>>174230313
Aseprite, Graphics Gale, PintNET, SAI, Photoshop, Krita, Gimp, pretty much anything that isn't MS Paint

Aseprite leaves everything else in the fucking dust but it's not free
>>
>>174230558
There's free versions of earlier builds of Aseprite online but obviously they are missing current updated features.
>>
Add to the start of the OnGUI:
EditorGUI.BeginChangeCheck();

Add to the end
if (EditorGUI.EndChangeCheck())
{

}
>>
File: thing2.jpg (304KB, 793x592px) Image search: [Google]
thing2.jpg
304KB, 793x592px
>>174230558
I'm struggling with just using PS right now and it's coming out "Ok" but I really need to get my ass over to aseprite, this is hell.
>>
>>174231232
to which of my scripts, though? Tried adding it to My class which is derived from Editor, doesn't seem to work...
>>
File: 1457463317527.gif (2MB, 400x206px) Image search: [Google]
1457463317527.gif
2MB, 400x206px
>>174153932
did this really get no replies

good post anon
>>
>>174231927
you now realize most people here were toddlers when that movie came out
>>
File: fucking sliders.png (28KB, 660x841px) Image search: [Google]
fucking sliders.png
28KB, 660x841px
>>174230408
>>174231232
>>174231764
hm ok, so I came up with this code here, which does not force redraws every frame, but it's ugly and I'm certain there's a better way to do this...
>>
>>174232831
What I still don't understand is why changing the input fields for the values works out of the box, while using the sliders (which changes the same values per code after reading from the sliders?) doesn't... pls help.
>>
File: fucking sliders2.png (22KB, 608x607px) Image search: [Google]
fucking sliders2.png
22KB, 608x607px
>>174232831
>>174233039
Ok, this here works too with less code. Was this what you suggested? Or is there an even "better" solution? I think it shouldn't be necessary at all to have telling Unity to do the redraw manually...
>>
>>174233039
>>174232831
example


[CustomEditor(typeof(Part))]
public class PartInspector : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();

EditorGUI.BeginChangeCheck();
Part myTarget = (Part)target;

DrawDefaultInspector();
if (myTarget.GUID == null || myTarget.GUID == "")
{
if(myTarget.Name != null || myTarget.Name != "")
myTarget.GUID = AssetManager.GenerateGUID(myTarget.Name);
}
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
if (GUILayout.Button("Save"))
{
Save(myTarget);
}
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();

if (EditorGUI.EndChangeCheck())
{

EditorUtility.SetDirty(AssetManager.Instance);
}
}
..
}


Also you know you can just use unity's built in slider for ints like this without doing it yourself

[Range(0.0f, 10.0f)]
public float myFloat
>>
>>174233553
>Also you know you can just use unity's built in slider for ints like this without doing it yourself
Didn't know that (or forgot about it), I'm a noob when it comes to Unity and merely following tutorials right now. And in this particular tutorial the guy didn't seem to bother with proper updates, as it shows in complaints on his youtube channel.

I see you call EditorUtility.SetDirty() as well, so this is the 'correct' way of doing it? Either way, thanks a lot!
>>
>>174233707
I'm using set dirty because I'm changing another object as well with my custom inspector. The whole point of setting things dirty is so the engine/editor knows that you have made a change and should update it.

Really you should just use the Range attribute or SerializedObject.Update & EditorGUILayout.PropertyField.

https://docs.unity3d.com/ScriptReference/EditorUtility.SetDirty.html
>>
>>174233951
>Really you should just use the Range attribute or SerializedObject.Update & EditorGUILayout.PropertyField.
Yeah, but one of the goals of this tutorial is creating fully customized inspector components/layout.
>>
>>174234110
Ok
>>
>>174225642
how do i calculate the sloc of the code project?
>>
File: cloc.png (6KB, 644x136px) Image search: [Google]
cloc.png
6KB, 644x136px
>>174225642
Same

>>174235413
There's free programs to do that, search it for your language
>>
>>174230474
>>174230558
Thanks a lot guys
Thread posts: 815
Thread images: 147


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