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/agdg/ - Amateur Game Development General

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Thread replies: 817
Thread images: 122

an artist without portfolio looks for a programmer 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
>>174390198

> 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

> Webm recording
obsproject.com
gitgud.io/nixx/WebMConverter
>>
first for clickteam fusion
>>
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How's your progress going, Anon-kun? Did you make a lot done today?
>>
ill just go ahead and shill myself. feel free to destroy me.

https://soundcloud.com/snowhands/youre-special

sorry i dont have a clyp with any new stuff on it. if you want to collab with me

[email protected]

im really sorry for shitting up the thread but id like to be useful and help people. ill make free music.
>>
>>174438556
What's your engine preference?
>>
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something went terribly wrong
>>
>>174438650
fucking kill yourself already you fucking faggot
>>
>>174438679
i want to fuck fuchsia haired crabgirl
>>
>>174438679
>that low angle shot
LEWD
>>
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So I guess it's a meme to not post art or something? Anyhow I'm just an amateur but will work on an existing project if you need someone.
>>
>>174438679
Rorschach had a daughter?
>>
>>174438556
I like this song a lot desu
>>
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>>174438679
>>
>>174438679
Oh god what did you do?
>>
>>174438847
Have you done any animation? I'm making an RPG sort of thing in GM:S, also a beginner, would be cool as heck to collab
>>
>>174439026
I got the hair right, but head the same. Something wrong with uploaded file.
>>
>>174439115
I haven't but I'd really like to! Ahh but I really hate to say it, unfortunately, I'm not really willing to work with GM:S at this time.

I do wish you the best, however.
>>
>vr tcg
What are some mechanics you'd like to see in a card game? I'm experimenting with have 2 types of mana (aggressive and defensive) that the player chooses 1 of at the start of every turn. I figure it'd be a good way to allow different types of decks to build different while getting rid of the same mana curve for everyone. Also allow trap (instant, auto triggered) and sorcery (prepaid spells that only activate on your turn) to be played face down. This way decks can still have 'reactions' while keeping up the pace of an online game, and also allow for mind games.
>>
what's your experience with collabs anon?
>>
>>174438480
Hi Phillip, how are you?
>>
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>>174439123
Just reassign the textures to the respective faces it's easy
>>
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>>174439274
epik
just fucking epik
another successful mission, how will they ever recover?
how does it feel to be a fucking waste of oxygen?
>>
>>174439301
>getting rid of the same mana curve for everyone
Why not lands?
>>
>>174439672
Don't you think artists have the right to be involved in the software pipeline?
>>
>>174438847
>>174439274
>>174439736
normal people don't talk like this, not even on reddit or facebook
>>
>>174439672
>>174439802
The collab didn't work out, what's to get so mad about?
>>
>>174439894
>everyone who types in all lowercase is the same person
>>
who is he quoting?
>>
>>174438679
Until I noticed that those are eyes, I thought this was some kind of bondage mask with a heavy chain gag.
>>
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>>174439495
ugh, I appriciate your attempt to kick our lazy asses to get more familiar with blender but it still would be better with few materials embedded.
Anyway thanks for the cute model.
>>
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>>174439672
Not him, but I'm an artfag.

Whatchu need, famalam?
>>
The goal of the artist-bait is not to destroy someone's hope of a collab. It's about getting people to comment - ideally rage - about the existence of the artist-bait.
>>
>>174438556
Are you willing to collaborate or just trying to get some of your stuff out?

I mean are you interested in what your music will be or just that your music will be in something?
>>
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Funny how a few dashing particles are still more demanding than a whole map on fire.
Now I really want to make a jungle level which climaxes at feeling of regret.
>>
>>174440223
It's absolutely a concerted effort to create an environment in which agdg is incapable of collaborating. The shitposter picks a topic he doesn't want in the general and shitposts about it until people start filtering it or assuming it's bait automatically.
>>
>>174440223
Or maybe, just maybe, collabs don't always work out. Feelings get hurt I understand that, but it's better to accept it and move on instead of crying like a baby
>>
>>174440307
This burns my eyes. I'm not trying to be funny. I'm just serious.
>>
>>174439707
Slows down the game, makes getting flooded a possibility, and takes up "deck space". Heartstone is really nice in that you never have to worry about those, but it's too restrictive imo. Everyone has the same ramp. With 2 (or maybe 3? Idk) mana types that you can reliably get I hope to expand the possibilities for deck types while also not guaranteeing the same power curve.
>>
>>174440084
I'm not the one that made it
>>
>>174439495
>>174440084
I must be fucking stupid because I don't have any idea as to how you do that.
>>
>>174440448
Then it works as intended™
I couldn't see shit myself while recording, but in the end it's not a problem as the fire normally kills you pretty fast anyway. I had to regen my health all the time.
>>
>>174438556
Not bad, I enjoyed listening to it. I'm tone deaf and have no idea about music theory so I can't comment about it on a technical aspect.
>>
>>174440592
It's easy but weird you just gotta select the faces in edit mode and in the uv editor open/select the texture you want.
>>
>>174440448
boo fucking hoo
>>
>>174440263
>Are you willing to collaborate or just trying to get some of your stuff out?

both. I've been wanting to get into game music since last year.
>I mean are you interested in what your music will be or just that your music will be in something?

both. Send me an email with details if you want to work together.
>>
>>174440416
Collabs can and do happen. The key is to simply not follow the bait formula to a T.
>>
>>174440307
I dunno how early production this is and you were probably intending to add them. but I think this could really benefit from some BG fire effects and heat distortion
>>
>>174440462
I'm going to disagree with you on that, but then it's your game. I prefer lands in M:tg and really dislike HS approach.

As for your stuff, my general advice would to just appeal to every type of player archetype, the Timmy/Johnny/Spike thing. I'm personally more of a comboJohnny, so i'd like to see more of combo stuff in TCGs.
>>
>>174440307
>filename
kek

Do you use the same approach for both systems?
>>
>>174440416
who do you think is responsible? a lone individual or an agent of some cause? perhaps someone from albuquerque?
>>
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>>174440093
I don't need anything.
I'm just tired of seeing the same fucking shitposts day after day, thread after thread, just cluttering the fucking place up and annoying people.

If you want to actually work with someone name your goal, specialization and fucking engine preferences upfront
waltzing in and saying "who is looking for an artist?" is a fucking shitpost and I will always treat is a shitpost, and everyone else should too.

What artist are you? Do you draw? model? compose?
Do you specialize in 2D or 3D?
Do you harbor any kind of aversion towards specific tools?
What kind of game would you prefer to work on?
>>
>>174440940
It's might be an overkill for dynamic fire, especially in this quantity, but if I add fire themed level, I will put additional effects in.

>>174441128
What do you mean by systems?
>>
The trick to collabs is asking in the discord. You're gonna be posting there anyway once it gets rolling, since you need a chat for collabs
>>
>>174440804
Christ, is blender's objective to be the least intuitive program on earth ? I never knew you could do that.
It's pretty dope though.
>>
>>174441340
>What do you mean by systems?
Particle emitters for the fire and dash respectively.
>>
>>174441358
No thanks
>>
>>174440990
Any suggestions on how to have a happy medium then? I want to keep the same quick pace as most online TCGs, but like I said I do dislike the heartstone approach. Maybe a mana deck you can choose to draw from instead? Or a hard cap on how much mana you could draw per game?

And yea that's my main goal. Give combo, control, aggro, and midrange all different choices (or at least the option) while also making other niche decks at least viable.
>>
>>174441397
>the least intuitive program on earth
I'm undecided whether or not this title goes to GIMP first.
>>
I don't need anything.
I'm just tired of seeing the same fucking shitposts day after day, thread after thread, just cluttering the fucking place up and annoying people.

If you want to actually work with someone name your goal, specialization and fucking art program preferences upfront
waltzing in and saying "who is looking for a programmer?" is a fucking shitpost and I will always treat is a shitpost, and everyone else should too.

What programmer are you? Do you code? blueprints? dragondrop?
Do you specialize in 2D or 3D?
Do you harbor any kind of aversion towards specific tools?
What kind of artist would you prefer to work with?
>>
>>174441412
They are almost the same, except dash particles use per-particle lighting (pretty much just drawing the same particle to lighting layer instead of using circular light like fire emitter), but switching the render buffer with each draw kills the performance. Once I get particle batching, it will be fixed.
>>
>>174441528
You have never used vim, have you?
>>
>>174439274
I could switch to Godot I've been meaning to check it out, I just really need some art
>>
>>174441334
>have to fill out a job application to collab
Wow dude, I just wanted to help.

Good look with your game!
>>
>>174441737
I'm sorry but I'm just not interested. I'm sure it'll work out for you, best of luck
>>
Artist here. Do any of you shitposters need image macros for your posts?
>>
>>174441752
I wish trips were mandatory so I could report and hide shits like you.
>>
>>174441840
you are a pile of human garbage and I wish you a slow painful death
and if you actually physically feed off others' burning hatred towards you, then I can always pour you another
>>
>>174441528
I've never done anything substantially complex in GIMP, but I've never had an issue either.
Meanwhile, editing (not just flipping/making them consistant) vertex normals in blender is a fucking pain and borderline impossible.
>>
discord artist programmer godot unity unreal gamemaker loli patreon mobile steam webm op progress bait yous engine source
>>
>>174442080
your ram is leaking
>>
>>174441443
I honestly have no idea man.I'd just go with lands, but i can understand how you see it can slow the game down. For me lands make someone remember that he might not have mana at this and this turn to fire their awesome combo or drop that great 5 mana creature. Hearthstone system is on one hand good, because you know you'll have mana for this card at this time, but at the same time you can't fight it - you can't destroy a land, make the enemy slower, hasten your own mana generation, etc etc. People forget lands aren't only "you draw a land and drop it", there's a whole part of mtg built around manipulating lands.

Btw don't do the random shit like HS does, as in "deathrattle: shit out something random lulz XD", it's terrible design.
>>
>>174442041
That's not making me want to work with you any more, but good day to you anyhow
>>
>>174442458
So would you be satisfied if there were mana creation/destructions cards? Because that's in the realm of possibilities.

And yea, one of the pillars I'm following is no rng. Or at least, only where absolutely necessary. Beyond the literal luck of the draw I want games to be won on good deck building and playing, no rngesus
>>
>>174438556
Looks like you can use this music in a retro style game.
First part 0:30-ish i felt like im in a horror-techno game when i imagine it.
Keep it going anon. It really gave me some goosebumps.
>>
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Adding more dialogue scripting options. Now dialogue and prompt responses can spawn new entities or add party members
>>
>>174443330
That's neat
>>
>>174443330
post infinite snekk paradox loop
>>
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>>174443138
>So would you be satisfied if there were mana creation/destructions cards? Because that's in the realm of possibilities.
You mean you'd do a hybrid system with mana tick + mana manipulation? I could dig that, but then i'm only one person.
>no rngesus
mfw
>>
>>174443330
how about adding screen transitions
>>
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Trying to decide how many music tracks are need for my visual novel.

I'm thinking 1 track per unique area + tracks for each emotion.

So music tracks would be like:
[Home Theme for Morning]
[Mall Theme]
[Sensual Theme]
[Angry Theme]
etc.
>>
>>174444097
>College gates
Is that comic fucking sans?
>>
>>174444386
hating on CS is a meme
>>
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You can shoot back now.
>>
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>>174443598
thx bb

>>174443745

>>174443796
I want to do that next. I have a pretty good idea how to do it, I just need to find a way to handle pausing the game from a script function
>>
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Working on the first enemy.

So if he detects you, he will start pulling you in with his beam. You can still escape it by moving in another direction but it's hard. The beam is very powerful, so powerful that it will throw other shit around. I think I might've gone a bit overboard here but it's funny.

I need to make his hand move separately from his body (so laser doesnt look that weird but his hands follow reaper movement) and the detection radius needs to be bigger.
>>
>>174444741
that's fucking cool.
>>
is there a 2D editor for hitboxes that export to json?
>>
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>>174444737
>>
>>174444741
Is being attacked by the ghost buster some kind of punishment failstate or can it provoked without a significant fuckup? If the latter then there should be a more interesting way of counteracting his beam than simply moving away from him.
>>
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I'm so fucking confused. Using GameMaker, I've got the player controlling two different objects that will function as the whole character you control. Left arrow moves left, right moves right, etc. I've got a piece of code that states that the upper object's x postion is equal to the lower object's x in the step event. Yet every time I move left or right, I get this tiny fucking offset like in pic related and I don't fucking know why it won't fix itself back.
>>
>>174445037
I don't know game maker but I assume that it has to do with the execution order. First the top snaps to the bottom's position, THEN the bottom moves.
>>
>>174445037
post that piece of code
>>
>>174445037
Upper object is setting its position before lower object moves, making it one frame behind.

A better way of doing this would be changing the position of both objects in the input event.
>>
>>174445018
The "ghost buster" can be called by an AI if you fuckup and raise the tension too much (the panic state of the whole level).

So when he comes, he has pathfinding around the level. He will track you down with his beeping device (similar to alien tracker from movies). You need to avoid him. One option I'm adding is that you can break his laser and bounce it into him with a special object (mirror?), which renders him unconscious for a while.

You can also use him creatively and kill your targets with him (as seen on webm) as he doesn't care about them too much.
>>
>>174445037
Are you using image xscale? The spriteflip fucks up the origin on sprites that are an even number of pixels across. Is the offset permanent (I get the impression that it is from "won't set itself back)? If it only happens while moving then you need to set the dependent object to the other object's x in the end step rather than the step.
>>
>>174445189
>A better way of doing this would be changing the position of both objects in the input event.
If the game is very simple nothing but input is going to move these two objects (and he isn't going to have more objects that behave the same way), sure. Otherwise, nah. He's better off setting one object's position to the other in the endstep.
>>
>>174441656
Vim is the worlds greatest text editor. Maybe Spacemacs comes close.
>>
>>174443330
How are you getting the snek to follow without stutter stepping behind you? I find that usually when I have PT members they will move then stop then move then stop while following the leader.
>>
>>174445245
>>174445159
Changing it to end-step worked. I don't know why I was stupid and didn't think of execution order, thanks guys.
>>
>>174445216
The mirror thing sounds cool and I definitely think you should do something along those lines (it would take advantage of the systems you have in place and better integrate the elements of your core gameplay), but if it takes the player making two big fuckups in order to get into the "being pulled in by beam" situation then it's more forgivable if the player isn't given a whole ton of options for escaping it (though again I think more options would be better in this case and agree with the solution you presented).
>>
>>174445534
I don't think it's right to call Vim intuitive unless you're used to reading a book to understand 35% of the features of an editor.
>>
>>174444097
What engine are u making that on? Thinking of making a VN as my first game...

Also you need music
>>
>>174445537
Every timestep the player's position is updated and stored in a vector. Before the frame is drawn, it iterates over the vector from the start and calculates distances (without square roots for efficiency) for every entry, and on each multiple of whatever the follow distance is set to, it sets that party member to that position. When it reaches the last party member it deletes everything in the vector after that last point. So it guarantees that party members move the same fixed amount per timestep as the player, meaning no stutter-stepping

There's absolutely a better way to do it, but premature optimization is the enemy of finishing and it hasn't caused any problems so I'm leaving it as is for now
>>
>>174445914
The last line was a question :)
>>
Hmmm... If I only have 2 weeks, is it worth starting a game to try and get into Demo day?
>>
>>174444737
Thanks anon i needed that

You made my day
>>
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Programmer here: this is my first try at drawing a character.

What do you think?
>>
>>174444737
cool effect, you can always screenshot/save view port to texture, apply mask then fade out to new scene, what engine tho?
>>
>>174445914
>>174444386
It's a screenshot of some Japanese VN, guys. Check the file name
>>
>>174446228
Anything that makes you work is good. In the future don't ask, just work.
>>
>>174446285
Looking pretty good there Pat
>>
>>174446016
Thank you, anon. You have given me some great insight into the problem. I will dive back into my code and see what can be done to fix my fuckery.
>>
>>174446228
Do it. Treat it as a game jam. If the concept is good keep working on it.

>>174446285
Baby or bearded nu-male programmer? You decide.
>>
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>>174446285
>>
>>174446636
kek'd
>>
>>174438360
>literally using the OP to enshrine your forced meme
Fuck this general and fuck you nodev.
>>
>>174444741
>Luigi's Mansion experienced from the receiving end
AGDG, we need to talk about your addiction to stealing from Nintendo.
>>
>>174440416
>The shitposter picks a topic he doesn't want in the general and shitposts about it until people start filtering it or assuming it's bait automatically.
You're absolutely 100% correct. He did it with source and many other things. The "people" here not worth posting your game around honestly.
>>
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Arthritis here, looking for a programmer to work with.
>>
>>174446724
t. asshurt code monkey
>>
>>174446852
Wow! This is nice art. What engines are you willing to work with?
>>
>>174446852
>pitfucking a horse-dildo
>>>/d/dg
>>
>>174446852
What program are you painting in?
>>
>>174446968
Steam engines.
>>
>>174446873
>t. thinks he is some kind of comedian amongst friends when really he's just a hated shitposter and will never be anything but that
Enjoy your life.
>>
>>174447013
Does source or garry's mod suit you better?
>>
help me come up with a mobilegame idea so i can cash out
>>
>>174447132
connect-3
>>
>>174447132
Mobile is hard make a steam meme game instead
>>
>>174447127
I can work with piston engines if it's completely necessary.
>>
>>174447345
We'll make it in minecraft then. Care to drop your email so we can get this rolling?
>>
>>174447405
Minecraft? Do you mean Minnie's crafts? Our families have a long history of conflict that lasts to this day, I must refuse as I cannot work in these conditions. I sincerely wish the best of luck to you.
>>
>>174446296
I'm thinking I just pause all updates, store a pointer to the script function somewhere, and update the transition there while drawing it over the screen. This is just in C++ with the SDL graphics library
>>
>>174447240
First player always wins.
Shit game.
>>
>>174447594
Imagine putting that creative energy into actually writing. Sad!
>>
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v2.0
>>
>>174446852
>>174446968
>>174447000
>>174447013
>>174447127
>>174447345
>>174447405
>>174447594
>>174447732
Can you just go back to spamming source.jpeg please?
>>
How viable is java as a gamedev language?

Are there any good libs for 2D game development, or would you be able to get by with a JFrame, a JPanel and manual pixel manipulation of a canvas or something?
>>
>>174448003
Well, the most valuable game ever was made in it, soooooo...
>>
>>174448003
It's shit.
>>
>>174448003
Well Notch made billions with Java. Im using Java as well for my game because it's fast and easy to get shit done with. Just use a game library
>>
>>174447937
unity chan?
>>
>>174448218
>unity anything
nope, im java
>>
>>174447937
Stop.
>>
https://youtu.be/tAT9mP0I-O8?t=690
>>
>>174448373
but anon I need to learn how to draw
>>
>>174448479
then go to /ic/
>>
Any other military fags here trying to make game?
>>
>>174447937
They look pretty bad. Middle one is ok enough if you want to make some generic mobileshit though
>>
>>174440084
kys lazy shitter
>>
Is there no way to edit multiple keyframes's bezier curve at the same time in Blender ? Left clicking or changing the value only affects one, even when multiples are selected.
>>
>>174447937
oy vey
>>
>>174444741
This looks fucking dope dude! keep up the good work!
>>
>>174447937
is that louis ck
>>
>>174444741
amazing and hilarious

looks great, keep it up
>>
>>174446790
Your post made me feel physical disgust. Like seriously tone the salt down a bit or you may actually kill yourself over agdg devs making good progress.
>>
>>174447937
No one in this thread would EVER play a game with these graphics, but it's already good enough for a mobile game. Congrats!
>>
>>174441334
>unironically shitposting

gg nigga
>>
>>174450176
>but it's already good enough for a mobile game. Congrats!
THANK YOU! Personally I prefer the casual style compared to the old school pixel art
>>
>>174450458
Let me be clear: its technically poorly made, even for flat design. But the mobile market doesn't care.

You're good enough at shape and color that detail will be ignored
>>
is multiplayer difficult with Unity

has anyone here done it before? i'm thinking of a 3d co-op puzzle game with physical puzzles
>>
>>174438480
House Cleaner dev here, nice to see another clicker :)
>>
So when you guys are designing core game play and how things are going to work, what do your documents look like? What a smart organized way to keep all the concepts ideas together?
>>
>>174451693
Comments in the code or just a google doc document
>>
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I'm done with all the assets, animations and stuff.
Just gotta fix some codes and will implement the game mechanics soon. After this ill put some easter eggs if i reach the deadline.
Gotta sleep. Good night /agdg/
>>
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>immersion
>>
>>174451693
I've used flowchart software before to get the exact mechanics down.

In general word documents are pretty bad for game design, since everything is connected to everything else in a design, so the linear flow doesn't really work. Now that I think of it, a wiki is perfect: lots of linking, version control, and ability for the whole team to edit
>>
>>174451916
4 days left, I wish you the best of luck.
>>
so do you have a deadline or you're just deving until being satisfied?
>>
>>174451916
good night
>>
>>174451916
>30 flights of teatime
>>
animating using IKs feels kinda weird
>>
>>174451693
google docs, flowcharts, hacknplan - depending on what you actually need
>>
>>174451693
I use hacknplan as a checklist of things to add and extra stuff like reading material but for designing the gameplay itself it's best to simply playtest it and see what sticks.
>>
>>174452226
gotta
>>
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How many "uh oh this is a huge fucking problem but it kinda works, I'll get back to it later" bugs do you have?
>>
>>174452226
Please upload
I couldn't get the textures right
>>
>>174452317
>>174452321
>hacknplan
Holy shit. How have I not heard of this?
>>
>>174452920
Those get priority #1 until they're fixed.
>>
>>174438360
>sourcefag is back and is still using istock images for his shitposts
cool?
>>
>>174452920
If the code has a huge fucking problem then it's simply not done and there's no point in doing other things first.
>>
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>>174452949
some dude already mentioned the solution
just select the faces, go to uv editing, select the texture you want to assign to said faces and then invert the selection and do the rest

how do you plan on learning if you don't try.
>>
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>>174452920
my gun only shoots once you've let go of the fire key

I have fucking idea how to fix it
>>
>>174453807
*no fucking idea fuck
>>
>>174453006
It's not perfect, really, most of what is lack of some kind of flowcharts, but it's pretty okay even without them.
>>
>>174453807
What engine?
>>
>>174453807
Onkeydown vs onkeyup?
>>
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>>174452920
I have a problem where my character won't jump when you click space if it's the first jump of the level 50% of the time. It only happens in the first level of the game and only when you try to jump towards the right direction.
>>
>>174451916
Cute
>>
>>174452920
I've had none for every project I've tried making in UE4.
The only problem is assets.
>>
>>174454328
if (curlvl == 0)
{
onFloor = true
}
>>
>>174454519
>if (curlvl == 0)
>{
>onFloor = true
>}
or just properly assign it after the variable's creation instead of adding one extra condition
>>
>>174454106
GM
>>174454125
it's a normal keyboard check
nor "pressed" or "released", just a vanilla keyboard_check(blah blah);
if I change to either pressed or released, I actually have to press it TWICE to fire once
>>
>>174445534
people like you give programmers a bad name
>>
>>174454720
haha this nerd
If your game doesn't have a hundred shitty bandaid fixes for nonsensical edge cases then it's not a proper game.
>>
>>174454749
>keyboard_check with a reload timer instead of keyboard_check_released
wow that was hard you turdburglar
>>
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I'm a programmer and this is my art
>>
>>174454749
Rewrite your code, it's fucking shit m8.
>>
>>174454916
I'm an art and this is my programist


if <mayo>
delete (((((ketchup))))
else
produce pizza
>>
13 files changed, 294 insertions(+), 176 deletions(-)
>>
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>>174454916
>tfw I'm both talented and smart unlike you guys
>>
>>174455432
19 files changed, 365 insertions(+), 187 deletions(-)
>>
>>174454887
what's that timer supposed to reload?

>>174454991
>is your code shit?
>yes
>what's wrong with it?
>this and that
>your code it shit
thank you, master
>>
>>174454407
>>174452201
>>174452132
Thank you!
>>174452190
Thanks. But i can't sleep.
>>
>>174455483
I'm going to kill you and suck away the talent from your skull
>>
>>174455483
where's your game?
>>
>>174455957
far away separated from my shitposts
>>
tfw running low on objects for gms2's trial
>>
why do games must be videogames? why not audiogames?
>>
>>174456132
why do you subject yourself to such kikery?
>>
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>>174456137
>>
>>174456132
you can use one script and one object for everything, just use some switches to do different things ;)
>>
For your state machines, how much of your state specific logic to you relegate to separate functions and how much of that are switch/case or if statements?
>>
>>174456405
Depends
>>
What's a good guide for getting started with GM:S?

I'd rather not watch videos, I'd prefer to read some beginner guides.
>>
>>174456137
Because a female would be needed to voice most agdg platformers.
>>
>>174456405

So using Unity as an example. In the update function I first check what state the player is in. From there I determine what action that takes place when a keyboard key is pressed. This is all bundled up in update.

My question is as this gets more complex will I run into performance/delay issues with this. Or will having cases do enough to make sure it isn't constantly checking through tons of code.
>>
>>174456526
https://zackbellgames.com/category/programming/page/3/
>>
>>174456195
me being a kike or the company that which produces the program im using is a kike?
>>
>>174457025
The company of course, I'm not blaming the victim.
>>
>>174456405
http://boreal.aggydaggy.com/programming/2016/05/25/mean-clean-state-machine.html
>>
>>174456405
Anyone have any good tutorials that explain state machines in Unity well? I need to learn more about them.
>>
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I'm an artist and this is my music:
https://clyp.it/xopx3vz2

Please rate.
>>
>>174456852
I'm not even familar with the UI, yet, so this kind of skips some things for me. Anything more basic and standardized?

I have programming experience GM:S is just really different from any software I've used before, so I'm not sure where to even begin.
>>
>>174457187
sorry i'm not really interested in chiptune

have a nice day anyway
>>
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>>174454749
twice?
>>
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Game is 99% complete, I just need the last handful of levels and then I can upload it to itch.io
>>
>>174457187
Somewhat charming, keep it up.
>>
>>174451916
why they are squared? is this minecraft?
>>
>>174457279
http://michaelvandiest.tumblr.com/post/144261722778/diests-guide-to-gamemaker
>>
>>174457187
solid enough for any indie game that wants this type of music.
What are you using?
I just started trying to get into game design last week, and that involves music, art, and programming. I've been using famitracker just because I don't feel I need anything more complex than that to tackle at the moment...
>>
>>174457187
can I use it as a placeholder?
>>
>>174457660
This one looks good, thx, m8!
>>
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Made one of those step-on-a-plate-and-face-in-the-wall-shoots-an-arrow-up-your-ass traps.
>>
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>>174456316
tfw I remember
>>
>>174457912
did you model that or take it? it looks really good
>>
>>174457583
1. i'm not good in 3d modelling and its hard
2. nodev tier criticism (wheres your game?)
>>
>>174457678
Using Famitracker.
>>174457786
What am I gonna do, stop you? It's going to be in a game with cute animal characters though, so enjoy those connotations if anyone recognizes it.
>>
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>>174457414
yes
I have a state machine for player action set, each state is separate script called and switched from player step event

and I've obviously fucked up by declaring key inputs required to switch to other states inside individual state scripts but I don't know how else would it work

it causes loops and frozen frames and this "release key to change states" bullshit

I'm retarded please don't bother with me
>>
>>174458106
model+normal map baking
thanks!
>>
>>174458413
have you watched shauns vids on this shit? literally does exactly what you're talking about

Your First Game either Part 1 or 2 using GML

google it, friend
>>
how do you creat webms of your game?
>>
>>174458756
Record game screen with OBS, convert with WebMBro.
>>
>>174458756
>>174438360
> Webm recording
obsproject.com
gitgud.io/nixx/WebMConverter
>>
>>174458873
>>174458908
thanks!
>>
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>>174458756
I don't, I just mash all my gifs together into one big gif and pretend I coded it into a game ;_;
>>
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>>174458741
>have you watched shauns vids on this shit? literally does exactly what you're talking about

I did, my general setup is basically same as his, but he ties half of the shit to wall collisions and his character doesn't use any kind of timed animations, just loops and his sprites are just mirrored, I have custom shit for other direction.
>>
>>174458741
>>174459519
actually scratch that, in his video where he set up FSM, his character was just a goddamn green sqaure
>>
>>174459519
figure it out. This is the hard part.
>>
>>174459189
This is an interesting breed of nodev.
A "pseudodev"?
>>
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Who wants to do art for my masterpiece? You have to be able to do better than this.
>>
>>174460318
>230 tris
whoa there we don't all have gtx 1180s and 128mb of ram bud
>>
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I really spend too much time fucking around in my own game.
On the other note fire now has limited lifetime (works with my standard burning status calculations) and can be put out by water and cold air.
>>
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Getting the boss to feel right before wasting a week on the animations, any idea how to make the sword hitbox depend on the animation? i tried overlapse and body enter but both wont work. Using godot.
>>
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>>174460561
anon will you let me have a look at your state machine if I suck your dik?
>>
>>174460857
that looks incredibly jarring to play
zoom out a bit m8
>>
>>174458145
>2. nodev tier criticism (wheres your game?)
kill yourself faggot

your models look like minecraft shit, sorry you can't take criticism
>>
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AI now moves towards a point and fires if it sees the player. Next is making them use cover. Maybe Epic has a tutorial on it.
>>
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Status effect progress
some of them actually do stuff this time
>>
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>>174461832
Minecraft doesn't hold a monopoly or a patent on Lego character models you daft cunt
>>
>>174461832
>"Amateur" Game development general.
I don't see any professional there.
Also what the fuck are you doing here nodev.
Wheres your game?
>>
>>174457435
you missed easter, might as well wait till next year to release it.
>>
>>174460857
feels like you just cut off the bottom part of a 4:3 screen
>>
>>174461046
Not him but what exactly don't you get? state machines are pretty straightforward and depend on what kind of game you're making.
>>
>>174454328
Had this same issue, ended up being an issue with variable initialization
>>
>>174460857
>any idea how to make the sword hitbox depend on the animation?
Do you have anything like the character's orientation instead ? You could just use add an offset based on that.
Also like the other anon said, the camera is a bit weird.
Personally I'd put the action at the middle of the screen. Maybe put the info/hud on the bottom.

>>174461927
Define your covers by a volume, make the AI do a raycast from your player to them to check if the player can shoot them, if they can, they rush to the closest "cover volume".
That's how I'd do it, but you lose the capacity to do dynamic covers (like for instance if a car crashed in)
>>
>>174462417
I just want to see one that works
not copy it, just see what the fuck is wrong with mine
>>
>>174462174
actually did by mistake
>>174461476
What about making the player's speed smaller? make the camera more smooth? any other way to make it less jarring?
>>
>>174462585
>What about making the player's speed smaller?
will it fix the player constantly losing sight of things he's supposed to shoot at?
>>
>>174462585
Camera smoothing might help but the big issue i see you having is off-screen danger not being apparent. Which is very frustrating to player, especially during boss-fights.

A possible middle-ground could be a dynamic camera that approximates a good zoom level. But that is a lot of work for something that could be very neat, or just bad.
>>
>>174462535
What is your exact problem? Do you mean player states or something different?
It gets pretty complicated in my case, because logic is split across several classes.
>>
Rigging my zipline proved to be way harder than expected, but at least I got the robot to attach to it.
>>
>>174463534
That transition is really jarring.
>>
>>174463660
I know, I'll be working on that today.
>>
>>174463198
I described everything in
>>174453807
>>174454749

this is it
I left out movement because it works fine, I have only problem with animations which have to play only once and switch state back
if you hold fire or reload you get a frozen 1st frame of their animation
when you let go they play as they should and switch back to idle

you can also spam both and that's obviously not good, but I haven't figured out how to prevent it
>>
>>174462518
Making a volume for everything and maintaining them sounds like a lot of work. Environmental query system sounds like it could work for my purposes, going to try that first, since it doesn't require anything additional.
>>
new meme
>jarring
>>
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>>174464475
and of course I just had to fuck something up and now I can bang my head against the wall for 90 seconds
wouldn't be me
>>
>>174464475
I only used GM a few times, but it looks like you should not allow firing pistol until the animation ends.
>>
Jarring Jam when
>>
Can somebody here please help (noob here)?
In Unity, how can I make it so, that animate an empty object with a trail, have it following the player object (it's a child of it), but let the trail only get influenced by the movement of the animation of the empty object, not by the movement of the player object?

I hope I described this somehow understandable. I basically want an empty object to follow the player (as a child), and give this empty object an own animation (like rotating around the player for example), and also a trail. But I want the trail not being influenced by the movement of the player, just by the animation of the empty object.
>>
I'm having a really strange problem with gamemaker and I can't understand why.
Basically my code is reading the value of an array as 3 when its actually 4, I don't understand. I have the debug menu open and the array value that's being read is clearly 4 yet gamemaker is acting as if its 3.
Does anyone know what could possibly cause this?
>>
>>174464653
Its spending the first frame converting to the new state.

Im pretty sure you want to make key_fire use keyboard_check_pressed() instead of keyboard_check(). it appears frozen because each step you are setting the image index back to 0.

also I'd put scr_getinputs() at the top of the step event.
>>
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working on some general improvements to stability and mobility, i redid the combat role.
>>
>>174465631
Post code
>>
>>174465760
This could be a CoD killer with fun multiplayer modes and maps. no pressure
>>
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>>174458908
Perfect for capturing my failures.

Seriously though, thank you. Much better than fucking with that gif making software.
>>
how do i spawn a blueprint from c++ in ue4
>>
>>174465760
How much is physics, how much is animation?

Are you coding this or doing whatever it is people who can't code do in these prefab game engines.

I like this game.
>>
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>>174465757
did both, keyboard_check_pressed and put scr_getinputs () into player step event

now I have to press fire key twice in a row to actually fire once
>>
>>174465760
I just realized that I never commented on this.
It's really amazing. Can you move faster? It could help with making funny situations.
Also the trigger discipline is too good, painful falling or crashing against wall should let a burst out. I would buy it.
>>
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>>174466152

>How much is physics, how much is animation

its 100% physics. zero animation, all joint driven.
>>
>>174465886
Ok so basically this is for a grid based strategy game, this is part of a script that will should be creating a 2d array representing a the grid, where if the there is a player on that tile it will be equal to 1 (prior to this code being run the array is already set up so everything is 0).

This is being done by looping through another 2d array I have which represents the units, where the global.Units[u,4] is equal to the x coordinate of that unit and global.Units[u,5] is the y coordinate. Yet somehow when it reaches the second unit (u=2), it reads global.Units[u,4] as 3, even though according to the debugger it clearly equals 4. This works fine almost all the time, but occasionally this happens and it gets one or both of the coordinates wrong and I don't understand how its possible.

for (u=0; u<=99; u+=1)
{
if (global.Units[u,0]!=0 and global.Units[u,7]==0)
{
global.gridIsPlayer[global.Units[u,4],global.Units[u,5]] = 1;
}
}
>>
>>174466734
pls no bully the robots
>>
>>174466325

the faster you run the less table it gets, i'm working on it but its tricky to get something both fluid looking and fast. right now it runs and walks at about normal human speeds so it seems a lot slower than it actually is.
>>
>>174466283
Did i say put scr_getinputs()? i meant move.
you don't need to run it twice, come on now.
>>
>>174466734
So you've got some nonrealistic forces acting on the body. The feet are disproportionately heavy. There's some IK-solving going on? And the joints torque seems to become stronger the further away from their desired pose they're pushed. Still the solver seems pretty stable, and the movement natural.

Impressive.
>>
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I made rewind prettier and faster.
>>
>>174467164
>Did i say put scr_getinputs()? i meant move.
you mean the movement script?
but that one works perfectly fine
>you don't need to run it twice, come on now.
I don't really understand
>>
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Solve this :)
>>
>Get excited about gamedev
>Make great progress on game
>Realize none of it matters without good art
>Can't art
>Don't want to spend years learning art
>Don't have money to pay an artist

See you all in a couple months when I repeat this process again for the 20th time.
>>
>>174467473
>chromatically abberrated pixels
You need graphics, m8. You might have a nice puzzle game but I can't tell because it looks like nothing at all.
>>
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minor progress, got door and oxygen system working, need to add reinforced doors, different races will consume different amount of oxygen, i guess micromanaging it will be a thing, it's funny how a ship that is ftl capable doesn't offer oxygen masks
>>
Writing the game story, characters, and plot is a much more massive undertaking than writing the engine.

This is how it should be for any story-based game, I think.
>>
>>174467209

the body is supporting itself with its joints, each limb weighs about 5 pounds, and there is no IK being used, its like sumo tori.
>>
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>>174466790
I just made a webm showing exactly what's happening. If you just follow my mouse you will see all the information you need to know. You can clearly see that it should be reading global.Units[u,4] as 4 and not 3.
Please someone explain this to me.
>>
>>174467473
>prettier
dude that looks like a footage of old TV grain antwar taken extremely upclose

what the hell is that even supposed to be
it hurts to look at?
>>
>>174467795
It's a good thing in the year 2017 no one writes their own engines anymore. So they can focus completely on the game they are making.
>>
>>174440307
Super Metroid Norfair rip off
>>
>>174467971
>>174467694
IT'S MY ARTISTIC VISION, OK?
>>
>>174467783
Looks good. How'd you simulate the gas?
>>
>>174467551
okay i guess that's on me
>also I'd put scr_getinputs() at the top of the step event.
>also I'd MOVE scr_getinputs() at the top of the step event.
i meant move.

if you are checking key_fire in the other states, scr_player_fire doesn't need to check for it.

also some "else"s wouldn't hurt you.
>>
>>174467783
>another ss13 clone
rip, see you in a year
>>
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>>174467473
Honestly I like the effects. I just don't like that everything is colored squares, it makes it hard to know what the things actually are. I think some simple 1bit graphics like these would make things look better, and be easier to understand.
>>
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Melee weapons are implemented, and the inventory is finally starting to come together. Still needs alot of work.
>>
>>174467795
I don't think they're comparable, they're very different undertakings.

>>174467852
The movement is completely bottom-up? How long did that take to get right?

>>174467783
If you're interested in not just making a straight-up FRL clone you should know that meaningless micromanagement is what makes FTL stop being fun.

Gotta give people a few fun choices, instead of a lot of meaningless ones. Tbh just disallowing pause makes door- and beam-micro fun again in FTL.
>>
>>174468003
A vision modified to fit within the confines of a premade engine is a great tragedy.
>>
>>174468319

I really like that art style, but please tell me you're going to have more creative enemies then that? It just looks like a generic zombie/hospital experiment person right now.
>>
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I need an alternate universe name for SQL
>>
>>174466734
just reminds me of Jurassic park trespasser

truly you are ahead of your time
>>
>>174468319
That's pretty spookin', anon. I am not looking forward to this game.
>>
>>174468319
maybe the corpses could shudder a little on the ground despite being dead
>>
>>174465760
Honestly, watching that robot try and fail hilariously at basic movement is hypnotic. I feel like I could watch this for the rest of the day.
>>
>>174468441
TGY - trilogy.
>>
>>174468195
>if you are checking key_fire in the other states, scr_player_fire doesn't need to check for it.

that's what I though too but when I remove it from the if statements in fire script and leave only directions I get literal game freeze, just a frozen frame and can't even push anything else from there
>>
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>>174468434
Nothing that you haven't seen before just yet. My enemy designs were pretty simple in 2D due to the amount of spriting it'd take to make them work, but now that its in 3D, I can hopefully come up with some cooler stuff. Only have these two enemies so far.

>>174468462
Maybe I can build a special version for you where the utility company is really reliable and all the lights still work :)

>>174468469
Yeah that'd be cool, especially twitchy here
>>
>>174467951
How about using postincrementing instead of u += 1?
>>
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Does anyone know of any cool game jams happening in the next couple of weeks?
>>
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>>174468305
I will probably add at least some shapes but still keep it abstract, it's supposed to feel like an old analog computer kinda like this pic.
>>
>>174468667
Wait a second, were you making this game in 2D and now switched to 3D?
>>
>>174468124
nothing fancy, each room has oxygen variable, the door checks if connected rooms have different oxygen levels and balances them, it's simple and just works
>>174468294
you mean FTL clone, i never played ss13
>>174468331
i was just interested how ftl uses doors, you manage oxygen to kill intruders and enemy's crew, put off fires... etc, it's basically a central mechanic, but what makes ftl fun for people? i'm making an enhanced clone that will change eventually
>>
>>174468881
ludum dare
the next discord /agdg weekend jam is on the 28th
https://itch.io/jams
then demo day
>>
>>174468667
How did you go about putting sprites onto models? Are there any tutorials for that you'd recommend?
>>
>>174468881
In about 2 weeks the best game jam on the internet is happening. https://itch.io/jam/agdg-demo-day-14

Ludum Dare happens this weekend.
>>
>>174468469
>Make my game for me yesdev
>>
>>174469081
>Creative suggestions are now bad
wewlad
>>
how many multiplayer maps should a fps start with?

obviously will continue to support with (free) dlc over time
>>
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>>174468909
Essentially, yeah. Spriting from so many directions is incredibly tedious though, and made development incredibly slow. Since I've been using Unity more and more, and I've always wanted to do a 3D horror game, I figured I'd translate everything over and see how it felt.

>>174469034
I'm not sure what you mean by putting sprites onto models. Are you talking about just texturing in general?

I only watched one tutorial to start, and it was this one:
https://www.youtube.com/watch?v=DiIoWrOlIRw

Pretty simple, shows you how to make a no-frills model with no-frills textures and no-frills animation.
>>
>>174469034
>thinks seeing pixels means it's a sprite
God you kids are terrible
>>
>>174469190
Do the maps have progression or team/objective asymmetry?
>>
>>174469191
Ah, alright, I thought the colors looked familiar. I do like the 3D more than the 2D, good stuff.
>>
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Zoom in camera button like you always wanted.
>>
>tfw forgot how to solve my own level twice
>>
>>174468890
Sounds good. Keep it up anon!
>>
>>174469331
Is there any reason to not have the camera zoomed in by default? The game looks more engaging like that.
>>
>>174469206
Nice progress ;-)
>>
>>174468563
https://pastebin.com/u7WkAxA0

set the image_index when you change the state
>>
>>174469284
No, yes/yes
>>
>>174469469
It's technically correct strategy to see the whole level at once to know the positions of all enemies.
>>
>>174469190
Go with 8 if the add ons are free.
>>
>>174469331
This seems like a mind blowing feature at this point. Well done.
>>
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>>174468890
I'd go with vector graphics instead then.
>>
>>174469489
I work full time and and graduating from college this semester. You'll see progress soon lad.
>>
>>174469601
>boku saves easy-to-implement features so he always has a constant stream of friendly (You)s
>>
>>174469546
If the game requires complex strategy, then I guess it's ok. I was mainly judging by movement speed.
>>
>>174469730
More like it takes people bitching forever to finally get a problem across to him.
>>
>>174469640
Nice excuse friend
>>
>>174469804
I don't think bokube requires complex strategy, which is why I said technically correct. It's a minor edge that doesn't matter in most cases
>>
>>174469865
>actually a good excuse
>dumbass thinks he's being ironic
>>
>>174469630
Yes I love this webm, I will try out something similar.
>>
>>174469190
12 minimum.
>>
>>174469976
Smaller screen is sometimes better. Seeing everything takes away exploration and elements of surprise. Especially when you already see you have to get through a big map at snail pace.
>>
>>174469190
1 really good one.
>>
>>174469992
whatever makes you feel better m80
>>
>>174469492
This gives me endless loop of fire animation instead of one frozen frame

Just let it go anon, I already feel like shit, you even went and wrote my code for me and I'm still too inept to get it working
>>
>>174468815
The problem isn't to do with how I'm incrementing. In the webm I only ran it for when u is 2, which you can see in the debug menu in the local variables bit, the incrementation is irrelevant
>>
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well at least half of all my itens have models now.
realy pround of this laser sword and the shield
>>
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>>174469190
Depends on the game?

If it's something large and complex maps, with a bunch of objectives, then a couple is enough. If it's an arena shooter then you should do a bunch more.

When UT3 came out it was criticized for having too few maps and game modes compared to UT2K4 even though it had something like 50 maps for all modes combined. So keep in mind the competition here.

Whether you ship with a map making tool is also a factor. If you check out Reflex Arena they started with only a few maps of their own and the community made a metric crapton of maps, especially considering the size of the community, lots of them made it to the official roster of maps.
>>
>>174469993
I wrote a shader awhile back that got the glow down, but sequential drawing like that requires you to write a weird custom rendering pipeline. Of course it's inappropriate for any game that needs realtime IO, but I'd love to do a turn-based strategic space game with it some time.
>>
>>174468331

>The movement is completely bottom-up? How long did that take to get right?

its based on something i designed in gmod, it translated surprisingly well to unity so not that long.
>>
>>174470186
I think we're talking past eachother. It's "correct" for players to see as much of the map as possible, but the correct strategy can be boring, unfun, or too much information to track. At times, it's the designers job to make the player's life harder.
>>
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Anons, I need some inspiration. Do you know some good nes or other retro (or retro stylized) themes with relaxing, comfy, chill, kinda "nature" feel?

Kinda like this (but more bit style) https://youtu.be/_tf7gu6hKkc?list=PL9wMdVdowjKkseO4PDmvg4BVaor0vocci
>>
>>174470243
Put it down for today. Things will become clear after some rest
>>
Anyone need an artist?
>>
>>174466018
This is neat, what engine are you using?
>>
>>174470953
Sure, I'll pay you $0,03 per sprite
>>
>>174470851
I wonder if it's because I'm declaring keys that trigger state switches inside the state scripts and if I should just put them all in player step event

anyway sorry for wasting your time
>>
>>174471001
fuck off memelord
>>
>>174470536
https://www.youtube.com/watch?v=RHGUsEHd6Vg

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

https://www.youtube.com/watch?v=xr9KFynxBpA

https://www.youtube.com/watch?v=gOC23EAc1tg not retro
>>
>>174471092
>asking what engine is now a meme
why
>>
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finally finished custom animations for both directions
but now I'm unsure if people even notice these things

watch at 1.25 for cinematic experience
webmcan is incapable of recording at 60FPS for some reason
>>
>>174471147
First and second are really nice and near that what I'm looking for.
Third one has too much melancholic sounds when the piano plays. Same goes for fourth one.
Thanks anon.
>>
i have 3 days of exp of coding in gml
should i continue experimenting with shit in a generic shitty game that I dont care about
or
start the buddings of the foundation of the skeleton of something I actually want to make
>>
>>174469730
>>174469838
I told you fags 100x times I cant fucking program so when you give me problems with my game I cant solve it right away it takes time and sucking some dick to eventually get some other prorgrammer to do it for me.
>>
Where do I find a good artist?
>>
>>174471875
inside
>>
>>174471875
I've been looking for a programmer but people keep meming at me

What kind of game? GM, Unity?
>>
>>174471875
I'm a good artist.

I'm also a good programmer so I'm going to work on my own game, not yours.
>>
>>174471784
I thought bokudev was NOT gay?
>>
>>174471725
Basing on my experience - it's better to start off with smaller things. Doing bigger thing will be more fun at first (dreaming about big thing is always nice), but after some longer work and learning new things you will realize that things you have made already could have been done easier and better, so you will feel like stalling with progress.

tl;dr
make 1/10 of big thing in, let's say, 6 months
vs
make few finished things AND 1/10 of big thing in 6 months

>>174471875
It's ez man. Just do some contest with a lot of money to win. I know it's not an option for you, but there's no other easy way to find good artist. You can find one on on web, in cafe, here or wherever and whenever luck will help you
>>
>>174471337
>teacuping
For what purpose
>>
>>174472052
what is the POINT
in posting this...
>>
>>174472050
My own custom engine written in Python
>>
>>174471337
Only thing I noticed was her grabbing ammo out of her thigh or out of her crouch, depending which way she was facing.

Add an ammo pouch maybe?
>but that's not cute
She's not cute anyway.
>>
>>174471996
you're the last person I'd ask for art """""""""""advice"""""""""""
>>
>>174472107
>>174471725
Forgot to add - I was trying something bigger as my first project.
>>
>>174472171
That's cool but I'm not getting involved in that lol. Good luck though.
>>
>>174472151
To bother you.
>>
>>174472194
>"believe in yourself"
>"NEVER!!!"
>>
is there anyone not-autistic who's looking for an artist?
>>
>>174471996
That's deep bro
>PUN

>>174472052
You win this time!...

>>174472050
Unity.
We made a game but couldn't sell it to the web game sites. One of them replied that it needs more polish. So I need some who knows "polishing" to collaborate with.
>>
>>174472469
I think you misunderstood the game websites, they want you to make a Polish translation and include more Polish cultural references in the game. Poles are the fastest growing gaming market right now.
>>
>>174472463
All programmers are autistic.
>>
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>>174472281
>>
>>174472463
I could totally use an artist if you want something to do with little to no reward
>>
>>174472469
>Unity
Yeah, sorry, I'm going to keep looking but hope it works out for you
>>
>>174469331
Tutorial stage demo when
>>
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>>174471725
LOL 3 days is nothing. Anything you make today is going to suck in one way or another and you don't even realize it because you're inexperienced. If you make a foundation for a bigger project now and build on it, in a couple of months, you'll become more experienced and realize the dumb shit you did and see how it's limiting you, but you've already wasted months of work building a game on those shitty foundations so you'll either have to scrap and start over wasting months of time(or even quitting, having to redo months of work feels like shit) or keep patching up your shitty old code (if possible) and turning your codebase into a nightmare and making working on the game a living hell.

That's why you work on many smaller projects first, so you can make all the mistakes realize them and learn from them very fast.
>>
>>174472609
Possibly, I really just have some free time and am interested in branching out into game art. Can I ask what engine you use?
>>
>>174472682
What's so wrong with Unity?
>>
an artist with programming skills is better than a programmer with art skills, getting code is easier than art
>>
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>>174472118
>>174472187
I'm going to write this down and see what I can do about it, but

>She's not cute anyway.
that was a low blow man
>>
>>174472698
gotcha gotcha
>>
>>174472818
>can't make pixel-perfect 2D games in it
>runs slowly on anything but the most modern machines
>not free
>>
>>174472773
Self made, being worked on. What we really look for right now is concept art. If you'd be so kind to make some so we can work with it. I don't mind talking details out with you if you have any interest. whats your preffered method of contact
>>
What do you think about this game?
https://www.youtube.com/watch?v=exvdi83Q5i0&feature=youtu.be
>>
>>174472881
>Self made
>being worked on
Ok, I respect this and all but no thanks. Good luck though man
>>
>>174471725
First.
Learn the basics and fuck something up in a project you don't care about. This will teach you to do something the proper way, and will help you when you start on your main project.
>>
>>174472943
No problem good luck!
>>
>>174472463
Yes. Show us your work please?
>>
>>174472891
looks really rough

like a pre-pre-pre-alpha. Something I wouldn't show to anyone except my close friends.
>>
>>174472818
I'm sorry but I'm just not interested
>>
>>174472891
pure rgb red and green
>>
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>>174472891
>UE4
>>
>>174472463
No.
There are some of us who are not baiting memers, though.

>>174472469
>>174472469
Is this still a thing? Can you share a bit
>>
>>174473093
it's almost as if the engine has nothing to do with whether the game is garbage
>>
>>174473042
>>174473060
>>174473093
Good, I hate this people, they're going to show it at a game making event or something like that
>>
>>174472963
I will do this.
TY guys
and I'll do it in many different projects
>>
>>174472875
>donaldtrumpwröng.gif
It's free if splash image doesn't bother you. It runs fine unless the programmer is a total noob and is just trying to shovel ready scripts to the project.
I don't know why you say you can't make pixel perfect games. That one I don't understand the problem.
>>
>>174473170
>Is this still a thing? Can you share a bit
What do you mean?
>>
>>174473263
>I don't know
>I don't understand
I quite agree, you know and understand nothing.
>>
>>174473392
Selling to games portals, I mean. My post autoposted while I was still typing.
>>
>>174473443
care to explain then?
>>
>>174473263
He means free as in freedom
>>
>>174473263
>splash image
You mean cuck stamp
>>
>>174473514
My game will run on a piece of shit laptop from the 90s at 60fps.

Something made with Unity won't, no matter how graphically simple it is. Unity has a ton of inherent overhead.
>>
>>174473497
People seem to be able to sell games still, but the barrier seems to be higher. There are sites with very shitty games but they also pay very little.
>>
is there a reason games don't call it deathmatch?
>>
>>174473817
Youtube would un-monetise the videos
>>
I can write code and make art, but how do I learn how to make good game music? I know some music theory but making good game music is really its own skillset, it needs to fit time and sometimes complexity constraints while not feeling repetitive.
>>
>>174455505
2 files changed, 237 insertions(+), 299 deletions(-)
>>
>>174473709
I meant the pixel perfect thing.

Also I'm fine if my web/mobile game doesn't run on a laptop from 90's. It's better than flash anyway. If people can run flash games, they can run webgl games.
>>
>>174457187
sounds like a cloudfront error
>>
>>174474190
>>174455505
>>174455432
1 (one) zip archive uploaded to dropbox!
>>
>>174438480

If I wanted to make a game with one hand I'd make a porn game.
>>
>>174471223
some idiot pretended to be an artist looking for a programmer, asked what engine some person was using, and then declined to work with them
and all the idiots here thought it was hilarious
>>
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>>174473253
Also, it's not like it has to be boring. For example I never made a tetris game like everyone suggests because it is boring as all hell. You can make simple games that are fun. In fact you SHOULD try to make even your small projects fun, it can be challenging but it's worth it. Learning to make games is one thing, learning to make them fun is another, you better start practicing that as well.

Check out games like Kingdom Rush, Knytt Stories, Sokoban, Boulder Dash, and tons more. (old console game clones are great practice) Those are very simple at their core(albeit something like KR is very polished) yet extremely fun and popular. Make something simple and fun, clone simple old games and put your own spin on them. Game features are like colors in art, restricting your palette of colors can make your painting look much better than vomiting as many color onto the canvas as possible, a simple zelda-like dungeon crawler (like tboi) can be better than open world mmo rpg crafting simulator.
>>
Why did Minecraft and Undertale succeed so overwhelmingly?
>>
>>174474840
they are not even in the same fucking galaxy, let alone ballpark in terms of success
>>
>>174474840
because you touch yourself that's why.
>>
>>174474840
Minecraft was a pretty ingenious idea. It's pretty much like lego for computers, 6-12 year old boys just naturally like to build things, minecraft made it easy and fun to build things (it's also cheaper than legos).

With Undertale, I don't really know, it sort of got traction with the tumblr audience and that's where it took off, why that happened is beyond me.
>>
>>174474840

>Minecraft
One of the first big indie games, small price, simple gameplay loop allowed for tons of replayability, autistic block builder game.

>Undertale
Charming graphics and good music, memorable demo, unique gimmick (game 'remembers' what you do even after you load/save a game).

Both games spread mostly through word of mouth, which is the strength of indie games.
>>
>>174475509
>Infiniminer** was a pretty ingenious idea.

ftfy
>>
>>174474840
what >>174474972 said, but:

mc:
- extremely good core gameplay, at the level of a BASIC human need: building and digging
- add to that a good survival loop
- early access model
- a bunch of random chance and timing stuff that can't really be analyzed
- once it took off, heavily milking the merchandizing

ut:
- good music
- hs fanbase
- memes
- decently innovative gameplay, people sneer but jrpg + minigame combat was good
- monomyth story
- metafiction
- nonviolent message helped
- exactly the right time for earthbound nostalgia
- furry characters
>>
>>174475763
The writing really made underbound. That was the first thing I noticed was how everyone spoke in the game and he gave them delivery and timing which is difficult in a text based game. Not even AAA games with massive budgets, professional writers and voice actors are able to achieve that.
>>
>>174475763
notch and toby are kinda genius tbqh
>>
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I cant draw for shit. Last time I tried I thought drawing digitally would help me some so I now have an 80 dollar paper weight in my room by the name of "drawing tablet".

This was still life of a chair I did a long time ago, but now I want to make vidya gaems so I was thinking of doing the Frazzeta challenge, but my question is odes it actually work? I was going to do still life, and then get on with the Frazzeta challenge, but I dunno lol.
>>
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>>174476892
Also, pic related is the Frazzeta challenge, if you didnt know and needed clearing up.
>>
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zbrush or mudbox?

don't really care about cost, just want the best tool.
>>
>>174476695
Notch was just a lucky fuck who was good at improvising. Toby I can see having more skill, remember he exploited an existing fanbase. I know that seems backwards, but Minecraft is an basic idea that existed before, whereas Undertale seems crafted
>>
>>174466734
YO, this could significantly improve your muscle placement

https://www.youtube.com/watch?v=pgaEE27nsQw
>>
>>174474190
11 files changed, 340 insertions(+), 10 deletions(-)
>>
I have an idea for a top down RPG I want to make. Never tried making a game before. I've done a tiny bit of coding in the past, want to learn more. No idea where to start with though in terms of an engine. Is Unity the best for a first time amateur?
>>
>>174477060

He also ruined his game and took the lazy way out, when it literally could have been fucking amazing.

He has such a good foundation, such a perfect gameplay loop, struck gold and everything, and then he pussied out like a faggot. What a joke.
>>
>>174477019
zbrush has more resources to learn from
>>
>>174477804
Don't use Unity for a 2D game
Use GameMaker if you're new to programming and want to just like make game ASAP, use Love2D if you want to build programming skills while doing so
>>
>>174477804
Gamemaker for 2D. Unity for 3D.
>>
>>174477659

i'm aware of it, im doing mostly everything by hand as genetic algorithms are a bit above my level.
>>
>>174471337
I watched it at 2.3x speed and the difference in reload animation length is very apparent. Not that that's bad, but your players may feel like reloading while facing right is faster than while facing left.
>>
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>>
>>174477804

Unity is fine for 2d, those faggots are just memeing you.
>>
>>174478539

I thought this was a Mario game for a split second. Good job with the art direction.
>>
>>174478560
No it isn't, there are simply better alternatives.
>>
>>174478539
Nice. Now just add some highlight or bloom around the character and I might be able to find him in less than 10 seconds.
>>
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>>174438360
multiplayer shooting kinda works
needs a heck of a lot of polish tho
>>
>>174478539
the character needs a little arrow or something
>>
>>174478817
looks gay u nigger kill urself
>>
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>>174478539
Great now cut your hair bokudev
>>
>>174476892
The only way to get better at drawing is to do more drawing. Post it for feedback, and draw some more.

>>>/ic/ Has a sticky if you want a structured approach. I am not that skilled either and am trying to get better at art, so I attempt to draw a thing on paper then I draw it with my tablet. You could do that challenge, but what worked for that guy might or might not work for you.

I'd say do it, then again the following week, and then again the week after that, or try to do it every day for a week, or a month, etc. Just keep drawing.
>>
>>174478978
:(
>>
>>174474637
i am so ready to have infinite fun.

Making this first thingy was already some of the most fun I've ever had, even though its basically what shaun made in the tutorial but with my own spin on it. But I just keep adding to it just to see what I can do. I just need to remember to polish so I don't push off polishing, making me unmotivated to continue adding things.
I have a lot of trouble with understanding what 'efficient' coding would be, and if I should try my hardest to minimize the amount of objects I use, or if it shouldnt be something to worry about now
>>
Use a physics engine with kinematic bodies or roll my own physics for a megaman-like action platformer? How difficult would it be to use my own physics?
>>
>>174438480

There are others!
>>
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Attention Unity devs! Guard yourselves against asset flippers! All they have to do is download your game assets and code a repost it on steam. It's a bad legal loophole that makes sure your work can be stolen without repercussions.

The following video highlights how asset thieves can take your work and profit off it in a big way:
https://youtu.be/yiZdV0YRlgU
>>
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this is such an unhealthy life style

anything other than dev feels like a waste of time
>>
>>174479687

>Implying I'm releasing my shit as 'asset packs'
>Implying my assets are good enough to steal
>>
>>174479809

Being an idea guy is much worse. It's the same but with crippling guilt and feelings of inadequacy.
>>
>>174479226
You should write code that's simple and easy to read in the first place, there's a saying that you should always write code as if the person who's going to maintain it is a violent psychopath who knows where you live.

Here's a decent book on writing clean code:
http://ricardogeek.com/docs/clean_code.pdf
It's pretty long but even the first couple chapters are extremely helpful.

And here's a nice article on 9 things you should avoid, especially the premature optimisation is important: http://sahandsaba.com/nine-anti-patterns-every-programmer-should-be-aware-of-with-examples.html
(I don't necessarily 100% agree with no.6 but in general especially for less experienced people it's true)
>>
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>>174478539
>>
>>174480854
lol
>>
God I hate bokudev so much
>>
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>>174480226
>mfw idea guy but studied sound design
>tfw no one gives a shit about audio fags
Just fucking kill me senpai
>>
>>174481098

How i make sund good?

I'm basically retarded when it comes to things like that.
>>
>>174481098
Better than me

>Idea guy, but doesnt do anyhthing.
>Just sits around and tell myself it's not possible.

Im just waiting for my twizzler habit to kill me in my sleep.
>>
>>174481070
>I hate a dev that posts constant progress around here

I hate the shitposters that constantly follow him.
>>
>>174481203
just like add reverb
>>
>>174481098
Do you make your own sfx from scratch or do you take pre-existing ones and modify?
>>
>>174466734
well there has to be a form of animation, right? in that you're telling the parts where to go when given a certain physics impulse?
>>
>>174479809
>this is such an unhealthy life style
Don't bother clarifying what you're talking about or anything fag
>>
>>174478645
A few bright colors and checkerboard patterns are all it takes to be ripping off Nintendo?

You guys are salty as fuck and everyone can see it.
>>
>I can't tell you how many nights I lost sleep because of [game]. We cut so much content from it trying to appease the feminist bloc, probably more than what was left in there in the end, and in my opinion it really weakened the game, the story lost all of its impact.

>You just can't win with them, if you don't hire women then you're discriminating against them, but if you do then you're oppressing them. It's actually getting harder and harder to hire female developers, because you always have to worry that they're not actually coming to work but really they're just trying to sink you by finding any little thing they can and blowing it completely out of proportion in the media.

>One of our engineers, she'd been with us since forever, I think she began programming in the 80s. She used to go through the code that everyone else wrote, especially the juniors, and make it fast. [Game] used to run like crap until she went and rewrote about half of it. Would we hire her today, if she was young, fresh out of college, in her twenties? It'd be a very tough decision because you just don't know what you're getting, and it's a real shame because you could be passing up the next Carmack, but the risk is just too big.

>A lot of devs left after [game]. Most of them could deal with the shit they were getting online, but there were a few who targeted their families, and I don't blame them for getting out of that mess.
>>
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i keep making snippets of songs and then deleting them. how do i make a cohesive song agdg

also https://clyp.it/bfbo5eed
>>
>>174481852
indie game development

what the thread is about
>>
I think every time I'm not making progress or procrastinating instead of doing something fun I'm going to make my own engine so at least when I'm not accomplishing anything I'm doing it in a meaningful way.
>>
How big is your game (in terms of disk space)?
>>
>>174481203
recreating the sound(foley recording) is a good start. then add reverb.

>>174481296
I do both, depends on the end goal really. Honestly my favorite is to record my own sounds and then modify it.
>>
Will the real yesdev please stand up?
>>
>>174441528
>>174441397
You're fucking plebs.

Have you ever tried MeshLab, for example?
>>
>>174477804
Don't try to make your dream game as your first game. Rather, you will never be able to make your dream game.

Make something small and see if you enjoy that.
>>
>>174481098
>studied sound design

what? people give a shit about *good* audio fags. If you studied sound design and give a shit about it, you'd be able to do something.

where did you study?
>>
>>174482429
The full release .zip for my top-down RPG is like 10mb. I'm expecting at least 100mb by the time I do release it though, cause I haven't started on music yet and my artist still has a lot of assets to create.
>>
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>>174482618
>>
>>174480034

Actually if steam spy is anything to go by then their profit is extremely high for the shitty under developed game they put out. Even if it's only actually a tenth of what they say flippers can make thousands of dollars for no effort and even worse possible say your game is a copy of their game if you want your product on steam, and move to have it removed.
>>
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>you will never make a game that looks this good
>>
>>174482429
It's browser-based (HTML5, asm.js), but the download size is under 2MB.
>>
>>174483368

I'm not sure if you're paying attention.

Asset flippers are taking shitty asset packs, which are supposed to just be parts of potentially larger games or products that give you a hint at how to develop your own shit, and making that into a full "game" which they then make hundreds of thousands of dollars on.

I repeat.

If you aren't making asset packs, and aren't releasing them to the public, then your assets will not get stolen and shamelessly ripped.
>>
>>174479687
>All they have to do is download your game assets and code a repost it on steam. It's a bad legal loophole that makes sure your work can be stolen without repercussions.
I started watching the video hoping to have a laugh at hearing them try to justify this obviously bullshit claim. Turns out they never actually say it in the video. You made it up completely.
>>
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Making an RPG; about to have sprites drawn for my demo. As they are just demo characters, what non-copyrighted characters can I include to garner additional interest for my game?

My thoughts went to furry, as that always seems to bring in people, but I'm only making 1 of the characters female and I'd like to avoid hypersexualization. Regular sexualization is perfectly fine though.

What do you recommend?
>>
>>174483612
Why do normies buy that shit in droves?
>>
>>174483778
Your game will not get any attention and you will not make much, if any, money.

If you want those things, make it a furry porn game.
>>
>wake up
>suddenly want to just like make a game
>>
>>174483846

I have no idea. To be honest, they don't know it's an asset flip. They're used to buying unfinished (early access) games, so they see a game that's like 50% off and their like 'wow this looks like a cool rust clone, better buy it when its cheap and then later on they'll finish it', but they never do of course. It's never going to be updated or improved, because it's just a con job.
>>
>>174482839
my local community college because poor as fuck and still had to work 2 jobs

I'm not that great and now I regret not studying programming; but the computer science department there was terribad. Like there's no point to it bad.
>>
>>174483778

Do you really want to cater to furries or do you just want to make furry characters because they are cool?

There are tons of games with furry characters even if they don't pander to furries. Just leave it at that.
>>
>>174483778
I'd recommend just making basic characters as placeholders that are close to what you want them to be.

No one is going to give a shit if your game looks like it's got Sailor Moon, Goku, Spiderman, and Walter White in it.
>>
>>174484131
It seems to be more about the piece of paper that says CS at the end than the learning judging by many CS programs and graduates
>>
So how is Godot?
>>
>>174480373
>Agile Software Craftsmanship

While I agree writing clean code is essential I think it is worth noting using Agile for game development might not be the best option if your goal is to deliver a complete good game experience.
My reasons:
-I don't see why you would want to change the scope of your game during development., otherwise you run the risk of hitting development hell pretty fast, a common complaint of Agile-based models
-less customer involvement isn't an issue for small games, methinks
-A good game is one which delivers all the features it was supposed to have, being able to deliver partial products with the key features might look more profitable but is also how we get garbage games like the ones from current gen
-You don't have a time limit to release your game

It would make sense for a big company making AAA games to use Agile-based models since current times are changing a lot and they might need to alter stuff here and there, it is also good for bug dealing in games that tend to be updated a lot like online ones.
However, if your game isn't that big or dynamic then I think you are better off adapting an Incremental Waterfall-based model.
>>
>>174484354
Lots of really nice quality of life features.

I would argue it's a lot better than GMS2. Especially if you're into Python since it's script is very similar.
>>
>>174479687
>All they have to do is download your game assets and code a repost it on steam. It's a bad legal loophole that makes sure your work can be stolen without repercussions.
You don't seem to realize that the games in the video were purchases off the asset store, not ripping assets from someone's released game.

You're safe as long as you don't sell anything on the asset store.
>>
>>174483778
Having a diverse cast (including furries and other low-key fetishes) helps, but only AFTER you have an initial audience. It gives you staying power as people make fanart and porn. MAYBE in some cases having a super-furry cast helps you market your game initially, but only if it's zootopia tier.
>>
>>174484131
don't worry i did the same thing you did, except i left sound design after a year and a half because i saw how bad of an idea it was. i'm just now finishing programming but i still dont have a job because i suck
>>
>>174483476
https://forums.tigsource.com/index.php?topic=25183.0

the game didn't always look that good, such things take time, patience, and effort. In Rain World's case, it took at least 6 years of active development.
>>
>>174484882
>https://forums.tigsource.com/index.php?topic=25183.0
That still looks better than every game here.
>>
>>174471725
Personally, I just did the common basic projects like pong, space invaders and tetris, then started immediately on my main project. Keep in mind that without a lot of experience you'll definitely be rewriting stuff a lot, and at some point you might even decide to redo the whole thing from scratch (I have a few times).

This is kind of a substitute for doing tons of small dumb games to get over the experience hurdle. It's worked well for me so far, but YMMV. Not everyone likes to rewrite stuff.
>>
>>174484180
Don't want to cater to furries, just looking to gain exposure.

>>174484207
Yeah, I said non-copyrighted characters for a reason, but first point taken.

>>174484670
Interesting take. What would you say are those highly popular/staying-power-inducing furries or fetishes?
>>
>>174484354
It's good, especially for 2D. Godot 3 should be better for 3D too.
>>
>>174484563
>>174485484

And what about the licensing?
>>
>>174485572
MIT
Do what you want with it.
>>
>>174485572
Best license there is. MIT license.You own your game completely, and can modify the engine however you want.
>>
>>174485670
>>174485761

WHAT'S THE CATCH?

IT SOUNDS TOO GOOD TO BE TRUE
DON'T PLAY WITH MY EMOTIONS LIKE THIS
>>
>>174485870
>WHAT'S THE CATCH?
The documentation is sub-par and you are cursed to lessen the likelihood of a completed game by 75%.
>>
I'm releasing my game under GPL3 and you can't stop me.
>>
>>174486002

>sub-par

for brainlets
>>
>>174485870
Well, the documentation needs some work, I guess. But if you really want to know what an undocumented function/method does, you can just find it in the source code
>>
>>174486370
I agree with this. Most of the functions are self explanatory, but there have been a couple times when I looked in the source to find out how it works. I don't even know C++ but it's easy to understand.
>>
>>174486113
There are classes that have ~10 public methods listed, of which 8 have an obscure name and none are explained. Mostly Resources.

The problem also extends to the lack of proper, up-to-date tutorials. This is a problem for people that can't figure out stuff from the demos (which partly could use updating themselves).

The longevity of an engine is extremely dependant on how easy it is to pick up. One of the biggest advantages of Unity and GM:S is that there are a lot of resources out there to learn about them.
>>
>>174483778
Why is only 1 character female? If you do 50-50 it seems like a win-win, you can claim equal representation for the sjws and also give male gamers more waifus
>>
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>>174477659
>https://www.youtube.com/watch?v=pgaEE27nsQw

real fuckin neato
>>
>>174488285
Means you need to fuck off back to your club treehouse.
>>
>>174488285
Talk about game development you piece of shit.
>>
>>174488285
it means you should stop posting
>>
>>174484207
>Sailor Moon, Goku, Spiderman, and Walter White in it
I'm actually interested to hear about how these 4 will do in an adventure RPG. Obviously Goku would need to be in child or young adult form because he gets really stupidly powerful later on. Spiderman would probably be as useless as he is anywhere; especially if the adventuring happens outside of a major city. Walter white could toss chem bombs and poison enemies (an alchemist/apothecary basically), among other things. Sailor Moon could...well you got me I never watched that shit. Looks like she dresses like a slut so I guess she could fuck enemies into submission or replenish friendly health.
Quite a diverse team and should be chalk full of personality conflicts.
>>
>>174488378
>>174488437
>>174488839
wow, i looked it up and that was extremely inappropriate. how do i contact the moderators?
>>
>>174489186
Don't talk about Usagi like that again.
>>
>>174489385
Press ctrl+shift+w to bring up the moderator chat panel.
>>
>>174489591
what browser are you using? that just closed my window
>>
>>174489661
You need to have 1 window open when you do it, otherwise it won't work.
>>
>If you want to get a negative number, instead of multiplying by -1 (multiplications are expensive), just subtract the number from "0" (subtractions are cheap).
Is this an optimisation one would need to make or is this a given in all common compilers?
>>
>>174490264
Unless you're doing billions of calculations every frame you don't need to worry about something that minor.
>>
>>174490264
if you're going to this much work why not manually flip the bit
>>
>>174491446
>>174491501
I was reading up on the fast inverse square root code of QuakeIII "// what the fuck?" fame and that was something that cropped up in an article. Obviously this is so low-level that the gains would only matter on large scale operations, but I was wondering whether or not compilers would transform "x * -1" to "0 - x" machine code on their own.
>>
>>174481098
How do I record sounds without paying an arm and a leg for equipment and software
>>
>>174481098
I turn the sound off in all the games I play.
>>
>>174491876
Cheap foley can be had for the price of a budget vocal mic and pop filter.

I unironically still use a USB rockband mic.
>>
>>174490264
This sounds strange out of context as you'd almost always write just '- var' or '- const', except if you're writing asm.
>>
>>174492139
It could also be possible that the -1 isn't necessarily a constant. For example "x * sign(y)"
>>
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Haven't used Unreal in a while, last I remember it wasn't easy to have "tables" of sorts in Blueprint. What I want to have is something like pic related, where I can have an external file (such as a spreadsheet or txt), read from there, and have items built that way instead of having everything be a separate, unique object.

Have the newer versions of UE4 fixed this or do I still need to learn C++ to get this done the way I want?
>>
>>174492291
I am also curious
>>
Are you gonna switch to React OS once its stable, /agdg/?
>>
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I cannot into cute
>>
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>>174492291
Maybe read the documentation to understand the basics
>>
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What sort of game should this mutate into:

Dungeon Crawler RPG
Hack n Slash
Survival Horror
FPS
>>
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>>174492498
I "fixed" the frown, but the face just got worse
>>
>>174492535
I tried structs, anon, they didn't work because IIRC I couldn't externally reference them back when I used UE4.

If that works now, great, if not, then the problem is unsolved.
>>
>>174492618
a pretentious story non-game in which youre a contractor sent to sort out the mess of a new dimension that cant get off the ground due to creative differences between its team.
>>
>>174492776
>externally reference
In what manner?
>>
>>174492634
Your biggest problems are the huge nose and old women cheek
>>
>>174492784
>pretentious
That's a self-admitted given. In fact that's all I have going for it
>>
>>174492807
>>174492291
>have an external file (such as a spreadsheet or txt), read from there, and have items built that way
Instead of having a thousand objects in editor, I could have *A* file (that I can hand-type or generate) from which stats are read and applied to generic models.
>>
>>174492912
You can do that. What you're not going to do is finish a game where you have to make a thousand objects
>>
>>174492231
Maybe. But in this case you'd also need a branch to check sign(y), which may not be better than multiplication.

Speaking of other optimizations, some of them require additional information that the compiler does not always have. E.g., 'x % 4' won't be optimized into 'x & 3' unless x is known to be non-negative. There some more examples here: http://blog.regehr.org/archives/1096
>>
>>174483846

Because they get sold for less than 10$ and give you lots of trading cards.
>>
>>174492906
Do something different with dungeon crawlers. They are a stale genre in need of revitalization.
>>
>>174492912
You can load in json/xml if thats what you are asking
>>
>>174492618
You should moph your skills into making a game people want to play, what engine/language is that.

>>174492634
qt 3.14
>milf lover.
>>
>>174492634
the nose has potential to be really cute but you need to do something about the eyes and maybe round the cheeks and overall face shape, maybe smooth the whole thing
>>
>>174492997
Interesting link, thanks for that.
>>
>>174493135
its 3d GM
>>
>>174492991
"a thousand" was exaggeration. Any leads/keywords I should research specifically? I need to know more than that it's possible.

>>174493037
Cool. Now I got to figure out how to import them with Blueprint, I guess.
>>
>>174465760
you gonna be rich boi
>>
>>174493198
Now i dont care...
>>
>>174493265
just kidding its web GL written in ASM
>>
>>174483778
>non-copyrighted characters

Here's a list
http://free-universe.myartsonline.com/literature.html
>>
>>174493342
Now i know ur lying
If ur not lying give me ur code.
>>
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>>174493202
Datatables

again, you're better off just making everything in the editor
>>
>>174493438
could you do anything with it if i did?
>>
>>174493460
Excellent. that's pretty much exactly what I need, I think.
>>
>>174492618

Go with retro-style dungeon crawler. It already seems to have grid based movement. You could make it a more surrealist game instead of fantasy, so you could have all those weird environments.
>>
>>174493563
1) I use OpenGL every day
2) i code C so asm is easy to understand.
3) i will believe your not a poser/lyer.
>>
>>174481494

that's not animation though. i guess in the vaguest sense, when people say "no animation" they mean no key frame or IK. but as in the object is not static sure.
>>
>>174492618
Dating sim
>>
>>174493728
Just checking,
not even the dev and it is GM
>>
>>174482040
source?
>>
>>174493810
i give you permission to post on my behalf
>>
>>174493860
wew, i get to shi- do your PR for free?
I wont let you down senpai.
>>
Considering getting into game dev, but purely on the programming side of things. Don't give a shit about the game design itself, nor the art, or whatever else.

I come from a mostly scientific programming background, with lots of Python and R, and a bit of Fortran.

Where do I go from here? From what I can tell, C++ should be my number 1 priority, but are there even jobs out there for people who only want to do code? It seems like 99% of game devs multitask.
>>
>>174493972
Pick a language that you like that has OGL/Vulkan support and get to deving.

Make the next great RTS or Dork Fort engine.
>>
>>174493460
>>174493573
Hmm, why would you say I'm better off making it in the editor? seems like it would be a lot more work to make unique items instead of having a table it can randomly pull from
>>
>>174493972
>It seems like 99% of game devs multitask.
Only in small indie teams. Big guys use hundreds of specialists.
If you want to stay specialist, you should look for the big studios or look for a group that already has the other bases covered (art, design) and just needs someone to actually make the game.

Either way, this will most likely not pay well.
>>
>>174493972
The only devs that multitask are one man armies, and tiny indie teams.
Actual game companies do higher specialized people who focus on one task.

By the way, if you want money this is not the path to take.
>>
>>174494052
>has OGL/Vulkan support

Any big ones for this? Best libraries/support and that.

>>174494134
>>174494219
>most likely not pay well

>implying research pays well either
>>
>>174494264
Doing IT work for Big Business is actually lucrative. Regular staff will treat you like dirt most likely, but if you are lucky you won't have to interact with them.
>>
>>174494264
C++
>>
>>174494264
C/C++ are the obvious choices.
OGL has a binding for nearly every paradigm though
https://www.khronos.org/opengl/wiki/Language_bindings
Vulkan much less so but you have greater control. I know haskell has a binding if youre into it.
>>
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>>174438360
https://www.flickr.com/photos/96872887@N07/sets/72157650671215997
flickr gallery of 450+ screenshots of game hitboxes.
>>
>>174494372
That's pretty much my fallback if I can't make the research stuff and academia work for me. Game dev is a last ditch at "something else"

>>174494379
Danke. Guess I was on the right track with that one.

>>174494404
IIRC, Vulkan is the next big thing, and I feel like getting to grips with OpenGL is just working against myself in regards to future prospects.
>>
>>174494578
Very cool anon, thank for sharing!
>>
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Made an enemy that burrows in the ground and then pops out when close to you. Ideas for enemy behaviors/gimmicks are appreciated.
>>
>>174494636
>Danke.
If you are german, try to get into developing non-trivial software (software above ~450€ per copy) or doing specialised software as software engineer for industrial clients. That qualifies you as Freiberufler, which is advantageous regarding taxes. Most likely it'll fit more into your expectation of "What do you want this program to do? Alright, done."
>>
>>174494919
Australian actually, I just didn't want my post to be completely boring to read. Good to know though! Maybe I'll end up over there at some point.
>>
>>174494636
Depends how you look at it.
But yeah Vulkan is the future in the way that some people consider it quasi-driver programming with the amount of control you have.

Having skipped OGL and jumping straight to it, its a little intimidating. But ultimately worth it. I feel like people already familiar with OGL might progress faster with switching over. But it probably depends on the person.

LunarG and an API Without Secrets are the two wain sources im using right now.
>>
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>>174494578
heh
>>
>>174478121
have you contacted those guys? they might give or sell the algorithm
>>
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how do i shave my head and what color do i die it so everyone knows that im an indie dev
>>
>>174495020
>Maybe I'll end up over there at some point.
Be aware that the government still regards computers as black magic and "Neuland" for everyone. This might change as the grey-hairs die off over the years, but until then we're stuck with expensive energy and bad internet infrastructure. The industry is starving for people capable of programming though, so you'll probably be offered a decent wage (of which you'll leave ~45% behind to pay the state and insurances).

The baltic countries (or Estonia at least, not sure there) on the other hand are pushing mad for optic-fibre and subsidising tech industries. Might be worth looking into.
>>
>>174495304
Engine doesn't allow rotation of hitboxes?

Guess it makes it more simple at the lower level
>>
>>174495347
Get a Hitler Youth haircut and dye it pink
>>
>>174495304
Ito computationally cheaper to do top. Why do you think fighting games still use squares instead of perfectly tracing the sprite?
>>
>>174495304
I'd guess the engine uses AABB for collision-detection.
>>
>>174495395
Not a bad idea. I'm all good with paying a large amount of taxes - I get that if managed well, then you get lots of bang for your buck.

Prefer not to go Baltic though. I'm sure they're wonderful countries, but if I'm relocating halfway across the world I want some level of familiarity to begin with.
>>
>>174494578
>all those hitbox memes on the last page
I never knew such memes existed.
>>
>>174492618
screensaver
>>
>>174495347
Did you put a sepia filter on that?
>>
>>174495627
the filter is called nostalgia. im an indie dev.
>>
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>>174495545
>managed well
>>
>>174495761
Too many pixels.
>>
how do I scroll the script editor in GMS2? it seems like the only way is to manually slide the scrollbar?
>>
how do you come up with twist to your game to make it stand out from sea of indie games?
>>
>>174482065
I like it.
>>
>>174497132
hmm, I'm not sure
>>
How do I implement a proper buff/debuff system? Simple stat buffs are easy enough, but what if I had a debuff that (just as an example) stopped the player from opening their inventory, or using items? These kinds of debuffs I'd feel would encourage me to add extremely hacky code to let me access whatever systems I want. For example to stop the player from opening their inventory I'd need to make an int canOpenInventory in the inventory class which the debuff would decrement at the start and increment at the end (simple bool wouldn't work because what if you had multiple debuffs that did this? they'd overwrite each other). Similar story for the using item debuff.

At this point though I can see a problem where I'd have so many of these "canX" variables all over my classes that any change I might want to make will break everything. Not to mention the fact that my buffs and debuffs will need to have access to pretty much every system in my game which doesn't seem good.

What's a better way of doing this? Are there any open source examples?
>>
How am I supposed to cope with my game being the best here?
>>
>>174497746
>while intelligence is high enough
>if inventory.open, open

K I S S
I
S
S
>>
>>174497746
Think of it the same way equiped items would work
>>
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working in inventory
how's this look so far? other than the placeholder texture
>>
>>174497132
Make it happy, make it snappy, make it gay
>>
so i dreamed up this really awesome idea for a top down rpg game thats like syfy but still like phantasy neway so hers Kei shes a magical creatue whose genetic material is actually monster in origin. don't get 2 attached bc she has to fite her clone n she only she can sacrifice hrself to kill it.

rate
>>
>>174497960
Like a shitty mobile game.
>>
>>174497132
Make it actually good? If you polish it enough and know what you are doing it will stand from alone.

Most indie games are actually horribly unpolished and simple.
>>
>>174497960
nice
>>
>>174497132
Honestly the other anon is right, polish is surprisingly rare nowadays. You open up your average indie game and the interface is super basic, there's no clear design direction, actions rarely feel satisfying. It feels like a slightly expanded gamedev tutorial. Polish is enough to stand out.
>>
In GMS (1), is there a way to reference sprites that are drawn by an object? I want the player character's body to be split into different sprites for animation purposes.

Alternatively, I could make each sprite a different object and set the x,y coordinates every Step to an invisible parent object, but I notice that they lag behind slightly while moving.
>>
>>174490264
Optimization becomes more and more irrelevant by the second. Techniques used by programmers as little as five years ago are considered obsolete and no longer necessary thanks to how far computers have advanced in power and speed since then. Moore's Law dictates that within ten years, optimization in general will be a thing of the past, since consumer computation speed will reach a point where the difference between the most and least optimized code cannot be measured from how minuscule it is.
>>
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>ripping screenshots from porn to create a 2k resolution pusspuss texture
>>
>>174499553
is it gonna be FULLY MODELED?
>>
>>174499553
Yep. Fluid simulation is also planned.
>>
>>174499408
use draw event with
draw_sprite_ext(sprite_index,image_index,x,y,image_xscale,image_yscale,image_angle,c_white,image_alpha)
and it will recreate what GM does.
from there you can have multiple sprites... just code them in. use mask_index to control collisions.
>>
>>174499408
I wouldn't make an object for each sprite, unless you're wanting some really precise collision checking with procedural animations or something.
Depending on what you want, I think what you want to do should be easy enough, what did you mean by "reference sprites that are drawn by an object"?
>>
>>174499553
Anyone know what video this pic is from?
>>
>>174499969
Nvm I'm retarded.
>>
>>174499425
1) Moore's law died in 70's
2) in 2021~ they will start manufacturing consumer chips with 5mn transistors and that's official end of the road until they develop new way to actually build processors
>>
If your game uses pixels, then you're a hack
>>
Programmer here, gunna get into Modelling while I have some broken bones healing

I've done a bit but not much. I am not great at art. But I really, really want to spend the time to get good at texturing and UVs. I know it's tedius and boring but that's fine with me, I want to be good at it so I can make my own shit.

My question is, what should my path be if I want to get particularly good at UV unwrapping, textures and materials? I need to get decent at modelling first, so should I just model shit? Model shit and then try and texture it?

And recommendations on good tutorials/resources on texturing/creating PBR materials from scratch?

I will also be using Blender. Doing some tutorials now. Is Maya much better to the point it's worth hunting the seas for (It wont be hard to find, im just lazy)?
>>
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>>174499938
>>174499928

When you draw a sprite like this, for example. Is it possible to reference that specific sprite in code? I want to be able to transform, replace, etc. particular sprites under particular circumstances.
>>
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>>174500152
>>
>>174500294
i actually have no idea of the exact limitations of DnD but I can tell you it's limited as fuck. replace the DnD with GML and you have unlimited possibilities.
>>
reminder to make the game you want to play
>>
>>174500512
DELETE
>>
>>174500294
You're going to want to drop the drag'n'drop if you want to do anything like this.

There is a function called draw_sprite_ext() that lets you draw a subimage of sprite at a given point, scaled to a given size, rotated to a given angle and blended to a given color and alpha.

Then you just make instance variables like
headSprite = spr_head;
headRotation = 0;
headX = x;
headY = y;
...

And use them in the function.
>>
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>>174500583
Reminder to make a game you would BUY.
>>
is it really possible to make a game only using UE4 blueprints? if it is, can i get some examples?
>>
>>174500756
I never bought a single game in my life.
>>
>>174500882
Mayhem League was made only using blueprints, though it was cancelled some months ago.

https://funmanarmy.itch.io/mayhem-league

I believe they posted a screenshot of their game 'code' before, and god, it was absolute spaghetti.
>>
>>174501121
make one you would
>>
What's an acceptable length of time to work on implementing a type of system(Ie,inventory, battle system,etc)? I know it's vague, but I don't know if its because im slow/bad at programming or it just takes time.
>>
>>174501121
That's kind of sad. Gamers who have never bought a game have no respect for games.
>>
>>174501240
Design, implementation or both?
>>
>>174457187
Kirby's endings/20
>>
>>174501390
Just getting it fully functional, so both.(No juice/optimization though)

I've spent 2 solid weeks on my inventory, and it works great and flawless now, but I always feel some guy could have done it in 2 days
>>
Did alarms change for GMS2? I can't seem to get my alarms to work. wtf is the difference between alarm_get and set?
>>
>>174501383
> men who never paid for sex have no respect for women
>>
Bored artist here, anyone want to collab? 2D or 3D.
>>
>>174501674
This is my least favorite meme
>>
>>174501674
What browser do you use to post on 4chan?
>>
>>174501240
i'm the slowest programmer here but i'm pretty sure it's all about whether you've done something before.
first time implement a new system: months
second time: weeks
third time: days
That's how long it takes.
>>
>>174501790
>first time implement a new system: months
>second time: copypaste and tweak code in 15 minutes
fixed
>>
>>174501790
>i'm the slowest programmer here
nah, that would be me
>>
>>174501859
yes that's what I was getting at, however I'm also referring to recoding the entire system because I NEVER get it right the first time. I always have to recode my shitty systems.

But when it's mostly perfected then it can be copypasted yeah.
>>
>>174501790
You're not bokudev
>>
>>174501869
literally me
I spend days on a single line an average.
>>
>>174501674
Sure. Working on a contribution-collab project with a few different artists. We'll take any skill level assuming it's a serious attempt.
You can either get paid up front depending on quantity and content, or instead we can work out a cut which is much less money upfront, but you'll continue to get paid as long as the project rakes in money (our Patreon alone current pulls in over $1500 a month).
As for workload and the content, we can disclose that and the Patreon after you fax or mail us a physically signed and notarized NDA, after which we can discuss payment and what you'll be working on. Must be comfortable working with adult art, must be willing to finish the entire set you commit to, and payment is only sent via mailed check/money order. No Paypal.
Post your email and we'll contact you to discuss further.
>>
>>174502062
That definitely sounds interesting. Before I drop my email though, what engine are you guys using?
>>
>>174502090
>As for workload and the content, we can disclose that and the Patreon after you fax or mail us a physically signed and notarized NDA, after which we can discuss payment and what you'll be working on.
>>
>>174472881
whats the game going to be? what genre? comparative existing games?
>>
>>174501582
It's very possible someone with a lot of experience could have done it faster. However, from what I've seen, two weeks is quite a common amount of time to allocate to a particular feature in a professional setting.

Given that you're one person and an amateur, I'd say two weeks to get a complete working feature is outstanding.
>>
>>174501990
the amount of lines you write means absolutely nothing.

sometimes all it takes is a few key lines to make or break a major bug.
>>
>>174501973
I've done that so many times that I've learned to make my systems mobile from the get go, so they can be plugged in and out easily and modified without having to touch any other code. It doesn't always work out that way but I rarely have to rewrite something if I don't feel like it.
>>
>>174502090
You're a fucking artist, how would the engine be relevant for your doodles?
>>
>>174501975
Bokudev can't be the slowest programmer because Bokudev is not a programmer in any capacity. I wonder how many people realize he literally has a guy he pays to code shit for him. Guess he's too busy stealing from Nintendo to do it himself.
>>
>>174502205
Stop replying to bait you autismo.
>>
>>174502139
Uh, I'm not just going to sign up without knowing what tools you're using. That's insane.

You need an NDA before letting me know if you use Unity or Unreal? Scared I'm going to steal your idea of using an engine?

Lmao! No thanks, good luck in the project though!

>>174502205
Lmao! Yeah, what relevancy does the engine have to my 3D pbr workflow? None at all, Unity is the same as Unreal is the same as a custom engine.
>>
>>174502208
You mean he buys assets and pays for a coder?
wow
>>
>>174502265
Stop replying to bait you autismo.
>>
>>174502291
>Unity is the same as Unreal is the same as a custom engine.
Damn right it is.
>>
>>174501624
That's the most reaching analogy ever. Just admit you're a poor faggot who offers nothing of value to the industry.
>>
>>174502208
>he literally has a guy he pays to code shit for him

What? His game shouldn't be remotely hard to program
>>
>>174479031
woah wtf why do i want to kiss that boy?
>>
How do we convince Bokudev to hire American and stop funding the poos?
>>
>>174500646
Ok, I see now. I don't know much about GMS so my assumptions about how the Draw event works was roadblocking me.
>>
>it's a circlejerk in hatred over bokube episode
Stop being so salty holy shit.
>>
>>174502291
An NDA is not a contract to work. It's a legally-binding agreement that keeps our intellectual properties secure and protects our rights as a business.

There should be no issue signing an NDA if you're serious about contributing and getting paid.
>>
>>174502605
Stay mad bokudev
>>
>>174502637
Good luck in the project!
>>
>>174502605
>People post literal facts about bokudev
>"Lol you guys are a bunch of jealous haters!!"
Go to bed, boku
>>
>>174502747
Not bokudev, real bokudev only posts fresh progress with replies in them everyone knows he doesn't make replies so everyone knows any reply wouldnt be bokudev.
>>
>>174502638
>>174502747
He's a fag but when you keep bitching about things that are already well known like him not coding the game you just make it obvious that your anus is all twisted up about it.
>>
>>174502838
>pay someone else to make a game
>this makes me a game dev
pls
>>
>>174502805
>he doesn't make replies so everyone knows any reply wouldnt be bokudev
unless you're a mod on 4chan, there's no way you could possibly know that.

You'd have to be dumb if you think he just posts his progress and doesn't ever respond back to any replies
>>
>>174502805
>anonymous message board
Yeah you're right I bet bokudev never ever posts without progress anon
>>
>>174502491
I know what you mean but he says hes not gay. I don't understand why a dude that tries to be cute and attractive to men is only attracted to women fucking more confusing than his sexuality.
>>
>>174502838
Why is he a fag? I don't even care if he pays people to code his game, but why else would he be? seems chill otherwise.
>>
>>174502838
well I didn't know that he doesn't code himself
not that I actually care but id does sound weird
what does hee even do?
>>
>>174502934
He makes all the game art
>>
>>174502885
He's paying someone else to work on the game, not make it entirely. I don't really care is the point, but you do and you won't stop bitching about it.

Did you know gogem paid someone to program for him as well?

What do you expect of gamedevs who put their face on the internet or seek attention or are known homosexuals with autism who speak memes literally in public?

Do you look up to them or something?
>>
>>174502974
then why are people angry?
that's half the fucking game right there done by him
>>
>Bokube pays someone to code his game
Source?
>>
>>174501624
The woman doesn't need to be a prostitute to pay for sex.
You pay her dinner.
Her rent.
Buy her clothes and jewelry.
Let her suck the joy out of your life.
Up onto the point where everything what's yours is hers.

But hey, at least you have sex 1-2 times a month, right?
>>
>>174502974
>>174502934
All the art, and design apparently. You gotta remember all the level design and gameplay is apart of hard work not just art or code. The amount of content hes shown is pretty damn crazy for agdg.
>>
>>174502974
"makes"
>>174503015
No on earth is angry, anon. What are you talking about?
>>
>>174503037
>Source?
me.
>>
>>174503015
I'm angry he's giving money to the poos

There's nothing wrong with how he's making his game otherwise, other than his hatred of the west and desire to see it fall to the fucking loos
>>
>>174502934
>what does hee even do?
I don't know. Probably everything except 90% of the coding. If you catch him claiming 1MA status then you have a case.
>>
>>174503083
>I'm angry he's giving money to the poos
Again, source? Or do you believe everything anyone posts here?
>>
>>174503037
He's mentioned it a few times. I'm not combing through the archives to find specific instances.
>>
>>174503132
What do you want, a link to a scientific paper? It's pretty much a well known fact. You can look through the archives if you want to catch up..
>>
>>174503043
>You pay her dinner.
Why should I?
>Her rent.
Why should I?
>Buy her clothes and jewelry.
Why should I?
>>
imagine if we could harness the power of gossip and caring about what others do as an energy source.
>>
>>174503083
>I'm angry he's giving money to the poos
You sound like a little bitch with an axe to grind. What difference does it make to you?
>>
>>174502924
Its the fapping he probably does with attention. Being able to attract men and women and not give horny men their tranny/cute boy fantasy while baiting and staying straight is a massive cock tease that he probably gets off too while still fucking women.
>>
>>174503227
Reroute electrical signals carrying data to a battery instead of to a server. Simulate responses on the client's end.
>>
>>174503276
we already do
>>
>>174503229
>what difference does the state of the world economy make to you? Why do you care about losing superpower status and having an inferior economy compared to rising nations around the globe, matching and exceeding the west?

Gee I dunno anon
>>
>>174503141
>>174503207
>make claim
>can't back it up
hmm, weird
>>
>>174503276
How does someone as mental as you convince themselves they belong in a gamedev thread?
>>
>>174502746
Thank you. We currently have 16 artists on staff and have room for much more, but we'll rescind the offer after our late 2017 release.

If you change your mind or if anyone else is interested, post your email so we can contact you.
>>
>>174503208
I don't know, maybe because you like her, I guess, and want to see her happy, and want to prove her that you can take care of her. You know, women need these kinds of stuff.
>>
>>174503227
Infinitely renewable energy for the whole world

I think you're onto something here.
>>
>>174503409
I might be interested, what engine do you guys use?
>>
>>174503339
You're bullshitting now but don't kid yourself you are really butthurt about boku and his game. You should consider making your own game and staying out of agdg until you have enough confidence in yourself to avoid doing this everyday. You won't though.
>>
>>174503475
>As for workload and the content, we can disclose that and the Patreon after you fax or mail us a physically signed and notarized NDA, after which we can discuss payment and what you'll be working on.
>>
>>174503536
The engine you use is neither workload nor content?
>>
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>>174503339
>throwing bones to Pajeet so he code for a game he will never see a penny in royalties from somehow threatens world economy and even someone's superpower status

holy fuck dude put down the bong right now
>>
>>174503346
Why would I try and back up something Boku has stated himself on multiple ocassions just to please one clueless person? I don't give a shit if you don't believe me.
>>
>>174503597
Traitors and collaborators are the worst form of scum, and there will be no mercy for them come the day of the rope. Boku still has time to support the western economy and save himself.
>>
>>174503563
Information about the game, including answers to any questions you might have, will be disclosed once we've received and verified the NDA.
>>
>>174503762
I am not going to sign anything or waste my time contacting anyone until I know what engine you're using, that's retarded.

Actually nevermind. Not interested in working with people so stupid. Good luck in the project!
>>
>>174503667
hey disphit, if your country didn't outsource bulk of its production overseas to piss poor people, to let you sell the products at 100x jackup of production value, you wouldn't be sitting behind a computer writing fascist manifestos, but still plowing a fucking cornfield somewhere right now
>>
>>174503637
So you give up? Sad.
>>
>>174503346
Boku has said on here that he didn't know how to code before, but at the time I just assumed he meant that he was bad at programming and mostly copypasted code from unity answers
>>
>>174503830
If my country didn't do that, we'd have a significantly more stable economy.. Do you even understand how anything works? getting shit cheaper from china =/= better for our economy. Something costing 10 cents less by contributing 10 dollars less to the economy is not good you fucking idiot

Christ people are fucking retarded. No basic economic understanding at all.

Won't even get into how amazing manufacturing was in the west, your comment about how I'd still be plowing cornfields without other countries makes literally no sense

did you just forget about 100 years of history something? Worked out pretty great for a while there. You know. When stuff was built at home. Which you suggest is bad. Because it cost a few cents more. Which wasn't a problem because people made tens of thousands more a year (relatively, inflation obv)

So stupid. Just so stupid and worthless.
>>
>>174503903
So he didn't say he hired someone to code the game for him? I see.
>>
New bokube thread when?
>>
>>174503935
? Yes he has, multiple times.
>>
>>174503983
When you work on your game for four consecutive hours. We are all counting on you, anon. Its all on your shoulders. Don't let us down.
>>
>>174504003
Source?
>>
>>174503821
We take this project very seriously considering the scale and amount of money involved. The NDA is not only meant to protect our studio's interests, but it also filters out potential artists to only serious contributors. If you're unwilling to sign a simple NDA, then you can't expect to be taken (or paid) seriously.

Like I said, the offer stands until late 2017. Post your email so we can stay in contact if you change your mind, or if anyone else is interested.
>>
>>174484454
The book isn't just about agile, it talks about wide range of subjects including naming conventions, formatting, effective comments and more, arguably the agile part is minute and only kicks in much later in the book. I simply haven't found a better book that would explain how to format and design code in order to look good and too many beginners don't know this as I have seen too much correct but disgusting code by new programmers, your regular programming books simply don't talk about this that much.
>>
>>174504031
>boku said he doesn't know how to code
>"ah I see"
>boku said he pays someone else to code
>"what?! show me a source!!"
he literally said it like two or three days ago when talking about gamepad support. don't me such a lazy faggot and look it up yourself. no one else has any desire or reason to prove it to you. Stop acting so autisic.
>>
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>>174504031
>>174503935
>>174503346
I gotchu. I can bring up more examples too.
>>
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>hiring an employee in your software development company
>"amateur indie dev"
>>
>>174504303
>who are much better at programming than me
The only way to get better is to keep trying.

It's been what, maybe 2+ years now? He could have had a decent knowledge of programming by now.
>>
>>174504303
He's talking about his Kickstarter, which he said multiple time he WILL use to pay for a programmer. You know, IN THE FUTURE, as in, NOT NOW.
Thanks for proving mwe right though.
>>
>>174504162
>>174503821
i can't believe how ducking stupid you two are.
>"Oh man in gonna meme him way harder than he's meming me! I'll Type our whole paragraphs in the middle of the night knowing that it's a completely fake and pointless conversation!"

You're the definition of nodevs. Work on your games, idiots.
>>
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>>174504303
There's also tons of shit where he straight up says:
"I cant program shit"
"sorry cant program"
"cant fucking program"
"im jealous because i wanna make a roguelike but no programming skills"
and
"I dont have time to learn how to program"
>>
>>174504425
I'm sorry, could you give me a source on those comments?
>>
>>174500137
>2) in 2021~ they will start manufacturing consumer chips with 5mn transistors and that's official end of the road until they develop new way to actually build processors
I figure they'll stop building them in the current dimensions and just increase volume (and surface area for heat dissipation) of processors.
>>
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>>174503935
>>174503903
I have mentioned many times I can't program iv never been able to I just have the means to ether scrape some cash together to pay someone else better at code than me, or wink around and get some free code, or put together spaghetti code. In short I'm pretty autistic and spend a lot of time solving a problem you would easily code out, with autistic determination to make game.

My drive to make a good game and work with my limitations but still never give up I think produces a better game I like to think because if I want to be a good game designer I have to get good at making games even with my own limitations.

>>174502491
>>174503276
Not Gay Sorry.

>>174502889
I made it a rule for myself to not post replies unless its included in a post of progress because sourcedev has it out for me for along time now.


>>174502208
This is correct. I make all my own art, (with Nintendo inspirations hehe) and everything else but code to quickly make game and avoid not finishing a game. Probably will be doing this for the rest of my life just to get games done and not take 4 years anymore trying to do EVERYTHING myself.

There are many people here that say why dont you work for some other company if you dont like code and do nothing but game design and art design, but I don't want to be a slave for someone else I rather lead my own team and or be a 1MA making the games I want to even if it means I have to be autistic about avoiding certain things like coding to get a product done.If I can make the games I want to and they get done anyway I dont see the harm in not working for anyone else.


Anyway progress wise I'm busy trying to make a fire level but my lava sucks ass and I can't wrap my head around how to make good lava in unity since I cant code shaders. Guess il have to scrape some cash for lava hehe. Made a spot light that follows its gaze on boku my goal with this level is to get the top before the lava rises.
>>
>>174504526
Sure
https://boards.fireden.net/vg/thread/164005519/#q164014551
>>
>>174503929
>Something costing 10 cents less by contributing 10 dollars less

are you for fucking real?
little chink makes a pair of nikes you would want 30 dollars for, with 3 dollars and you faggot sell them for 50, how is that "10 cents cheaper while contributing even less to the economy"?
>your comment about how I'd still be plowing cornfields without other countries makes literally no sense

you wouldn't even have a service based economy if all your shit wasn't made in china
nobody would be able to afford anything they can now
>>
>>174504587
kys
>>
>>174504634
>nobody would be able to afford anything they can now
yes they could, things were much more affordable in the past

The cost of cars, the cost of housing, the cost of groceries, of services are all much higher in relation to the wages that people get paid than 50 years ago.

The difference is that in the past there were MILLIONAIRES!

Now there are billion and trillionaires.
>>
>>174504736
Don't start this "a million is nothing nowadays" shit again guys.
Not down for this arguing shit again today.

Post video game development progress instead.
>>
What's the theme for the next Ludum Dare?
>>
>>174504587
That lava looks like shit and you should feel bad.

You also shouldn't be trying to make a commercial game by yourself without learning how to code fucking what?
>>
>>174504807
I only recently realized that when american say "i make 100 000 usd per year" they mean with social benefits and before taxes and such.
I thought they get that much money in their pocket, but in reality its half of it.

Really lowered my opinion of americans boasting on 4chan and the people who complain "lmao you aren't makign six figures when you are 30 what a fag".
>>
>>174504807
>Post video game development progress instead.
>he says, while not posting progress
>>
>>174504587
>wink around and get free code

what did he mean by this and how can I acquire your nightly services bokudev?
>>
>>174504891
>posting precious progress in a dying 800 post thread
>>
>>174504884
Comparing "before tax" figures is the default though. Different people fall into different tax brackets; comparing after taxes is not sufficiently accurate to represent how their work is valued.
>>
>>174504968
If I don't see your progress in the first five posts of the next thread I'll know you are a shitposter.
Oh who am I kidding, I already know you're a shitposter
>>
>>174505025
>Comparing "before tax" figures is the default though

In the USA. I always say how much money I have in my pocket on wage day, and thats why it seems pathetic compared to americans, and I legit thought about moving there just because I'd make 4x money.
Turns out this isn't at all the case.
>>
>>174505059
Different posters anon.
>>
>>174505062
>In the USA
Not only. And don't tell me job offers in your country promote themselves with after tax values.
>>
>>174505125
My point still stands.
>>
somehow unnerving we didn't get a new thread 100 posts ago
did the anon who usually makes them kill himself?
>>
>>174497960

Looks super polished already. If you give it a chunky/pingy sound effect for switching items quickly it'd be a really fun to use menu, if a bit awkward to use during high stress moments.
>>
>>174505178
>the anon
There is more than one.

When I feel like making a new one, I usually do so on post 748. After that I don't bother, because double threads occur to often.
>>
>>174504530
not that easy, we talked about this few threads back, you can't make CPU just wider or it will start shitting the bed and it's not about heat but mean errors
>>
>>174505137
Not him, but they do in my country, because unless you're self employed, your job will calculate your taxes for you. Everybody here does that, even more - telling someone how much you earn before tax makes you a target for ridicule.
>>
>>174504439
No one's making memes, he's an artist and I'm looking for artists. It's pretty simple.
>>
>>174505348
I wish I was an artist, then people would be looking for me
>>
new!
>>174505390
>>
>>174505331
>your job will calculate your taxes for you
Exactly the other way around here. Employers don't get to know your private life situation, however the ministry of finance does. You pay different taxes based on marriage and children to care for. Therefore only a before tax figure can be offered.
>>
>>174505137
>And don't tell me job offers in your country promote themselves with after tax values.

Yes? Of course?
If a job advertised itself as paying 2000 per month, and then only paid me 1200 at the end of the month, I'm quitting on the spot.
>>
>>174505467
> t. never had a job
>>
>>174505467
>Of course?
Employers state how much they are willing to pay you for your time and effort. What you have to pay to the state after that is your business.
>>
>>174497960
looks juicy
>>
>>174505513
>>174505546
>i am so american that i cannot even comprehend people do things differently elsewhere
>>
>>174505663
>i am so retarded and arrogant that everyone disagreeing with me must be american
>>
>>174505663
I bet you don't even clap at your hamburgers before you eat them
>>
>>174505698
>being so american that you deny being american on the internet when confronted about it
>>
>>174505429
>Employers don't get to know your private life situation, however the ministry of finance does. You pay different taxes based on marriage and children to care for.
That's how it is right here, too, however you get a quote based on your tax bracket regarding your income only and without all the "private life" deductions - so you get paid your money minus what goes to tax in your bracket - so let's say you earn X, your tax bracket based on your yearly earnings is, say, 20%, you get X-20%. At the end of the year you can declare various tax reliefs(like kids stuff, internet, public donations, etc)additional sources of income(assuming you're 100% honest), and the system calculates how much you have to pay additionally, or how much they owe you.

So your employer doesn't know about your life situation, or how much reliefs you get additionally. They just know you pay in this and this tax bracket and that's it.
>>
>>174505546
In my country taxes are commonly paid by employer, so everyone ads only the real sum you get on hands. And it would be real weird otherwise imo.
>>
>>174505390

there is a new thread you know? we're discussing being sorry artists who wont work with that one.
>>
>>174439301
Two divergent decks to draw from.
One where you can see which card is next and which gets shuffled at the end of your turn.
And one where you can't see but from which you can draw two.
>>
>>174439301
Instead of randomly drawing you get to manually pick half of your starting hand.
Thread posts: 817
Thread images: 122


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