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/agdg/ - Amateur Game Dev General

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Thread replies: 777
Thread images: 141

Where's your game?

> 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
>>174605992

> 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
>>
>>174687201
First for giving up.
>>
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>not the superior /fa/ version
>>
give idea for ludum plz.
>>
>>174687446
Child trapped on the It's a Small World ride at Disneyland, make your escape.
>>
>>174687446
You're a termite and you eat wooden furniture while dodging ever-encroaching poison.
>>
>>174687446
You are an ant and must leave the most efficient pheromone trails to food for your colony.
>>
>>174687446
Hobo on a god killing spree
>>
>>174687446
You play as a giant girl and crush buildings and shit
>>
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Reminder to work on your programming languages.
>>
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Made some kinda cog/gear trap that moves a spike block up and down so the player moves through with timing.
>>
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TR1CK SHOT BOIIIIIIIIIIIIIIIIII
>>
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>>174688058
Reminder that no matter how well your game is programmed you wont's sell more than 10 copies unless it looks pretty.
>>
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>>174688275
>>
>>174688368
Game looks neat, anon. Keep up the good work.
>>
>>174688462
What if your game is really pretty but programmed terribly?

>>174688275
>>
>>174688642
>bokube
>pretty
?
>>
>>174688275
Should make the sides of it less vision blocking so you don't have to turn the camera to be sure of where the spikeblock is
>>
>>174688462
that's why Dwarf Fortress makes $3000-$5000 a month?
>>
>>174688368
Downwell 2?
Upwell?
>>
>>174688587
Ty!

>>174688873
Try Downwell [Spoiler] Multiplayer [/Spoiler]
>>
>>174688959
FUCK
>>
>>174688368
hey that's pretty gud
>>
>>174688368
Hell yes, keep at it. Maybe reduce the aura size of the dudes by a little bit, the vertical stripes look a little odd when they stick out.
>>
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>first time coding an RPG menu
>>
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>>174688805
How can I make my game more pretty for you?

>>174688806
Got it boss! Thanks for the tip.
>>
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just a little bowling minigame
>>
>>174688275
Since the game looks like its meant for all ages, maybe use the word "defeat" instead of kill?
>>
>>174689450
more coherent palette

better textures (like the sides of those wooden cubes)

bg that isnt just blue grid
>>
>>174689370
After coding my own UI I've developed a newfound appreciation for stuff like blender, unity and maya. In terms of the interface work, that is. Blows my mind to even consider how much work went into them.
>>
>>174689370
Wait until you get to items and stats.
>>
>>174689515
I'm retarded define coherent palette for a retard please.

Do you mean you like my wood textures or that the wood textures on those cubes need to be better?

the grid bg is just for the tutorials as each tutorial level is the same checker bg but different colored.
>>
So I've messed around with Unity for quite some time now but most of the effort was wasted on software architecture shenanigans.

Entity Component Systems bullshit, creating "modular" systems, making the most generic code possible, design patterns... I've lost count of how many hours were spent agonizing over meaningless choices in games of such small scope.

In an effort to move away from this over-engineering I decided to give game maker studio 2 a try and I was pleasantly surprised with the ease of prototyping and iterating over ideas. The apparent dumbness of the GML language might be exactly what I need to leave my ivory towers and start working on actual game play.

One thing that irks me about GML is function definitions, having to create one file per function is a huge hassle and argument definition seems extremely primitive. (argument0, argument1, etc. seriously?)
Is there an actual way of defining functions that is more similar to standard programming languages?

Would you guys have any other suggestions or resources for CS-minded people using GameMaker?
>>
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post ld progress!
>tfw spent all day shitposting instead of devving
>>
>>174689707
that's exactly what i'm on
>>
>>174690018
Fuck, I just woke up and people are this far into LD?
Looks good Anon.
I'm still thinking up an idea.
Are you doing Compo or Jam?
Also, general question, do people who vote on Compo games generally have a hatred for platformers?
>>
>>174690335
Doing the compo, been up since it started since I live in Aus and it started at lunch time here
>>
>>174690001
As a CS-minded person (i.e: someone with a degree in Computer Science), my suggestion is to not use GameMaker. Why use something that is "similar to standard programming languages" when you can just use a tried and tested programming language.
>>
>>174691073
Because my main objective is to optimize for speed of development.

Using Unity for developing 2D games in a single person team felt like an overkill.

I could use a more low-level framework but I fear I would spend more time reinventing the wheel than actually developing the game.
>>
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>>174687446
Building the tower of Babel while sheperding retarded builders who can barely talk with each other
>>
>>174691426
Use LibGDX then.
>>
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what should go into "extra" menu?
>>
>>174690001
One of the important things to keep in mind when starting these discussions about tools (be it engine or language choice) is that the "right" choice depends a lot on what you want to accomplish.
>>
Has anyone ever looked into processing?

The language reminds me of 80s BASIC, unfortunately..

https://en.wikipedia.org/wiki/Processing_(programming_language)
https://processing.org/
https://processing.org/tutorials/
https://processing.org/examples/
>>
>>174691426
use pygame with python in that case
;)
>>
>>174691816
Dev's phone number, be brave.
>>
>>174691816
lewd pics
>>
>>174691816
add an option to disable dithering :^)
>>
>>174691939
I've used processing quite a bit. It gets horrible the larger the project gets but if you're making something really small or you're making visual processing apps it's not the worst.

I know Daniel Shiffman on Youtube shows a lot of examples and tutorials for Processing and they're really good but there are a lot of other much better frameworks out there.
However, it is good to watch these videos or practice stuff in Processing if you have an inclination towards it because your skills can be easily transferred over to any language once you have the core concepts down of whatever you're doing in Processing.
>>
>>174692329
Also by visual processing I mean all those "creative coding" things people make out there.
Some are cute and look nice but most are pretty useless and can't be applied in almost any scenario. Or if they can, someone already has implemented them in a better way than some "creative coding" project.
>>
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>>174692110
just for you
>>
>>174691816
credits
clear data if you want the player to be able
>>
>>174687446
you gotta collect double jumps until you can jump high enough to leave the earth's gravitational field
>>
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>>174692329
>>174692408
Thanks
>>
What can't be achieved in UE4 with just blueprints?

What are the cons of blueprints?

I know that they're slower than written C++, but most games are not really CPU-bound in terms of performance anyway.
>>
>>174693265
Limited by your imagination. Memes aside, blueprints can get hard to manage because of literal spaghetti coding
>>
>>174693265
Everything can be achieved with them - some things are just harder.

They are most suited for run-of-the-mill action games where you have a bunch of tangible/real objects interacting with each other. Doing abstract stuff in UE is difficult like wading upstream in a river but not impossible.

If you make a game where you have a character and a bunch of enemies and the character does simple interactions with those enemies(like combat animations) and a worldspace and shit then UE blueprints and UE in general are for you.

If you are making a strategy game where you are have to program lots of abstract stuff like inter-agent interaction and AI, underlying simulacra subsystems and procedurally generated world, blueprints are just gonna make your life harder.

-------------

"muh performance" is a moot point to begin with. If your shitty platformer is too demanding for a modern, dust-free, Intel Integrated HD laptop, then you are doing smth very wrong.
>>
>>174693780
Interesting stuff.

I hear they're not as easy to maintain as code is, in terms of refactoring or understanding them.
>>
>>174694097
I worked with blueprints for a total of 5 hours while i was trying out UE4 and they're pretty easy to understand, in my opinion. What i could never grasp was the multitude of various managers UE4 has.
>>
>>174693265
Times I've been forced to use C++
>graphics menu (mainly key rebinding)
>mesh instancing along a curve had an extra option I needed
>checking if the game is running DX9 or DX10
>they let you make enums with functions specific to them, which is useful and I don't think BPs do
Basically you might not need anything more, but being able to do simple C++ when necessary might be useful,
>>
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>his game doesnt have a gangsta shooting mode
why even make a game in the first place?
>>
>>174694403
reminds me of ratchet and clank
>>
Are there any up-to-date tutorials on Ren'Py? The documentation on customizing the menus and GUI is a little lacking and all the tutorials seem out of date.
>>
>>174694403
nice cell shading.
>>
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>tfw still no actual gameplay
>>
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>>174688275
>>174689495
Some enemies have limited sight. Sneak past them or murder them with a puzzle cube.
>>
>>174694789
The scrolling is still a nice effect.
>>
>>174694789
is the world cylindrical or something
>>174694898
it looks odd
>>
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>>174694938
Yeh its supposed to look like Animal Crossing
>>
>>174694938
I like it

(different guy)
>>
>>174694403
Ahhh Nuuuu!
>>
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I finally managed to convince grandpa to model for me. He didn't wanna take off his underwear tho.
>>
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>>174687201
Good morning /agdg/. I'm making a Ludum Dare.
Still don't know about gameplay, but I got the 3D pixelarty stuff to work.
>>
>>174694789
Oh damn I was gonna do something like this.
But just use a shader to make it appear spherical.
>>
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>tfw wanna do LD but afraid I won't make it in time
>>
What's so special about LD?
>>
Ludum Dare idea: a game where you meet the same people all the time. When you meet them, you say "Hey, it's a small world!"
>>
>>174696037
Don't worry anon, I'm just starting now.

>>174696150
It's fun and lots of people participate and vote.
>>
>>174695792
Very Yoshi's Island.

[[ Russian National Anthem Intensifies ]]
>>
>>174696162
2slow
>>174658571
>>
>>174694576
thats not cell shading
>>
>>174696150
actual publicity potential
>>
>>174696249
Damn
>>
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>>174696194

LD idea: Simple platformer where each level is a small world of its own and you must travel between them to get powerups and shit.

Metroid meets Cat Planet.
>>
I'm trying to make a HUD in the form of a bar that goes along the bottom of the screen like some of the old DOS games.

The hud keeps moving to the right when I change resolutions though. Is that normal?
>>
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Can either improve the UI or do something for LD. It's been a while since I've done one, making it a bit more tempting.
>>
>>174694097
I wouldn't say that they are any more difficult to maintain.

Its just that since those blueprints are so new and so narrowly used(only used for video games instead of being used for every possible thing one can put a program into), no advanced maintenance paradigms have had the time to arise.

Anyone, who is(or was) a newb at programming should know how hard it is to maintain a bunch of written commands without knowing any industry standard tips and tricks.
>>
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>https://youtu.be/ilmS_CeKCuo
>oh hey this looks cool!
>no link to the addon
>video is 8 months old
WHY DO PEOPLE DO THIS
>>
>>174696410
It doesn't sound normal
>>
>>174696268
What is it?
>>
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mmo tycoon
>>
>>174696410
its probably a result of something happening inside the low level graphics API

your best bet at fixing this is to reinitiate whatever handles your graphics output whenever a user changes the resolution. Reinitiate as in quitting or exiting from any and all of graphics API's and also from your own graphics manager you are using and then initiating your graphics manager along with the API's you are using with the new resolution selected to ensure that all variables inside your code and your API's code are exactly what you want them to be.

If this doesn't work, then the problem is somewhere else in your code - like an unrelated function modifying a variable it is not supposed to.

This all assumes that you are programming and not using Unity or UE or such. If you are using Unity or UE then I can't help you.
>>
>>174688368

Why are you ripping off Downwell so much
>>
>>174696782
You can do all those things without any problems not using the addon.
>>
>>174697440
Prove it
>>
>>174697172
Roller Coaster Tycoon MMO. Instead of NPCs walking around your park it will be real players in real time.
>>
>>174697523
Players will have to enter the deeds of their home as collateral for park entry.

Unprecedented levels of emotional investment for each player as their real-world assets are put on the line!
>>
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I started a tutorial series on making a complete game using Lua and LÖVE. If anyone's interested the first two parts of it are here: https://github.com/adonaac/blog/issues/11, https://github.com/adonaac/blog/issues/12
>>
I need to start writing dialogue.

What's a good minimalist text editor with spellcheck?
>>
Hey guys, thinking of continuing a game I made for school half a year ago, I want to know whether my idea has any merit. Would you be interested in trying what I made and calling me shit?

It's about hacking into a computer system. It uses a terminal modeled after Unix.
>>
>>174698324
Google Docs.

As a bonus you can use the app on your phone to write dialogue wherever you want and it's all synced automatically.
>>
>>174698185
Sick shader.
>>
>>174698553
>game about hacking
>implying the game isn't a virus
Not gonna download it m8, but sounds like it could be a neat game.
>>
>>174698185
Now that's some motherfuckin juice right there right there.
>>
Reached the point where I've rigged my character model in Blender, and need to animate it for import to Unity. Anyone recommend any specific guides or tutorials?
>>
>>174698681
Fair enough, I was just going to share a Love2D project though.
>>
How do you create big 2d worlds? Do you really write a level editor?
>>
Why the hell doesn't twitter allow webm already? It never wants to upload my mp4 videos.
>>
>>174698185
löve you
>>
>>174699053
Seriously where the fuck is your game faggot?
>>
>>174699127
Is your mp4 <40fps?
>>
>>174699213
Oh, no. It's 60fps. How do I convert it to lower fps?
>>
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Chatterbots are fun
>>
friendly reminder to dev in moderation

remember to take frequent 8 hour masturbation breaks
>>
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>>174698553
Alright, I'll fuck off if nobody want to play my game after this, but I should probably have included a picture in the first post.
>>
>>174699276
If you have ffmpeg it's pretty easy.

Still ridiculous that twitter doesn't support 60fps or webms, but that's what you get with no competition.
>>
>>174699276
ffmpeg -i input.mp4 -r 30 output.mp4
>>
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>>174696037
>tfw doing LD but don't wanna post about it or show progress
>>
>>174699203
On my HDD... So far these features are done:
>sidescroller movement
>lighting
>animations
>tons of sprites
>resource gathering
>GUI
>a fucking goal/story

I just need to extend the game world, add some mobs and happy merchant AI's
>>
What fonts can I use free of charge for my commercial game?
>>
>>174699330
Nice loading bar.
>>
>>174699429
https://www.youtube.com/watch?v=BRWvfMLl4ho
>>
>>174699482
https://www.fontsquirrel.com/
>>
>>174699482
The ones with agreeable licenses.
>>
Never give up!
>>
>>174699514
That's a text field :(
>>
>>174699585
but i cant draw and i cant sell game if its ugly
>>
>>174698553
That's a setting not a game idea.

Where's your game idea.
>>
>>174699538
I have no idea what you're trying to imply here
>>
>>174699318
Not bad, did you roll your own or use a library?
>>
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>>174699647
Forget selling and work on it!
>>
>>174699809
and what do I do when I've completely programmed my game, and all i need is art

program another game and always be a nodev?
>>
>Getting all engaged and concentrated and deep into coding your LD game
>Neighboors decided this is a perfect day for drilling walls
FFFFFFFFUUUUUUUUU
>>
>>174699791
Using Program-O
>>
>>174700004
you've programmed literally all of the content?
>>
>>174700004
Either be a true indie and use squares for everything, or find an artist you like and pay them to do art for you. If you finish the game, I'll bet you'll be motivated to do one or the other.
>>
>>174699332
>>174699367
Thanks guys, ffmpeg worked.
>>
>>174700110
not quite yet but i will be at a point in the near future where it's just putting enemies in rooms for levels and calling it good

>>174700145
artists are expensive man. not that they shouldn't be because they work hard, but they're expensive as fuck.
>>
>>174700293
>not quite yet but i will be at a point in the near future where it's just putting enemies in rooms for levels and calling it good
you're not even fucking close to being done then
>>
>>174700293
>just putting enemies in rooms for levels
>just
wew
>>
>>174696037
Don't worry, it happens. My first Ludum Dare game had about 5 seconds of unique gameplay before it got boring, took me 3 days to make that.
And a few times I've just not finished in time at all.

Still fun to try though.
>>
>>174700293
Oh no, is this the part where people recommend "networking"? Fuck.

Well yeah, if you don't have any artist buddies, and you don't want to stake any money on a freelancer, if the game's impressive enough you might be able to find someone who'll want to do it.

If you're going to sell it, give them a cut, if not, they might want their name on it if it's good. It's a long shot though.

Why the fuck am I giving advice like I know what I'm talking about, though? These are just my plans.
>>
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Should different passenger types be the same nondescript toy with a different outfit, or completely different toys (e.g. a Russian doll, a nutcracker solider)
>>
>>174700660
looks like shit
>>
>>174700660
depends on whether or not there already are objects in the game that stylistically stick out
>>
>>174700660
Looks good.
And it depends on whether differentiation is important or not.
>>
>>174700660
I think both would be nice. Have most of the people be those toys with different outfits, and have a few be different types of toys.
>>
>>174694403

>Gangsta shooting mode

Your accuracy drops to 0 % but who cares when you look so cool doing it. (at least you think you do)
>>
>>174694867
cheeky cunt. I like you
>>
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Well, since I doubt anyone will care about Loli Jam, I'll just post it here:
Egg Catch! is done and uploaded, give it a try if you want.
https://squaredev.itch.io/egg-catch
>>
>>174700974
Neat.
>>
>>174700974
good job!
>>
>>174700974
>lolijam
blacklisted, voting everything 1 star from now on
>>
>>174700974
kys, fucking pedo get the fuck out of here
>>
>>174700974
Noice
>>
>>174698185
lua always looked fun to code in but I feel like I'd regret using it if I tried to make anything more than a prototype or tiny minigame
>>
>>174700820
Precisely!
>>
What are your sources of inspiration for your game?
>>
>>174701138
>non-pedo entry
>still get call him a pedo
Good going.
>>
>>174700660
You should take some measures to prevent passengers from clipping through everything when moving. Also the platform looks pretty shit, just a small wooden block with a staircase attached would do better, probably.
>>
>>174701243
All the fun I've ever had playing good games and all the hatred I've accumulated over the years at shit games.
>>
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>>174701138
Why is Louise Mensch posting here?
>>
>>174701243

I think the best inspiration should be from other mediums like books, music, or real world places.
>>
>>174701359
You forgot to put your name on, Gogem.
>>
>550 lines of code now
Almost starting to feel like a real project
>>
>>174701436
he's not wrong though
the more sources of the so-called inspiration the better
>>
>>174701438
Legitimately you can make a game with just under 10 lines of code. You need to optimize son.
>>
I haven't started LD yet and I don't even have an idea. Should I try and start from scratch or deal with the "Made With Unity Personal Edition" splash screen?
>>
>>174701573
Legitimately you could write everything on one line as well grandpa
>>
>>174701607
Were you planning to make an engine AND a game in 2 days?
>>
>>174701645
eat my ass faggit wheres ur game?
>>
>>174701243
RuneScape
Dwarf Fortress
Pokemon: Mystery Dungeon -series
Oldest Final Fantasy games, on some level
Oblivion
Fallout: New Vegas
Fairy Tail, no homo..
And some books
>>
>>174701685
I am engine developer and not a filthy plebeian game """"developer"""""
>>
>>174701718
then get the fuck out from a game dev thread and go find a programing thread
>>
>>174701718
you should go to a different thread then
>>
>>174701775
>>174701809
I am having too much fun here laughing at all you shitty code monkeys
>>
>>174701839
You're the only one that's doing nothing but code though?
>>
>>174701184
Why do you think you would regret it? I've had very few problems that are related to the language itself.
>>
>>174701671
I was planning on using SDL to throw together some barebones 2D shit. I probably should just be realistic and go with Unity though.
>>
> gms
> 11k lines of code
> no gameplay yet
>>
>>174701994
lol, tell us more please. What have programmed so far? I haven't used Game Maker since version 8, started making games with GM when I was 12, oh those times
>>
>>174701994
By that effort, you could just be an engine dev, you know.
>>
Do you send user statistics from your game? e.g. what keys people are pressing, how long they are playing and so on?

Every real developer always told me to collect all data and analyze it
>>
Willing to make art for the right programmer, anyone looking?
>>
>>174700795
Cool idea
>>174700782
Thanks
>>174700776
As long as they look like toys I don't think they should stick out
>>174701323
Yeah I haven't put any work into the platform yet, I'm leaning towards making it look like a miniature model rather than a wooden block but my art ability is mediocre.
>>
>>174702142
yes, I need medieval flat design 2d sprites, mainly a simple character template
>>
>>174702183
Cool I can work with that. What sort of game? How far along are you?
>>
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>Finally thought of a clever name for my game
>Can't use it without sounding liker a Chinese bootleg ripoff of some shitty generic action sci-fi game that only used "quantum" to sounds cool and "sciencey"
>>
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>>174701705
>Pokemon: Mystery Dungeon series
I remember when I tried to make something similar
>>
>>174702314
Where are those sprites from?
>>
>>174701243
old games and jpop
>>
>>174702358
I made them
>>
>>174702238

I am >>174699429 (You)

Basically a kingdom new lands type of game with more numbers and survival
>>
>>174702142
>>174700004
Now fuck.
>>
>>174702314
PMD games are literally in my top favorite games of all time. Your webum looks dope, too.
>>
>>174702416
Sounds pretty cool, what engine?
>>
>>174701974
Go SFML. SDL is a bit dumb.
>>
>>174701243
https://www.youtube.com/watch?v=sTzNT8cWivo
>>
>>174700660
Different passenger types should have different silhouettes (should be instantly identifiable even if you can only see an outline of them)
>>
>>174702314
those idle animations are out of control dude
>>
>>174702142
add me on discord @Vader#9190 I'm in need of an artist let's chat
>>
>>174702734
>discord
Not interested, sorry
>>
>>174687446
Minecraft's Skyblock
>>
>>174702802
I'm not giving out my email and I don't have skype what do you want from me
>>
>>174701974
Nah, its not unrealistic at all. I did that once at a 2 day gamejam, the whole game was simple of course and consisted of one 1k line file.
>>
>>174702734
>>174702863
is this some kind of counter-meme
>>
>>174702262
Quantum no Game
>>
>>174702863
>talking in spoilers
Just tell me about your game dude
>>
>>174702167
This needs a collision-avoidance / routing algorithm for spooky swarming fun.

https://en.wikipedia.org/wiki/Swarm_intelligence#Crowd_simulation
>>
I don't think I'll finish but I'm taking the weekend to learn Phaser
>>
>>174702314
>>174702406
Looks fun, good job!
The woman in red looks a bit masculine, though, so you should just make all of your characters cute bara dudes.
>>
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>>174700974
Fist of all: very cute. runs fine in Ubuntu using wine (if you ever wanted to know that)
I kinda feared the puzzles would lack a challenge, so I was surprised in a good way when stumbling here and there I'll go back to trying to get an A in 7 and 11 after this post. On the other side, Level 10 required little to no thinking and was kind of a disappointment in difficulty.
I really like how level 8 uses the appearing blocks (countdown blocks? whatever they're called) as required walls.
All in all great, didn't expect it to keep me hooked this much.

Also, fix your unhandled usage flag 0x8 pls.
>>
>>174700660
Same toy with different outfits, better for branding physical toys after your game explodes. Really, I think there's a lot of potential with this, loved the webms I saw before and it keeps looking better. Keep it up, I'm sincerely excited to see more
>>
>>174701243
Macross Frontier
Gundam 00
Votoms
Blue Gender
Various other /m/ stuff
Metroid
Blaster Master
>>
>>174700660
I like it, keep at it.
>>
>>174703045
story: a mad scientist with a flair for baking releases candy / baked good monsters on the world seeking domination. Monsters would range from ice cream goo monsters to waffle limbed monsters.

gameplay: Plays similar to Binding of Issac. "story mode" is just ~20 levels explaining the story mostly a tutorial / showcase for all the gameplay aspects of the game. Beating "story mode" unlocks "endless mode". "Endless mode" would be similar to what you'd play normally with binding of issac, but I'd like about twice the number of levels and half the items.
>>
>>174703283
Thanks, I'm happy that you enjoyed it. If I made the puzzles, they would have been a bunch of braindead crap for toddlers. I really suck at making levels, so you have to thank Snekdev for that, I'm really grateful for his huge help with this game.

I-I don't know what that is, sorry.
>>
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Give me game ideas that don't need much content/art/assets.
It's the 2nd time I've made the mistake of taking on something that will need a fuckton of work.
>>
>>174703546
>still talking in spoilers
Going to be honest friend, didn't and won't read a word. Good luck though
>>
>>174703381
I'm highly interested in your game.
>>
>>174703694
ASCII game with procedurally generated content.
>>
>>174703694
remember vector games like asteroids?

do a modern take on that
>>
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>tfw vicious gamedev beast, but have fallen into a slump nonetheless due to external factors
>>
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>>174704247
You can do it, anon
>>
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>>174703694

Make a game with the mindset of a late 80s/ early 90s bedroom coder that only has a few months to make their game. It's a good limitation that should keep your projects relatively small when starting out.

Give yourself a core gameplay loop, a basic environment, and a goal. If you do all of those things and think the game can be expanded further go from there, but do not keep adding hoping that eventually more features will make it fun.
>>
>>174701138

Can we get this guys' IP ?
>>
This has been bothering me for a while now.
Why do indie gamedevs I see doing public presentations look like they are all fucking siblings?
>>
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>>174703640
Well, sounds harsh but that really is the focus of a puzzle game, to have good puzzles. Visuals are more or less a bonus. But it made me remember a time when I played bulldozer for Win 95 with my mother when I was very young.
>>
>>174704247
It's terrible when excuses just won't leave you alone. Just take a break! Take it easy! Maybe tomorrow... Maybe next week...
>>
>>174702167

At least some of the toys should be Muslim fanatics with bombs strapped to their chests under their jackets.
>>
>>174704550
You're fucking dense.
>>
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>>174703842
Yeah those don't take years to develop at all
>>
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Tried to add some screen shake based in a direction vector and intensity
I don't know if already looks good and I'm not the best fan of screen shaking.
Also some patterns from an eye boss.
There is an option to disable the screen shake
>>
>>174704902
There was no mention of a time constraint.[spoiler. you fucking retard[/spoiler]
>>
Ok, so what's a better place for an artist to find a gamedev collab?
>>
>>174704881
answer the fucking question
>>
>>174700974
The "resume" button in the pause menu doesn't seem to work.

Also "pausing" is weird in a game where there's no time limit or time based elements even...

Perhaps just call it a "menu"?
>>
>>174704990
That shake does get pretty intense, but it's not bad.
I like having an intensity slider for screen shake. Because I still like having it, I just prefer to set it much lower than it normally is.
>>
>>174700974
Also, perhaps a quick-restart button would be nice. At least the couple similar-ish puzzle games I played let you restart by hitting "r". Nicer than having to click into a menu with your mouse.
>>
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>>174705028
>>
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>delete a bunch of code
>game works better and a gamebreaking bug is fixed
>>
>>174705212
>>174705151
Right on both, I'll get them fixed asap.
Thanks for the feedback.
>>
>>174705302
The fasted code is that which does not run.
>>
>>174705117
Inside you'reself
>>
>>174705158
Thanks for the feedback.
The slider is a good idea and it's easy to implement.
>>
>>174697426
cause some devs are very unimaginative
>>
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>>174705302
That's a bad sign.
Your coding skills are still weak, grasshopper.
>>
>>174704990
I'm against the PC sprite clipping off-screen. Looking good though.
>>
>>174700974
What is the score based on? Par of number of jumps? Maybe I'm just dumb but I'm doing what seems to be the minimal (only possible?) number of jumps but still getting a B.

Also: The girl grabbing the egg seems out of sync with the egg popping up... which is kind of jarring for my autism.
>>
complete beginner here, I'm using gamemaker.

Say I have a room of 1024x1024, and you can imagine that room is made of of 64x64 subdivisions. At runtime, how would I know what grid-square my mouse was currently in? How do I create that grid?

All I can think of is to get the mouse x and y position, and subtract x and y mouse position by currentPosition % 64 respectively to find the origin of that grid square
>>
>>174705713
The score is based on whether you have any steps left and if you have all the eggs.

And yeah, I meant to tweak the animations to make them sync better but I forgot. Sorry.
>>
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>>174700974
Uhhhh is this intentional Anon? You can use a single direction's points to go diagonal, if you hit two directions at once, apparently.

And if not: how the fuck are you supposed to get an A in this level?
>>
>>174705727
x_sub = x_absolute / subdivision_width;
y_sub = y_absolute / subdivision_height;
>>
>>174700974
Yet another thought: If you get a C after getting an A... it overwrites your A.

You should keep the highest score...
>>
>>174705727
Slow down there
First, have you established an LLC?
>>
>>174705970
Nice speed run strats
>>
>>174705998
x_sub = floor(x_absolute / subdivision_width);
y_sub = floor(y_absolute / subdivision_height);
>>
>>174705970
>>174706018
Damn it, I thought I fixed those.
I'll fix them now, fuck speedrunning.
>>
>>174706081
I assumed it to be integer division, which is implicitly floored.
>>
>>174706081
x_sub = x_absolute mod subdivision_width;
y_sub = y_absolute mod subdivision_height;
>>
>>174706174
Now that's just wrong.
>>
>>174706174
This isn't correct in any respect.
>>
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https://en.wikipedia.org/wiki/Gremlin_(programming_language)

There's amazing stuff out there, maybe I can even use it.
>>
>>174706274
What does this have to do with game development?

If you just want to talk about random langauges go to >>>/g/
>>
>>174695320
Anon why
>>
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I made a froggo
dino
thing?
>>
>>174705727
>How do I create that grid?
Are you asking how to implement ds_grid functionality, or have other people sufficiently answered your question?

For the record, the actual GML in your specific case would be:

x_sub = mouse_x div subdivision_width;
y_sub = mouse_y div subdivision_height;
>>
A game that's almost more like a book than a game, but still has game elements and player choices
>>
>>174705807
>The score is based on whether you have any steps left and if you have all the eggs.
Specifically... It's a bad thing to have extra steps?

Might I pry as into why you'd be punished for having extra moves left?
>>
>>174706889
A visual novel.
>>
>>174706749
Are you Spore
>>
>>174706749
Have you ever played Messiah? Just curious.
>>
>>174705727
I took liberty of going a step further and highlighting the square and when you click the mouse it returns the id of whatever object is there.

obj_mouse:

var grid_size = 64;

//Move instance to mouse position
x = mouse_x;
y = mouse_y;

//Snap the instance to the grid
move_snap(grid_size, grid_size);

//Draw Outline of Highlighted Square
draw_set_color(c_yellow);
draw_rectangle(x, y, x + grid_size, y +grid_size, true);

//When mouse is clicked check for collision with object's sprite and return id
if mouse_check_button_pressed(mb_left)
{target_id = instance_place(x, y, all);}
>>
>>174707025
I'm Theonian, but I see the similarity

>>174707092
No. Never heard of it. What kind of game is that?
>>
>>174706947
This is actually funny, I was for giving A if you had all the eggs AND some steps left, but Snekdev thought it would be better to have an exact 'minimum' number of steps required to get all the eggs. Basically he thought that
>if you want toget all the eggs you WILL need every step
>if you have any steps left, then you probably missed some eggs
I guess he didn't think that someone would be able to save even more steps, but yeah, I might change back the scoring system.
>>
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Yes I am a bad
>>
>>174707331
Basically,
>>
>>174707235
>if you have any steps left, then you probably missed some eggs
Well... Then you missed eggs. In which case there's no need to check for step count still.

I think a "par" system would make sense if you were giving players too many steps, but that would probably ruin the puzzley nature of the game (or at least majorly change it).
>>
>mfw weapon class is 200 lines
>mfw it only contains 3 different weapons and their animations
>>
>>174705998
>>174706081
>>174706824
>>174707105
>agdg programs an entire game in a show of helpful one-upmanship

>>174707226
I find your style to be highly reminiscent of that of Messiah. It's a circa 2000 religio-sci-fi third person puzzle shooter. Might interest you, if you've got the time to check it out.
>>
>>174707479
Will check it out - thanks!
>>
>>174705998
>>174706025
>>174706824
>>174707105

Thanks all
>>
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More enemies in a slightly awkward photoshopped group image
>>
>>174688528
lol
>>
>>174708478
Digging the style.
>>
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Making a JRPG for LD.
>>
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>>174700974
* Give feedback when you try to move in a direction you don't have any points left for.
* Consider trying to find a way to make the movement amounts more visible / easier to read. Kinda a drag to keep moving my eyes down to the corner. It gets to the point where I don't even want to think about how many jumps I have left. It would look like ass, but it would be max playable to have big ass numbers on the 4 directions around the map, color coded on top. You are blowing a lot of visual space on the empty grass area anyhow though...
* I know it's meant to be a little girl but the animation speeds are killing me. Something about the readability of the motions / exact timings, probably.
* A bonk sound when you hit the walls might be cute...
* The sound for the bounce block sounds perhaps too much like a "getting something" sound. Maybe a spring sound? Maybe it's fine, but it bugged me personally.

(PS I'm dumping on you because I actually ended up kinda liking this)
>>
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If I use free music, like kevin macleod, will people notice it/look down on it? I know other gamedevs will be able to recognize it, but I was wondering if actual players would.
>>
How do mobile ads work? Do you need to have people playing your game to get some advertisers in the first place? Or do you just put some *insert random ad here* code in your game and that's it?
>>
>>174709274
theres plenty of 100% unknown and quality free music out there. all you have to do is spend some time looking
>>
>write some code
>not working
>spend an hour trying to fix it
>finally put some prints in to check a number
>it doesn't print

I fucking forgot to load the script.
>>
>>174688827
nah that's because autists are fools with their money
>>
>>174709351
Just insert code I believe, you may have to buy a connection with google or some shit though.
>>
>>174709274
Most people don't care, The Stanley Parable had a track by MacLeod and I don't recall anyone mentioning it.
Also http://freemusicarchive.org/search/?music-filter-commercial-allowed=1 — most people won't recognize any of these
>>
>>174709274
The music hasn't been created with your game in mind which means it will never fit your game perfectly. That's it. Also you might get fucked by the creators because you didn't notice that the music was only for non-commercial use.
>>
>>174709420
>have some working code
>type int value = 4;
>compile and run
>phew it still works
Need to find the middle ground.
>>
>>174694403
What kind of shader is this? Your outlines get really jaggy far out.
>>
>>174706383
can we talk about scripting languages for the game though?

i wonder why no one ever uses some form of lisp
>>
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I need to design the item menu that displays stats/effects for an item. I can't do that until I've settled upon formulas for battle calculations. At least that means I don't have to work on the GUI anymore.

>>174708478
What's the game?
>>
>tfw cute artist girl with no programmer bf
)=
>>
>>174707467
>hard coding weapons

wtf?
>>
>>174710359
how would you do it then?
>>
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>>174708705
Thanks anon

>>174710256
Apotheosis, currently replacing placeholders with retail-worthy material
>>
>>174710507
not the guy who replied to you, but use data from files to put in weapons m8...
>>
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>>174709858
What are you doing senpai!
>>
>>174710337
post your art loser
>>
If you play as a grill, which would be more successful, a male love interest or a female one? There can only be one.
>>
>>174710595
wtf are you talking about? "Put data from files", are you just over-complicating the world variable?
>>
>>174710756
Robot love interest
>>
>>174710736
wow rude, how about post your game
>>
I kinda get how arrays work. How would I use one to randomly place rooms throughout a 2d mansion? Include the coordinates in the cell?
>>
What's the difference between ripping off something or it being a tribute?
>>
>>174709917
Actually most games would be sets of EVENT->ACTION descriptions, so forward-chaining rule-based systems like Jess or Drools might be appropriate.

https://www.drools.org/

I haven't had time to look into that at all.

Disregard the "Business" word, it's there to make pointy-haired bosses get a hard-on as they imagine facile implementation of complex business crap. For which these systems are actually NOT appropriate IMAO..
>>
>>174711128
If you couldn't remember the greatest code in the world and a demon wanted your soul
>>
>>174711065
If you're using a two dimension array then the cell is the coordinates (after all, it translates to a grid position, no need to complicate that) and it should contain the information that tells it what the room is.
>>
>>174706749
you need to learn to break things up into subtools
>>
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Was diagonal jumping intended? You never really taught the player how to do it and it seems a bit buggy so I'm assuming its a glitch
>>
>>174711128
When your gameplay is exactly the same. If you add something original yourself you're fine. Not that it matters at all since you can't copyright gameplay.
>>
I've been stuck in UE4 trying to think up of a good way to do inventory and weapon interactions. Players would have an inventory object to store all the inventory items for reference, but I don't know how to make the interactions with weapons. There will be an equipped slot, so that's the weapon to be referenced when the Primary Fire action is called to the character pawn. Though I don't really know what's the best way to get the weapon info after this. I want to set it up nicely so that all the needed values are in each weapon object (damage, fire rate, etc). I also am stuck on how I should get those values to damage an enemy.

In othere words I know how my process will go for firing but don't know how to connect it all nicely:
Player shoots -> get weapon info -> apply result to whatever it hits (still fire if it hits nothing)
>>
>>174706091

Not sure how you're doing movement, but I'd suggest doing switch/case or if/else statements for player input. That would restrict your movement to pure cardinal directions and save you a ton of headache later.
>>
>>174711324
It's a bug.
>>
>>174711046
Sorry, but i'd like to keep my shitposts and my game very separate from one another
I thought so. You're not an artist.
>>
>>174709884
It just inverts cull faces, draws the models as black, then inverts cull faces back to normal and renders the models with the proper material but so that it slightly moves all vertices towards their normal.
>>
>>174712017
And he's not a girl either, stop responding to such obvious shit posts.
>>
>>174710798
huh? M8 wdf are you on about.
Maybe if you actually knew how to code you wouldn't be making such a hard-coded mess.

The idea is to drive your weapons class using data from an external file. Say you want a sword. You'd have a weapon class with field variables like : Weapon Type, Weapon Attributes, etc. And you read and set that data from an external file. saves you on redundant code and lengthy compiles. But ya know what m8. Fuck you I hope your game is snatched by the talons of obscurity.
>>
>>174712357
Oh god you are retarded, what you are saying is of course implied.
>>
>>174697198
I'm not using unity, I'm using GM:Pro
I would understand the GUI layer zooming in since the resolution code resizes the AR to the new specifications (mostly 16.9 options) but it seems to be moving to the bottom right of the screen
>>
>>174710337
How feminine is your penis?
>>
>>174710756
Female. That way, you get extra progressive points AND the "I-jack-off-to-Yuri" crowd.
>>
>>174709274
People definitely noticed in mine, then I replaced it with a $10 asset album and suddenly people are asking for download links.
>>
>>174712597
Well, a simple way to just avoid this problem is to tell the user to restart for the changes to take effect.
>>
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>>174711424
I see two ways.

One is to create a main weapon blueprint with all needed variables and then inherit all your weapons from that parent and customize what you need.

Second is blueprint interfaces so for example you can have Fire and GetWeaponInfo functions. Then create a structure and data tables assets that you fill with weapon data and feed into GetWeaponInfo.
>>
>>174712760
>"I-jack-off-to-Yuri" crowd
you mean "every normal red blooded man who ever lived"?
>>
>>174696410
show code/screenshots
>>
>>174711679
I am, that's why it's weird.
>>
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I'm a man!
I'm red-blooded!
My heart is beating!
I jerk off to yuri!
>>
>>174713426
Which? A switch?

Are your cases falling through (ie no return/break)? That shit gets me so goddamn often, in any case.
>>
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I've made public alpha version:

https://ggelu.itch.io/linescape

I'll give you free download if you want. But only if you are YESDEV like me.
>>
>>174713576
A bunch of if/else if statements. I'm going to take another look at the code, I must have overlooked something.
>>
>>174713510
I'm stting fires everywhere!
I want to eat children!
>>
>>174713661
Didn't post progress, fuck off whodev!
>>
>>174713661
>direct shilling for a $5 alpha demo
Nice
>>
>>174711321
There are no subtools in Sculptris, m8

Also, this'll be fine. He just needs to jump.
>>
>>174711321
What?
The only thing here I'd use a separate subtool for is the eyes.
If you divided the limbs into subtools you'd just get ugly seams
>>
>>174713027
Thanks, I totally forgot about making a parent weapon blueprint. Also could you give me a quick rundown over creating a structure and data tables?
>>
Working with Redditors
>group of 30 making no progress somehow
>people trying to act pseudo-smart all the time
>talk about business all the time
>"official discord"
>have an actual ceo
>have to make "status reports" to the "project lead" who is some random bloke that was made to do it
>became project lead myself because I was the only one making progress
>people forming "companies"
>literal high school level drama between staff
>people holding back the game with their incompetence when Im delivering on my end

Working with 4chan
>just like make game
>makes game

Why does everything have to be so damn difficult?
>>
>>174714652
I think you switched the two sites there.
>>
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>>174713661
>https://ggelu.itch.io/linescape
5 AMERICAN GOLD PIECES FOR THIS?
>>
>>174714745
he didn't switch anything, his only mistake is implying 4chan collabs actually do things, which they usually don't
>>
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>>174714652
Was great when I realized that "professional" people are largely a joke. Taking everything so goddamn seriously but when you inspect more deeply you see they're sugar coated retarded babies.

I mean perhaps the mythical professional team actually exists in some settings, but, goddamn.
>>
>>174714652
>Working with 4chan
I'll start on the logo
>>
>>174714745
No, /agdg/ wouldn't ever collaborate.
>>
>>174714824
>group of 30 making no progress somehow
>people trying to act pseudo-smart all the time
>talk about business all the time
>"official discord"
Sounds like 4chan
>>
>>174714850
'Professional' is just a guy who's paid to do shit.
>>
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>>174714850
>publisher wants to give me some money
>literally 30 page contract
>>
>>174714773
>>174713842

honestly I don't expect ppl to buy at this stage

its $5 now cause its my first game released to public and its a learning thing
>>
>>174715034
Anon, you know damn well the other definition / implications of the word "professional".
>>
>>174715193
Maybe make it $0 then
>>
>>174715193
If it's a learning thing, then why charge money for it you fucking buffoon.
>>
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>>174715193
>its $5 now cause its my first game released to public and its a learning thing
>>
>>174714982
are we visiting the same site?
people shit on discord to the point of sperging out literally every time it's mentioned
>>
>>174713813
I doubt what he has is worth five shillings but he has most definitely posted progress before (I compared his game to cubivore with tubes).
>>
>>174715321
>>174715287
>>174715284

in other words i'm learning the game distribution process i.e. keys, patches and shit
>>
>>174715034
used to be the guy who knows how to do it to the point you want him to do it in your stead even if you had to pay him for it

also it's pretty fucking ridiculous seeing people naming not just their game, but their goddamn company before they so much as build the first prototype and yes, this happens here all the fucking time

>>174715354
who do you think created agdg steamchat and later discord?
ancient aliens?
>>
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Slowly the redrawing of the intro backgrounds continue. Buildings not supported by the tree's massive roots float around on soul crystals. Older shrines and monuments float around in disrepair amongst the more modern styled structures. There is a Shrine District but it is closer to the tree and the further out Luna Mora spreads the more 'modern' it appears until you finally exit it's walls.
>>
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>>174715435
You can't patch a $0 game?
>>
>>174715193
I've been wondering and dabbling in gamedev since january last year and been going down on it since january this year, with a shitload of hours poured into it and i'm really consididering if i should charge a fucking dollar for my first finished product.

Meanwhile you've made an air matress simulator. What the fuck dude.
>>
>>174715354
and yet the filth persists
>>
>>174715642

what is your game like?
>>
>>174714621
I haven't used structures/tables before myself but from what I see they look similar to a mysql table. You define a table (structure) and then have as many instances as you want (data tables). This could be useful in case your weapons need to have upgrades so you can create a structure with each row defining cooldowns and fire-rates for different tiers and then each weapon can have a dedicated data table or you could have a single data table containing data on all weapons and then just fetch the row you need.
>>
For a trading card game, better to base on:

MTG:
>unlimited cards on the board
>lands for mana etc
>different mana colours
>attacking the player, defending player chooses blockers

HS:
>limited number of cards on the board
>steady mana flow per turn
>no mana colours
>attacker chooses targets

Which one would you like to play more?
>>
>>174715267
There's no other definition, there are only implications, like some level of skill, some time management, otherwise you won't get paid. You see for yourself that when unpaid people start to mimic professional activities, it looks like a weird highschool-level cargo-cult.
>>
>>174715503
and who do you think is shitting themselves at the slightest mention of discord and steamchat?
>>
>>174715751
Logic riddles
>>
>>174715987
Whichever one is closest to YuGiOh
>>
Definition of professional

a: of, relating to, or characteristic of a profession
b: engaged in one of the learned professions
c (1): characterized by or conforming to the technical or ethical standards of a profession
c (2): exhibiting a courteous, conscientious, and generally businesslike manner in the workplace
>>
>>174688275
why not take the gears off one side and just make the spikewheel into a set of spikewheels in series?
that way you can actually see the spikes
>>
>>174716152
>>174715987
It's time to d-d-d-d-d-d-d-d-d-d-d-d-d-d-d
>>
>>174716247
that last one really fucking shouldn't be ther
it seems to be overriding the other three in people's head
>>
>>174716247
> profession
> profession
> profession
> workplace
Yep

I see what you mean though. You want a 'professional' acting as if they're getting paid while they are perhaps not. Such people are rare.
>>
>>174716564
I too disagree with dictionary definitions that I'm already aware of but understood to be merely a connotation.
>>
>>174715987
HS but with different mana colors.

Which it kinda already has with the different classes. But you can't mix class cards
>>
>>174715987
Already too many clones of both.
>>
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fixed some stuff you told me to
>>
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I can't decide what to work on.

Should I make a game about a barbarian killing demons, or a game about a gardener tending to his client's lawns?
>>
Are there any red line reasons not to use drag and drop in Gamemaker?

It seems straigtforward enough and there's a searchable list of functions
>>
>>174718146
Barbarian doing landscaping for demons
>>
>>174718146
Barbarian doing the gardening by killing demons who are trying to steal fruits from the gardens of his gods
>>
>>174718229
Basically you use it until you know what the code for the D&D function is then coding just becomes the faster way, no detriments that I know of really.
>>
>>174689450
get rid of the checked floor so distracting, just make the fog fade into a plain color
>>
>>174718229
I'm tired of answering your question but in preparing a sarcastic google link as a response I found this hilarious discussion, so thanks.

http://ludumdare.com/compo/2010/01/06/should-we-consider-banning-game-development-tools-such-as-game-maker/
>dey tuk our jobs
>>
WTF, why does even simple RPG requires shitloads of code writen? Especially battle programming, even turn-based.
>>
>>174718115
Looks really good Anon, nice animations. I wouldn't lift the camera so much that we don't see much of the ground anymore when he jumps, but that little guy is really cute.
>>
>>174715880
So the weapons have references to the data table (what row, column) then use a method to fetch that data which is then fed back to original fire method. That makes good sense to me.
>>
>>174718908
Just use RPG Maker
>>
>>174688368

why did you leave discord
>>
>>174718272
>>174718350
I love you guys.
>>
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>>174718908
Are you just ranting in frustration or do you seriously not understand why is one of the most complex genres to make script-heavy as fuck?
I too want to just be able to verbally tell my computer to materialize my ideas, but until the technology allows for something like that, you are stuck with actually writing the needed instructions for program to know what is has to do.
>>
>>174715616
I have trouble understanding why you're not drawing with proper AA when everything you're doing is hand-drawn and hi-res anyways. I don't think you're gaining anything from drawing with pixels.
>>
>>174718670

This sounds like rich travellers who insist on staying in shitty accommodation for the "real experience"
>>
>>174715987
I dislike unlimited cards on the board. Never was a fan of MTG, by the way.
In any case, here is the rules I would want to play a TCG:
-Allow both sides to have a look at each other's deck
-Allow both sides to ban a certain number of cards from each other's deck, just to stop faggots from pulling retarded broken combos out of their asses and ruin the fun
>>
>>174718921
thanks!
What is your opinion about the horizontal camera acceleration and offset? I just put it in and it doesn't feel quite right
>>
How did Undertale get so popular? What about it is so appealing to the mass?
>>
>>174718670
Btw, do they allow to use you own pre-existing code?
>>
>>174719991
graffix
>>
>>174719938
I wouldn't suggest taking advice from this person on any kind of card game.
>>
>>174719456
My entire art workflow is within the confines of GM:S and manually applying AA in GM (their auto AA is terrible and would require fairly extensive cleanup to be presentable) would be an undertaking in and of itself within the program. I have enough art done overall that completely redoing it all would be fairly detrimental to finishing the game and is basically relegated to a "wishlist" for after everything else is done. I do want to investigate and potentially use other avenues in future projects but the rework cannot be justified at this moment unfortunately. Maybe when most of the stages are done and I feel the project is truly being help back by the pixels I will re-evaluate the situation but currently this is "that train there is no getting off of" at the moment.
>>
>>174719991
visuals
>>
>>174718908
More importantly, why is there no good tutorials or help or advice on making turn based battles.
>>
>>174719991
I like how this crap gets asked every 1 in 3 threads
>>
>>174720048
Seconded
>>
>>174720243
But I like this post more anon.
>>
Banning cards:
Sure, okay

Inspecting opponents deck to ban shit you don't like:
Ehhhhhhhhhhh
>>
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Hey, I'm taking a GameMaker course, but the course uses GM 1.4 and I'm using GMS 2. This isn't a big deal other than the fact GM 1.4 has Macros as a seperate code entity while GMS 2 rolls them into scripts.

So my question is what's the easiest way to translate the macros into script form? I'm using a script to change the sprite based on movement, but the macro references the sprite to be changed based on key press.

Is it as simple as keyboard_check(vk_right) = sprite[0]? Or do I need something else, I'm unfamiliar with macros in general and the documentation isn't a ton of help on the matter for how they were rolled into GMS 2 proper.
>>
>>174720474
>Is it as simple as keyboard_check(vk_right) = sprite[0]?

You should try that. Although it's a bad way to change your sprite.
>>
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>>174720596
It's a 2D RPG so it doesn't need to be flawless, just functional.
This is my movement script. Just basic stuff, I'm a beginner hence why I'm taking a course.
>>
>>174720596
>Although it's a bad way to change your sprite.
What better way is there that isn't conceptually identical except with more checks before the sprite actually changes?
>>
>>174719991
Good music, lots of characters. all the secrets kept it on youtube for a lot of time
>>
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can anyone explain whats going on with the overlap here?
>>
>>174720985

disable any transparent shit
>>
>>174720985
I shouldn't try because I don't work with 3D but it seems like a basic depth sorting issue.

Also nice Bomberman 64 clone (unironically and unsarcastically).
>>
>>174720596
will it even work?
>>
>>174720596
>>174720921
>>174721496
Yeah doing that doesn't work. Returns a "malformed assignment" for "="
I'll just ask the dude running the course for help. Wanted to ask here first since that'd be quicker and I'd potentially spend less time waiting.
Guess I can work on terrain a bit more while I wait for him to get back to me.
>>
Anyone need art?
>>
>>174721597
Yea
>>
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>>174721079
thanks I had the material set on fade for some reason

>>174721092
thanks I'm making it for my final
>>
>>174721597
Yes but I can't pay you since this is a fan game and I'm poor.
>>
Guys I'm making a racing game with spaceships that kind of hover.

Should the ships always be aligned to the velocity vector, or no?
>>
>>174722069
It's in 3D, maybe first person.
>>
>>174720474
keyboard_check(vk_right) returns true, you need to check if it's being pressed.

if keyboard_check(vk_right)
{
image_index = sprite[0];
}

it was image_index or sprite_index, can't remember
basically it checks if right is being pressed, then it changes to the appropriate animation,
what you were doing was setting keyboard_check(vk_right) a value, but keyboard_check is a function that checks whether a key is being pressed, so you cant change its value by saying
kb_check = something

but you can do
myBool = kb_check(whatever)

and myBool will be true when the key is pressed and false when the key is not being pressed
>>
>>174721636
>>174721698
Ok, well tell me about your game
>>
how does one decides the size of sprites and tiles in a pixel game? most games (on handheld consoles) used 16*16 for tiles, but 32*32 seems to be the standard
>>
>>174722428
depends on how much detail you want/can fit in a tile
>>
>>174722428
do a mockup
>>
>>174710536
Damn anon now that's what I call juicey.
>>
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>>174722318
It's a turn based RPG stylized like Earthbound in regards to enemies and weapons/armor with the Mario RPG styled timed hits combat system.
I've got a volunteer doing art for me already. I'm not sure if I should have asked him to make the sprites bigger or not, because I can always zoom them in a bit, but they're also very smol.

But I could always use more help. I need terrain, battle animations, NPCs, battle art, portraits, scene transitions. Sound is less of an issue, I can just rip music from the actual game since it's just a fangame and I could probably get away with stock sounds for combat and interactions.
>>
>>174721589
Is the only issue trying to get a keypress to change a sprite? It's such a trivial issue that I'm a bit confused.

if keyboard_check_pressed(vk_right)
{
sprite = sprite[0];
}

If that doesn't work then it's an issue with storing the sprite in an array.
>>
>>174722870
*sprite_index = sprite[0]
>>
>tfw want to just like make a game
>tfw can't
>>
>>174722748
Interesting, sounds pretty fun. Which engine?
>>
>>174722206
>>174722870
Well that doesn't crash it but it also doesn't change the sprite.
I know how to change the sprite with movement through more brute force means but I'm trying to not just brute force it here and go with something a little more elegant which is why I'm taking the course.
The issue is just that I'm using a different platform and I don't know how to create a macro in GMS 2 more than anything else. With GM 1.4 you just plop in right 0 left 1 down 2 etc and it auto refers to the script, but calling a script in GMS 2 doesn't seem to work that way.
>>
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>>174723181
GameMaker
>>
>>174723204
Did you try it with my correction here:
>>174723013
?

image_index is the wrong thing to change and simply "sprite" is wrong too.
>>
>>174696150
Game development?
>>
>>174723354
Ahh, that's cool. Sorry though I'm not really interested in GameMaker at this time. Good luck to you though
>>
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Made a bunch of progress today with breakable props and bullet penetration logic.
Watch the full compilation with sound here (trust me it's way more satisfying):
https://dl.dropboxusercontent.com/s/tscf18j5ikvluog/gunmetalcompilation1fix.webm
>>
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New to gamemaker.

So I was doing a gamemaker tutorial and the framerate was at 30.

I add movement keys and move 4 pixels(?) along each axis each time I press a key.

Of course, if I increase the framerate to 60 I will move fast, because I assume it was set to move the 4 pixels each second.

However is this not a bad way to design a game? Is this simply how gamemaker works? shouldn't movement speed be independant of the framerate? Remember gta vice city when you turned the frame limiter off?
>>
>>174723508
Eh that's fine.
>>
>>174723204
what macros are you talking about? i'm pretty sure you don't even need to use macros just to change a sprite. anyway you can probably read a built-in manual if you don't know how to create them.

also you can use enums instead of macros
>>
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>>174723528

Sorry, I mean I assume it was set to move 4 pixels each frame***
>>
>tfw trashing my LD game
I need a better idea.
>>
>>174723204
https://docs.yoyogames.com/source/dadiospice/001_advanced%20use/010_macros.html
Are you telling me that page doesn't adequately cover how to do something as simple as defining a macro with a sprite ID number?

>>174723585
Of course he doesn't need macros to change a sprite.

>>174723528
So use delta timing and quit bitching?
>>
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>runtime crashes that could have been avoided with a proper type system
>>
>>174723528
The thing you're looking for is a concept called "Delta Time".
https://docs.yoyogames.com/source/dadiospice/002_reference/date%20and%20time/delta_time.html
>>
>>174723585
GM 1.4 has Macros as their own little thing.
GMS 2 just has Scripts which can fulfill the original roll of Macros.

>>174723721
That's GM 1.4, I'm using GMS 2, which no longer has the macros function.
>>
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Comfy?
Spooky?
Shit?
Feedback pls
>>
>>174723847
Kinda spooky give how dull the color scheme is, even the red bed is a bit dark. But that's just at a glance, if your character looks happy and hunky dory then it's probably fine to leave as is.
Actually what does your character look like?
>>
>>174723838
So the deal is that you don't want to have to change every appearance of a sprite's ID if you decide to use another sprite for whatever you're doing, so you want to define it as a constant and then use that constant in every place that you would use the sprite ID.

What's stopping you from defining a variable with the sprite ID in the object's create event, or in a control object?
>>
>>174723847
comfy and not spooky at all
>>
>>174723795

Thank you

>>174723721

rude
>>
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I finally got off my ass and learned how to makea da menu
>>
>>174723969
It doesn't look like nothing, because this will be an NPC's house and I haven't modeled any of them yet. I do have some sketches but they're not final in any way. They SHOULD look happy though.
Thanks for the feedback. Truth be told, I put it together quickly with all the assets I made some time ago, I mostly wanted to check how well they fit together. As you can see, some models (like the wardrobe) clash with the rest, so I'll work on them.
>>
>>174719938
holy shit
>>
>>174723847
not comfy, not spooky, not really shit either
just sort of there
maybe try swapping out the wall and floor textures
>>
>>174724174
Because that's not what the course does and it would mess with later code if I did it like that instead of using a script to call sprite change.
I could make it work but it'd require more brute forcing later down the road.
Again, I've asked the course dude for help, it's just that I think he might be asleep now so I'll need to wait a bit for him to get back to me.
He's planning on remaking the course for GMS 2 but that's a ways off still.
>>
>>174713680

No, do an if and the rest else ifs. That way there can only be one triggering at a time.
>>
>>174711368

>Not that it matters at all since you can't copyright gameplay.

How about the Bamco copyright on loading screen minigames?
>>
>>174724917
last time i've heard that copyright will end soon/already ended, yet i don't see anybody putting minigames on loading screens
>>
>>174724917
That's a patent.
>>
If your loading screens are long enough to need a minigame then you have already failed
>>
>>174724917
That expired a couple of years ago, didn't it?
>>
If your game is low-power enough to not have loading screens then no one will take your game seriously
>>
>>174725163
What if it's a 1000 sq. km open world 100% science based dragon mmorpg?
>>
>>174725121
>loading screens
???
>>
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>he thinks we're trolling when we say that every gamedev needs to establish an LLC to avoid their personal assets being seized in costly patent litigation
Can't wait for the outrage -- oh wait, the suit will come with a complementary gag order.
>>
>>174723519
That's some good shit anon. What kind of game are you going for?
>>
I have a mac at work, and I was using Numbers to make some graphs just to mess around with looking at stat growths and inane bullshit. Does anyone know a good alternative for it on windows? Not just spreadsheets, but the actual graphs as well.
>>
>>174725643
I haven't decided yet, but something like doom and quake1.
Not decided in that it'll either be campaign-based or randomly generated in a BoI way, with permadeath.
>>
>>174727254
R
>>
>>174723847
Make floor brighter, maybe with a rug or something
Include a window
>>
I want to make a weird 2D Edo period platformer like Goemon

Any tips, ideas?
>>
>>174727381
Did you mean /r/? I'm confused. It's for gamedev, I thought someone might know.
>>
>>174728457
gintama
>>
>>174723519
dang
>>
>>174728704
Like...weirder than that. Think cave story
>>
>>174728995
Bitmap brothers did redneck robots with Z, you can do Weeb robots who time travel back there to see some samurai or some shit and their adventures.
>>
How does OoT sound but 2d and combat based instead of puzzle?
>>
>>174728459
NO

R
>>
Any blender guru here? Maybe I should ask on /3/ but whatever.
I remember seeing videos of level design done in blender where the guy basically extrudes or stretches faces of the mesh, but the texture doesn't get stretched. Instead it adapts perfectly as if it was projected on the face. Unfortunately I can't seem to find anything on this with my weak google-fu.
Help?
>>
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>>174728459
it's a programming language whose problem domain is stats and visualization, ya goof

get: R, Rstudio, ggplot, to start. The swirl package is a good way to learn but there are lots of tutorials.
>>
2d enginedev

How do I make a camera zoom in/out on a point so all other objects reposition and scale accordingly?
>>
>>174729402
Ah, I see. Thank you for the suggestion, but this isn't what I was looking for. I wanted spreadsheets that could be associated with graphs. I don't have the time or energy to learn all this scripting right now when all I'm doing is high-level dicking around.

Again, thank you for your patience and composure.
>>
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the combat roll makes its return.

its primary purpose will be fucking distracting me so i don't get anything done as usual.
>>
>>174729979
Thanks, but I think I'll just take my work iPad home. I'm really just trying to compare curves of pretty simple functions, I don't need to learn a whole new scripting language right now.
>>
>>174730661
Your mistake
>>
>>174730324
Matrix transformation
>>
>>174730863
Why are you like this
>>
how do you implement combos? especially the ones that starts with the same keys, having a delay so the character doesn't look stupid in a fast game isn't practical
>>
>>174729370
Like something that isn't OoT at all.
>>
>>174730495
Now do a backroll
>>
>>174730956
Because I want the best for you
>>
>>174731167
already exists. dont feel like getting new footage.
>>
>>174730495
Can you post just the second clip by itself
>>
>>174729973
Can you remember what kind of level the person was making? Or any other details about the video?

I want to say I've seen a similar thing before so I'm checking the tutorials I've bookmarked.
>>
>>174731351
I'm pretty sure I've seen more than one, but I do remember that in one of these the guy was using a blue grid texture, the level was kind of generic, he was just extruding cubes from a plane and stuff like that.
>>
>>174731240
I'm just making a dumb final fantasy clone, anon. Probably just the combat system to see how it feels. I just want to compare attack and defense's opposition. I don't have time to learn all this cool stuff, I have some hours on the weekend and that's it. I appreciate your passion, but you can't always get everything you want, you have to pick your battles and how to get the most value for your time in the short term.
>>
>>174730873
How do I set that up?
>>
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>>174696450
Wen't along with it.
>>
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I started making some icons that dont look like complete shit. Just regular shit.
>>
>>174731575
Your mistake, son
>>
>>174731764
I don't like seeing that character with a body. Something about it rubs me badly.
>>
>want to make a tcg
>want it to have a mana system like magic (play stuff, get mana), with creatures, spells, enchantments, etc
>don't want to reinvent the wheel, but have a few solid ideas
>turns out tapping is patented by WotC
>okay, i can just do something else
>some company got sued by WotC because their game supposedly "copied magic cards"
>check the lawsuit
>to say they're copied is a stretch, but they're similar-ish
>but magic has so many cards that anything you do will be similar-ish

What the fuck. So i have to gimmick the fuck out of a tcg in order not to get sued then?
>>
>>174729973
>>174731351
>>174731550
Sounds like he set the texture up to use cube projection instead of per-vertex UV coords. The settings for this are in the texture settings pane in Blender. I'm not at my usual computer or I'd just take a screenshot of it.
>>
>>174732108
They literally print money, they ain't about to let anyone else get in on that.
>>
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>>174730976
What kind of game are you making?

Unity's animator handles the blending between the animations, but I basically only allow Input from the player during certain frames of the animation, and if I receive input > go to next animation, if not and we reach the end of the animation > go back to idle

As for delays, you could start a timer after a player presses and releases an attack button, and then if you've waited long enough it could increment some value of set a boolean to some true/false state which you would check when the player hits the attack button again.
>>
>>174732108
Copy DotA abilities instead
>>
>>174732139
I know about cube projection, but that's something you do manually after creating the faces. In this video, the texture was already fixed as he was still extruding, almost as if it was tiling automatically.
>>
>>174732108
When will people stop being surprised that litigation is rampant in gamedev and software in general?

Where is your
L
L
C
>>
>>174731624
You will have to set up a structure to apply translate, scale and rotate operations. Once it's ready you will just insert a vertex position and get transformed one, or get a matrix array to pass to your shader.
Usually there are libraries to handle that for you, you should search a bit.
>>
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>>174731341

this one?
>>
>>174732108
The tapping patent is up. WOTC lost all their dumbshit untenable patents in 2015, I think. You can't patent game mechanics anymore.
>>
>>174732047
I agree
>>
>>174732047
I'm not a fan either, but got quite a few sprites with it already and making this will let me know whether I can get used to it and put it into TA for inventory visualization.
>>
>>174732404
That's the one. Thanks friend
>>
>>174732427
But i can still get sued to hell because i got a card that says "destroy target creature" and WotC throws a bitch fit because "MUH INTLECTUAL PROPERTEEEEEEE"
>>
>>174732563
No one cares about your prototype, anon. Just do it for now, and if you HONESTLY think it stands to make any money, change it up. But if getting sued by a multi-million dollar company is your excuse for stalling on making a game, I think you may just be looking for reasons to hold yourself up.
>>
>>174732563
Just don't make it a card game. Present stuff in different form, for example like SMT, and also name things differently.
>>
>>174732234
i'm trying to add the combo mechanic from fighting games, not the usual hit the same button fast for combo, a combo needs to be a combination of movement and actions input, but controls needs to be responsive, it feels weird when you're halfway a combo input and the character is wiggling
>>
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>>174732528

why did you want it
>>
>>174732825
Thanks anon, but i'm still in another project thaat i want to finish up, and then i'll probably go in a different route(want to make a grid tbt). What i wanted to do with it is just go the "traditional" route of tcgs.
>>
>>174733038
>Present stuff in different form, for example like SMT
Can you give an example?
>>
>>174733207
If you are keeping it as video game, then you can just map card game mechanics to jrpg, devil summoning'n'shit. I'm not sure how hard will that be, but it's a matter of creativity.
>>
>>174733631
Thanks sempai
>>
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>>
>>174733042
You could halt allowing input affect movement for a few frames at the end of your attack animations, so you can string the combos together without having the players move. And it could be a risk reward thing because they would have to commit to those attacks and the frames of no movement
>>
It's a good idea to use Post Processing effects from the Asset Store in Ludum Dare? I think no one will bother with camera effects.
>>
>>174733052
Because it's wonderful
>>
>use sdl's renderer for my games since it's extremely easy
>want to make bigger game
>sd's renderer is too slow and lacking too many features
>decide to switch to opengl

Holy balls this shit is HARD.
>>
>>174734963
sfml
>>
>>174734963
>too slow
If you're using the SDL2 Render (not Surface) API, you should turn on hardware acceleration, and it will go through OpenGL. Unfortunately some stuff (like changing texture alpha/color mods) will still be pointlessly difficult and slow, but using OpenGL directly is its own kind of minefield, so pick your poison.
>>
>>174733831
dumping images is useless instead dump the models for free pls
>>
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https://streamable.com/o2vsu

Tweaked some shit. The targeting camera is now more flexible so locking onto enemies is now a valid strategy and not just painful. Enemies don't just finish attacking you after they get stunned, they actually start attacking all over again if they're still in range. Knockback improved (slightly) and placeholder sounds added.

I still can't make decent animations.
>>
>>174735561
>sucks, fuck my life
>>
Do 2D physics and collision detection still suck in Unity?
>>
>>174735707
What if someone posts a model and says it's free but it actually isnt and they sue you when you release your game
>>
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>>174734568
It might impress casuals, but your fellow gamedevs will look down on you if your game can't stand up on its own.

>>174733831
>>174735707
I don't know why, but wireframe lolis are utterly terrifying.

Who loves shitty placeholder programmer art? I sure do. I also love my wooden spaceship cockpit.
>>
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Do you guys like the checkerboard clouds? I have a small checkerboard running through them. Been looking at it and loving it
but I'm worried I have shit taste discord says its awful.
>>
>>174735743
Don't stop
>>
>>174735823
Unity "2D"
Use another engine that's actually made for 2D.
>>
>>174736251
I've hated literally every single thing you've ever posted.
>>
>>174736251
it looks like you sort of slapped a stupid effect on perfectly good clouds for sake of just doing it
>>
>>174733831
>>174735707
How the hell do I make textures this nice?
>>
>>174736251
It completely breaks depth perception, because now background has more detail than foreground.
Keep it simple
>>
>>174736539
HARD WORK AND GUTS
>>
>>174736251
It's awful.
>>
>>174736251
I want to scream supersonically at your trees and break all the stupid easter eggs and tear the green foil wrap off the pieces of chocolate you used for leaves. And eat them.
>>
>>174735880
>fellow gamedevs will look down on you if your game can't stand up on its own

Do you mean gameplay-wise? It's not cheap effects because looks cool, the game needs to feel gloomy. Also, moments of panic.
>>
>>174735793
I always read it as "shit, for my loss"
>>
>>174735793
>>174736752
I'm pretty sure it stands for 'super fuck my life'
>>
>>174736328
I'm trying to decide between Unity and Godot. Which one is better for 2D these days? Paid vs open source isn't an issue at all, I'm just trying to find the best tool there is.
>>
>>174736601
Why guts?
>>
>>174736251
It would look good if it was consistent with the rest of the objects on the screen, but as is, it does disrupt the overall pretty smooth aesthetic.
It's especially jarring in the middle of the picture, where a bit of cloud is surrounded by the square rock and the wood stuff.
A solution might be to apply such a shader/ filter to everything in the game so it's a bit more consistent.

But devs listening to strangers on the Internet is how all games get ruined, so you're welcome to ignore this. And also the discord, but that goes without saying.

>>174736676
A newdev adding chromatic aberration/motion blur/bloom/flares/tilt shift just to look fancy with an Unity asset is a story as old as time. If you need it for actual reasons, you're in the clear.
>>
>>174736303
I'll try!
>>
>>174736752
>>174736837
>>174735793
>2009
>>
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>>174736589
>>174736893
>>174736660


Alright Boss hows this?
>>
>>174736251
It's super jarring. Why do you keep making terrible aesthetic decisions, dude? Just fucking hire an artist or an art director. You're so inconsistent.

Yes, the checkerboard looks like shit. Yes, you should remove it.
>>
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>>174736882
You will need them
>>
I trashed TWO LD games now, am I doing this right?
>>
How do you do menus effectively in gm? My idea is objects that are windows, with only one that has focus and you can control it with the keyboard, but the issue is embedded buttons. So the best I can do is checking the position of the mouse when I click on a window object, or have some awkward sub objects on the window that have to stick to it and have their own click events.

Soooo they made all of GMS2 and didn't add anything to help with the awkward GUI situation? Sweet.
>>
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>>174737048
Looks good. If I got real nitpicky I'd say that looks more like water than clouds, but that's because I just say the UE4 GDC video about photorealistic clouds.

>>174737079
Damn right.
>>
>>174724257
Looks good! What are you doing now that your artists has skipped town? (figuratively of course)
>>
>>174736873
Godot has actual 2D unlike Unity.
>>
>>174736873
Godot is better for real 2D. Hell just wait for 3.0 and you get proper 2D and C#.
Unity's 2D is a mess of workarounds.
>>
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>>
>>174737327
>worst girl
>>
>>174737416
Godot is adding C#? That will definitely sway me towards it. When is that supposed to happen?
>>
>>174737775
summer 2017
>>
>>174737775
>When is that supposed to happen?
The dev pulled a notch and went on vacation.
>>
>>174737775
3.0 alpha was supposed to come out this week, you can download updated unofficial builds but a stable release is still months away.
>>
>>174735793
>>174735561
I'm
>>174734963

I've used SFML, and I didn't like it. I thought SDL was so much better.
>>
>>174735615
It wasn't so slow that it caused any issues, but if I wanted to make more fancy games with better visuals, upgrading would be necessary. I don't think I can even zoom in and out with SDL.
>>
>>174737775
>https://godotengine.org/article/dlscript-here

basically you'll be able to write in any language you want now. Not as fully integrated as the native GDscript, of course.
>>
>>174738280
You can use C++?
I always thought that it was just for extending the engine.
>>
>>174737416
Are you fucking real right now?! I'll be jumping ships so fucking fast. If game maker added 9-patching and real UI stuff, maybe I'd stay. But Godot's getting more enticing by the minute.
>>
>>174738530
the whole reason behind GDNative is using C++ or other "lower level" languages for hardware intensive calculations, where GDScript didn't cut it; without having to recompile the entire engine everytime.
>>
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>>174738232
You have to scale textures before you draw them. You still have to do this yourself in OpenGL, but at least you won't be stuck drawing at integer coordinates.
>>
>>174738636
Do you have to install a compiler yourself or does the engine ship with one?
I don't want to install the 50GB VS2015
>>
>>174738896
then install the 140gb vs2017
>>
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>mfw all those silly lads ready to "jump ship" if their engine hacks in a constrained C++ some time soon and I'm a UE4-fag.
>>
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Is it just me or does the lighting in low-poly Unity games (and unity games in general desu) look hideous?

They look nothing like classic PS1/N64 games
>>
>>174738896
get GCC, you don't need VS
>>
>>174738964
You cheeky cunt.
>>
>>174739123
Someone should try to do low-poly in SM64 style. It's been over 20 years and this still looks looks better than most new games.
>>
>>174739127
Do I need to compile the engine with GCC then?
>>
>>174739123
nope, you're the only person to ever have a negative opinion on unity
>>
>>174739512
Yes. GCC doesn't work with the MSVC C++ ABI.
>>
>>174739563
Figured, just making sure. Thanks.
>>
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>>174739429

It was an ugly game even at its time. Spyro is the only game from that era that aged well aesthetically.
>>
>>174739663
>[a well known title] is the only game from that era that aged well aesthetically.
>one
ignorant turd
>>
>>174739663
Spyro is mlp-tier design made by fags.
>>
>>174732404
If only you could upload that to you Memer account :^) srsly though has that fixed itself or you still getting fucked over by inability to upload?
>>
>>174739663
Spiro looks like shit Crash looks way better
>>
>>174739723

Obviously people aren't going to know if another title aged well if they don't even know about its existence.

>>174740026

And it still manages to look decent, unlike Mario 64 where its level design is debug room tier.
>>
>>174739663
>stretchy goo dragon flies through bare landscapes with shitty voice acting is the only game of that era that aged well aesthetically

Yeah, ok.
>>
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>>174739663
>>
>>174740985
3 never ever
>>
>>174739663
Everyone fell to your bait good job
>>
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>he makes __ games
>>
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>>174741176
>>
>>174740985

MML has empty environments with flat textures and stiff animations. You might as well have posted Quest 64.

Actually, scratch that, because Quest 64 at least has expressive enemies.
>>
>>174741470
TAKE IT BACK, DAMON WAYANS IS AN ANGEL!
>>
>>174741702
>MML has empty environments with flat textures and stiff animations
>implying that's bad
>muh stiff robots
>>
>>174737330
I have another artist, they just haven't been able to work on getting new sprites yet. They're busy until monday.
>>
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>>174723786
Typed Lambda Calculus?

Just ordered a book on ELM, which seems to be an adaptation of ML to generate nasty, untyped JavaScript. Sounds good.

Next stop (in a few years): Dependently Typed Languages à la Idris. Mind blown.
>>
1: Restrict all code to very simple control flow constructs. Do not use GOTO statements, setjmp or longjmp constructs, or direct or indirect recursion.

2: All loops must have a fixed upper bound. It must be trivially possible for a checking tool to statically prove that a preset upper bound on the number of iterations of a loop cannot be exceeded. If the loop-bound cannot be proven statically, the rule is considered violated.

3: Do not use dynamic memory allocation after initialization.

4: No function should be longer than what can be printed on a single sheet of paper (in a standard reference format with one line per statement and one line per declaration.) Typically, this means no more than about 60 lines of code per function.

5: The assertion density of the code should average a minimum of two assertions per function. Assertions must always be side effect-free and should be defined as Boolean tests.

6: Data objects must be declared at the smallest possible level of scope.

7: Each calling function must check non-void function return values, and the validity of parameters must be checked inside each function.

8: Preprocessor use must be limited to the inclusion of header files and simple macro definitions. Token pasting, variable argument lists (ellipses), and recursive macro calls are not allowed.

9: The use of pointers should be restricted. Specifically, no more than one level of dereferencing is allowed. Pointer dereference operations may not be hidden in macro definitions or inside typedef declarations. Function pointers are not permitted.

10: All code must be compiled, from the first day of development, with all compiler warnings enabled at the compiler’s most pedantic setting. All code must compile with these setting without any warnings. All code must be checked daily with at least one—but preferably more than one—state-of-the-art static source code analyzer, and should pass the analyses with zero warnings.
>>
>>174736251
>I have a small checkerboard running through them.
why?
>Do you guys like the checkerboard clouds?
no
also why do the clouds look like pudding? is that why you added the affect, to hide how bad they look?
>>
>>174741959
I have some time this weekend, what kind of art do you need? What engine?
>>
>>174742803
who are you talking with
>>
>>174742803
11: No work must get done. Progress is secondary to safety. If your software is finished before it and all technologies it is associated with are obsolete, the rule is considered violated.
>>
>>174742228
I've wanted to look at elm, should be a good time. I also want to look at idris someday, had mostly good experiences with haskell, except for the cabal/stack shitshow but I mostly work in R (also very functional) with its glorious CRAN
>>
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>>174741808

No one is implying anything. It looks cheap and unfinished, and the attacks are as limp and lifeless as the rest of the game.
>"accurate" animation is strictly good animation
>>
>>174742803
Nice post but what does any of it have to do with game dev?
>>
>>174743107
Gamemaker, but I'm not looking for an artist unless you're arting in adoble photoshop CS1.6-GO, sorry.
>>
>>174743749
What the fuck do you care what I art in?
>>
>>174739123
Based on this image, I think it looks gorgeous. There are much worse low-poly aesthetics out there.
If they doesn't look like old games, it's the developer's fault. Lots of those games aren't trying to recreate the PS1/N64 artstyle.

But you can achieve those results with good shader knowledge.
>>
>>174743346
>implying I'm not implying things
>implying it looks more unfinished than your game
>>
>>174744023
Those shadows ruin it for me, but if they were okay, yeah it ain't so bad.
>>
>>174732370
I finally got scaling and camera movement working after watching some khan academy videos on vectors

Thanks man!
>>
A game where you play as Alonzo Church
>>
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>>174743346
this post gave me brain worms
>>
So now that the dust has settled
What's the verdict on amazon lumberyard my dudes?
>>
>>174735707
How do you rig something like this without the arms going through the cloak?
>>
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UE4 bros, do you compile in the engine, or from whatever you're using to code?

I started compiling from the engine because I noticed I sometimes lost the link between my solution and UE4, and I had to restart the program.
>>
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Is it worth it to upgrade to GameMaker: Studio 2?
>>
>>174746334
Engine
>>
>>174746371
No no no no no no no a million times no
>>
>>174746371
Upgrade price cut ends Apr 30 so maybe if you want the new functions.
>>
>>174746437
Why not?
>>
>>174746371
reasons not to:
you might like godot 3 when it comes out
there should be some humble bundle with gms2 in the future. probably including android/html5 export

reasons to:
discount
new functions and ui
>>
>>174746371
if you're new and looking for tutorials on anything but the most basic things then you're going to be shit out of luck


https://help.yoyogames.com/hc/en-us/articles/231738328-GameMaker-Studio-2-Obsolete-Function-List
>>
>>174746821
What new functions?

Anything that GM:S 1.4 can't already do? Or are they just convenience functions?
>>
how do i compress my unity game's apk file
it's an extremely small game yet it's over 29mb
>>
>>174746647
I've used both extensively and 2 has way more problems and bugs and no additional benefits, or the benefits there are also come with giving up something important. Animated tiles and autotiles are nice, but the rest of the tile system isn't. The sprite editor is all kinds of fucked, especially when using gifs. room editor is slower to use than ever, even slower than 1, and it's not at all worth the money, even with the discount.
>>
>>174746821
>>174746959
nvm

https://help.yoyogames.com/hc/en-us/articles/231539867-GameMaker-Studio-2-New-Functions-List

already want to buy it now just for the array literals
>>
>>174746371
if it's giftable on steam, you might want to ask some russian friend to gift it to you, pc export is only $17 there
>>
>>174747028
If you want a small file you shouldn't be using Unity.
>>
Protip: don't assume that your homemade game engine is suitable for fast projects like jams
>>
How should I approach storing character stats and inventory in an RPG?

>characters stored in an array on an object controller
>each character having their own object and a controller to manage them

game maker studio 1.4
>>
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>when Unity's lighting breaks on new scenes and everything fails
>>
>>174747648
I guess I'll just go kill myself then.
>>
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Doing 8-bit arrangements of public domain music sure is an educational experience. Hopefully it sounds alright in the visual novel thing once it's all put together.

https://clyp.it/ty54hbuv

Also, please rate.
>>
>>174748005
You'll need some kind of data structure to hold stats, especially if you want to have equipment that effects stats.

Normally I'd say you should have a "stats" class where you could have it be a component of a character, or peice of equipment, then you can just do a summation of all the stat objects to get the total.

But GMS is a piece of shit so you can't easily do that.
>>
>>174748005
There's a few ways to go about it, hit up them youtube tutorials.

Also know RPGs are a fucking shitload of work and there's a reason so many are made in RPGMaker.
>>
>>174748437
I'm a glutton for punishment, but thanks for the tip on the DS, that's what I was thinking also.

>>174748462
Thanks
>>
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Give simple mini game ideas pls. I don't want my game to just be a boring walking simulator.
>>
>>174720979
What secrets?
>>
>>174746126
Not own engine/10
>>
>>174749083
If your game is a walking simulator at its core, mini-games won't help you even slightly.

Make a fun game.
>>
>>174749083
imagine you didn't make the bad choice to being a gamedev, what productive things would you be doing with your life instead?
>>
>>174749796
I'm a chronic masturbator and artiste, so not much else.
>>
So this is gonna be a dumb question but

Is there a way to make a game engine, like Godot, treat all pixels of a sprite of one color as transparent, or do you have to handle transparency in the image editing software you're using?
>>
>>174749914
Godot is open source, so feel free to write a function that does that.
>>
>>174749643
>Make a fun game
https://www.google.com/webhp?q=games+don%27t+have+to+be+fun
>>
>>174749914
I've never used Godot, but I'd image you could write a fragment shader to do that pretty easily.
>>
>>174750018
Walking is boring.

If the core of your game is walking, it's boring.

Resident Evil has a shitload of walking, especially if you don't know what you're doing and need to backtrack for items or item boxes, but it's fun despite that
>>
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Currently creating stuff for a detail pass on this old asset pack I did last year.
Also got a good guy for trailer music on board.
Fingers crossed that greenlight doesn't shut down a day before I actually push this up.

Hey can you do me a favor and help me choose a shitty name for the indie game studio to publish this as?

>http://www.strawpoll.me/12792872/r
>>
What's so bad about walking simulators? They can't all be that bad.
>>
>>174747692
2L8
>>
>>174749914
You normally just make transparent PNGs.
As the other anon said, it's easy to write a shader to do the old "color key" technique.
I'd recommend just pre-processing your images when loading them to add the alpha channel rather than add that processing in a shader.
>>
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Changed the NPC dialogue to be on screen at the bottom INSTEAD of the old world space UI so when you rotate the camera anywhere it will still be on screen.
>>
>>174749895
>chronic masturbator and artiste
time to make new business cards
>>
>>174750475
Ever since some fucktard gave Dear Ester a 10/10 it's created a slew of uninspired walking simulators that get 10/10's.

Absolutely the wosrt genre.
>>
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>>174750130
I made that as a shit post but now I feel obligated to engage your arguement but for only one post.

Walking simulators are only dull if you're not going anywhere that engages your mind.

Journey can probably be the very definition of artsy fartsy walking simulator and by all means should be a bore, but it's short and sweet with great music, art design that plays with your emotions thruout the game. I could argue that Journey is a therapeutic game.

That said 90% of walking simulators are pretentious garbage.
>>
>>174750719
Everything you make looks like shit.
>>
>>174751038
at least he has progress
>>
>>174749083
Line Simulator
>>
>>174749083
Standing simulator
>>
>>174750719
Can I ask why you made the dialogue box grey?
Seems like a bit of an odd choice, stylistically.
>>
>>174751305
Don't question my artistic decisions. I made it grey for a fucking reason.
>>
>>174690018
flat earthers btfo
>>
>>174751397
wow
rude much?
>>
>>174751305
Not him but I assume the box is gray because the cat is gray?
>>
>>174751797
boku-dev is a fuckboy of the highest degree.

don't bother replying to his posts.
>>
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>>174751305
Oh hello its just placeholder I'm changing it up as you can see webm related.
>>174751397
This dev is not me.
>>
>>174751851
>>174751870
>>174751397


Get out sourcedev
>>
Why does it feel like every goddamn artist has a bag of sand up his boypussy or whatever

This is the last time I am working with those divas, going to learn to """draw""" or generate perlin shit wherever I can or other procedural crap myself, fuck this
>>
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>>174751870
>dev
>DEV
>>
>>174752094
Good, now fuck off. You won't be missed.
>>
>>174751870
It's levels like these where you should really just have the camera zoomed in by default, I had to watch the webm like 3 times just to find where boku was
>>
>>174752150
>>174752094
Artists are the worst.

Programmers can be bad too, but artists need "inspiration" to actually work. Most artists I've tried to work with have shit work ethic. They'll sell themselves as the best thing ever, then shut down immediately and quit when the moneys gone or you actually request that they make something.

There are some good artists there that can fucking produce and if you find one, latch onto him like a fucking parasite and don't let go.
>>
>>174721672
Shouldn't you not have overlapping faces anyhow?
>>
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>>174752150
I am not from tis place, so I technically can't fuck off since I never actually "fucked on" lmao xD

Engine developers, my good lads, good luck to all of you in all your endeavours. Everything will be fine, remember to drink water regularly and read a lot.

Now I fuck off.
>>
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You can pick up stuff now.
>>
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Did an intro for the first level and finally spiced up the background.

Still not great at the fake computer thing, but it works as a one time effect.
>>
>>174752634
If you're just hiring someone to churn out some work and not forming a good relationship with them to the point where you both have a vested interest in the game, your game isn't going to turn out very good. Basically, find an artist who's just as passionate about the game as you are or don't make a game at all (alternatively, do the art yourself).
>>
>>174750719
>>174752340
If you watch this webm at the start of every level the camera comes out of bokus face so you know where he is at all times and where he starts from.

I guess I should start every webm that way too for you blindys hehe
>>
>>174753050
I want to lick this game inside its mouth and pull its hair and grab its hips and legs and split it in half on my desk at work
>>
>>174753050
That's pretty good.
>>
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>>174753841
Dude that's lewd.
Thanks though, you can do whatever you want when the demo comes out after marriage.

>>174754047
Thanks anon!.
>>
>>174751870
>>174750719
I like the screenspace UI but that's way too much text per box, and you gotta juice up the color scheme for the UI a bit.
>>
I was wondering if this would annoy players. It's impossible to get everything explained to you/secrets revealed in just one playthrough. Meaning, it would take another playthrough again because of all the differing choices that will effect what information can be revealed. Would this annoy people? Or is this a positive thing to players?
>>
>>174754589
Does the ship ever find the clitoris?
>>
>>174754606
Can you give me an example of a dialogue box stype/color scheme you'd like?
>>
>>174752634
>and quit when the moneys gone
How is this a bad thing? Nobody wants to work for fucking free when you're supposed to be getting paid.
>>
>>174754818
Unless you're cropping it out, I'd make usre the entire box is inside the screenspace. Then, reduce it to 2-3 lines of dialogue with multiple prompts to proceed to the next chunk of dialogue.

Tales of X do it well enough. You can use Vesperia as a guideline and just remove the speech bubble style.
>>
>>174754785
Yes
That means if I want the whole experience I need to do things over and over again

By the time you have enough differing content to make it entertaining again, it just becomes 2 games in one
>>
>>174755023
When you're a partnership and you're 90% of teh way done a project it fucking blows to have your guy quit right beforeyou have the potential to make money.
>>
>>174754785
Depends on the length of the game. Something that takes a few hours to complete would be fine, but a 20+ hour campaign isn't something I'm likely to play through again right away unless the story is *very* compelling.
>>
>>174754785
I want to play a game a second time because I want to, not because I have to.
>>
>>174754589
>>174753050

I don't give a shit about the genre but this good quality. You should be proud.
>>
>>174755327
This is true. Games like Drakengard and NIER are pretty notorious for this.

People just wont put up with bad gameplay or a really long game a second time

Plus, guides exist so this information wont be super hard to find regardless.
>>
How much C# do I really need to know before making games in Unity?
>>
>>174753050
Looks like a real game to me anon. You're doing good work.
>>
>>174754589
Something is so satisfying about your game, great job. What's your dev setup? Working alone?
>>
>>174752740
This book is a nice read when you have no hope of becoming a truedev.
>>
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>>174754807
Anon stop that's super lewd, my game is pure.

>>174755450
>>174755535
Thanks anons! I am proud, and it's people like you who help me go on!

>>174755617
Team project. One artist, Two music bros, and one programer/sfx/else (me).
>>
>>174755517
Not much, but thats like asking how much carpentry you need to know before making a birdhouse
>>
>>174755517
If you know C++, not a whole lot. Find tutorial series that are going to go step-by-step through the game making process. There are obviously lots of differences between the two languages, but you'll get the hang of it.
>>
>>174752634

I'm guessing you're one of those guys that think you can just blurt out something and have an artist magically make it appear.
>>
>>174757261
I did my share. I did coding, sound and music. He just had to do art. I made my share of placeholder art and once things started to get hard he gave up.

I'm left with no cash and no means to finish. meanwhile he's pissed away his stipend on weed and partying while missing milestones.

You dont know shit basically.
>>
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Help me decide, /agdg/

Game needs a database. The game starts, the SQL manager creates a new in-memory SQLite database. Its populated with a .sql script.

The problem is, how do I save changes? If it were a disk-based db, changes would be saved automatically (I think). But its in-memory instead of on-disk because muh autism about unnecessary files. I can't create a dump because this will be at play time on a client, and to dump an SQLite db you need its command line tool, it apparently can't be requested through a db connection.

So right now my thinking is, treat the initial .sql script as the default state, and every subsequent query run against it gets saved to an additional .sql script to be run. So the flow then becomes:

>blank, in-memory db is created
>initial tables and data are imported via the "default.sql" script
>a command is executed
>the command is saved, via appending to a "executedStatements.sql" file
>game saved
>quit
>load game
>blank in-memory db is created
>"default.sql" is run
>previous changes are added via running the "executedStatements.sql" script
>database is now current

Are there any problems I'm not seeing, or a simpler way to do this? Is this full-retard?
>>
>>174757538

Eh sorry yeah he sounds lazy I've just had too many team ups where the 'idea guy' thinks he can just stream a list of details into an artists ear and expect them to turn around and whip out completed character pieces. Shit doesn't work that way.
>>
>>174757578
>apparently can't be requested through a db connection.

Of course it can. Just plug in your database framework, create the connection when the client start and then commit the transaction whenever needed.
And what the fuck do you mean by "in-memory SQLite"? Never saw that one before.

Also 99% of people asking for help with database have a game so simple it doesn't need one.
>>
>>174757789
What is he supposed to do? Honest question.

I hope it's implied idea guy isn't literally just idea guy. Never team up with a pure idea guy.
>>
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>>
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Why is this happening?
>>
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Made the player move in cover according to where he is looking at. Previously only left and right moved the character in those directions determined by the cover, and if you looked backwards, the direction was wrong. Now all the buttons work, and it's a lot more intuitive.
Webm from yesterday, since controls aren't that interesting to show.
>>
>>174751978
>sourcedev
>posts a unity game
??
>>
>>174757578
http://www.sqlite.org/backup.html
>>
>>174756210
I like it a lot.
>two music bros
That must be interesting.
>>
>>174758009

Collaboration needs to happen so you zone in the same vision and yeah pure idea guy dumbass that thought the only thing his genius was missing was a brain-computer interface. Typically only could ever see the finish line and had no concept of anything actually involved. Stay far away from those types.
>>
>>174758187
lack of self-worth and a penchant to sabotage your own aspirations
>>
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How would you like a Bubblegum Crisis game?
>>
>>174759103
Fuck yes but it has to have the retro anime look.
>>
>>174759103
Never watched it. But I do like mecha, so yes, I would like it.
>>
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Hey everyone. My routine has been disrupted by my trip to Japan, showing the game at the sac indie arcade, and a trip to DC. However, I will soon be back into my routine and actually finish this game. Things are coming together. The SIA went really well, it was fun watching people play and enjoy the game. Expect some more regular updates and posts :>
>>
Would it be interesting to be able to use an xbox controller to play an html game?
>>
>>174758009

You know when somebody tries to explain that crazy dream they had and they keep repeating details over and over until they see the reaction they're expecting but it never happens because it's too personal for them to get across with any impact?

That's what it's like being the art guy.
>>
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>>174759259
Aw shit you're alive.
>SIA
>>
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>>174732047
>>174731764
Maybe something like this
>>
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How many of y'all have keyboards with at least 6-key rollover? Or mechanical keyboards, if you don't know.
>>
>>174760381
Das Keyboard reporting in
>>
>>174760381
I have a non-mechanical keyboard with anti ghosting and i think 5 key rolover? I du8nno i ain't autistic LMAO

why?
>>
>>174757816
The database is in-memory only, not a file on disk, so I need a way to persist the data. I don't want to use .db files because it seems tacky to have a player's save file, plus a bunch of databases. For example, what if a player makes changes that get written to the DB file, but doesn't save their game, it'd be another layer of complexity to keep the two in sync. Right now the solution is to keep track of executed statements as text in gameobjects, so they become part of the normal save system.

>>174758745
That seems like going back and forth between in-memory and on disk, I'm looking for dumping a db into a .sql script
>>
>>174758187
The disk and ceiling are not on the same plane, also z-fighting
>>
>>174742803
>>4: No function should be longer than what can be printed on a single sheet of paper (in a standard reference format with one line per statement and one line per declaration.) Typically, this means no more than about 60 lines of code per function.

stupid
>>
>>174760381
I do, but most keyboards still have certain key combinations that won't work.
>>
>>174761110
There's no disk. The ceiling is a static Unity gameobject with GI baked in. Somehow it's illuminated depending on the angle I'm looking.
>>
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>>174753050
>>
>>174755749
that book is common sense to anyone that plays video games

it's meant for normies who are just in this for whatever reason
>>
>>174758094
nice 3D
>>
>>174758094
This is sexy, nice work.
>>
Is there any benefit to using a physics engine to move the player in a 2d platformer?
>>
>>174761458
>that book is common sense to anyone that plays video games
hah, if only
hahaha
>>
Rip momodora
Rip rdein
>>
>>174761697
Do you want them to have physics?
>>
>>174761882
No, just gravity and standard collision detection like any standard platformer. Don't need any physics interactions between objects.
>>
>>174761845
rdein is not dead he is working on a frog game now
>>
>>174761697
yes, go play mario.

just make sure you code your own
>>
>>174761352
6-key roll over is the standard that 8 modifier keys (alt, shift, win, ctrl) and 6 non-mods can be recognised simultaneously.

I'll have ctrl, shift, z, x, alt be the default mapping and let people with full-rollover change it if they want.

I'll do a different control scheme with single keypresses toggling finger state rather than having the hold the key to hold the finger in for the keyboard peasantry if I stick with the project long enough.
>>
Guys, I'm making a FAST game with UE4. Like, 4km from the origin in less than a minute FAST.

At this distance, shit starts to get jittery. I could shift the world origin when I see that I'm 2 km from the origin, but that would mean I'm shifting it every few seconds. Would that be alright? Or is there another solution?
(Making the game less FAST is not an option).
>>
>>174761697
You literally either have to use one or make one yourself.
>>
>>174762109
>At this distance, shit starts to get jittery
Why? Floating point inaccuracy?

>Making the game less FAST is not an option
Godspeed fundev
>>
>>174761982
The benefit is to have a solid and optimized codebase to make what you want. Any modern computer or device are able to handle such engine with ease.

Coding collision from scratch is a pain in the ass. From my experience, I tried many times and the results were horrible, so I won't advise it.

Also Box2D is present in many game engines and language implementations, wich can be very helpful.
>>
>>174762162
I meant whether I should use the full blown rigidbody simulation that's built into the game engine, or whether I should just do my own basic gravity/velocity calculations.
>>
>>174760952
What do you need the db for anon?
Use a detailed logger instead of writing per-entry in the db (I've seen this before).
Or a config file for "flags" and common values.
Or a save file for state related things.
Or a game object for in-game (session) changes.
>>
>>174762225
Yup, those damned floats. Computer are getting good, make this shit double based guys, Cmon.
I say UE4's decision to use centimeters as unit is at fault, even though that's not it. We have a perfectly functional SI unit, why not use it? I can type 0.01F if I want to get precise.
>>
>>174762402
Speed in videogames is a matter of presentation anyway. The simulation you're running doesn't mean shit if the player has no frame of reference.

>>174762305
Depends if you ever plan on doing anything more interesting with physics. If it's just for platformer jumping you can get away with rolling your own.
>>
>>174762305
If it's built in you should use it. These things usually are modular, meaning they won't be processing useless code.
>>
>>174761845
which one is gwyndev? is rdein gwyndev or is that the name of the person who deevs momodora?

what happened to gwyndev?
>>
>>174756516
that's a pretty shitty analogy, anon. you still need to script in c# to use unity.
>>
>>174762596
Very good point on the speed. Do you have any good ideas for stuff to make the player feel FAST?

For now I'm thinking some tasteful blurring, dynamic FOV, reasonable camera shake, good engine sound.
>>
new thread
>>174763140
>>174763140
>>174763140
new thread
>>
>>174760381
I have mechanical with n-key ro. But most people have shit keyboards so control rebinding is a must.
>>
>>174757578
What engine? Is it your own?
Unity has an AssetDatabase for this purpose.
But yeah you're going to have to create db files. I recommend you try out the lightweight SQLite Browser.
http://sqlitebrowser.org/
I was able to pretty easily deal with SQLite because of my past work experiences as as a web developer (and server admin), but some people might find it a bit difficult to get that stuff down. I don't know. C# and SQLite with Unity ended up being a somewhat quirky mix to deal with, but I eventually ended up making my own handlers.
You really need to lose "muh autism about unnecessary files". I was once like you in this regard, but it's just something you come to realize is silly. Once I came up with a good hierarchy for organizing things, I had no problems making tons of files. Even now for scripts, enums get their own files, as do structures and classes. Pinning important files in my IDE has made this transition pretty smooth, because now I can focus on coding without having tons of extra data infront of my face.
I suppose it depends upon the size of the game too, though.
At any rate, good luck anon.
>>
>>174743975
You just got reversed
>>
>>174723847
Looks pretty comfy. I'd probably put a small rug down and maybe a picture somewhere if you want it to look extra comfy.
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