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/agdg/ - Amateur Game Dev General

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Thread replies: 763
Thread images: 122

File: 1436504792192.gif (147KB, 400x400px) Image search: [Google]
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Just like ludum dare!
> 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
>>174687201

> 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
>>
nth for how is your day going?
>>
>>174763140
Why no webm section?
>>
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First for unusually specific hardware requirements
>>
>>174763383
Is this a Vive thing?
Explain pls
>>
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That will keep me going...
>>
>>174763659
For 10 minutes
>>
>>174763474
This webm was posted last thread. I'm pretty sure that it requires a keyboard with N-key rollover.
>>
composer looking for side projects to work on, email me for details of payment.


[email protected]

------

https://soundcloud.com/ethanb/the-retreat

https://soundcloud.com/ethanb/the-retreat

https://soundcloud.com/ethanb/the-grand-walk

https://soundcloud.com/ethanb/frozen-rain-drops

https://soundcloud.com/ethanb/sets/improvisations
>>
>>174764440
>https://soundcloud.com/ethanb/the-retreat
this triggered my ASMR

very nice
>>
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Thinking about changing this scene to night pic related
>>
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Hey kid you wanted to plant crops no fuck you have some rocks now with BLINKING TECHNOLOGY
>>
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>>174764829
old version of it was sunset but I hope night will be comftier
>>
Does 2D animation ever get fun, or is it always tedious bullshit
>>
>>174763659
>he had to email himself the picture
rofl someone doesn't have a Windows phone with OneDrive set up
>>
>>174764440

neat, i need some orchestral stuff, i'll keep your email handy.
>>
>>174764995
rofl someone doesn't send himself pics with FB messenger.
>>
>>174764953
Nice change on a clicker
>>
>>174764995
I sent to a friend in an app. Pic got saved in a non-mapped folder.
>>
>>174765476
If the mouse is in range of 3x3 player radius the mouse controls take over. Otherwise keyboard controls and whatever direction player is facing.

For Master Race Precision Gameplay™ brought to you by Nvidia™.
>>
>>174763208
what this
>>
>rdein nuked his twitter
RIPIP
>>
How tf do I go from mp4 to webm and not have the filesize be 60 goddamn MB.

240x160, 16 bitrate, no audio, 7 seconds long
>>
>>174766673
who
>>
>>174766707
The guy who made the gwyn clone
>>
>>174766776
>gwyn
That generic platformer?
Yeah, call the police.
>>
>>174766673
why did he do it? got any links to the drama?
>>
>>174767065
I assume it's gone along with his twitter, I only found out after the fact.
Don't know why
>>
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my favorite thing to do when making levels is having the player return to a puzzle they've already solved later in the level after they gain a new ability

it's unoriginal and been done millions of times before but it makes levels feel like actual areas instead of just a series of rooms one after the other
I like it more than the gimmick of "here's a puzzle you can't solve yet, come back later"
>>
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Who here is working on concept art?
>>
>>174766702
540p
2.9 mb limit
>>
>>174767287
quick! it's the fuzz!
>>
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>>174763140
>reddit makes a game
>>
>>174766702
16 bitrate? 16mbps? thats your fucking problem

use 256k bitrate
>>
>>174767287
Time to loomis it up senpai.
>>
>>174767423
Ancap Tycoon would be fun, desu senpai
>>
>>174767423
>think like anarchy with an edgy sort of twist
right in the sides
>>
>>174766702
>>174767532
look, here is 656x512 at 60fps, 210k bitrate, it is 11 seconds long and only 0.5 megs.
>>
>>174767218
That's a sense of progression and is good design imo
>>
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>>174767683
I used webmcam to make this, downloaded it from the github, it screen records directly to webm
>>
>>174767797
Pure garbage
Can't be scrubbed
>>
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>>174767878
>>174767797
>>174767683

its so quick and easy though, and the file is so small

and no audio is just a checkbox

I even opened two instances of it to make a tutorial thats how easy it is why use obs?
>>
>>174767218
Really good sense of place that way. And I wouldn't be afraid to make "art rooms" where it's just a hub or large chamber without much puzzles or solve (or a secret for players to discover).

Constant puzzling can be tiresome so if you're installing pacing it will keep the player from getting fatigued and dropping the game themselves.
>>
>>174768002
That does seem nice
webmforbakas get wrecked
>>
>>174768002
Yeah if you can get a feel for how long you can record and stay under 3mb, webmcam is great! Not having to open multiple programs saves SO much time, almost enough to counteract having to do multiple takes.
>>
>>174768215
Yeah that's true

Although at the low bitrate I usually hit 4chan's play length limitation before I hit the filesize limitation

I can't remember what the limit is but it might be 60 seconds or something
>>
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>>174764440

ill hit you up fampai.
>>
>>174768340
the time limit is 120 seconds
>>
wish me luck, about to test some new functionality
>>
>>174768581
break a leg!
>>
>>174768581
I hope you find some bugs but they're pretty easy to fix
>>
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>>174768140
I haven't really considered using "art rooms" aside from the starting room in most of the levels

I've been trying to make levels as compact as possible with minimal down-time, but now that I think about it I should probably reconsider, you might be right about the pacing being too tiresome
>>
>>174768729
>>174768763
It worked, it was to call an external program via
System.Diagnostics.Process p = new System.Diagnostics.Process();

and pass in command line arguments to get it to do things, and instead of it writing to a file, capture the output
p.StartInfo.RedirectStandardOutput = true;
p.WaitForExit();
string output = p.StandardOutput.ReadToEnd();
>>
>>174768995
You should add unlockable optional gratuitous gore effects
>>
>spent all day trying to install the FleX branch of ue4
these jiggle physics better be worth it
>>
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VR TCG, I think I'm forgetting something when it comes to tweening.
>mfw it literally took me longer to figure out how to record this webm and post it than it did to get this far along
>>
>>174764440

how long on average does it take to make pieces like these?
>>
>>174769393
this seems like the most gratuitous use of vr
>>
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>>174769338
Like this?
Or are you an H-dev?
>>
>>174769474
That's a vertex, not physics, you ignoramus
>>
>>174769474
That's just pushing vertices around, right? Flex is an actual physics sim.

And I am an aspiring h-dev.
>>
>>174769457
Yes.

But "handling" the cards in your hand and "seeing" monsters pop up when played a la Yu Gi Oh will make it worth it.
>>
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>>174763202
I've had multiple days. Haven't slept much since posting to Greenlight. Trying like mad to generate traffic. I used to post frequently, but recently Ive already posted a link once. Im going to shamelessly shill it once more here then go kms no bully pls
http://steamcommunity.com/sharedfiles/filedetails/?id=909440815
>>
>>174769631
But is your game actually good?
Another hearthstone clone would kill it
>>
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i made a shockwav effect. what doyou think?
>>
>>174769631
You'll be limited in the number of monsters just because of models and animations... hopefully this forces you to make a well-balanced tcg with no chaff monsters
>>
>>174769975
I can dab to that
>>
>>174769975
>mixels ree
>>
>>174769776
That's yet to be decided
I'm bad at TCG games, this is just fun as fuck to code. I have 2 friends who have more of a mind for that helping with that side of things. But the goal is to keep the fast pace of most online TCGs, get rid of RNGesus, and make a different mana curve besides "every turn gain a mana".
>>
>>174769732
I've actually seen folks around here ask about your game more than a few times. Best of luck with greenlight, but you've picked a bit of a slow time to shill.
>>
>>174769732
Glad to see this didnt die.

But the name "Delia" might have been better, but thats just me. Your trailer is colorful with decent music, but it doesnt really convey what the game is or about.

Are there characters to meet?
Does the world have any lore?
Is there a significance to you being there?
etc

This is actually a rare thing where i dont agree with the minimalist approach. I'd say your next thing should highlight the features better, but not hit people over the head.

gl m8
>>
>>174770009
Yep. Makes me more design conscious, especially given a simple creature with portrait + model + 3 animations (idle, attack, die) will cost around $100 per at least. And that's India level work.
>>
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>>174769338
The tech has tons of issues but you are in for a treat. could new challengers stop appearing and stealing my ideas reee
>>
>>174770432
are you the anon that posted the anime chick with three different shaders

best of luck to you, i'm sure there is room for both of us
>>
>>174770432
What in the fug

demo where
>>
>>174770570
what the fuck, is slapping a girl with a dildo really enough to get you off

i wonder if i just went full retard and made naked girls with rubbery meme physics animations, would that be enough to satisfy someones fetishes
>>
>>174769975
Youre pretty late on the downwell clone vine
>>
>>174770432
R9k bait in the making
>>
>>174769975
since this game is making you zero money at the moment shouldn't you drop it just like cavern kings?
>>
>>174770246
Drop the first 23 seconds of the trailer
>>
>>174770791
>>174770682
im not vine.........
>>
>>174770232
Well damn, Im flattered 2bh. Thanks, yeah im definitely not thinking straight Im like a zombie at the moment sleep exhaustion.

>>174770246
Yeah, that name honestly sounds better and would avoid the negative connotations with psychedelic culture and only allude to it. Well, I fucked up there.

I plan on implementing some matter of lore in the form of items and secret areas you find. The only concrete thing story-wise that Ive really leaned towards is a lunatic NPC which you find in hidden caves that rambles off some lines which contain keys to finding Easter eggs, not just the collectibles.
I tried to just focus on describing the mechanics in detail in the description and show part of the gameplay. For example every 'jumping off point' only shows the last 1/2 - 1/3 of the combo of flowers to grab which still leaves the puzzle intact without ruining it but also showing the floaty jumps. Thank m8
man i gotta sleep im rambling fucked up Thanks again for the feedback
>>
>>174770812
this is what you get for comissioning sprites from someone with an established artstyle

it doesnt matter who codes it, it's vine branded at the end of the day
>>
>>174770812
I dont believe you, you black goddess
>>
>>174770881
No problem, and yeah, i get your trailer. But I always give trailer feedback as if i were your average clueless /v/irgin. And always assume that they well NEVER read your descripiton or much of anything really.
Get some sleep m8
>>
>>174770960
vine is a good brand. i dont understand why youd have a problem with it
>>
>>174770663
you're making an assumption that my interest is sexual
>>
>>174771029
True, and that description is fucking absurd anyway i need to chop it down like mad. I thought maybe a huge wall of text would satiate people looking for a story to a degree or something. yeah im gonna come bcak at this tomorrow and crash, thanks again guys
>>
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>>174770549
Yep that was me. Thanks, you too.

The main issue I had with Flex was that there is no way to get different part of a mesh to be simulated with different values. It's perfect for fluids, cloth and static objects though much more realistic results can be had than what you can see on this webm. But then again, we have an in-engine cloth tool coming up in 4.16 and you would have to port all code by yourself every few months and there is no support for AMD as far as I know..although nvidia seem to have updated everything to 4.15 so maybe they have decided to give gameworks a better support?

>>174770570
In my head. Hopefully something will be released by the end of this summer.
>>
>>174771189
It'll be too late by then, your flood of traffic only lasts a day, its probably already dropped to 1 new visitor per hour, right?

You should have asked agdg for critique before you pulled the trigger, not after
>>
No progress on web game yet
But chose a physics engine, and made the graphics work with my animations and camera
>>
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>>174771193
What happened to her legs
and are you also the dev that posted the loli+bear VR back a few years ago?
>>
>>174771463
That's the main problem with Flex. It's simulating the whole body as a sausage of the same structure.

I joined this place only a year ago so probably no, unless you meant a cake-feeding demo.
>>
>>174769975
that's some horrible pixel art, who's the artist?
>>
im gonna make a game
>>
>>174771987
do it, i dare you, i double dare you motherfucker
>>
>they don't code in cheevos

buncha fuckin nerds i swear
>>
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>>174771856
>>
>>174771853
>>174771853
I have a half-baked idea for how to do jiggle physics in vanilla ue4:
Just use vertex displacement and pass in the required information into the material. Either per bone, or write to a texture every frame. I'm not sure where or how to do the actual physics calculations, though. Probably would be based on the velocity of each individual bone or one of its derivatives
>>
>>174772141
My game will have exactly one.
>>
>>174771856
Daisuke "Pixel" Amaya
>>
What window resolution fits well with 32x32 sprites?

Im thinking about recreating all my flat design sprites in pixel art design instead
>>
>>174767287
>doesn't have a penis
>>
>>174763659
until you have a heart attack
>>
>>174772585
http://2dforever.com/fix-your-pixelart/
>>
>>174772296
You just saved me a ton of time experimenting with physics again. I had the same idea a few months ago but forgot about it as I had no time to try it out. I was going to use it for tight clothes pressing the body (e.g. thighhighs don't just stretch on top of your body, they slightly compress fat in some parts. So what we have now is a flesh "heightmap" for different clothes. Now if we expand on this and add another layer of heightmaps for groping..brilliant. Thank you. Unfortunately I still have problems coming up with an idea on how to realistically simulate moving fat on parts of the body other than titties and from what I see, the only way to do this will be creating a complex skeleton system that I really don't want to do.
>>
>>174772585
derivatives of 32x32
>>
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do you think 960x540 is a good res?
it should still look OK to go fullscreen from it on normal 1080p screen, no?
>>
>>174764829
>>174764960
Y not both
>>
>>174772909
Could you add a ... "fleshiness" map when you're creating the character, that dictates how much its allowed to move? Breasts and butt would have a high value, elbow, knees, hands would have a low value. You could probably compress it to a single channel in some other map.

There is still the hard problem of actually simulating the thing. There might be a way to do it in the material itself, actually. If the material can read and write data for each vertex, you could simulate the movement per vertex. Every frame:
1. Move the vertex in the direction its currently moving.
2. Keep it inside its maximum range (dictated by the fleshiness map).
3. Apply a slight movement back towards its default position.

The initial movement would come from the bone motion. Keep in mind, this is not just a heightmap, offset along the normal, but it can be offset in an arbitrary direction. I don't know if calculating and storing position and movement per vertex is too expensive, but it doesnt seem like it should be since its not interacting with anything else. Might have to go through compute shaders instead of just materials, though
>>
>>174773650
For a base resolution 360 pixels is a better height. You scale 2x for 720 and 3x for 1080.
>>
>>174773783
>jiggle map
The future is looking bright
>>
>>174759990
Hadn't considered it, will play around with the idea, thanks.
>>
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SoundManager
PrefabCatalog
ProfileManager
VersionNumber
CoroutineManager
EndingManager
ScenarioManager
SQLManager
WebManager
BundleManager
SaveManager
SteamManager
MusicManager
LocalizationManager
LogManager
ActionsManager
GSFUManager
ManagerManager
>>
>>174773783
I see no point in writing own simulation solution as we already have a dedicated tool for that - PHAT (and just have a dedicated "fat" bone for butt, thigh, breast etc which essentially is what you want - a jiggleness alpha). I still haven't tried using APEX cloth for flesh simulation - that needs to be researched.
>>
>>174774564
Call them "SoundMan", "MusicMan", etc
>>
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>>174773848
>For a base resolution 360 pixels is a better height
well, you see, I went kind of off the rails and my player character, who is considerably smaller than some of the enemies, is already 120x120, so I'm afraid the 360p ship has already sailed
>>
>>174763140
Anyone have experience with developing AI for turn based tactics games in gamemaker?
What sort of learning curve am I looking at if I'm starting from a "goombas that can shoot" experience level?
Any good tutes out there or is youtube search my best bet?
>>
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I just don't understando agdg how dis happen?
>>
>>174775082
>pick a shit engine
>get an error
>don't understand how to fix it
Unity... not even once.
>>
>>174775040
I followed this tutorial when i was making a turn based strategy system. I don't know how much it'll help you though.
https://www.youtube.com/playlist?list=PLFAuv8mcArkU5QeQv6qec5BKbZYdaWBjb
>>
>>174775082
I could not run your game above 5-10fps.
>>
>>174775221
Don't worry I'm optimizing a new demo as we speak.
>>
>>174774564
>Manager
P O O
O
O
>>
>>174775182
That's a start at least, thanks.
>>
>>174775270
No problem mate
>>
Which distribution platforms feature 'pay what you want'?
>>
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>>174774972
nice meme
cant help with your problem

>>174775361
Itchio
>>
>>174775082
Your dynamic array fucked up at L264
It tells you right there you incompetent embarrassment.
>>
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space station 13 but not on byond
>>
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I realized there was a bug where the player could turn about the character sprite in the middle of an attack, but it had zero effect on the attack itself. Realized this could be a feature, so I made it so in my attack animation system, states of the animation can be set so the player has full control over their aim, which will allow the player to continue aiming mid combo and the like.
>>
>tfw want to learn pixel art but can barely draw a stick figure
do I have to spend years learning to draw on paper first or can I learn concepts from learning pixel art?
>>
>>174767287
FIYAHH

>>174758094
Needs more light shafts.
>>
>need A* on multilevel grid
>find A* project
>check free vs pro limitations
>free does have grid but not multilevel
>multilevel doesn't support 8 neighbourss anyway

send help
>>
>>174775740
you just add an extra level to your a* calculations dingus
>>
The current state of GM and Unity babies.
>>
>>174775082
Doesn't Unity have a proper debugger? Just backtrace it. You probably resized the array with an uninitialized variable or something.
>>
>>174775740
>treat the grid like a graph
>infinite neighbors on any level
or you can solve going between levels separately
>>
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How's your day? Have you accomplished a lot? What kind of progress did you make?
>>
>>174776290
I ate one of those giant sandwhiches from Safeway and am about to take a massive shit.
>>
>>174776290
Workflow stuff, level loading stuff
>>
>>174775934
You mean treat it like a 3d space? It weon't work because you can only change levels at predetermined locations, like stairs.
>>174776268
i don't quite understand that
>>
>game engine lags on 1k simple moving objects
no wonder why everybody makes simple pixel games
>>
>>174777040
Did you even optimize the code? Are you sure you aren't making unnecessary calculations which could be shared between most objects?
>>
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>>174774564
GameController
>>
>>174776290
Mad mocap progress.
>>
>>174776290
Not bad actually. Finished implementing soft shadows for foreground stuff, and added bear traps.
They still need sound effects, and the animation could use some polish, but for a spur of the moment thing I'm pretty happy with them.
>>
>>174775082
you have too many things in some array
probably you kept increasing some array without noticing, or without deleting old values in the array. So now the array is HUGE
probably being done every frame.
>>
>>174776809
So do a specific check if its a staircase
>>
>>174777564
Yeah, i'm reading up on it and just grasping it(or at least i think so). I suppose that i when i do a path calculation in 2d, i get neighbouring tiles into the open list if they're not already on the closed list, which is pretty straightforward.

What i was thinking is that i could basically make a 3d grid, and have isWalkable[i,j,k] so i konw if i can walk on this grid tile and have every tile know if i can walk to its neighbour from this tile, so for example if i have a tile in the middle of a flat area, i can walk to all of the neighbouring tiles on the same level, bu i can't walk to the one above it because it's in the air and its isWalkable bool is false. Then at a staircase i could get this to true for the tile above and to the front of it, and if i'm at the first floor, i could have the tile have it's neighbours below it unreachable, so even though they're isWalkable, you can't reach them through the floor.

Does that make any sense?
>>
I want to make a game similar in feeling to JoJo's Bizarre Adventure (but not a literal fan-game).

Ideas?
>>
>>174777040
What engine? Are you using coroutines to move those objects? attempting to move 1K entities in the main game loop is a bad idea and it has to do with computer architecture not the engine.
>>
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Ladies and gentlemen, I present to you: art.
>>
>>174778157
1K is nothing in a system designed for that. For example, doing simple physics velocity/acceleration calculations is easy if the structures iterated are cache coherent, that is, tightly packed and close to each other in memory.
>>
>>174778412
no cache coherency is to do with multi-cpu systems making sure they don't have stale caches of data that was modified by a different cpu.

you're thinking of locality
>>
>>174778157
those objects are just a bullet that moves in a direction, no physics and no logic code yet, how did they made bullet hell games that run on old hardware and can easily go past 10k moving sprites on screen with different sizes?
>>
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>>174778629
>how did they made bullet hell games that run on old hardware and can easily go past 10k moving sprites on screen with different sizes?
Coroutines, you don't need to update every bulltet's position every single frame, you update a batch, and on the next loop iteration another batch, and so on. The result perceived by the player is identical to doing it all in the same loop iteration as the bullet positions are calculated with sub ms delays.
Calculating it all every single loop has an impact no matter how good your cpu is, and this has nothing to do with 3d or 2d by the way.

>>174778412
cache has nothing to do here, it has to do with computing positions for every object on the same loop iteration, which is a thread blocking thing. Coroutines help you subdivide the task across multiple loop iterations so every other thing can be computed as well without causing a lag.


Related:
https://www.youtube.com/watch?v=XJQQMT1QQik
>>
>>174778548
What ever the correct term is, the point stands.
>>
>>174778959
>cache has nothing to do
Sure it does, the smaller the data and the tighter it is, the more of it fits on a cache line. Of course with larger amounts of objects you probably don't just want to update every object every frame, but 1k is still a small amount.
>>
>>174779143
To clarify, I'm talking modern machines, not old hardware and the games made for them.
>>
>>174779143
>>174779383
>>174778959
yeah I'm not really buying it

I get that coroutines allow you to have multiple states that you can pause for now and come back to later without the overhead of threading, but let me just make a quick bench mark on my own computer using openmp and see how many scaled sprites I can draw a second where the scale factor is calculated by some sort of maths for each sprite based on its position.
>>
8 bit or 16 bit pixel art graphics??
>>
>>174779659
kill yourself
>>
>>174779675
Why? It's a legitimate question
>>
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hidden speedrun strats
>>
>>174779745
I want to make fanart of your witch, do you have any detailed artwork I can use as a base?
>>
>>174779745
Oh look, yet another 2d pixel art puzzle platformer.
I bet it's made in gamemaker as well.
>>
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>>174779791
will this work?

>>174779932
indeed
>>
>>174779932
It's perfect. I'll deliver though I'm not sure how soon.
>>
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>>174779704
You wanna do pixel art?
Great, more power to you.

You wanna drive the fucking standards even deeper to the ground?
It's my civil duty to discourage you.
>>
>>174779571
Don't listen to the cache-friendly retards, their proposed type of code does not scale for complex systems such as games. What would be a smart thing to do with bullet hells, and what they probably do, is to do the calculations on the GPU.
>>
>>174779571
I thought I would test something too, so I spawned 1000 3D balls with a velocity of some sort in my shitty 3D engine. Its the most inefficient piece of shit ever, but I still had an fps of around 80-90. Although the physics update loop was multithreaded over 4 threads.
>>
>>174780108
I don't think you understand how powerful computers are these days. I was at a presentation at my school a couple of weeks ago and a guy was showing off a bullet hell he wrote in XNA. He said the engine started throttling only at around 6000-8000 bullets on the screen and that's with collision detection, and it wasn't anything super optimized.
>>
>>174780108
>their proposed type of code does not scale for complex systems such as games
Games is exactly what they're used for the most you retard.
>>
guys, GUYS

THIRD. REICH. XCOM.
>>
>>174780268
fuckwit, FUCKWIT
FUCK. OFF. BACK. TO. POL.
>>
>>174780087
I can't stress enough how much lazy indie developers fucked up pixel art, to the point where its now assumed by the ignorant that older games looked like their no effort 8x8 shits.

Another thing is that the standard of animation is equally dire
>>
>>174780293
ok how about ANTI THIRD REICH XCOM
>>
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>>174780087
>mixels in 2048
>>
>>174780087
The left image looks like shit doe
>>
>>174780541
stop looking into the mirror and look at the screen
>>
>>174780087
Man, I would kill for a new adventure game made with early 90s lucasarts style graphics. I started playing Thimbleweed Park with high hopes, but it basically breaks every single rule in http://2dforever.com/fix-your-pixelart/
>>
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Can I make a Volume material emit light onto other objects like a Surface material can? If so, how?
>>
>>174780087
>Big budget game development studio puts out better graphics than some loser making games in his basement

What other insights will you share with us?
>>
>>174780087
You do realize those early games were made by AAA companies, right? Just because it's pixel art, it doesn't mean that an indie dev has the time to draw like that.
>>
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>>174780634
>>
>>174781681
>>174781725
>turd is okay because basement dwellers can't do any better
you're not completely wrong, it's understandable that codemonkeys resort to these "artstyles" because they can't do any better, no-one's going to chase around people who have lives and shit to scare them with 3 years of hard loomis
but this does not make these graphics any less shit
pick artstyles that don't require a fuckton of work from you AND aren't completely repulsive
>>
>>174781867
>being this butthurt that no one likes his shitty 70s art
>>
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Why did you abandon your previous project?
>>
>>174781941
not an argument
>>
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Behold. More art.
>>
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Progress on a trader screen. You use elemental gems to buy things, which you get by leveling characters to level 2 or above.
>>
>>174782009
Because of my new project
>>
>>174780114
>>174780108
>>174779571
>>174780167
>>174780240

Okay I'm back guys. I had to fix a few bugs.

Turns out I was a little bit wrong. When I ran 100,000 iterations of my test loop I got like, 2fps.

And when I ran only 10,000 iterations I only got 19-20fps.

Mind you this was all-cpu, even the graphics is SDL_LockSurface, update the texture pixels with the cpu, SDL_UnlockSurface, SDL_Flip() using vsync mode.

I bet if you coded it using shaders to do the calculations, or in vulkan or something, you could do a billion a second
>>
>>174782009
i realized i had no idea where exactly to take my pixel platformer and people wouldn't give a slightest amount of shit exactly because it's a pixel platformer
>>
>>174782113
was it good?
>>
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>>174782009
I didn't realize that it would take at least 4 times as much time to complete it than I thought it would
>>
>>174782191
in my judgment it was pretty good i guess
>>
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>he calls his random scribbles "projects"
>>
>>174782009
I went to play Nier Automata instead and it made me reevaluate my life.
>>
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>>174782327
>>
>>174782327
Wow, what a great project! Tumblr/twitter?
>>
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What do you think of my first pixel art? Took me almost 10 minutes to create, am i gamedev now?
>>
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Exhibit 3
>>
>>174782524
In the thumbnail it looks good
>>
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yeah I just tried 8000 objects per frame, and doing some modulo and a single square root for each object, I only get 30fps max, and that is using all cpu cores
>>
>>174782524
The character is shit but I like the tree.
>>
>>174782560
>>174782604
It's funny how adding 3 shades of one color makes everything look better
>>
>>174782569
>his engine can't handle 30 000 sprites on screen with collisions
how are you going to make you are bullet danmaku hell?
>>
>>174782569
>>174782706
HAHAHAHA


>his engine can't handle 500,000 physics entities on the screen
Git good
>>
Do people unsarcastically buy games on itch? Do people actually surf Steam new releases?
>>
>>174782569
I would expect software rendering is the problem.
>>
>>174782569
I don't give a fuck about the sprites but fuck man, enlarge your recording screen, what is this amateur bulllshit
>>
>>174782821
>Do people unsarcastically buy games on itch?
very rare occurrence
>Do people actually surf Steam new releases?
there are shitters out there who buy things randomly, there is a reason why some of the unremarkable turdlets still reach thousands in sales
>>
>tfw your game wont be finished before Steam Greenlight disappears

Feels bad
>>
>>174782569
So THIS is the power of enginedevving... woah.
>>
>>174782982
Watch a shitload of kikestarters having the goal of paying steams new fee to get on.
>>
>>174782982
Instead it will make use of a better system that promotes actually good games! Hooray!
>>
> yoyo compiler won't compile my game because of comments
>>
give me ideas for free
>>
>>174783181
A game about a very big slime trying to get through a very small dungeon.
>>
>>174783181
toilet bees
>>
>>174783245
I already did that, next.
>>
>>174783279
Really? Could you show me screenshots and explain the gameplay?
>>
>>174783181
Tower defense game where you are the attacker
>>
>>174783181
You're a faggy buttlord who wants to turn the world gay.

Plot twist: you're the villain
>>
>>174783245
>>174783316

Gish?
>>
>>174781681
>>174781725
you fucks are you 15 or something?
90's gamedev studios weren't multi billion dollar corporations
>>
>>174783181
A robot who's job is to rewind old VHS tapes and has existential thoughts about how he is not really useful cause VHS are no longer a thing.
>>
>>174783502
Wall-E the game?
>>
>>174783478
So you're claiming to have made gish?

Also I was thinking way bigger slime.

>>174783535
Yea but even more useless.
>>
Reminder that giving away a product for practically free then demanding that users upgrade to the latest paid version is ransomware.
>>
>>174783181
being paul erdos and trying to collaborate with as much people as you can in limited time. find optimal routes (traveling salesman problem), manage moneys, send letters to people to build friendship and unlock meetings with rare unique mathematicians
>>
When's the next Jam? First week of June?
What theme?
>>
>>174783565
>here is a thing
>did you like it?
>you did huh?
>k, if you want more of it, I will need some caching to keep me going
>MURDER!!! RIPOFF!! I'M BEING RAPED!!!
>>
>>174783491
Well, on the picture you have Lucasarts. They had about 20-30 employers at least and a lot of funding from an actual publisher.

Nowadays, indie games are made with 1 or 2 people with no budget.

Which do you think will look better?
>>
>>174783316
>>
>>174783641
I know EXACTLY which tutorial those textures are from.
>>
>>174783641
Shit game dude. Our ideas are wasted on you.
>>
I'm sorry Blender but into the trash off you go. Rigging and everything else in Maya is such a breeze. If only it didn't crash so often.
>>
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>>174783639
Owlboy was made by 5 people and literally one of them did the visuals, so no, I'm not byung this "you need a boatload of people and millions of dollars to make a nice pixel game bullshit.
It's all about effort.
>>
>>174783856
what if i dont care about autist graphics whores?
>>
>>174783856
owlboy is the worst example you could've used
>>
>>174783856
It also took 10 years to make, due to which all the mechanics and gameplay in place are very overused by now. Try again.
>>
>>174782821
I get ~$17 per 1000 downloads on itchio, I don't know if that's average or anything.
>>
please stop with all the stardew valley clones, you will never succeed
>>
>>174783989
>complains about things being overused
>defends using overused pixel limb pixelshit artstyle
>>
>>174783994
How many 1000 downloads do you have?
>>
>>174784031
afraid of competition?
>>
>>174784031
Who are you quoting?
>>
>>174784085
26
>>
A game like Skyrim but actually good like Morrowind
>>
>>174784031
Name another old game to remake and make many American dollars
>>
>>174783994
>>174784174
wtf, how did it get so popular?
>>
>>174784310
Black & White
>>
>>174783938
don't get into arguments with them if you don't care
>>174783949
it's not, it's the best example out there, it's head and shoulders above everything else, because they've done their fucking homework
>>174783989
it took 10 years to make because they buckled to their fans and rebuilt it like 4 times based on popular demand and it still stands out

Also nobody is asking to outdo Owlboy, that's ridiculous.
Owlboy is so high up above the average, you have more than enough space to fill just trying to a little better than the rest.
>>
what if everyone stopped doing pixel platformers and started doing doomlikes
>>
>>174784397
you're onto something
>>
>>174784310
Maniac Mansion
>>
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>this is considered good by agdg standards
>>
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>this is considered good by agdg standards
>>
>>174784646
>>174784703
Prove your game looks better. You can, can't you?
>>
I honestly prefer >>174784703 over >>174784646

The latter just looks like generic hentai game #65001 from the 90s
>>
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>this is considered good by agdg standards
>>
>this is considered good by (you)r standards
It's a picture of (you)r game
>>
>>174784742
you could click any game from the last demoday and there is a 80% chance it will look better than the bottom example
it's a bar so low it dug a hole in the ground
>>
>>174784810
Wow pixel-shit over autism that took 9 years? Whats wrong with you?!?
>>
>tfw my game is not considered good by agdg standards
>>
>>174784941
I want to see your game though.
>>
>>174784956
Because the pixel shit looks more comfy and not as gay
>>
>29 years handmade graphics
>it's still a boring, slow collect-a-thon
NEVER EVER listen to artfags.
>>
>>174784992
you've already seen my game, you want to see it again or what
then go look for it, it's three clicks away
you know what i'm saying is true
>>
>>174785056
Post
your
game
>>
>>174785095
you seem upset
>>
>>174785129
You seem a nodev
I don't even make 2D games, so I don't give a fuck about this conversation about pixel shit, I just don't like nodevs like you
>>
>>174785204
>I don't even make 2D games, so I don't give a fuck about this conversation about pixel shit
>That's why I'm actively participating in this discussion and, because arguments are starting to run dry, I try to derail it into "where is your game"
>>
>>174784813
I liked it better when the player was a hunchback boxman.
>>
>>174785314
Why do I need an argument when you have none?
Why can't I discuss pixel art if I don't make pixel art, considering I never expressed preference for either kind?
Where is your game?
>>
on gamemaker, how do you use delta timing to make the run run at the same speed for everyone irrespective of the framerate?
>>
>>174785378
good attempt, but i ain't falling for it
>>
>>174785419
multiply all movement by delta
You should calculate your movements based on pixels per second rather than pixels per frame.
>>
>>174782009
I need to learn a lot more before I can take on something of that magnitude compared to other projects I had.
>>
>>174785476
Not an argument.
I guess this is you admitting you're a nodev. Not surprising.
>>
>>174785419
the room steps are constant, the framerate is tied to them, who the fuck makes a gamemaker games that tank framerates under 60?
>>
>>174780373
It's called Operation Darkness, on 360.
>>
>>174785523
>>174785476
you are both literally (not figuratively) retarded
>>
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made a new part of tutorial on making a complete game with Lua and LÖVE: https://github.com/adonaac/blog/issues/13

pprevious parts here: https://github.com/adonaac/blog/issues/11, https://github.com/adonaac/blog/issues/12
>>
>>174785419
/// macro or something else
targetFPS = 60;

///some controller begin step
global.deltaUnscaled = (targetFPS/1000000) * delta_time;
global.delta = global.deltaUnscaled * global.timeMulti;

///step
image_speed = someSpeed * global.delta

x += xVel * global.delta
>>
>>174785572
>look at me I make a shitty-ass game with locked framerate because that's how GM does by default
kill yourself my man
>>
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>>174785616
>>
>>174785626
Does it tell me how to do that glitchy shader?
>>
>>174785742
its going to be one of the last tutorials i write, so right now no
>>
>>174785742
It looks pretty easy, just some vertical translation and a bit of noise
>>
>>174785649
You know this is a really fucking absurd thing to say when talking about sprite based games.

You are gaining nothing from ultra fast framerates unless you actually do have things like 60FPS animations, otherwise the game just has to freeze frames even longer.
>>
>>174785995
but what if i want to make a game 30 fps locked and then release a paid upgrade to 60 fps? do you suggest manually altering everything for 60 fps?
>>
>>174785995
The main point of delta timing is to make the game not slow the fuck down when played at lower framerates.
Locked 60fps might seem fine to you but it WILL look like shit if played on a 144hz monitor for example, it's about object movement and not just animations.
It's just bad programming and it's shameful that YoYo encourages it.
>>
even after overclocking my computer from 3.3ghz to 4.2ghz it still isn't any higher fps

although according to cpu-z my single thread is almost as fast as the i7-6850k
>>
>>174785995
But then isn't the movement and stuff also locked?
>>
>>174775740
just write A* yourself, did you flunk out of your AI class?
>>
>>174786158
>Locked 60fps might seem fine to you but it WILL look like shit if played on a 144hz monitor for example.

Protip: 144hz monitors can also run at refresh rates! You can even set refresh rates for your game!
>>
>>174786445
Imagine playing a 30fps game.
That's how someone used to 144hz sees your game.

Fix your game before it's too late.
>>
>>174775740
>need A* with arbitrary number of levels and arbitrary number of connections and arbitrary distance between each node
>use Godot
>it just works
>>
Finally starting on my dream project, got gamemaker, some art programs, all ready to go, but I'm having a hard time navigating the steps necessary for establishing an L L C
>>
How to make porn interesting?
How to draw?
How to write good?
How to make gaem tbqh?
>>
>>174786606
I honestly dislike graphical porn games, text is where it's at.

Also fuck gameplay.
>>
>>174786537

Half the reason I'm not a fan of Vlambeer games. All these years and they still haven't discovered the 60fps option in Game maker .
>>
>>174786537
>Refresh rate has the same impact as fps for 2d.

Ok buddy.
>>
>>174786650
I think fuck gameplay was a given
>>
>>174786537
>>174786676
Couldn't possibly be that the games are shit and rife with things that game design students think are great like excessive screenshake.

Some anon linked the dude who owns vlambeers talk about how your game is shit and he's clearly full of himself and doesnt know shit.
>>
>>174786650
I can understand, and i don't want to draw porn (atm), but how to make it interesting? you can't just say "he sticked his weewee in her vageygey" boom insta boner.
>>
Updated a flying enemy with some new moves.
It avoids taking damage while trying to get closer at the same time, and then counters with a sweep attack.
This prevents player from just spamming his way through, and it's also more fun and challenging than boss fights.
>>
>>174782054
Looking good anon, I really like that combat system, a nice evolution of those old JRPG combat systems.
>>
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>>174786692
What do you think "refresh rate" is?
>>
Reminder that higher framerate also means less input lag even if your monitor can't display all the frames.
There's absolutely no reason not to use delta time other than laziness or ignorance.
>>
>>174786762
>the personality of the developer directly affects the game quality
Nice one.

>excessive screenshake
Good thing Vlambeer adds an options menu to tweak things like screenshake intensity. Unlike some developers who don't include options because it will ruin their ~intended experience~
>>
>>174786994
Maybe they're weebs trying to copy their favourite Japanese developers
>>
>>174787062
It does.

You look at guys like Phil Fish, who lost his fucking marbles.

Then you look at guys like Edmund, who has made every effort possible to ruin his fucking game.
>>
>>174786826
Refresh rate is how many times a second your monitor updates per second.
Running a 60fps frame-update at 144hz makes virtually no difference because nothing can move fast enough to cause flickering or screen tearing, unless you are a retard, in which case the game will also look shit at 60hz.

Nice try, though.
>>
>>174786650
>fuck gameplay
ayyyyyy
>>
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Played around with a kind of floating island aesthetic, but I think it's too black.

Also did some work on the nation screen, adding an info screen and the framework for the zone menu. Gotta do the commerce zone next, thinking of a slightly raised wooden dias for it's appearance.
>>
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I really don't like how unity is giving me more batches then I'd like but its pretty so hehe.
>>
>>174787259
Both of the people you mentioned are millionaires. So clearly having what you consider a "bad" personality must mean the person is doing something right.
>>
>>174787259
>Edmund
whos edmund?

is he like a newer philfish
>>
>>174787384
RS clone WHEN
my dick is so hard
>>
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>>174786994
>less input lag even if your monitor can't display all the frames
I don't make games for 286's.
I make games for computers which are to 286 what TSAR bomb was to firecrackers.

It's certainly a plus to be conscious of HW limitations but you guys sound downright fucking paranoid.
You have to actively try to make a 2D game put a hurt on a post 2000 computer.
>>
>>174786795
It's like Red Arremer on crack, good job.
>>
>>174786567
are you talking 2d or 3d? how do you do it for 2d? i've used navigation mesh but i don't know how to connect different levels
>>
>>174787267
Goddamn you're stupid, you can't tell the difference between 60fps and 13638115fps because your monitor only updates 60 times per second, but if you had a 144hz monitor for example the difference would be obvious and jarring.
It's not about screen tearing or flickering, it's about your game being a relatively slow and jittery piece of shit that feels and looks bad compared to a 144fps game.

The difference between 60 and 120 isn't as noticeable as 30 and 60 but it's still very obvious.

It's literally as simple as multiplying everything by delta and your game isn't shit anymore.
>>
>>174786606
>How to make porn interesting?
Just think of any fun or popular game and make it so it rewards the player with lewd for completing tasks.
Pokemon where you capture monster girls. Ragnarok Online, but all the enemies are monster girls and your weapon is your cock instead of a sword. Dragon Quest, but you can fuck all the NPCs. Platformers where monsters grapple and rape the heroine protagonist.
These all sound like jokes, but they're actual games who have made their developers rich. Patreons make several thousand a month putting this stuff out.

Art, writing, and programming matter very little. Getting your game out there in the first place is what matters most. If you don't believe me, look at half the Patreons posted on Hongfire/ULMF, or how Breeding Season used to look like originally, or the LoK forums in general.
>>
>>174776290
My game grew out of what was originally supposed to be a test file to teach myself SDL. I ran into some bugs with the collisions, so I said screw it and rewrote the whole thing. It feels so fucking good to write new code now.
>>
>>174787556
What hardware limitations? Locked 60 fps means your game will always have inherent input lag no matter how fast your PC is, it probably doesn't matter much in typical pixelshit platformers but it's very noticeable in first person shooters.
>>
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I had never heard of owlboy before this thread

what is it and why is it $35 on steam? is it a gamemaker game? it looks like a gamemaker metroidvania or something game with classical music and you fly around and carry npcs around the place, so?

according to steamspy it launched 6 months ago and has 70,000 players

>Developer: D-Pad Studio
>Publisher: D-Pad Studio
>Genre: Action, Adventure, Indie
>Release date: Nov 1, 2016 Price: $24.99
>Score rank: 86% Userscore: 93% Old userscore: 94% Metascore: 88%
>Owners: 91,801 ± 8,686
>Players in the last 2 weeks: 1,935 ± 1,261 (2.11%)
>Players total: 76,966 ± 7,953 (83.84%)
>>
>>174787575
The Astar in Godot uses Vector3 positions, so it can be 2D or 3D, if you want it to be 2D just make the points with only x and y, z being 0. You could make a second level by increasing the z number. And you can choose which points are connected to which other points, so if you have specific points that go up/down you connect them there.

I don't know about navigation meshes though.
>>
>>174787838
>tfw when you spent so much time on /agdg/ that you start to believe the shitposting and genuinely, unironically think that engine matters for even a single second
P R E S E N T A T I O N L A Y E R
>>
>>174787718
>but it's very noticeable in first person shooters.
of course, I've never said it's not necessary in 3D games
I fully agree with that
>>
>>174787838
why did you make a webm out of that
>>
>>174787926
Input lag is not related to how many dimensions a game has, it's noticeable in FPS games because you need extremely quick and precise mouse movement.

That's the reason why FPS pros play at minimum graphics even if they have beastly PCs, monitors display the latest rendered frame and with a higher FPS it means displaying a more updated one.

60fps means 16.66ms latency at worst and that's a pretty big deal.
>>
>>174786606
Actually utilize the point of gameplay with the hentai content, don't just make a generic platformer which pauses the game to show a lewd animation and you're already doing better than 90% of h game developers.
>>
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Welp. It was fun. squaredev's game is identical to mine except in 3D. No reason to finish it for loli jam. Maybe next time lads.
>>
actually on second thoughts it reminds me of cave story somehow
>>
>>174787542

Edmun Mcmillan, super meat boy, binding of isaac, dead baby dressup
>>
>>174787580
>It's not about screen tearing or flickering, it's about your game being a relatively slow and jittery piece of shit that feels and looks bad compared to a 144fps game.

So you bought a 144hz monitor without even understanding what refresh rate does, jesus. Having a high refresh rate with lower fps does absolutely nothing, unless the image being rendered is changing a lot e.g. rapidly looking around or moving in a 3d game, in which case jittering and tearing can occur unless you set your vsyc and refresh rate properly. For 2d games, especially ones that update every frame, differences between fps and refresh rate will never, ever, ever bet noticeable.

How fucking gullible and autistic are you, lol?
>>
>>174788175
I'm sure your version is better than mine anon. Don't give up.
>>
>>174788145
well i have a 144fps monitor so I play csgo at 144fps but I notice a bigger different between using deathadder 2013 and cm storm vs 60hz and 144hz

but I like 144hz better because it is faster, also g-sync
>>
>>174782524
Looks like shit, but so do most indie games.
Add some basic animation and try to come up with a minimalistic but working game logic and you're set for itch.io
>>
> it's another dev using shitty pixel art, memepoly or asset store models episode

Can we agree to ignore these people? Theres no excuse in not putting any effort into games with all the tools and information available. Allowing such """devs""" to work and degrade art is the reason why the indie market is a joke
>>
>>174787897
wait, godot has Astar object that isn't exposed in the editor? i thought the only way to do pathfinding is use navmesh, they really need to expose the engine's features in a better way
>>
>>174788243
You keep talking about tearing as if it had anything to do with the discussion, but it doesn't.
If your game has absolutely no movement at all other than sprite animations then yeah the difference is not noticeable but if it's as something as simple as a platformer with movement and a camera then it does make a difference in the actual movement that the player can SEE with his EYES, did you actually fall for the meme that the human eye can't see above 60fps?
By jittery I mean that the player can see the individual frames being played back, just move your mouse around for example and you can see the individual frames of your cursor and you can see that it's not a continuous movement.

Games locked at 60 fps will soon be laughed at just like 30 fps games are mocked today once 144hz+ monitors become mainstream.
>>
>>174788609
Yes, there's an Astar object. It's not a node though, and there's nothing to edit from the editor, you just make the points and connect them with code.
>>
>>174786783
Writer here with an actual advice.

If you want to write good smut, you first got to read good smut. What's good smut? Look around, there's endless piles of erotica on the internet. Read a lot, note what you like about it. Note what you don't like about it.

People don't like it because they want some kind of a shortcut and a list of bulletpoints but the only way to really get a good idea of what good X is is to read more X.
>>
>>174788703
>By jittery I mean that the player can see the individual frames being played back, just move your mouse around for example and you can see the individual frames of your cursor and you can see that it's not a continuous movement.

I actually thought you were serious. Good work.
>>
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Artist (3D) for hire, let's talk about your project
>>
>>174788876
what did he meme by this

You mean you can't see your cursor's frames?
>>
>gmbabs actually defending locked fps
jesus
>>
>>174788923
Oh, nevermind haha.
>>
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>>174788245
No, it's literally the same. I was just getting more stressed about it all week. Now the deadline is here and I can't cram anymore.
>>
>>174788786
how can i use it? do i have to extend it? i can't instance it or call the functions shown in the docs
>>
>>174788969
>Still trying.

Sad.
>>
>>174788601
but I CAN'T draw anon
CAN'T
>>
>>174788969
you can see your hand's frames when you start waving it in front of your goddamn face
guess your eye latency is shit
ask Samsung or Sony if they plan to release new eyeballs anytime soon
>>
>>174789424
var astar_map = AStar.new()

Now astar_map is your AStar instance that you can add points to and get paths from.
>>
>>174789573
>I'm a stupid fucking idiot that doesn't understand anything about frame rates or refresh rates or delta timing or anything really and I will lock my game down to 60fps
Sadder.

>>174789631
No you literally can't unless you are waving it in front of your 60fps screen like a retard, it's a perfectly fluid motion and the human eye doesn't have a frame rate.
>>
>>174789631
You are probably seeing your hand's frames because it's being lit by a strobing light like your monitor, try it in sunlight and there are no "frames".
>>
>>174789875
>>174790147

>human eye doesn't have a frame rate.
no, human eye has a focus threshold
shit zooming past laterally makes you see a bunch of jittery blur
I'm not going into details, just try to remember looking out of a side window of a speeding car
>>
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I want to make a cyberpunk pixel rpg. Something short like Motion Twin's "Badass Inc." but with sprites that look a little more 3D like in pic related.

I just have no idea where to start. I've never created a game. I just downloaded Godot and I've been doodling in MS Paint a little.

Any tips would be appreciated.
>>
>>174788867
>Writer
Not game dev related. Try making a game.
>>
>>174790452
You shouldn't make 'the' game as your first project, make pong.
>>
>>174790452
>sprites that look a little more 3D like in pic related
>like in pic related
>>
>>174790484
Here's your (you), friend.
>>
>>174790273
Motion is perceived as a continuous blur by the human eye and it's not jittery at all, there are different thresholds for different kinds of motions, situations and ambient lights too.
There's a study that says humans can even perceive a single photon but that's another story, what matters is that 60fps vs 120fps IS noticeable.
>>
>>174789860
thanks, it works, can you help me with something i'm struggling with? it seems that coroutines can yield and resume exactly once, if you have multiple yields in a function or you have a loop that has a yield, the code stops exactly before the second yield, resuming has no effect, i'm using the stable 2.1.3 version
>>
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>>174790452
>I want to make a cyberpunk pixel rpg
then step your fucking game up
>>
>tfw want to use 16 bit pixel art
>tfw I can only draw 8 bit
>>
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at this point in my game I don't have much else new to show besides levels because levels are all that's really left before I'm finished
so here's another random puzzle

not looking forward to fixing the difficulty curve when I'm finished with all the levels
it's hard to judge how difficult a puzzle is to solve when you know the solution right off the bat
>>
>>174791034
nah, you can only shitpost
>>
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>>174790552
Why?

>>174790713
ah shit, I was thinking of some other art by the same artist. I was thinking that maybe I could sketch some characters and objects on paper and then take pictures and significantly decrease the pixels so I can turn them into sprites. Thoughts?

>>174791030
I wish. That's beautiful senpai. :'^)
I just wanna start somewhere relatively simple, since I have no experience.
>>
>>174791091
looks like shit
>>
>>174791135
>Why?
Because you need to learn the basics before doing more complex things.
Making simple games is the same as drawing a bunch of cubes to learn perspective and hone your linework for example.
>>
>>174791091
Why does she go into a church at the end? Is she stealing panties from nuns?
>>
>>174791135
>Why?
Because you don't know anything about game development.

Your first game is going to be a fucking mess, but you'll get better with each attempt.
If you start a big project as your first, everything you build will be on the foundation of your first terrible attempt, and it will not work out well.
>>
>>174791135
what thoughts? try it out. though unless you plan to use big ass sprites it will be much faster to just draw the pixels
>>
>>174791135
Downscaling a reference or sketch is a valid technique, I think. Still lots of work to make it look okay after that.
>>
>>174791091
Background is way too bright and it feels like there are at least 3 different art styles there, the brick walls and portal don't mesh well with the rest of the art.
>>
>>174791135
It really says something about this place that I can't tell if this guy is trolling or not. Either way, I'd strongly suggest that you go and make a couple simple 2d games before you even consider making an rpg, because if you don't realise how ridiculous this:

>I was thinking that maybe I could sketch some characters and objects on paper and then take pictures and significantly decrease the pixels so I can turn them into sprites.

Is, then you don't understand enough about pixel art or game engines to make pong or asteroids without help, let alone a real game.
>>
>>174790997
Sorry, I don't know about that. Never really used yielding before.
>>
>>174787454
Make the lights slightly orange and more located to their glowy bits, and its perfect.
>>
>>174791271
I guess so. Thanks for elaborating. Do you think Godot will be fine?

>>174791314
Hmm. Makes sense. Which other games should I try to emulate?

>>174791331
I just want to make the sprites more detailed than they would be if I were to draw them with pixels. It seems quicker to me.

>>174791431
Thanks for the feedback.

>>174791487
I couldn't tell either haha. Still, he elaborated and his point makes some sense. Although, I really don't want to make Pong. Maybe some other games from MS-DOS, though.
I admit that I know nothing. I've been reading articles and watching tutorials for days, but I feel so lost. Where do you think I should start?
>>
>start drinking coffee to dev better
>I just end up shitposting more violently
help
>>
>>174791937
smoke weed and then drink coffee ^^b
>>
>>174791937
Caffeine/stims will make you focus more intently on whatever it is you are currently doing. They ain't gonna make you close aggy dag and get to work. Try it for just 20 minutes and see what happens.
>>
Good morning, Aggy Daggy. I've spent about an hour trying to figure out what I'm doing wrong here, hopefully you can help me, it should be fairly easy. Basically, I'm trying to make a globe, but after seeing how Unity's default sphere messes up the texture, I went into Blender and made a UV sphere, and tried to import it into Unity. However, when I tried to apply my material to it, it didn't take it, and what's more, it imports as two separate shapes for some reason. How do I fix this?
>>
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>>174791937
>drink coffee
>FUCK YEAH FEELIN GOOD TIME TO DEV
>channel that energy into really enjoying playing a video game instead
welp

That said I already conquered this problem by having a separate dev environment so I'm physically removed from video games now
>>
>>174792096
>unity on linux
found your problem
>>
>>174791487
This anon can focus on mechanics over art and get a decent game. E.g., roguelikes can have 0 to no art and be popular.

I don't think that 'make a simple game' is a universally good advice. By simple you guys seem to mean a shitty platformer. But if one is not interested in shitty platformers, they are not going to benefit from attemptin it.
>>
>>174791918
Breakout, Tetris, a simple platformer.
>>
>>174791918
Godot is easy to work with but the scripting language can be oddly verbose sometimes, I actually think that's a plus since it stops you from doing stupid shit.

This channel has a couple of great tutorial series:

https://www.youtube.com/watch?v=gHA4M2cqWb0
https://www.youtube.com/watch?v=8NNgZpABmLE
>>
>>174792198
I'm kinda backed into a corner with my OS choice at the moment. If you make a UV sphere in Blender and import it in the Windows version it does everything fine?
>>
>>174792261
It doesn't matter if no one is interested because the point isn't to release them, it's to make them and learn from them.
>>
>>174792272
Ah, I love Tetris. I'll give it a shot. Thanks senpai. c:

>>174792292
Huh. Good to know. I'm actually watching one of his vids rn. Thanks.
>>
>>174792114
why do i never feel anything from coffee

i actually solved the games problem with the rule that i can play games only after i made at least one commit. now i shitpost in the thread
>>
>>174792375
The fact that the author itself is not interested may ruin the experience..
>>
>>174791918
>>174792261
Making a simple game like pong or asteroids is really important for people who aren't experienced with scripting or engines, because you won't have the slightest clue what is going on if you try to make something complex like an RPG right off the bat, even with tutorials.

If you try to make an rpg first thing, the best case scenario is that you might learn a little bit about how you want to build your game after you ditch the totally fucked piece of shit you're working on.
>>
>>174792546
You know what will ruin the experience more? Spending 5 months on your dream project, constantly fighting with the code you wrote when you had literally no knowledge/experience, and then abandoning it.

Not making simple games first is a fucking ridiculous thing to do.
>>
>>174791680
nvm, godot is great but the lack of documentation is real
>>
>>174792096
pls help
>>
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>>174790452
I want to make a cyberpunk pixel rpg too
but I probably won't
>>
How much money do you think shit like Lethal League and VA-11 HALL- made? Lethal League sold about half a million on steam and VA-11 HALL-A around 150k.
>>
>>174792096
try to export it from blender in a different file format
>>
>>174792875
Not enough for them to leave their country.
>>
>>174792852
I wonder if we will get to a point where people start making backgrounds for pixel games in 3d and using shaders to make them look pixel?
>>
openGL is a meme, any engine that doesn't use directX (at least when you export to windows) is shit
>>
>>174792875
(gameprice * sales)/2
>>
>>174792957
but people already do it
>>
>>174792875
Lethal League: $1.176.000
VA-11 HALL-A: Zero because commie government
>>
>>174792982
Most engines default to d3d on windows, what's your point?
>>
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>>174792982
>VA-11 HALL-A: Zero because commie government

you serious?
>>
>>174792957
>we will get to a point
like a decade ago
>>
>>174793146
>>174793004
Which games?
>>
>>174793072
only gms has decent support for it, unity isn't that great, every "open source" engine is openGL only
>>
>>174793115
I'm half joking, VA-11 devs are from motherfucking Venezuela which is in deep commie shit so I wouldn't be surprised if the gobirmint seized their shit.
>>
>>174792875
What was wrong with Lethal League?
>>
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>>174792604
Makes sense, but does that also include extremely short RPGs like Badass Inc.? If you had to guess, how long and how much experience do you think it takes to make something like it?

>>174792852
;-;

Maybe we could just stick to making pixel art for now, and hope that at some point, we can find people who'll help turn the art into a game.
>>
>>174793308
Nothing? I didn't say anything bad about it in that post.
>>
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ANIME BTFO'ING SHITPOSTERS ONCE AGAIN
>>
>>174793438
I am a programmer though and it's not my art
>>
1. What is your project?
2. What does your game aim to do?
3. What format are you shooting for?
4. What are you designing with? Who?
5. What is your Target Audience?
6. What does your game appeal to / how will it affect people?
7. What are some inspirations?
8. What are some competitors to your game?
9. What will your game do different from them?
10. What is your budget?
>>
>>174793695
What the fuck is this shit?
>>
>>174793230
>american education
>>
>>174793820
Well, Venezuela literally seized GM's factory and a just a few days ago and they have a history of seizing literally everything so I wouldn't be surprised if they seized gamedevs too, but I guess the devs were smart enough to keep the money on paypal and get the fuck out of the country.
>>
>>174782009
Formatted my PC without backing up my project. The version I had backed up was 3 months old. So I deleted it all.
>>
>>174794085
They're stuck in the country, gov won't let them escape
>>
>>174793438
I couldn't finish the game because at one point my character started walking left permanently, so I honestly couldn't tell you how difficult it would be. Either way, what I saw of that was more of a very basic point and click game, rather than a rpg, so that probably wouldn't be too difficult to do as a second project.
>>
>>174794104
>manually backing up folders instead of just using GIT or having a mirror drive
No, bad. Bad dev.
>>
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>>174793695

> 1. What is your project?
A first person dungeon crawler

> 2. What does your game aim to do?
Be fun

> 3. What format are you shooting for?
Fat32 or NTFS

> 4. What are you designing with? Who?
Myself

> 5. What is your Target Audience?
Everyone

> 6. What does your game appeal to / how will it affect people?
People like me

> 7. What are some inspirations?
My pet goldfish that I won at a fair yesterday and haven't killed yet

> 8. What are some competitors to your game?
Old people that have moved on

> 9. What will your game do different from them?
It'll be in Unity

> 10. What is your budget?
Probuilder
>>
>>174794136
>needing government approval to escape a shit country
Just do like all the others did and hop borders or get on a plane, /int/ for example is full of venezuelan expats.
>>
>>174794241
>> 5. What is your Target Audience?
>Everyone
This is my favorite meme
>>
>>174794104
what the hell
>>
>>174793447
lmao you won't believe or know exactly how often people argue that shit here
>>
>>174794104
Nice.
>>
>>174792697
What pong is going to teach you? How to collide two rectangles? The only way to learn how to make a bigger project is to attempt a bigger project. For that, you'd need to have a goal that will keep you going.
>>
>>174794852
Collisions, movement vectors, objects, controls and screen bounds.
Those are all essential aspects of any game.
>>
>>174792697
>take on jam game
>AGDG gets max triggered
There are so many bad memes here.
>>
>>174794379
In you never hopped borders you shouldn't be giving this advice.
>>
>>174794182
I will use it in the future

>>174794595
>>174794750
I had been looking for an excuse to quit anyway.
>>
>>174793820
Don't be naive.
>>
>>174794852
>The only way to learn how to make a bigger project is to attempt a bigger project
And a big project is like lots of little projects all relying on each other, except you haven't learnt to make one little project yet, and it'll all collapse eventually.
>>
>>174795008
If you aren't literally starving then I guess it's fine to stay since the jungle between the borders can be nasty, but Venezuela borders three countries that don't give a fuck about illegal immigrants (one which speaks the same language and is basically a sister country).
>>
>>174794948
First, not of any game. What if you're making a turn-based game on a grid? Second, these basic things you don't really 'learn'. You look up once how they are done an move on. Now, I'm not trying to shit on platformers in general. I just don't believe that making a crappy platformer teaches you relevant shit.
>>
>>174795554
>Second, these basic things you don't really 'learn'. You look up once how they are done an move on
Fucking lol. You can't be serious.
>>
>>174795230
I'm amused how lightly people speak of being an illegal immigrant.
>>
>>174795554
You're an odd one
>>
>>174795809
im amused at how much your game is coming along
>>
>>174795554
>What if you're making a turn-based game on a grid?
Then you do a basic puzzle game like sokoban or a stripped down roguelike.
Everything in life must be learned, you can get away with learning as you go but you will inevitably have to rewrite stuff once you learn better ways to do things.
I'm not telling you to waste years making boring shit and learning the "absolute best" way to make a game but it's good practice to first learn things before trying to implement them.

Making a game is a skill that must be honed like any other, you don't start drawing Mona Lisa before knowing how to draw a proper sphere and you don't write Lolita before writing short stories and poems.
>>
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>>174795947
Okay. I guess, I should stop arguing and crawl back to my cave.
>>
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Should I just give up on creating art now? Can't even decide between 8 and 16 bits and the both look equally shit
>>
>>174796515

Maybe you should look at actual 16 or 8 bit games as reference instead of whatever the hell you're trying to do on your own.
>>
>>174796515
Learn proper art instead of blindly copying pixelshit.

No retro game character ever looked like the stuff pixelshit indie devs do today.

I repeat: No real pixel art game EVER looked like the pixelshit of today, it's a bad meme that needs to die.
>>
>>174796515
If you're in it for money, yeah, give up.

If you're in it for passion/hobby, just keep practicing bro.
>>
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>>174796515
WHY do people keep calling this shit 8/16-bit?
The fuck is wrong with you?
>>
>>174796515
8-bit, 16-bit and 32-bit refer to the amount of bits in a color, not the width of a sprite.
>>
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What defines "pixelshit"?
>>
>>174797084
Whether the person likes your game or not
>>
>>174796515
use reference/inspiration
>>
>>174796695
Because no one know what that shit even means anymore.
8bit = 8x8px to 16x16px with crappy colors
16bit = 16x16px to 32x32px with nice colors

Even people who entered GBJam last year, they tagged their game "8bit" or "16bit", even though the GameBoy only had 4 color shades.
>>
Is there even a single commercial successful game with 8x8 sprites in the last years?
>>
if you can't art and your only option is 8bit, do ascii
>>
>>174797084
Endearing term for all pixel art.
>>
>>174797753
>not just filling your pixelshit with a bunch of pretty shaders and calling it "retro"
>>
I only get depressed by /avgd/ fuck you guys
>>
>>174798082
We only shit on your game because we want you to succeed, anon.
>>
i think i could see this being used in some pretentious indie game.

took literally 5 minutes.
>yeah, i can tell ;^).

please someone, let me be your music slave for free. i'm fucking bored.

https://clyp.it/l4ovwv1x
>>
>>174798198
sauce on that deep kick sample?
>>
>>174798198
sounds like shit
>>
>>174798278
its a linndrum kick with a filter on it. nothing complicated. probably sounds deep due to my amazing skill.
>>
are words like "nodev" "yesdev" copyrighted/used? i need a nice name for a company
>>
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>>174797519
>8bit = 8x8px
it's not even the fact that they are totally wrong, it's the fact that people even consider making games with 8x8 sprites something they shouldn't be shot for, that gets to me
just fuck this gay earth
>>
>>174798308
owww got me. my 5 minute project, my life.
wheres your music? noprod.
>>
>>174798436
kys im a audio engine developer
>>
>>174798453
lmao. you took the worst route. programming is a waste of time. audio is easy and fast. you seem very special so i'll shill my music as a joke.

https://soundcloud.com/snowhands/youre-special
>>
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It doesn't matter how your art looks now, all that matters is your will to keep working at it and improve. Your first works will always look bad in comparison to others, but don't just compare blindly it to the work that those people do. You will set yourself up for failure.
Work on your coding, your art or anything else and always try to make it better than your last attempt. The creations that others do should be an inspiration, but they're not your ceiling.

It doesn't matter if you do "memepixels" or "memepoly". Doesn't matter what you use. What's important is that you always try to push yourself, just a tiny bit more than the day before. Have an achievable goal ahead of you that you can see clearly. You're making a game for fun after all and that's what should be your main goal. To have fun and to learn a new discipline.
People can criticize you, can say your work is bad. Don't get upset over it. Take the criticism that helps you, that's constructive, and improve your work. Take the criticism that's hurtful and prove them wrong by enjoying what you do and not giving up. It doesn't matter if it's easy or hard for others, what matters is how does it make you feel. Be proud in your work, no matter how little it is, but do not grow stagnant.
>>
>>174798524
Nice Oneohtrix Point Never clone.
>>
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>>174798453
Is your engine optimized to handle rotational velocity and advanced noise-free memory allocation?
>>
What is the equivalent of a top hat for a fancy business woman?
>>
I bet every motivational poster is a nodev.
>>
>>174798609
>Oneohtrix Point Never
ill check him out ,never heard him. where's your music?
>>
Im done with my jam game. Never doing this shit again.
>>
>>174798572
If you're doing memepixel or memepoly then you aren't pushing yourself, you are just going for the lowest effort dead end solution.
>>
>>174798572
Holy shit this is cringe
>>
>>174798572
please be a pasta.

Select all images that match the label: shrimp.
>>
>>174798719
why?
>>
i have a question, is a flat colored image faster to render than an image with every pixel of it is random color?
>>
>>174798809
>shrimp.
Game about this shrimp when?
https://www.youtube.com/watch?v=QXK2G2AzMTU
>>
You have 5 seconds to name two (2) actually finished AGDG games.

I'll wait.
>>
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>>174798726
> only X art counts for games
> art Y is bad for games
>>
>>174798890
0 none there arent any fucking lmao. pathetic
>>
>>174798719
I did like 3 different ideas and they were all shit, jamming is a lottery.
>>
>>174798890
http://www.homph.com/steam/
>>
>>174798862
No, it literally makes no difference because all images get decompressed for rendering unless you use S3TC.
Meaning a solid color image is the same size as the same size image with random colors for each pixel.

The only effect it has is taking up less space on disk with compression.
>>
>>174798871
that's actually interesting. thanks.
>>
>>174798895
I never said anything like that.
Memepoly is passable as an art style but there's only so much you can do with it and you aren't really learning anything by doing it.
>>
>>174798956
>pixelshit
I said games.
>>
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More Ludum Dare progress.
You control ants, send them to eat food.
The gathered food will be used to spawn new ants. There's also going to be enemies that fall down too.
>>
>>174799203
Funny joke 10/10 would post every thread for years
>>
>>174799335
>still can't name 2 (two) [dos] games that didn't take a week to make
kek
>>
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>>174799203
>>
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>>174799072
> memepoly is bad
>>
>>174799258
Neat, but...

Why do the mound things in the middle not have outlines? What are they even.
>>
>>174799258
what are you making this with?
>>
>>174799503
Yeah it's bad and very lazy.
>>
>>174793230
I don't know if they seized their shit but they're forbidden to leave the country because they're the only one producing culture
>>
>>174799258
cute
would be cuter if the ants visually pick up the apples when bringing back to the hill, like just drawn on their back
>>
>>174799503
Yeah it is and no amount of color correction and DoF will change that.
>>
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>fighting over pixel shit when vector is obviously superior
>>
>>174799662
OwO What's This?
>>
>>174799203
>>
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>>174799584
>>174799632
>>
>>174799828
Pixelfag detected.
Don't worry anon, I'm sure your game will sell a lot! Oh, I forgot you need to actually finish it to be able to sell it.
>>
>>174799521
Since the ant hill is so big it looked weird just flat, so I added a few smaller hills to try to give it some depth. I'll keep tweaking it.

>>174799571
Godot.

>>174799592
I like that, I'll add little bits on their back that they're carrying.
>>
>>174799886
Would you have asked this if they said that your pic looked good?
>>
>>174799258
looks neat, are you using 3d with fixed rotation or 2d?
>>
Why did all the good devs stop posting?
>>
Rate my idea:

You start by playing a 2D retro pixel thing game.
Once you finish the first chapter of this retro thing game, you realize that the game is actually a screen inside a 3D vector thing game and you walk around to reach the next 2D screen for the second chapter.
The lines between layers will get increasingly blurred as you play, with the 2D mechanics invading the 3D world.
This is all set in a dark spooky submarine.

Basically The Witness meets Soma.
>>
>>174800170
they're busying working. thats the difference between them and nodevs
>>
>>174800170
For the same reason everyone stops posting here, they cancel- I mean, "paused" their games.
>>
>>174800170
Sharing a space with salty idiots gets grating after awhile.
>>
>>174800170
define "good dev"
>>
>>174800170
>good devs
Who
>>
>>174796515

just take real life photos and downscale them

jeez its real eazy
>>
>>174800135
Yea it's 3D. Most of the sprites are billboard.
>>
>>174798637
Just give them a nice hairdo with some sort of small hat or ornamental hairpiece.
>>
>>174800239
Yeah sure that could be cool.

What kind of 2D game are you thinking of? Gotta have mechanics applicable to a 3D first person (I assume) game.
>>
>>174800239
>it's like X but with Y
and this is why ideafags should be gassed.
>>
>>174800239
> Once you finish the second chapter of this 3D thing game, you realize that the game is actually a hyperplane inside a 4D thing game...
>>
>>174798843
too much stress and the end game just lacks polish. i atleast need a partner.
>>
>all these people using Unity
HAHAHAHAHAHAHAHAHAHAHAHA *inhales* HAHAHAHAHAHAHAHAHAHA
>>
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Gamemaker

If I am changing an objects x or y position by say 5 (pixels?) each step, won't that mean the object will move a smaller distance if I increase the resolution?

Wait, won't it actually fuck everything up?

How do you handle the change of resolutions?
>>
>>174801040
where's your game m8
>>
>>174801378
room resolution and viewport resolution are two separate things
>>
>>174801040

What do you suggest instead?
>>
>>174801378
>If I am changing an objects x or y position by say 5 (pixels?) each step, won't that mean the object will move a smaller distance if I increase the resolution?
It will still move 5 pixels, although it will be a smaller distance when you consider resolution percentage
>How do you handle the change of resolutions?
delta time, percentages, etc
>>
>>174800734
The 2D part is actually mostly done and it's a box pusher puzzler, it just lacks content.
The 3D aspect would be a huge leap in effort necessary and it would need to mesh tightly with the 2D to make it interesting and worthwhile.
If I decide to focus solely on 2D first the 3D will be superfluous unless I redo the 2D later, but if I focus on both then it will take 10x longer to finish it.

I think I will just save the 3D aspect for a sequel or something.
>>
>>174801423
not on Unity.
>>
>>174801483

I don't understand :(
>>
>>174801040
Unity still has its niche, GameMaker is the engine running on life support.
>>
>>174801568
post it then
>>
>>174801505
An engine that doesn't make everything look like shit by default.
>>
>>174801505
Panda3D
>>
>>174801794
>being this insecure about people criticising your babies first engine.
It's ok, I'm sure your "game" will be succesful!
>>
>>174801378
>5 (pixels?) each step
You are already doing it wrong.
>>
>>174801963
>implying anyone is insecure about shitposting
i don't know what to tell you anon
>>
>>174801617
the physical size of the level, the portion of it that's displayed and the window in which it's displayed can be three separate resolutions

the game logic opereates only with the first one, which is hard, it never changes no mateer if you zoom in, out or go fullscreen or whateverfuck else
>>
>>174802096
>i-implying y-you s-show me!!1!
Don't tell me, you were just pretending.
>>
You have 5 seconds to tell me what do you think about Defold daggy
>>
>>174802241
i'm sorry, but i have no idea what you're on about
>>
>>174802308
who
>>
>>174802342
It's ok anon, Unity is just as good as any other engine!
>>
>>174802308
>made by a shady company that steals and crush indie devs in court
>you have to use their cloud service
>basically giving them your game
enjoy being cucked
>>
>>174802461
Nobody ever said that, but keep fighting your imaginary battles, i guesss.
>>
>>174802563
wew
didn't know that, any links?
>>
> it's another "discord shits up AGDG" episode.

Why are we stuck on an endless rerun?
>>
FUCK YOU ALL I'M MAKING THE GAME I ENJOY
>>
>>174802815
The Discord is absolutely full of clueless unity babbies, what are you talking about?
>>
>>174802750
https://en.wikipedia.org/wiki/Candy_Crush_Saga#Controversy
>>
>tfw you added the first female character in your game

Sex slaves when?
>>
I love this talk, the question and answer session is full of so much butthurt

https://www.youtube.com/watch?v=rX0ItVEVjHc
>>
>>174801965

how do I do it right?
>>
>>174802897
Wait, you can trademark a common word? How the fuck does that work, i can trademark "legends" and make riot pay me money?
>>
>>174802876
>I'M MAKING THE GAME
You're not, stop lying on the internet

>>174803135
Uhh, it's your game? The fuck are you asking us?
>>
>>174803242
i wont tell you ;^)
>>
>>174803242
delta time
>>
>>174801665

What's wrong with gamemaker?
>>
>>174803242
What exactly do you want to achieve
>>
Is it too controversial to have a jewish salesman in your game?
>>
>>174803286
No because Riot has more money than you and that's how the world works.
>>
>>174803242
>>174803337
divide by fps
>>
>>174803379
It's completely outclassed by other engines that cost less.
>>
>>174803418
i call it inclusive
>>
>>174803576

...such as?
>>
>>174803494
No, you multiply by delta time.

Forget the FPS exists in your code.
>>
>>174803337
>>174803494

What does this have to do with the resolution?
>>
>>174803789
kys
>>
>>174803789
do you even know wtf delta time is you stupid fucking non-dev
>>
>>174803815
Nothing, and what spongebob anon posted is a nonissue since room size is not directly related to screen size anyway.
>>
>>174803815
well you have to choose between 4k and 60 fps or 144 fps and 1080
>>
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Hi Aggydaggy, I'm in need of
IDEA GUYS

I'm making a VN with an experimental android trying to fit into 1980s Russia
What minigames should I put in? Help me, idea friends
>>
>>174803909

So why is anyone even talking about delta time?
>>
>>174803962
>I'm making a VN
>>>/vg/evn
>>
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>>174803576
fucking hell go be retarded somewhere else
there literally isn't anything like Gamemaker on the fucking market right now
what the fuck could possibly "outclass" it at what it does?
>>
>>174803882
Dividing by FPS is a band-aid fix for devs that coded their game with FPS in mind before realizing they should be using delta time and are too lazy to make the values be based on seconds rather than frames.
There's no real reason why you should ever divide by FPS.
>>
>>174803418
Your game won't get enough attention to become controversial.
>>
>>174804078
>he still doesn't know where delta-time comes from
top kek
>>
>>174804054
minigames are gamedev you filthy nodev
>>
Anyone thought of making an IRC page for this group?
>>
>>174803962
Are you making Priklyucheniya Elektronika?
>>
>>174804062
>>174803690
Godot, and I'm not memeing.

t. used to dev on gamemaker
>>
i know the solution is rather simple
but for some reason i cant wrap my head around having jumping trajectory always fall within a certain arc but allow the player to deviate slightly

2d game btw
>>
So what's the best resolution/aspect ratio to go for when making a 2d game?
>>
>>174804214
heh nope but good one
>>
>>174804130
Your current FPS doesn't tell you how much time has passed since the last frame which makes dividing by FPS horribly unstable, tell me why oh why you would ever divide by FPS instead of using delta time?
>>
>>174804312
1x1
>>
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>>174804252
>Godot
fuck outta here
>>
>>174804312
Ideally it should support any resolution but the second best option is 16:9 that scales by whole numbers.
>>
>>174804553
So how exactly should this be handled if you're using 16x16 tiles or 32x32 tiles? Because if you 360/32 = 11.25 so won't you have a quarter of a tile at the end of the screen? What do you do about that?
>>
>>174799258
>nigmin
>>
>>174804940
windowbox or display a quarter of a tile. pixel-perfect doesn't mean it's tile-perfect
>>
>>174767218
Have you had people play test any of these levels?
>>
>>174804252
Just because Godot has its perks doesn't mean that Game Maker is an invalid choice for a dev.
>>
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>>174804940
You make the resolution divisible by the tile size, so a game with 32x32 tiles could be 640x352 for example, if you want exact 16:9 then you could fill the remaining 8 pixels with non-game stuff.

Nuclear Throne for example is 4:3 and it fills the rest of the screen with side art.
>>
>>174804940
>if you're using 16x16 tiles or 32x32 tiles? Because if you 360/32 = 11.25 so won't you have a quarter of a tile at the end of the screen? What do you do about that?

Fuck are you talking about?
if you want to end up with 360 use 30px tiles ffs
>>
>>174804130
Are you mentally challenged? FPS doesn't give you any indication on how much time has passed since last frame, delta time does.
>>
>>174805730
but 640 isn't divisible by 30 so you still won't have the 16:9 aspect ratio. Plus then you lose the "retro" feel to the game that loads of indie game fans seem to love so much
>>
>>174806003
pixelshit = retro. those indie game fans don't even give a shit about mixels, rixels and shit
>>
>>174806003
I realized 30 won't cut it later, but didn't deem it important to correct myself

I don't dabble in games which have to fit on screen whole, so I don't really ponder this shit often.
>>
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>>
has any game changed it's graphics after initial release? i'm not talking about remasters, i want to start with programmer art but get an actual artist when i can
>>
>>174782524
I think it's charming.
>>
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Trying to gauge what I could do with more outdoorsy areas. The farm models are just placeholders low poly models for the time being.
>>
>>174806643
Looks like it's more successful than mecha jam
>>
>>174806705
world of warcraft
>>
>>174806643
I was extremely excited for it until I read that lewd wasn't allowed
Killed my enthusiasm and left me with four days of wasted time and assets
What's even the point if it can't be lewd?
>>
>>174782569
>SDL
You better not be using SDL's render system.
>>
>nuclear throne is 30 fps
Jesus, that's why I felt so terrible while playing it.
>>
>>174806850
shud of participated in gogem's official /agdg/ exclusive loli jam
>>
>>174806927
I don't know why GM defaults to 30.
by the time some devs realize it's dumb and want to change it to 60+ all their code was tied to FPS and it's too late.
>>
>>174806927
I would actually be willing to buy the game again if it were remade at 60 or greater FPS.
>>
Useful resource for pixelshit devs.
https://pacoup.com/2011/06/12/list-of-true-169-resolutions/
>>
>>174806728
Thank you anon
>>
>>174806927
>literally not realizing whether the game runs in 30 or 60fps at a glance
retard
>>
>>174807087
will you buy my game twice if i do the same?
>>
>>174807337

> Every time the framerate is doubled, so too is the price doubled
> Prices start at 20 dollars for 15 fps
>60 fps is a preorder bonus
>>
>>174807072
>I don't know why GM defaults to 30.
Because it's designed for the lowest common denominator.
By hiding away any higher coding concepts and pretending that something as simple as delta time doesn't exist it ensures that newbie devs don't get overwhelmed, it also saves them the trouble of having a vsync option and having to deal with retards asking why their game is using 100% CPU while running at 1000 fps.

All in all it's a terrible practice but it caters to their userbase.
>>
>>174804940
If you allow smooth scrolling (and I don't see a reason why you shouldn't), this is not an issue, as you'll in general see partial tiles on all edges.
>>
>>174807597
I know that
I'm saying they should have defaulted to locked 60 instead of locked 30.
>>
>>174806850
Sure anon, I'm sure you made a lot of assets that you will never post anywhere ever. Riiiiiiiiiiiiiiight.
>>
>>174799662
>vector graphics drawn on a raster screen
>>
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>>174807597
>here is a bunch of stupid shit completely unrelated to the question asked I've just felt like getting off my chest
>>
>>174808012
Then tell us the reason why GM defaults to 30 and hides delta away, anon.
>>
>>174808076
Looking at the number of times you have mentioned "delta-time" today it seems like you learned the word today
>>
>>174808162
And it's time for you to learn to use it.
>>
Who the fuck cares about delta time in gamemaker? It's not like your going to be making a game that people can't run at a stable 60fps
>>
>>174808272
Im an engine dev, I sure as hell know of that word you filthy peasant game """""developer""""
>>
>>174808427
What if the player has a 120hz or 144hz monitor?
Locking games to any framerate is bad and lazy.
>>
>>174808076
detlatime is a stupid fucking thing to have in a 2d game
contrary to what you faggots keep peddling here, it's not getting rid of input lag, it's fucking causing it
>>
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>>174808446
>Im an engine dev
I'm so sorry
>>
>>174808550
>t's fucking causing it
No that's vsync.
>>
>>174807597
A concept of fixed number of frames per second exists in many good games (e.g., Diablo). I think, it is quite suitable for a game that does not do physics.
>>
>>174808427
It's a very simple thing to use and there are several benefits to running above 60fps.
Making frame-dependent code is such a simple mistake to fix and unlike most coding "best practices" there's a very big and noticeable benefit to it.
>>
>>174807597
>>174808076
>>174808272
>i just made a breakthrough discovery in my life and i feel the compulsive need to molest everyone around me about it
please stay away from 4chan when you lose your virginity
>>174808427
it's far easier to make an unoptimized turd in gamemaker than you think
>>174808550
what the fuck
>>
>>174808795
I will molest everyone until they do things right, I won't name any names but it was painful to play and watch some agdg games because of the lack of delta timing.
>>
Why haven't you implemented controller support yet?
>>
>>174809092
I did. I didn't quite implement key remapping for controller yet though
>>
>>174809092
literally the first thing I did along with the keyboard input
I don't even own any kind of controller lmoa
>>
>>174809092
The engine does that automatically.
>>
why does rounding sprite positions make everything stutter? i thought int position will be better to draw on screen since you can't draw half a pixel, but float seems to be better for moving sprites
>>
>>174809553
Keep using float to track the position, but when you render, snap to int.
>>
>>174809553
>unity for 2d
>>
>>174809553
Because you're snapping the position to different places than the game logic is trying to put the sprites in. That means not only is the visual movement technically inaccurate but you tend to move different amounts of pixels from one frame to the next, creating a jerky movement. The only way to have movement that is both smooth and pixel perfect is to move vertically and horizontally by whole pixel amounts. Sometimes that is not possible (depending on your game design) so you have to choose between jerky movement, blurry rendering, or rendering low res assets in a higher resolution. Personally I prefer the last option in this case.
>>
>>174809092
I have in pure web based javascript
>>
>>174792923
>>174792096
I DID IT! :DD
>>
So how does one even implement this "delta time" in game maker in such a way that isnt any more complicated than tieing stuff to fps. When most sprite animations are like 10fps to begin with, I don't feel like there is a need to make things more complicated for the sake of framerates above 60.
>>
>>174811448
What did you do differently?
>>
>>174811605
GM is shoddily programmed so you will have to bypass some default stuff.
For sprite animations you could set image_speed to animation FPS multiplied by delta, or bypass image_speed entirely and set image_index.
You can also keep track of a global rolling "delta second" to keep animations synced between objects.

https://marketplace.yoyogames.com/assets/1149/steady-delta-time
This is also useful.
>>
>>174811605
smoothness is not about animations speed. if you have bullets flying and characters moving around even if they have literally one frame in the sprite their movement will look better at 60 fps than at 30 fps and at 144 fps than at 60 fps
>>
Using DOTween
>No rigid body on object being moved, it falls through the floor as soon as it's done.
>Yes rigid body, it makes a fixed joint to it's parents and won't actually move.
What am I doing wrong here
>>
>>174806643
Every time
>>
Make games with good pixel art
>>
>>174812029
I didn't know that you had to do UV unwrap in Blender for textures to work. It makes sense in hindsight to me because I've seen people mention something like that when talking about making new weapons for TF2, so I should've known better, but on the other hand I figured that Unity might be smart enough to figure out that it's just a damn sphere.
>>
>>174812770
I don't want pixel art.
>>
>>174812825
Thanks anon I'm about to be at that stage as well and that would have completely stumped me
>>
>>174812770
I refuse just to spite you
>>
>>174812770
All games use pixel art, some just have it a much higher resolution.
>>
>>174813175
You just blew my mind
>>
for game maker, using delta time is actually bad in the long run, it is advised to stick with frame dependent design and make it for 60fps, especially for platformers
>>
>>174812958
What game are you gonna make?
>>
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>tfw grew out of sci-fi and now learned that the most interesting plot hook isn't "grandiose" stuff like big bad AI and end of the world scenarios but rather the human condition and the subtleties contained therein
>>
>>174813306
He's also wrong
>>
>>174813452
>man is bad all along
babby's first plot twist
>>
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>>174813443
A really stupid simple game right now that's just a twist on standard roll a ball games
>>
>>174813468
Does your monitor use pixels to display images?
Then anything shown on it becomes pixel art.
>>
>>174813452
did you watch ghost in the shell or something? i'm tired of human related and philosophical bullshit
>>
>>174813517
>>174813635
That's sci-fi shit tropes you dummies, read a book.
>>
>>174813452
And still no game
sad!
>>
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my reply is art
>>
>>174813362
elaborate
>>
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>>174813579
you use pixel and art as if the later half of that term bears no fucking meaning or something

the shit you're alluding to is raster graphics, not pixel art
>>
>>174813579
"Pixel art" is a method, not a result. It doesn't describe what the image look like, it describes how they were created.
>>
>>174813452
>tfw grew out of subtle philosophy and realized that the most interesting things about stories aren't "plots" but their inventions and the extrapolations of those
>tfw fantasy and sci fi are the superior genres for creating new inventions
>tfw games are the superior medium for exploring this
>>
>>174813540
Looks pretty neato so far.

Looking at that though, I don't know if you need to go the lengths I went to to texture a ball. The default sphere in Unity is good enough for most things, particularly textures, mine was just a fringe case where I need the texture to look exactly right, which is why I was hellbent on using a UV sphere. It actually used to be the default in Unity until they realized that most people would prefer an icosphere since it distorts textures less.
>>
>>174814206
Ah ok, I'm incredibly new to Unity I only started taking it seriously about a month ago. So I've got a lot to learn. Especially when it comes to porting this to mobile at some point.
>>
>>174813872
http://www.learn-cocos2d.com/2013/10/game-engine-multiply-delta-time-or-not/
in the case of game maker, moving and collision detection is handled by the repeat function so it's literally pixel perfect (you move an object 1 pixel, check collision, repeat until you move X speed), this way you'll never have fast bullets/objects going through stuff because you'll always check collision in time, using delta however is complicated and makes this approach void, it's a 2d game, you don't need more than 60fps, maybe 120fps max, 3d games benefits from it because models animation relies on it, 2d doesn't
>>
I was half-memeing but I really meant it when I said that subtlety trumps grandioseness.
The greatest stories ever told have stood the test of time because they conjure real emotions.

You should ask yourself these two simple questions:
What emotion do I want the player to feel?
How do I make the player feel that feel?

This feel can be anything: Joy, horror, pensiveness, anything.

World building is where the cool sci-fi stuff happens, but cool things don't replace storyTELLING and that's where the difference lies.
Maybe you just want the player to think about the cool sci-fi shit that happened but how to you make them think about it? With emotional hooks.
>>
>>174814113
Pixel art = images comprised of pixels, no resolution specified
Unless you have a magic monitor that displays images without pixels, anything you display on it is pixel art. Even this post is pixel art.
>>
>>174814959
nigga i want people to blow shit up in my game
>>
>>174809092
>implying
My game is more playable with a controller than with mouse/keyboard. I even disabled the mouse cam because it pissed me off. Will probably reenable it in the future, but it's off for now.
>>
If you import a physics engine for 2d but write everything else yourself, are you still a pleb?
>>
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>>174815306
6/10 made me reply twice
now go play in the traffic
>>
>>174815784
You're a pleb until you finish a game.
>>
>>174815306
Pixel art isn't just images comprised of pixels, it's images where every pixel is either colored as a result of a pencil tool (which colors a 1x1 square) or a fill tool (which UNIFORMLY colors all squares in between a bounding curve).
>>
>>174815515
>he doesn't want /v/ to make shillthreads for his game talking about how affecting the story was and how much they want to fuck his furry characters
>>
>>174815515
That's fine, just don't expect to evoke any kind of emotion other than the dopamine kick the player gets when exploding shit.

I'm not calling for shitty Gone Home clones mind you, my favorite kind of game is the kind of game that catches a certain kind of aesthetic and feel with strong world building and never lets go, making it part of the game rather than just a museum of pretty scenery and audio logs that have little to do with the game itself, no dumb fourth wall-breaking jokes either.
>>
if /agdg/ was a game how will it be?
>>
>>174816310
0kb
>>
>>174816310
9/10 it's OK - IGN
>>
>>174816310
daikatana
>>
>>174815961
Thanks to modern programming, your monitor uses a function to automatically "pencil in" the tens of thousands of pixels on your screen.
Just because it's automated behind the scenes doesn't mean a pixel stops being a pixel.
>>
>>174816310
An ambitious mishmash of cool ideas but ultimately mediocre and forgettable.
>>
>>174816471
and just because it's a pixel doesn't it's pixel art you fucking mouthbreather
you were told it's called raster graphics half an hour ago and you keep shitposting
>>
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I'm using addRelativeforce to these objects with drag rigidbody attached to them and they just sorta fly in any direction they want, when I want them to jump move up along y axis, anyone know what's going on here?
>>
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I don't know why I'm spending so much time on this thing
>>
>>174817092
>no gelatinous cube
dropped
>>
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>>174813579
Pixel art haha
>>
Is there an easy to use software to make music / sound effects? I don't know about music but since there are simple tools to make games I thought there might be some for music too.
>>
Any recommendations on how I could make a nice pom pom in UE4?

I'm thinking cylindrical layers of cloth built up to look like a sphere
>>
>>174817724
https://github.com/Kavex/GameDev-Resources#audio-tools
>>
>>174817092
nice ui
>>
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>>174817663
Yes, even that image is made of tiny pixels. All digital images are!
>>
>>174818126
I like how you went through the effort of making a little zoom effect.
Shitposting at its finest.
>>
>>174818126
Stop being obtuse, anon.
>>
>>174818126
So by your logic all matter should exhibit quantum effects, right? Cause you know, they're all made of atoms.
>>
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>>174817789
You could do it similar to hair with hair joints.

>>174817724
Bfxr, although if you want "hi-fi" sounds you're out of luck for "easy."

>>174818126
Still wrong
>inb4 you blow up this image
>>
>>174818126
Vector images aren't.
>>
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>>174764440
Good work
>>
Tell me about your most memorable experience in an agdg game.
>>
>>174818891
When I closed it after seeing the unity logo.
>>
>>174817092
> tfw these fuckers write colour without u
>>
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>>174818439
>inb4 you blow up this image
I mean, they're still pixels. Using a different type of software to reduce aliasing doesn't magically change the physical pixels your monitor's screen is comprised of.
>>
>>174818439
>>174819391
stop posting mixels
>>
>>174819391
With a hardware renderer, pixels appear only in your gpu. They are not necessary part of your game.
>>
>gamemaker doesn't even have subpixel precision
Jesus, even the NES had this.
You know it's bad when not even the engine's devs know about separating game logic from presentation.
>>
>>174818439
>>174817853
Thank you.
>>
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How do you guys feel about fake3D? It's such a rising topic in video game development right now and I hope it doesn't become a meme like low-poly and pixel. I like the aesthetic but performance and technical wise it poses a lot of liability issues. Thoughts?
>>
>>174820181
>all the hard work of 2D with none of the benefits of 3D
>>
>>174820181
All I see are ugly memepoly cars, what's the point of this?
>>
>>174820267
it's a bunch of sprite layers stacked on top to give the illusion of 3D, not memepoly.
>>
>>174820181
Does Fake3D mean realtime ortographic 3D or prerendered ortographic 3D?
>>
>>174820181
this style is not only already a meme, but one that unlike pixelshit didn't yield any games
>>
>>174820181
>perrformance
This is easy to optimize.

I think it's a dumb approach that takes too much effort to make assets for.
>>
>>174820409
It looks and acts exactly like memepoly, there's absolutely no benefit to it at all.
>>
>>174820419
neither. you draw many 2D sprite layers of a 3D object (like an MRI scan) and set them to appear on top of each other with a vertical offset. It's not 3D.
>>
>>174820409
It's horizontal slices stacked vertically?

Seems like the only possible advantage is that it's a 3d render with a 2d asset creation workflow. Since it's just drawing a bunch of layers and 2d animators are already used to that. But you might as well just use straight voxels at that point
>>
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>>174819350
u are not needed
>>
>write your own 3D logic with volumetric information and all
>call it fake 3D
NO
>>
>>174820628
the advantage is that you don't need to use voxels or any 3d to do it, so you can very easily put it into an otherwise 2d game, like if you're working in gamemaker
>>
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Is this 2D or 3D?
95% of people answer this wrong!
>>
>>174821112
Everything is 2D on computers. 3D is just an illusion.
>>
>>174821112
bro thats 2.5dicks in my mouth
>>
>>174821112
They're pixels.
>>
>>174821014
It's easier to have 2D aspects in a 3D engine than the other way around.
>>
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>>174821112
in a surprising turn of events we learn that majority of people are fucking stupid
>>
>>174821423
But what about you?
Do you know the right answer?
>>
If the next post isn't a link to new thread agdg is finished.
>>
How Can Mirrors Be 3D If Our Eyes Are 2D
>>
>>174821767
for you
>>
>>174821112
It's 3D because the game keeps track of three positional dimensions for most objects. Any other answer is wrong.
>>
>>174821112
those are some beautiful whips
>>
>>174821764
yes
>>
>>174786650
take a look at princess sacrifice

it's pretty much text game but with graphics, plays like a text adventure too
>>
new agdg
>>174822476
>>174822476
>>174822476
new agdg
>>
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is vertex shading the superior style of memepoly?
>>
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>tfw spending time programming is more fun and productive than learning pixel art
>tfw it's too painful to draw multiple frames
>>
>>174781221
Why not just use a light?
>>
>>174792096
Of course you had trouble with something so simple, you believe in the ball earth meme.
>>
>>174793695
>1. What is your project?
a 2d world you can move in and maybe do stuff.
>2. What does your game aim to do?
make a 2d open world with little to start from, most of the world is empty. It's aimed as a simple evironment for low-input-neuron artificial intelligence.
>3. What format are you shooting for?
perhaps a simple MMO type.
>4. What are you designing with? Who?
Me myself and I. There is no art. Only colored blocks
>5. What is your Target Audience?
smart people willing to let an artificial brain loose in an environment it has no prior knowledge of, but easy to navigate for fast learning results.
>6. What does your game appeal to / how will it affect people?
It won't affect people, It's mostly for my own needs of a virtual world I can have AI roam in.
>7. What are some inspirations?
various life simulators seen on youtube.
>8. What are some competitors to your game?
I don't consider it to be competing.
>9. What will your game do different from them?
My own design will be used, hopefully with as little input as possible.
>10. What is your budget?
none needed so far. None needed in the future. It's for my own study purposes.

Don't get me wrong. It's mostly for the AI, but humans can play it as well. I just want visual feedback for an open world.
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