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/agdg/ - Amateur Game Dev General

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Thread replies: 797
Thread images: 133

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80's Chrome Edition

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

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

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

> Previous Thread
>>174886856

> 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 game going?
>>
If Godot is so good then why are there no Godot agdg games?
>>
Name even one indie game that was made on source. Not a ""game"", I mean a real yesdev Game.
>>
CL for scripting, Idris for the engine
>>
>>174940853
Zeno Clash
>>
>>174940853
Fistful of Frags?
>>
>8ch hates Source
>420chan hates Source
>desuchan hates Source
>4chan hates Source

What is actually wrong with it? Can someone explain why Source is so bad?
>>
>>174940936
ZC was source?
thats pretty cool
>>
>>174940875
>not making your own special snowflake lisp like everyone else
do you even
>>
>>174941017
LISP IS THE MOST POWERFUL LANGUAGE
>>
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I want to incorporate Blast Pit style puzzle into my game. Yay or nay?
>>
>>174940459
>GM shit the bed with their last update.

How so?
>>
>>174940982
And Zeno Clash 2 used UE3.

I will leave the conclusion as an exercise to the reader.
>>
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Working on enemies is fun. Been working on this guy. He is going to be quite difficult, able to punch your shit out if you get close, slam you with his hammer, and also charge you into the wall as his most powerful attack.
>>
>>174941531
I like the little frame of weight when it falls in his hands.
>>
>>174940853
Alien Swarm
>>
>>174941772
>valve is indie
>>
>>174941531
nice rorclone
>>
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Squirrel Sphere - Basketball minigame

Try to score a basket using various ramps and obstacles. 10 courts with increasing difficulty.
This is a concept of what an easy court would be like
>>
>>174941887
You forgot to replace the placeholder textures.
>>
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so ill probably be doing a kickstarter late to mid may, hopefully by that point ill have my AI, sword combat, and gun combat all at least functional and presentable.

realistically for a no asset/art game what would be a reasonable amount to ask for? i would need enough to pay someone to help me with networking and art.

should i not even bother with a kickstarter and just fund it myself?
>>
>>174941214
as long as it doesnt involve a lengthy fetch quest to push three buttons that you can't find easily.
>>
>>174941982
What are you even planning for this game? What's the core loop?
>>
>>174941662
Thanks

>>174941858
Thanks
>>
>>174941982
>art
Should be simple to ask around for rates. You can get an actual number for this, if you know how many characters you need

>networking
Depending on how your game is coded now this could be a massive task. You're aiming for low latency and replicating all of your physics across the network?
>>
>>174942125

a multiplayer foccused fighting game with a linear single player campaign if i can do either of those.
>>
>>174941982
Fund it yourself
What are you honestly going to spend the money on if youre going to keep it artless?
>>
>>174942291

>You're aiming for low latency and replicating all of your physics across the network?

more or less. i'm aware this could be extremely difficult. i would be happy even with basic peer to peer with just 2 person pvp or co-op but these kinds of games don't typically have multiplayer for a reason.
>>
>>174942502

help with networking/moddeling, i can't do that myself. i wasn't planning on keeping it artless.

i could do the art myself but that would slow my workflow down a lot.
>>
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>>174941982

400,000 dollars.
>>
>>174942728
>i wasn't planning on keeping it artless.
oh, well then sure, i can see this getting some traction, especially if you put in your own sandbox tools for people to make their own stuff. Like someone re-making 2fort and other iconic maps/modes.
>>
>>174942619
Iirc you're using the unity ragdoll with custom movement, right? I thought that the ragdoll doesn't replicate at all. You might have manually record all the bone positions and send them. Maybe an authoritative server would be a good model here?

But I think once you get the physics replicating at all, whether it's 1v1 or a 100 person FFA is a matter of scaling. The fundamental system should work with either way
>>
>>174941887
Went back and watched your greenlight trailer, your game actually looks kind of fun
Nice job anon
>>
>>174942984

no its a custom rig i made out of rigid bodies and joints.

where would be a good place to start with learning how to setup an authoritative server for games?
>>
>>174941982

i would probably back this. i couldn't give you an estimate on what a good number would be though. probably less than 5000.
>>
Man Chinese localization seems like a clusterfuck hell.
They really need to develop a new unified standard.
>>
>>174941982
Have you considered getting someone to help you with art for ONE character and some backgrounds, then your kickstarter will have more appeal?
>>
>>174943318
The chinese? Or do you mean character encoding?
>>
>>174943581
Well from https://www.youtube.com/watch?v=1WeZ3X_HZ6U
more towards the languages themselves.
But Chinese is also pretty bold and ugly so yeah, thats also a problem.
>>
>>174943453

i can do some basic art and i was planning to for the kickstarter. the metanoia dev gave me some parts to mess around with as well just to see if it would work but im not sure how that would go legally.
>>
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I recently learned that q3map2 can output ASE models from .map files. Through an unholy process from Noesis to Blender, I have a workflow for making really simple models, like this armor pickup.
>>
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Someone make the 80's jam page please
>>
>>174944051
No because 80's isn't a valid game theme.
>>
>>174943856
If you're doing a KS for art (and also networking but this post is about art) then you're going to need to line shit up with an artist at some point.

Would it not be reasonable to find an artist you're interested in working with before you start the KS, either paying them to make some good "this is what the game will look like" models or paying them up front with the understanding that you want to continue working with them (I think it's better if you get them to do the models without being paid because it shows commitment to the project but I'm sure some/maybe most people would perceive it as a way of getting a free model), and then going into the KS with some "pretty" to draw people in?

Your concept is money worthy already, if you follow through, but the type of people who spend cash on KS like to have something to look at.
>>
>>174943856
I mean, you sign a contract or something to use the assets for advertising? Or he just gives you all rights to them.

I don't even know whether having some art or all placeholders is better. If it's all just boxes it's at least clear why you need $X,000.
>>
>>174944169
Yes it is, and enough people want it.
>>
>>174944169
Is mayonnaise a valid game theme?
>>
>>174944638
yes
>>
>>174941982
>realistically for a no asset/art game what would be a reasonable amount to ask for?
You ask for what you need. Kickstarter is not for just getting whatever money people will give you (yes, yes, I know). So spend some time making a plan, calculating costs and a timeframe. If you're going to be bringing other people onto the team, talk with them about their compensation and commitments/contracts. Kickstarter is like seeking an investment; your investors want to see that you have a plan and the means to execute it within a reasonable timeframe.

Or... you could just say you're making a cool game and ask for whatever the hell you want because your game looks cool and the general public is not that smart about this.
>>
Game Idea

Furtris

Tetris, but with gay furry porn
>>
Continuing on with voice commands for a co-op game, what could be some puzzle solving related lines? I got:
>Push/Pull it!
>Activate/Trigger it!
>On my mark
>Wait/Go!
>3 second countdown
>Slowdown/Speed up

Just throwing some things out there. Would also probably result in people spamming pull it and trigger it.
>>
>>174940716
Can I see your game anon?
>>
>>174944887
Are you creating an asset pack or are you trying to make audio assets before you've even designed the game?
>>
>>174944301

i have a few people who offered to do art for me, i was in contact with one recently but he doesn't really do the style i was after. he mainly does organic characters. i realize the key to KS money is 90% presentable art, not that i'm complaining, it is what it is.
>>
>>174944887
>Put it there!
>Harder!
>Oh, that feels good!
>>
>>174944325

>Or he just gives you all rights to them.

we weren't really clear which is why i can't really use anything anyone gives me. i read up on CC rights and it seems you can get screwed in so many different ways.
>>
>>174945241
In my post I fucked up and suggested paying them twice, but I meant either find an artist that would be interested in participating for the long haul and getting them to make some models for the KS as a show of good faith or paying them if you have to. Either way you're already aware of the possibilities ahead of you, I'm sure.
>>
>>174945097
I like to write down whatever ideas I have floating around in my head so that I can remember them later for when I do implement them. I can also think about how any current systems I am working on might relate to later ideas (hint: currently none relate to voice commands but it helps me to keep looking forward).
>>
>>174945317
G E T I T I N W R I T I N G
>>
>>174945317
>we weren't really clear w
Then make it clear or otherwise you're fucked
>>
>>174945317
Tbh getting a contract for that is probably good to practice. You'll need to have a contract for the final art assets anyway, you don't want to get fucked then without knowing the process
>>
>>174945241
I think having a few pieces of good concept art to show alongside your "prototype" gameplay would be good enough for people. Your webm's have enough entertainment value on their own even in your early state. I imagine people would like the idea of seeing something cool like that and then seeing what it could become after they've funded it. That would actually be different from what we usually see, I think, where people often put up videos of what look like finished games while asking for money, and I think that difference could even be leveraged to your advantage.
>>
>>174945861

i'll see how it goes with my current artist but i'm pretty sure he's going to back out. i think he's expecting me to change my desired style. the art style i want wouldn't really scream click bait meme dollars but its integral to the kind of game i wanted to make.
>>
IS THERE NO EASY SHADER TUTORIAL??
>>
>>174946285

>>174946073

thats what i gathered from a cursory reading of how these things go. you can get fucked six ways from sunday no matter how you try to prevent so its always better to stay safe and not bother with "free assets" no matter how well intentioned.
>>
>>174941964
gonna work on that and a crowd in the arena as well
>>174943004
thanks. once put out a demo ill do another round of marketing and that should help
>>
>>174946358

i had a similar train of thought. i think too much polish early on can kind of feel scammy at this point. like "why would i fund this if they're already done" kind of mentality. but at the same time i'm not really sure where the line is. i guess it really depends on the game.
>>
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Added some extra types of movement for traveling around the Overworld HUB to get to Worlds/Levels

Also put in an orbit mode before entering a World/Level and nifty atmosphere/cloud graphics.
>>
>>174944785

i have a pretty clear grasp on specifically how much i need for what but it would be nice to get just a little additional security if i can. i dont want to milk it for everything i can but if i get slightly over funded i wouldn't complain. i think i'll look around at sucessfully funded games with a similar scope and needs and base it off those.
>>
>>174947796
pretty basic but this looks kind of neat. you should make a 3D shmup Rtype gradious kind of game.
>>
>>174941531
Can't see the left arm in the impact/follow-through, looks a bit janky

>>174947796
Overworlds are kind of tedious, though have a lot of nostalgia factor. Maybe put some easy enemies or an obstacle course or something in there
>>
>>174948372
Why are overworlds tedious? Admittedly I really enjoyed the calm sailing of Wind Waker.
>>
>>174948594
Wind Waker travel was filled with mini-adventures. Storms, enemies, treasure-hunting, platforming. And once you get halfway or so through they give you limited teleportation as they realise that sailing from one side of the map to the other would be boring.

If there's no gameplay in the the overworld it's just a really slow level-select menu.
>>
>>174947858
>it would be nice to get just a little additional security if i can.
I would absolutely factor that into the goal amount as well if I were doing a Kickstarter. My post wasn't to say "don't ask for any more than you absolutely need" so much as to say "do ask for everything that you need."
>>
Hey Ethan B musicguy, if you happen to be here, how much do you charge for say 10 songs?
>>
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>>174868913
Time for my very first progress.

----[ Recap ]----
Game: PixelBrothel
Dev: Unnamed
Tools: C++/SDL2
Web: None Yet
Progress:
+ Functional Garbage Prototype UI
+ Basic Game Mechanic assigning jobs
+ Doesn't Crash
+ Unit-tested, Unit-approved
+ Future UI states should be much faster
- Functional Garbage Prototype UI
- This took me 3 weeks
- No way to add more workers
- 0/10 font
>>
>>174948924
Not totally sure what I would add. I definitely see your point, but i think just adding "Go around this hazard" or "Go through this good thing" isn't really a fix.

Not sure if it is a stimulus problem, where players just want to be doing something "active" all the time. Which I think isn't a problem.

I kind of reject the notion of Sailing across the world in Wind Waker as boring, but I love those visuals and I am a patient person who knows how to relax.

I think the main issue is repetition resulting in the player being bored due to predictability of what is around the next corner. Which I totally agree that it is a problem

The only ideas I can come up with off the top of my head would be
>Maybe something that patrols around and if it sees the player it chases them.
>Something akin to a Day/Night Cycle where visuals change
>World itself moves around so getting from A-B is unpredictable
>GUI with a small 2d mini-game to keep "ship engines" running.
>>
>>174949719

he's offline right now, i know him IRL. what kind of game is it?
>>
>>174941982
>should i not even bother with a kickstarter
yes you should bother with it, its free money baby
and like you said you need to hire networking and art people

how much should you ask for? As much as you think you could get
>>
>>174950170
rather ironically given what everyone has been talking about with this prospective jam, high-paced sci-fi / synthwave
>>
>>174950449
he does comisions whenever he can, he's leaving for LA soon. whats your email i'll give it to him.

his email is:

[email protected]
>>
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>>174950629

not bad. i like the road layout.
>>
>>174950449

i woke him up, he said he can get back to you tommorow, just send him an email now and he'll check it out.
>>
>>174950629
Hi Bartum
>>
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----[ Recap ]----
Game: Legacy Code
Dev: legcodev
Tools: GMS, Photoshop
Web: legacycode.itch.io
Progress:
+ Random polish and number tweaks
+ Refactor tiny amounts of code
- Went camping for a few days
>>
>>174951140
oh man this was an unnecessary response

I'm going to email him right now though
>>
Anyone familiar with Gamemaker?
I'm trying to get my walking sprite to look right, and it does on its own, but not with the stationary sprite in the cycle as well.

I want to skip over the first image in the set when walking is initiated, what's the easiest way to do that?
>>
>>174951549
Make two sprites, one for standing, one for walking. Switch between them by setting sprite_index, image_index, and image_speed.
>>
>>174951549
I just woke up, but this should still make more sense than it does.
>>
>>174951549
I have almost zero idea what you're trying to say, but if you want to skip over the first frame, just manually set image_index to 1 when you're setting the animation.
>>
>>174951915
Wouldn't that just keep it on the second image indefinitely when movement is initated?
>>
>>174952016
if image_speed is set to 1, it'll progress normally.

So like, on initiate:
sprite_index = sp_whatever;
image_index = 1;
image_speed = 1;

If you've already got animations playing normally, then image_speed is likely already set, meaning you won't have to double down on it.
>>
>>174951775
>>174951915
Okay I have stationary sprites and a walking cycle.
When my character walks the stationary sprite sticks out like a sore thumb, how can I skip over that stationary sprite while walking is initiated so it just goes through the image index from 1-9 instead of 0-9.
>>
>>174952016
image index declares starting frame of animation when the animation is called
>>
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>>174952117
>>174952171
Trying this, it just stays on the second image when moving.
>>
>>174952117
Is your stationary sprite interlaced in the walking animation? Meaning like, stationary is frame 0, frames 1 ~ whatever are for walking?

if so you could always do something like,
if walking && image_index == 0
image_index = 1;

With this in the step event, it'll switch off the stationary frame before drawing it, meaning it'll never be displayed. If you don't have a walking variable, you can test it against speed.
>>
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>>174952163
what the hell, why do you have a standing sprite in a walking animation?
What are you trying to achieve with it?
just delete the fucking frame in sprite editor and set a proper idle
>>
>game maker noob question

i want to make sure that if i press the jump key 2 to 50 pixels in advanced of landing on a block that a jump will occur after i land.

currently i have

if (place_meeting(x,y+2,obj_wall) && key_jump == 1)
{
delayedjump = 1;
}

what is a good way to get it so that i can use this code for y+ 2 or y+3 or y+4 ... y+50 without typing it all out or is my thinking retarded and i should just make it so that it's y + a dynamic variable?
>>
>>174952312
Sorry, this was ment for >>174952016
But I guess >>174952163 sort of covered it.

>>174952305
You're constantly setting image_index to 1. You're only supposed to set it to one when initializing, but >>174952312 would account for that + looping the animation
>>
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>tfw you were losing at your own game but then you realize a strategy you could have used
>>
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>>174952323
Because I don't know what I'm doing

>>174952437
When I try that it tells me the argument is malformed. I don't have a walking variable, just speed.
>>
>>174952471
>>deletes obj_enemy
>>
>>174952607
..Then check it against speed.

The idea is, if you're in the state of "walking" and image_index is equal to zero, immediately set it to one. How you check to see if the player is "walking" is up to you and your variables.

That being said, having your idle animation as a single frame, which has been nested in your walk cycle, isn't the best of plans to start with.
>>
>>174952751
I am checking it against speed.
I also fixed the error so it "works", but putting the code like that not only doesn't stop it from putting in the stationary frame, it now keeps the walking frame even when stationary.
I'm just gonna remove the idle frame, but that means I need to rewrite my move script a bit.
>>
this only took a few minutes to come up with so excuse me if i fucked up. i think my logic is right though

https://pastebin.com/j22V4srg
>>
>>174952423
check if it's not meeting y + 1
AND it's meeting y + 50

that ensures it's inbetween 2 and 50
>>
>>174952471
>tfw losing at your own game so you delete the part you were losing at
>>
>>174953123 was a reply to >>174952423, my bad
>>
>>174952607
>Because I don't know what I'm doing
alright, I'm not a stellar coder but I can tell you
>>174952305
this is a weird as shit way to go about it, since you're already checking if there is movement and what direction are you facing
just make a walking sprite and standing sprite and call them separately with if/else just like you're doing now
I don't see you actually declaring the sprite single time in that code so I'm assuming you're just working with the one you put into the object
that's a shit way to do it unless you don't plan to have any other animations on that character

if you just had sprite_idle and sprite_move, you could have the same code you have right now, you would be just saying

if (!moved) {
sprite_index = sprite_idle;
image_speed = 0; //this could actually me an animation, but whatever
image_index = 0; //this would be actually redundant
} else {
sprite_index = sprite_move;
image_index = 0;
image_speed = 1;
facing = get_facing (dir);
}
>>
>>174952883
>it now keeps the walking frame even when stationary
That's really weird. You're checking this in the step event right?
Something like
if hspd*vspd != 0 && sprite_index == sp_walking && image_index == 0 {
image_index = 1;
}

Cause there's no way that should get locked on it's self. Whenever it meets the trigger condition, it sets image_index to 1, meaning it'd breaks those same conditions.

Sorry if this hasn't been helpful, it's hard to debug someone else's code by proxy without knowing how they've set everything up.
>>
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>>174953264
Yes it's in the step event.
My sprites are named like this however.

>>174953221
I'll try this in a second, only I have four separate sprites for each direction, the latter two are the animated ones, was importing all the animated but got hung up on this so I stopped for now.
>>
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>>174953437
And this is my step event as is.
>>
>>174953437
Can I ask what sort of game you're making? If your direction sprites are actually redrawn, then good on you, but if you're just rotating the sprite to face other directions, I'd suggest using image_angle instead.
But one step at a time, I guess.
>>
>>174953593
It's an RPG. They're separate sprites.
The down and I will assume up sprites are fine, it's the right/left sprites that look weird because idle the arms and back are straight, while when walking the character's arms curve and they slouch a bit so their stomach pokes out.
>>
>>174952305
The code here sets image_index to 1 for every tick that the character is supposed to be moving, hence why it locks on the second frame.

Try something like
if !moved {
image_speed = 0;
image_index = 0;
}else if image_index = 0 {
image_speed = 1;
image_index = 1;
facing = whatever;
}
>>
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Castle Tycoon but you control your own character rather who has to move around to do things rather than a UI-heavy top-down overview in most tycoon games. Lose state is your character dying to assassins or natural causes (you have little/no combat skills of your own, but you have bodyguards).
>>
>>174954267
>Tycoon but you control your own character rather who has to move around to do things

sounds positively awful
>>
>>174954254
It still plays the 0 sprite.
>>
>>174954475
Well fuck.

Steps is calculated before any drawing takes place, idea was if you changed off the frame before the draw event came around it'd never display.
>>
>>174954662
Well that's the movement script, not the step event in the player object.

My step event is here >>174953553

Well at any rate thanks for the help guys. You all tried, I'm just too dumb and inexperienced I think. And tired.
>>
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>>174953220
>>174953123
This works well thanks.

i do want to ask though, is there a way to use a range of numbers in general?

The only thing i've seen is random_range, irandom_range, min and max


>>174953175
couldn't get your idea to work. is there an example you have of this logic working? It would be useful knowledge for the future
>>
>>174954849
i use the superior xna
>>
made my own engine :)
>>
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>>174944638
>>174944765
ATTACK HELICOPTER JAM.
>>
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How's your progresss going today, anon-kun?
>>
>>174954807
Alright I just tested this, I was assuming that if the script is called during the step event, then the step won't (shouldn't) finish until the script returns a value.

The image index thing works if it's run out of step, but not if it's run out of a script executed during the step.
So maybe just tag

if hspd*vspd != 0 && image_index = 0 {
image_index = 1;
}

directly into the step event.
>>
>>174955145
That's still playing the 0 sprite for me.

You tested it? Can I see your code? I can't imagine why it would work for you but not for me.
>>
>>174955341
Made a sprite with the first frame a red box, then roughly 10 other frames which were all blue boxes of various shades.
Made an object, assigned the sprite.

Create event:
image_speed = 1;

Step event:
if image_index = 0 {
image_index = 1;
}

Dropping the object in a room and compiling only ever shows the blue boxes.
Tested this in GM8.0 as well as Studio 1, but I don't have access to S2.

When I ran it again with setting the image_index via a script, the red frame would be drawn.
>>
>>174955574
Oh wait, my image speed is 0.
Well fuck me that fixed it, setting image speed in create to 1. Thanks.

I dunno if I should be happy or slap myself.
>>
Is the main problem with making money on mobile games that it is too easy to pirate? What about using advertisements and in-game cosmetics/currencies? It seems like there aren't that many "good" games and you can actually stand out if you have something that isn't a clash or sim clone.
>>
>>174955854
If you're just selling the game, it's easy to pirate. On android the piracy rate is like 95%.

You can't pirate microtransactions, so that's where most of the money is made.
>>
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>tfw considering googums patreon to get him to him draw cute girls
>first bullet point is that he can refuse
>>
>>174956030
>googum
>cute girls

if you like giraffe girls
>>
>>174955854
>It seems like there aren't that many "good" game
Actually this is one of the main problems. The market is completely flooded with shovelware, to the point where it's very hard to get a good game noticed.

At this point it's almost a numbers game:
Spend a year making a really solid game, OR release like 12 half assed free to play clones in the same time. Think about things like flappy bird. Games don't need to be these deep, well designed things to rake in money, so people just push out garbage hoping that one of them will be the next big thing.
>>
>>174956101
>he doesn't remember googum before his final form

he wasn't always like this
>>
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>>174955854
The main problems with making money on mobile games are that nobody is willing to pay for them, there are a billion similar games out there and piracy is extreme; that and you cant actually make a decent game for mobile controls.

The only people who make money off of mobile games are companies with the connections and financial backing to do saturation marketing and cheat the app ranking charts with fake downloads. If you don't have both of those things going for you game, you won't even get a singledownload, let alone be able to monetise your game.
>>
>>174956149
how do we know this is the real googuns and not just a particularly spicy shitpost phantom though
>>
>>174956546
He posted content from his loli-sim artistic aberration on both his site and twitter, so it's safe to say that its really him and the meltdown probably hasn't even begun yet.
>>
I'm new here, are mmo devs welcome?
>>
>>174956819
Yes, post your MMO.
>>
>>174956932
fuk no
>>
>>174956819
only if you give free memberships to agdg
>>
>>174955115
the semester's almost over
I-I'll get to my game in the summer, o-ok?
this shit is tough
>>
>>174956030
the refusal clause is to protect me from furries
>>
>>174957657
do you ever do just regular ass comissions
>>
>>174957803
thats too much like wagie for me.
>>
what kind of variables do I need to throw something in an arc in 3D and how would they change over time? i feel so retarded
>>
http://poal.me/47u15f
http://poal.me/47u15f
http://poal.me/47u15f
>>
>>174958019
Don't mind the shitposts
Construction jam is nice.
And don't fucking use a poll that can let other users add.
>>
>>174957927
Make a velocity vector and add a gravity vector to it every frame. If you're not experienced it's probably easier to use a physics engine.
>>
>>174958019
>>174958080
tumor jam is winning.
>>
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>>174958019

>don't suggest stuff like "fuck jams"
>>
>>174958240
So gogem jam? nice
>>
>>174958206
no im pretty smart i will do it thanks
>>
>>174958334

gogem jam could be fun
>>
>>174958240
Whats wrong with loli jam though
>>
>>174958536
How many real entries for loli jam were there again? Like 2?
>>
>>174958536
Apparently nobody but two people wanted to make games for it.
>>
>>174958630
>>174958609
>>174958536
that's fine, lets make every jam loli jam
i'll expand loli sim each time.
>>
>>174958240
>don't suggest meme or meaningless themes, they will be ignored
>>
>>174958609
>>174958630
Then if admin doesn't like loli jam then we'll do construction jam.
You guys are making it complicated
>>
>>174958724
>if admin doesn't like
who gives a fuck what admin thinks? he doesnt even make games polls dont count as games.
>>
>>174958630

i think a lot of people might have abandoned midway once they saw the amount of hatred people were expressing toward loli jam.
>>
>>174958770
>>174958770
polls have more gameplay than your 'games', goog
>>
>>174954857
what do you mean by a range of numbers? are you looking for something like clamp? https://docs.yoyogames.com/source/dadiospice/002_reference/maths/real%20valued%20functions/clamp.html
>>
I really cant seem to get this thing to run on my system. Unity just shows pic related and never gets past it. Please send help.
>>
>>174958839
What are you system specs?
>>
>>174958904
>>
>>174958019
>literally ZERO gameplay suggestions except maybe construction which is not even new
This is the state of agdg
And whatever theme wins, people will complain that it's not gameplay-related and generic
Fuck you all faggots
>>
>>174959036
>obviously ironic poll
>"This is the state of agdg Fuck you all faggots"
>>
>>174959231
Just like your games are obviously ironically bad right?
>>
>>174959279
shitposter aint got no chill
>>
http://poal.me/gfreah
http://poal.me/gfreah
http://poal.me/gfreah
>>
>>174959036
>This is the state of agdg

Someone with a functioning brain would realize that the reason your poll is getting shit on is because people are sick of shitty jams and the retarded cunts who push these polls without an ounce of commonsense or organization.

Instead of being an autistic faggot and trying to line up yet another jam right after loli jam failed and in the middle of LD, maybe you should consider dropping the jam thing until people are actually show some interest in having one again?
>>
>>174959446
>someone is doing something I don't like
>should I ignore them?
>nah I'll tell them how much I hate it, that will surely make them stop
Yeah nah you're retarded. 90% of Jam shitposting is made by people like you who don't give a fuck about Jams.
>>
>>174958997
Have you tried reinstalling yet? Also your gfx card is hot as fuck, get some more case fans.
>>
waifu jam soon friends
>>
>>174959572
I'm sure there's a subreddit you ca take your shit ideas if you don't want people telling you how retarded you are.
>>
>>174959573
Yes i reinstalled a few mintes ago to check before posting here.
I also think it's kinda hot, but if we should belive sources apparently the card can go up to 80 C and then the fans will start spinning faster to not go over that. I don't think i have room for more fans anyway. It's a small case.
>>
>>174959572
Stop shitting up the thread with polls for jams that nobody wants to do and people will stop probably messing with your polls.

You only need to look at how many serious answers you got for your poll to see that absolutely nobody wants a new jam and absolutely everyone wants you to fuck off.
>>
>>174959771
I'm sure there's a subreddit where people don't make game jams, you can go there if you want.
>>
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Make Generated Name Jam happen!
>>
How do you feel about Jams in agdg?
http://poal.me/bkszie
>>
>>174959774
Well you're probably fucked then. Try UE4 or godot, I guess.
>>
>>174959362
>Construction
>Monster
>Generated Name
Video game

>Loli
>Shota
>Christmas
Video shame
>>
>>174960170
rip... That goes my opportunity to make GOT 2017
>>
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mogishodev do this with hearts
>>
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>>174959362
>monster is winning
>mfw I suggested that only so I can make a monster girl game
>>
>>174959774

my card also runs at 80 degrees, i thought it was normal.
>>
Why aren't there any decent games that were made with Godot?
>>
>>174960850

because you haven't made one yet.
>>
>>174960887
I haven't been convinced to use Godot instead of a better engine, so duh
>>
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>>174934060
It makes more sense when you've been doing music for a while and just see sound things as sort of layers of disparate elements.

So you just think about how you'd make the sound in your head out of the little building blocks, I made a little jetpack noise with my mouth then thought about how I could implement each tiny bit of my mouth noise into real audio.

So I'd need a little techno sound like an object activating, a sound like a rocket firing or an afterburner, the sound of the rocket sustaining it's firing and a sound of the rocket flaming out.

I used a little neuralyzer like sound I made in alchemy a while ago (really good synth for sound design as it has a really good granular synth engine in it) layered on top of an explosion sound for the jet firing, I used the sound of like a gas stove to be the sustaining sound, then another explosion enveloped up with a low pass filter put on it to make it sound like muted flames. Bit of EQ'ing and reverb and what not for sound quality and you're done.

Most of what will make it sound neat and tidy is the timing and enveloping of everything though.
>>
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>>
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A-a-a-a-a-arlight I meann alright agdg how h-h-h-how did I-i-i-I do?
>>
>>174959573
>61C
>hot

mate
>>
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My LD entry: https://noro.itch.io/petit-adventure
A small rpg but helluva lot of coding even for this simple one. Not sure if I want to make rpg again.
(meme times) Made with Godot btw.
>>
>>174961789
REEEEEEEEE PEDO DEV
jk looks cute and well done
good job
>>
>>174961621
logo good
game bad
>>
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>java
>>
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>>174962058
>adventure game studio
>>
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https://raw.githubusercontent.com/miloyip/game-programmer/master/game-programmer.jpg

what level u @ bois?
>>
>>174961621
I like it yet it's hard to read. How can it be fixed? I don't know.
>>
I like games that operate on tabletop paradigms, dice checks and the like, cause you can be a lot crunchier and more complex when the computer's handling the math overhead.

So I'm fucking around with goofy ideas for resolving tests. If I'm doing an opposed test, character's X vs opponent's Y, how stupid do you think it'd be to add X+Y=Z and roll 1dZ, with success if the result is under X?
>>
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>>174962303
I moved the text down a bit, the K was clashing with his white foot.

>>174962035
omg thanks Iv been hoping I could make a good logo on my own iv been asking agdg for months if I could pay someone to draw me boxart/a logo and I couldnt find anyone willing since everyone dislikes Bokube heheh.
>>
>>174962394
Better
>>
What does agdg thinks about XNA/FNA/Monogame? Pretty good games were made with it, like Terraria, Axiom Verge, Stardew Valley, etc. Plus its C#, nice and easy
>>
>>174962394
I like it anon.
>>
>>174962394
This version is more readable than the last one. Also don't spaz so much.
>>
>>174940978
dev tools are shit
>>
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>>174963075
>>174962865
>>174962476
Is this version better without all the white space?
>>
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>>174963450
Or how about this with straighter BG lines?
>>
>>174963450
get rid of the tiles and just do solid colors.
>>
>>174963450
As bad as the previous one. You have weird smudgy gradient between the colors, the rabbit has a white outline that is barely visible on beige, and the whole thing is too bright and completely out of tune with the rabbit and text colors.
>>
>>174941531
The hammer drop effect looks fucking sick.
I'm not an artist but this looks great to me.
Obviously I can't notice small things but overall it looks dope.
>>
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>>
>>174964050
oh shit nigga real g games steppin through
>>
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>>
>>174954317

>>174954267 actually sounds awesome, but it would probably be hard to design properly
>>
HELP ME THINK OF AN IDEA AGGY PLEASE :(
>>
>>174964050
i unironically began my game devving adventure with this thing
it was before i could lay my hands on tgf
>>
>>174965056
A game where you suck AGDG's collective dicks.
>>
>>174965117
tranny girlfiend?
>>
>>174965221
Real answers only please. I really need an idea right now. Something I can make in less than a week. Nothing too big.
Just want my short vacation to be as productive as possible.
>>
>>174965512
connect 3
>>
>>174965512
That was a real answer. Besides if you're going to be that much of a bitch, just use an idea generator and JLMG.
>>
>>174965056
Pong

WITH GUNS
>>
>>174965056
A game where you have to code a game against the clock. You mash the keyboard to make lines of code. Go too fast and your mania bar goes too high and you and your computer burn out. Go too slow and you generate too much apathy and the game is never finished. Random events change the amount you can safely code.

In the end you make a game that no one notices
>>
>>174965720
wtf this is my idea
>>
>>174965720
Suing you for plagiarizing my life
>>
>>174965795
its now everyones for free :-)
>>
>>174965056
tower defense but you control the attackers
>>
>>174965867
At least some success will come of it
>>
>>174965720
>>174965795
>>174965867
apparently the idea that i've been keeping from anyone is not as original as I thought
because this is MY idea as well...
>>
>knee deep in the guts of my RPG menu code

i need a cigarette

i quit 2 years ago
>>
Who wants to rip my ludum dare entry a new asshole?
https://shodanon.itch.io/tumblin-down
>>
>>174965953

Real time strategy game?
>>
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hey guys how does my character look?
>>
>>174966265

vape bro
>>
>>174966337
With his eyes I guess
>>
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>>174966379
>>
>>174966369
I chew the nasty nicotine gum
>>
>>174966337
Is this an h-game?
>>
>>174965680
I really want to make this right now but it's past my bedtime.
>>
Is the point of shaders that you can change the hue of everything quickly or wtf?
>>
>>174966470

Just stop taking nicotine :)
>>
>>174967104
Shaders can do all kinds of visual effects. They can modify the pixel values/positions and 3D model shapes and similar stuff very quickly.
>>
>>174965680
Neetdev rippoff
>>
Vaporwave Jam when?
>>
>>174967104
https://www.shadertoy.com/
>>
Wait, so how does pixel art not feel tedious as fuck? I get that when artists get good, they can draw more quickly because they have the idea of what they're drawing in their head more clearly and the skill to translate it, but with pixel art there doesn't seem to be a way to avoid going pixel by pixel. How is that not numbing, or at the very least hand cramping considering you're doing all that shit with a mouse?
>>
>>174968082
I thought we were having a gelatinous cube jam?
>>
>>174968171
>Using a mouse for anything art related

Tablets exist for a reason.
>>
>>174968171
How is any art not tedious?
>>
>>174968208
Don't you mean >DMCA Jam
>>
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>>174968253
>
>>
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>demoday posting
>lasts a week tops, visibly begins fading away not even after the submitting period is over
>jam posting
>lasts well over a month with the same intensity
>>
>>174968171
>you're doing all that shit with a mouse
>art
You're doing it wrong is how you're doing it.

Making any kind of 2D art is equally tedious. If you don't do pixel art there's a lot more polishing that you need to do, and it probably takes even longer. I don't find pixel art tedious, it's fun to do. I do find programming way more tedious though.
>>
>>174968171
>how does pixel art not feel tedious as fuck?
it really doesn't once you know how to actually do it
>but with pixel art there doesn't seem to be a way to avoid going pixel by pixel.
there is

it works like with everything else
you gid fucking gud and develop good workflow, think outside the box and discover shortcuts
>>
>>174968171
I find it less grating than high res art because the pixel placement is very precise and it makes me feel like all pixels I place are one step toward a better piece but when drawing with a tablet you have to be very careful when you draw each line and if your hand slips an inch you have to erase the whole line and draw it again and repeat until you get a proper line and do it multiple times all the time whereas on pixel art all you would have to do is move a few pixels or paint over the part you screwed up. And this is even more of an issue when doing animation.
>>
>>174968171
By the way theres nothing wrong with using a mouse for art if you dont need the features a tablet has
>>
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>>174960732
Thought they turned out fairly well honestly! The color doesn't clash either (though I do miss the blue)
>>
>>174968495
I understand that people have different talents and skills and whatever, but I have an incredibly hard time understanding how someone can find programming tedious but not art
>>
idea-less devs, go here and steal some shit
>>>/v/374939239
>>
>>174968968
Art: Draw thing see result
Programming: Work for hours or days before result
I can see it
>>
>>174969134
>Art: Draw thing see result
yeah! just be yourself, man!
now draw the rest of the fucking owl!
>>
>>174968968
>>174969302
autism
>>
>>174969302
yes assuming you can both draw and program
>>
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I'm split on how I want to sort data and display it, I can make a strong case for either.

A: More intuitive flow for how new data would be added visually (like how we read left to right). Would look nice if entire grid is shown but odd if only displaying rows with data.

B: Can take up less screen real estate if you only display columns with any data, adding new ones as they fill in. Would look odd if the entire grid is shown.

Note: most of the menus currently in-game are single vertical columns being scrolled up and down.
>>
>>174969367
But I didn't post that second thing
I guess I can understand what they're saying, though. On the other hand, if something doesn't work as a programmer, you just debug it. If something doesn't work as an artist, theres no definite why to why it isn't working, and there's no real guarantee that you'll be able to get what you want if you keep working at it, rather than just good enough.
>>
>>174969093
Those are shit ideas, wtf.
>>
>>174969857
Depends on what you're using it for and why. I don't think it'd be too confusing to do A usually, but B when screen real estate is at a premium like in battles.
>>
if you can program you should practice drawing more and if you can draw you should practice programming more

flexibility is strength
>>
>>174970134
But I don't enjoy drawing
>>
>>174970257
This. It makes me cry every time I pick up a pencil.
>>
>>174970352
Draw with pen
>>
>>174970257
>>174970352
then you are stunting your own potential for growth
>>
>>174970134
>be a jack of all trades instead of becoming a master of one
Another quality shit advice provided to you by amateur /agdg/ general
>>
>>174971035
Jack of all trades with a game > master of one with nothing
>>
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>>174964602
Got a 3D model version of the logo going now! Gonna use it for the in-game main menu. I have to fill the holes with the colored tiles.
>>
>>174971035
Post you are game.

Art focused games with shit gameplay are the bane of indies.
>>
>>174971035
>he doesn't explore all aspects of gamedev
>he's okay with being just a replacable tool

you'll never master gamedev
>>
>>174971246
I don't have enough VISION to make an amazing game on my own
And I definitely don't have enough composure to keep something to myself, I need someone to bounce ideas with and talk about what I'm working on with, and having a partner in crime fills both those while also giving a unique voice in terms of VISION
>>
>>174971152
>>174971246
Masters of one thing are the people who get hired for teams and work on big games. Jacks of all trades work on pixel platformers alone for 4 years and cry in the bed at night in their tiny apartment when their game flops.
>>
>>174971763
So what are you doing in this thread for AMATEURS?
>>
>>174971763
leave faggot this isn't a "successful business venture" thread
>>
>>174971878
People always talk about getting money and "making it" instead of creating great games, so I don't think so m8.
>>
>>174971937
WIYG
>>
>>174971937
you are telling them to ditch 1MA and get hired by a studio, so what's your fucking purpose in a thread where people make games on their own and people avoid collabs like fucking fire?
>>
>>174971763
>Masters of one thing are the people who get hired for teams and work on big games.

and paid shit wages to work shit hours with shit conditions. Why? Because they're replaceable tools
>>
>>174971937
are you denying the possibility of it
>>
>>174972009
>What
>I?
>You
>Get
>>
Anyone that uses unreal know how to make black deferred decals?

For some reason it makes black parts of the decal transparent by default and I have no idea why or how to stop it doing that.
>>
>>174972085
Smaller teams can have a lot of passion in them and be great places to work at. You can have a lot of control on your side of the project.

>>174972098
At least they make games.
>>
>>174972379
Which decal blend mode are you using? (in the material)
>>
>>174972540
Translucent, currently. Which one should I be using?
>>
>>174972674
If you haven't already, you should go to Edit > Project Settings and enable DBuffer Decals (in Rendering)

That lets you use all the DBuffer blend modes which generally work much better (at a negligible increase in performance cost)
>>
/agdg/ likes comforting lies instead of uncomfortable truths.

Normal for people who live miserable lives.
>>
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Anon, can you step inside my office for a minute? We need to talk.
I have a friend, his son is a very good programmer so I hired him. I need you to train him to do your job, and after that we'll see what we can do with you. We do need someone to oversee the design of the UI, you have some art experience right?
>I u-uh I get u-uncomfortable p-ppicking up pencils
I see, well that's unfortunate. Looks like we're going to have to let you go then, after all we make games here and you're no longer of any use. Thank you for all your years doing whatever tiny contribution you added to this team of 300+ people.
>>
In a sidescrolling shooter, should the player be able to aim anywhere, or only up, down, left, and right?
>>
>>174973120
>>>/biz/pgdg
>>
>>174972782
Tried Dbuffer blend modes and that hasn't done it.

The black sections of the decals display in the content browser preview but not in the material editor preview on in the world as a decal which is puzzling.
>>
>>174973120
>it was an honor working for you and your wife sir
my wife? what do you mean
>oh, oh! uhh nothing sir i was uh... confusing her for someone else haha.... *bites lip*
....
>>
>>174973242
>not in the material editor preview on in the world as a decal
You what?
>>
>>174971698
If you both spend just a small amount of time learning what each other does, then you're speaking the same language and able to convey ideas from greater understanding.
>>
>>174973118
When you say /agdg/ are you including yourself in that group?
>>
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>>174973383
Pic should explain better.
>>
>>174973118
Here's a fun little fact that you might not know. /agdg/ is not one person, it's actually made up of several people. Most threads get over 100 unique posters.
>>
>>174973806
Yeah the material editor preview doesn't like decals, I wouldn't pay too much attention to that.

What is plugged into the opacity? Does anything show up if you make opacity 1 instead?
>>
>>174942035
First good sourcepost I've ever seen.
>>
>>174973146
You mean like a metal slug type game? I guess it'd depend on the design of the game. I'd lean towards at least 8 direction shooting like gunstar heroes (or free shooting with a mouse) if you don't have any specific ideas based around limiting the directions the player can shoot.
>>
>>174973982
>agdg has hundreds of posters
>recaps get about 30 games
explain
>>
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Does this look comfy?
>>
>>174973146
the easier you want your game to be, for the control of the character then add more directions
>>
>>174954267

The Guild 2 is a mixture of RPG and empire building set in the middle ages/ Renaissance era.
>>
>>174974253
Currently the Colour is just a vector set to 0,0,0 (black) and the Opacity is an alpha mask. Although I have tried with black text on transparent background and still no luck.

Setting the opacity to 1 on the one with transparent background doesn't seem to make a difference either.
>>
>>174950146
Im not the guy youre replying to but i dont think you should add anything that makes navigating the overworld more difficult
What you can do is add secret areas with money or collectibles, objects or creatures you can interact with, other ships flying you can talk to, a minigame somewhere, ect.
The shovel knight expansion specter of torment was a good example of an overworld: several characters you could talk to (who sometimes gave you tips), secret areas with collectibles, a few shops, a tower climb minigame, a cute dog you could pet & play ball with, and an area full of rails where you could safely practice rail grinding
>>
>>174973476
Oh, I'd love to help the hypothetical artist I'm working with understand what I'm doing. I love explaining things, because I'm a jerk. I'd also love to try and learn how and what they're doing. It'd at least let me be more helpful when they ask what I think about what they're working on (I have artist friends and it's embarrassing when they ask for opinions and I can't give an answer that is at all useful.)

I probably sound like a faggot, but whatever, we're all anonymoose here and I'm underslept
>>
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Started to do basic movement and inventory management.
>>
>>174974443
>All of the lights are cold colors
>Practically the entire scene is cold colors
>Asks if it's comfy

You don't know what you're doing
>>
>>174974664
Odd.

And this is with 'Dbuffer Translucent Color' as the blend mode?
Does the thing you're applying the decal to have Receives Decals enabled?
Does stuff show up if it isn't black?
>>
>>174974491
Or if he still wants the game to be difficult, but have more intense challenges or more focus on reflexes and enemy design than placement

Twin stick shooters aren't necessarily easy, for example
>>
>>174974443
With a pretty background and more dramatic lighting, maybe
>>
>>174974424
Each game is a collab of at least 3 people
>>
>>174974424
Not everyone likes/cares about the recap
>>
gonna say this

i put a sound effect in my game a little "beep"
where i was testing at what point my character would get stuck on a corner at a specific angled jump

and i find myself sitting inside my game room trying to make the sound effect go off even though i have long fixed the issue


add juice to your game anons
>>
>>174974934
If I change it to a non black color I can get it to display in the world although only on Translucent, Stain and Emissive blend modes and the decal looks pretty washed out.
The washing out might be a separate issue though.
>>
>>174975023
i thought my reply was concise enough
>>
>>174975292
Sound is the point where your game actually starts to feel like a game. A lot of people neglect it until the end but I think sound should be worked on at the same time as graphics and gameplay.
>>
>>174975405
Brevity is the soul of shit
You don't wanna be a shitter do you
>>
>>174975336
The washing out (and barely visible blacks) is a limitation of the standard decal blend modes, they only work well for dynamic lighting and any baked lighting makes them basically useless. DBuffer should fix that.
>>
>>174975595
Hmm, I can't get anything to show up with the DBuffer blend modes on though. Don't know why. I have the settings turned on in Project Setting > Rendering.
>>
>>174975768
Run the game, open console, type r.dbuffer ? and see if it is set to 1.

Not sure if that's one of the settings which requires the editor to be restarted.
>>
>>174974792

Out of curiosity, are the shadowed areas the same colour as the lighter areas?

e.g. is the dark part of the armour the same hue as the lighter part?
>>
why does unity lens flare suck so much
>>
>>174976401
make it yourself you talentless asset hack
>>
>>174943856
Man superjail was such a great show.
>>
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Added particle batching, even with lighting drawing in every particle I can get pretty good performance.
>>
what is 'juice'
>>
>>174976401
Because they want you to buy a better one
>>
>>174976047
r.Dbuffer was grey in the console in game (assumed that means its 0), restarted the editor, still grey, checked the setting in project settings to check it is turned on and it is turned on.

This might be the problem then that the setting in the Project Settings is not turning Dbuffer on properly?
>>
Remember that if you're NOT using Unity, you should kill yourself :)
>>
>>174973120
>it was an hounour working for you and your wife
"What about my wife"
>I fucked her, i listened to her fucking squeal and i kicked your son in the dick, your second kid? Get her tested you fucking prick.
>*bites lip
>>
>>174974443
It looks like a newgrounds game found out that dynamic lighting exists.
>>
>>174977018
nobody wants to program for me in unity, so im stuck with GM
>>
>>174977272
nobody wants to program for me in GM, so I'm stuck using powerpoint
>>
>>174977272
I'll program for you in Unity. What's your game about?
>>
I'm doing some file explorer stuff in UE4 and I'm worried I'll fuck up and delete/overwrite everything on the user's PC

How do I make sure this doesn't happen?
>>
>>174977335
yeah sure, im done trying to collab with you autists
>>
>>174977478
Trust me, I'm not an autist. I'm gonna help you with your project bro, just tell me what's your game about :)
>>
>>174976887
Not sure what being grey means.

If you type r.Dbuffer in console and press enter it should tell you the current value
>>
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Can someone tell me why following the instructions on the official SFML website doesn't work?
I tried appending '-d' to linked libraries but it still finds the '-s-d' appended files.

I'm trying to learn how to C++ but it seems like I'm a fucking retard.
>>
>>174976727
effects (such as sound, particles, lighting, etc) that add "weight" to actions in-game

Simplest example I can think of is the four particles that come out when you break a brick in SMB
>>
>>174977525
a brown girl who dismantles the patriarchy (;
>>
>>174977612
Is she kawaii? (kawaii means cute)
>>
>>174977612
That's actually a pretty cool story idea. Gonna steal it right now for my game.
>>
>>174977612
hi labzero
>>
>>174977657
shes an average female

thats the patriarchy telling you what cute is
>>
>>174977564
Are you compiling in debug or release?
>>
>>174977698
thicc? (thicc means thick)
>>
>>174977691
hello
>>
>>174977763
Debug I believe.
>>
>>174974907
I see your point, though it's still the afterlife so I can't make it too cozy

>>174975114
Guess I can make a few light beams coming out from the top

>>174977134
That's what you get for drawing in Flash I guess
>>
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>>174977546
I'm probably being an idiot but presisng enter on r.DBuffer doesn't appear to display anything.

Here's the list when I type 'r.D' and r.DBuffer is in grey when a lot of the others are green which I interpet as 0 for Grey and 1 for Green.
>>
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>adding jokes to my code that no one else will ever read
>>
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>>174976146
Base color of all body parts is white with some areas a bit darker.
Color tint is then applied to each individual part at runtime.
I think it will work fine for character customization (hair, skin color, armor color etc)
>>
>>174977564
If you have defined the SFML_STATIC macro under compiler remove it
>>
>>174977939
By "more dramatic lighting" I mean more dramatic, not more lighting. Larger contrasts and such.

Also I really do think a background would help. The purple blob isn't doing any favors to the scene.
>>
>>174978167
I have not.
>>
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>>174978107
Oh yeah, it is grey for me too. Looks like it means the value is read only.

When you type r.dbuffer ? it should come up with a bunch of information, and r.dbuffer should at least say what the value is. Just to be clear, I mean an actual question mark.
>>
Need someone to do art for me. Will pay $0.02 per pixel.
Reply if you're interested.
>>
>>174978324
It looks like it takes both SFML library and source code from different directories, that's why there are duplicate definitions.
>>
Trying to code ai in game maker that will pathfind through a randomly generated dungeon with its layout stored in a ds_grid, and if it encounters hazards, will avoid those on subsequent attempts at the dungeon. My main problem is how to store this information, my initial idea was a 2D array that would assign a number to each spot which would increase whenever the ai had a problem / took damage / whatever in the corresponding tile of the dungeon, and pathfinding would try to avoid high numbers if possible, but i feel like there should be a more elegant solution that im not thinking of with my limited programming experience.
>>
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>>174977773
yes she is proud of her body image here is some concept art
>>
>>174978670
But the files resulting in duplicate defintion are both in the same directory, the difference is just some appended characters in the file name.
>>
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>>174979013
>>174977773

sorry heres a higher rez of what it would look like in gameplay

currently working on smooth animations im thinking 2-3 frames so its really smooth
>>
>>174978484
I wasn't using a quesiton mark before but I am now and still nothing happens.

It's still me being dumb as fuck probably.
>>
>>174979157
You should be using more gradients.
>>
I need ~dev music~ to focus.

Post some!
>>
>>174979249
no its fine its really smooth
>>
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>demo day soon
fuck
>>
>>174979265
Sorry i can't link you any music. You may just come up with my idea.
>>
>>174979072
Are you sure?
>sfml-release/_Sources/SFML/src/SFML/...
>...SFML-2.4.2/lib/...
I don't think the project should refer to sfml source code in any way, but maybe I'm just retarded
>>
>>174979265
https://www.youtube.com/watch?v=0ZWLQQfIEA0
>>
>>174979594
>>174979072
I think also this is the issue.
Remove the _sources from the Project tree
>>
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my logo is bad, how can I improve it
>>
>>174979265
youtube.com/watch?v=1fgLe5x1-fQ
>>
>>174980301
stupid game. you think you're being funny? it's fucking lame dude.
>>
talk me out of using LÖVE
>>
>>174980479
>dis bideo is unabailable
thanks craptube

https://www.youtube.com/watch?v=D9wCJhMEJBY
>>
>>174980509
mean!
>>
>>174979265
https://www.youtube.com/watch?v=bc7Lt2ppxFY
>>
>>174980519
All the problems of enginedevving without any of the benefits.
>>
>>174980564
It's that song but the (HIKARU Version) that doesn't seem to be in any streaming site
>>
>>174980754
talk me out of using monogame
>>
fuck why d i always keep coming back to this toxic shithole of a community
>>
>>174979594
>>174980235
Actually the problem was I had managed to set linker options and etc in both the build options for the whole project as well as the debug build.
Thanks for the help though.
>>
>>174981338

It really is pure cancer
>>
>>174980509
Pantsus are great, you faggot.
>>
>>174981460
why do you keep coming back then
>>
>>174981073
C# aka M$ cockgobbling
>>
>>174980301
I thoroughly enjoyed this game last time. Have you gotten around to adding controller support? I think the only reason I stopped trying was because I am terrible with keyboard controls and I was at a point where I couldn't keep up with what the game was demanding of me.
>>
>>174976720
How does your lighting system works?
>>
>>174981635
>>174981482
>>174980301
Fuck off, samefag. No one cares about your unfunny try-hard game.
>>
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>>174981714
>>
>>174981714
Is this a new meme?
>>
>>174981803
Yeah, I can use mspaint too, retard.
>>
>>174981635
controller support has been added
also made the earlier levels easier
>>
>>174981503
actually to shill my game but this is just a never ending circlejerk in which everyone doesn't even jerk each other off, but smack each other. It's just a huge conglomeration of degen losers, it it makes me angry just seeing this promising logo of AGDG, thinking this could be some kind of awesome stamp of approval of a family-like community. Instead it's some dusty, unrefined piece of diamond filled with shit, ejaculated on and left to rot while every dev in AGDG just shrug their shoulders
>>
>>174981714
It's one thing to shit on the game but shitting on pantsu is pantsu on head retarded
Shimapan > Polka btw
>>
>>174981871
>using paint
>not editing the html
Who's the retard now, pantsu hater?
>>
>>174981691
I draw lights as sprites to a texture that I either overlay over screen or put into shader. It allows for standard point and cone lighting, but I can also draw custom shapes for glow effect.
It works pretty well with huge number of light sources. The drawback is that there is no normal mapping.
>>
okay you guys im going to bed but when i wake up in 8 hours can you all like stop the shitposting and only post pogress?
>>
>>174981503
>>174981985

Putting an AGDG logo in your game right now would contribute absolutely fucking nothing. Because the moment the player sees and recognizes the logo in-game, it has already been shat on by the same player. Even more realistic; these players don't even exist because they won't take effort of even looking at each other's games
>>
>>174982270
>8 hours of sleep

youll never have game
>>
>>174982270
No one cares about progress. None of you even play each others' games. You're all a bunch of hypocrites.
>>
>>174982452
Why should I play your game for free?
>>
>>174982452
I do.
>>
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it's a classic arcade game but reworked into an rpg

also it's for mobile
>>
>>174982452
>one of you even play each others' games. You're all a bunch of hypocrites.
Is this a joke or are you seriously that retarded? This is a game dev thread, not a 'lets play a game some guy just made' thread.
>>
is there a shortcut to run the game in game maker?
>>
>>174982452
Says the guy who never played my game
>>
>>174969857
Either, but use a 1d array/list
>>
>>174983528
f5
>>
>>174977564
The problem is you have multiple files including color.h and circleshape.h
If those are your files, Look up include guards.
every header file should be

#pragma once //This is a compiler flag that says "Don't open the file multiple times"
#ifndef _MYSPECIALFILE_H //This says "Has the code been previously included? if not, continue."
#define _MYSPECIALFILE_H //This says "We are now including this file, so next time it checks if the keyword is defined, the result will be true, and the rest of the file will be skipped."

#includes and such

[insert file here]

#endif

If those are SFML files, only include them in a single file, and have everyone else include that single file of your own...and put include guards around that file.
>>
>>174984260
i love you
>>
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Best weapon
>>
what are some fresh classes to have in rpg?
>>
>>174978124
Literally me. It'd probably be so much more fun programming in a team.
>>
>>174985036
Invalid
1 in all stats except for luck which is completely maxed out.
Gets through the game through sheer dumb luck.
>>
>>174984585
So stronk it even kills the framerate.
>>
>>174985036
Accountant. Focuses on crowd control and debuffing. Optional chaining of effects bonuses.
>>
>>174985529
So a typical mesmer type.
>>
>>174985036
Harvester, can only use monster parts as equipment.
>>
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>>174985887
prepare to get sued
>>
>>174985036
Word mage, the shit they say is manifested in reality, crippled by low intelligence and a consequently limited vocabulary.
>>
>>174986003
Capcom didn't invent this concept and I'm talking about using raw bits and pieces, not crafting shit out of them.
>>
>>174985036
Time mage, but instead of just making people slower or faster they run around causing temporal paradoxes in battle and shit
If you want to get even fresher go full magos del tiempo
>>
>>174983427
you are not making sense
>>
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Hey everyone

I'm a dev, and I'm really trying to get my game through Greenlight's new 1k votes threshold (double what it used to be). The issue is that the game's pretty much stopped on Greenlight, the votes aren't coming after the first day, really.

If you guys could check it out, that'd be awesome. There's an attached demo and everything, I really thought there'd be more bites, I got some initial enthusiasm from a few speedrunners but that's not enough to push all the way. If you like it, please do spread the word!

http://steamcommunity.com/sharedfiles/filedetails/?id=912212875
>>
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So this is the power of discord... woah.
>>
>>174940783
Because there are no AGDG games.
>>
>>174986637
Wow, I wanna get high too.
>>
>>174940783
there is one, but all in all it's an engine that has like one remarkable complete title come out of it at best and even the game showcases that are supposed to display its muscle has quarter the games a typical gm monthly one has
it's an engine for those who are into programming wank or just shitposting and don't actually make games
>>
>>174986593
sent ;)
>>
>>174987236
Thank you so much!

Please do try the demo :D
>>
>>174986593
I would try it, but the game's not that good.
The graphics are painful to look at and the gameplay seems boring and unoriginal.
Sorry dude, maybe game dev isn't just for you.
>>
>>174987190
>programming wank
The scripting language is extremely simple to use though.
>>
>>174987565
godot's scripting language is ass and slow, everyone is eagerly awaiting godot 3.0 because it will allow you to use something else
when i'm saying "programming wank", i mean digging into that things source code to make tweaks you need - because if you treat your godot business seriously, you will inevitably have to do it
>>
>>174987558

That's too bad.

Just because something isn't multi-colored hd X and X doesn't mean it's bad. People have complemented the Spectrum-like style. I think the graphics look worse cause' I couldn't record it too hot, but I've worked my butt off on making smooth animations and interesting visuals. I guarantee if you try it, you'll like it.
>>
>>174986637
Did they intentionally hire a total creep to promote Unity in discord?
>>
>>174987926
I never had any major trouble using it and never felt I had to dive in the source code, I had to deal with far more stupid problems in GM.

If you aren't dealing with heavy simulation type stuff then GDScript is fine and I believe it's just as fast as GML.
>>
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finally got the chance to write some new music after a couple of weeks of working. threw this together today, if you have any constructive criticism let me know

https://soundcloud.com/cesque/neurotic
>>
>>174987926
i've found gdscript pretty comfy to use, all the heavy lifting is done by c++ which you can use too, but at least you can encrypt your code and assets, even your save files, on the other hand unity is a bloated commercial shit where a kid can view and edit the c# code within the game, gms is even worse it has a decompiler that just outputs the source file
>>
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>>174988446
>https://soundcloud.com/cesque/neurotic
>>
>>174988318
He constantly butts in and mentions for the 238246th time that he works for Unity and totally shouldn't be spilling insider secrets on the discord wink wink nudge nudge.

Basically a shill that portrays himself as a rebel insider constantly providing tech support and useless insider nuggets to make the discorders feel like they are special.
>>
>>174988081
Well that's just my opinion based on the trailer and the screenshots man.
If your game doesn't look good on the preview, then it probably isn't good. Sorry man, hate to be the one to break it to you. You're not that good at making games... One might even say you're bad at it. Sorry.
>>
>>174988081
Then you need to focus on presenting your game. Outline the features that will be likeable. In the trailer, I see just another 8 bit Mario clone.
>>
>>174988636
meant to quote >>174988253
>>
>>174988523
What's wrong with being able to decompile the code?
>>
>>174988446
mix is a little dry, I feel that those m1 organ stab things could be a little louder, put a bit of verb and delay on them make it a bit more trendy soon as you're running huge sidechain and what not anyway.

Plus the bit where you pitch them down toward the transition doesn't immediately sound intentional, it kind of just sounds like a jank chord when it first hits you.
>>
>>174988940
Can't hide any sick secrets in your game.
>>
>>174988940
>>174989042
>he doesn't hide ascii porn in his source
>>
>>174985036
astronomer
uses measurements and alignments of the stars to buff the team in strange ways (if you wanna do some complex programming)

pizzaman
old italian mob boss who weilds a giant pizza cutter, his ultimate ability is that he feeds his team the ultimate pie

child soldier
uses his tiny steady hands to fire any object accurately when he usually runs out of ammunition firing tiny pebbles at them 9999

actor
confuses the enemy by joining their side, pretending to abandon your side and eventually poisoning them without them knowing

wrestler
spends several turns submitting a single enemy
can set up a table to give your party high ground

millionare
uses bribery or calls in assassins and snipers to strike the foe, using potions in your party will go directly to him 50% of the time due to his fear of death and selfishness

terraformer
uses magic and science to literally change the ecosystem around you and causing weather effects to change the potency of elemental attacks

blacksmith
repairs and enhances the weapons of your party actively, coating them with elemental properties or status effects or giving them powerful weapons that break after 1 use

fisherman
quietly sits near your party with his fishingpole out even though there may be no water nearby
seemly going without action for several turns and appearing to be asleep, the enemy will often ignore him, after a long time he will stun the entire enemy team and squeeze them together with the fishingwire that has been moved by him strategically around the enemies

occasionally gives your party food if you pass by a source of water outside of battle

ghost girl
she is a ghost, though your party is unaware of that.
she is able to instantly disappear and posses the enemy or your allies

necromancer
summons skeletons and the undead for your party

botanist
grows plants around your party giving passive healing or poisoning the enemy, can trap the enemy in a bed of thorns or with a man-eating plant
>>
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>>174988657
Sorry man, but I really won't take that from you. I understand that's your opinion, but that's actually not the situation.

>>174988708
I honestly wanted to, but my situation was that my musician isn't going to start until a month from now, cause' he's getting married and that's understandable. All he had to give me to work with was a selection of past tracks, which were all good but didn't fit for a trailer except this one. So I hurriedly whipped this up to make it seem exciting, ya feel? Without just straight up telling you HEY GUYS THIS GAME IS PROCEDURAL in the trailer it's hard to do. I tried my very best to highlight things, it's a roguelike/lite, it's really frickin smooth and fast gameplay, it's more like if Spelunky meets Hydra Castle Labyrinth than it is a Mario clone.

I GET why it looks like some crappy student game from the trailer, but there's a lot more to it than that.

That's why it's so important for people to just try the demo, I 100% guarantee you're going to like it if you liked either of the two games I just mentioned.
>>
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>>174940716
>take a break from agd
>come back
>open up game maker
>try their new version
>finally has incorporated sprite/tile editors
>>
>>174988981
thanks, this is super useful info! i understand about the pitch down - maybe i need to add in some other element pitching down too? (or just rework the transition because i suck at transitions)
>>
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Smaller armor pickups.
>>
>>174989449
Maybe just mix up the rhythm a tiny bit or even better, consider whether you really needed the organ stabs to have their own transition at all, from what I'm hearing if you just let the sequence play out with the drum fill and the subsequent change in timbre to the next sound you don't really need a nice endcap on it.

I think it'd flow fine without needing a transition.
>>
>>174958839
https://forum.unity3d.com/threads/unity3d-5-3-not-working.372682/#post-2415582
>>
>>174989315
You don't have to be a bitch about my opinion.
Stop being a faggot pussy and accept that your game is shit.
>>
>>174989384
what did he mean by this?
>>
>>174988940
it's not about my code, it's about every code, having lazy ass "indie" devs who only copy other's games is bad, they have at least to learn how to do it themselves
>>
>>174987327
The controls seems needlessly complicated. Do you simply piece together a few pre-designed segments to compose a level?

'Seems odd that you can jump on all enemies but the men with daggers/swords. Perhaps include an animation where they look up and prime an attack to indicate that?

Seems fun enough, though. Perhaps you should try coding enemies that don't travel beyond their platform, though; like mario's back and forth patterns.
>>
>>174988446
do you listen to She a lot?
>>
Post what you're working on, code, art, etc.


I wanna see
>>
>>174989971

Whatever, man, I'm done with you. I got people telling me the complete opposite of what you're saying, I got a small group of speedrunners all over this rn, and an extremely good reception from anywhere else I've posted about this. If that's how you are, going around telling people they should quit just because a game doesn't suit your tastes, then I'm sorry man but that's some Phil Fish level shit and you gotta reconsider how it is you're going about things.

>>174990227

Hmm yea those are some good ideas. I was thinking of letting you bounce off human enemies, but I felt that'd be confusing and more distracting when trying to avoid enemies than anything. Ideally the bandit is actually training for more advanced enemies that are going to actually chase you down and fight you, blocking your hits and forcing you to use the roll to go around them and wait for openings.

As for the chars walking back and forth, yea that's on the to-do list. I was thinking of keeping the flightless birds as goomba-likes, and then having something like the red koopas were, but that's just too much enemy variety clutter for the first area - I'll just make the birds walk back and forth.
>>
>>174989260
Not gonna lie astronomer sounds pretty dope. Could make for some interesting player-specific minigames/mechanics granted this is a multiplayer game.
>>
the biggest problem is that I never saw you posting progress here on the thread, and just showed up asking for greenlight votes. This is not how this place works. Nothing against the game, color pallette seems fine.
>>
>>174989315
>Without just straight up telling you HEY GUYS THIS GAME IS PROCEDURAL
Why, though? Just show a snapshot of levels to show variation. I didn't realise it was a rougelite at all.
>>
>>174990170
Do you think anyone will actually look at your code?
>>
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>>174990475
I just finished this, but I'm not completely happy with it.
>>
>>174991125
Hmm, you mean like, at the end it says EVERY LEVEL IS DIFFERENT or something showing a quick zoom by of several levels?

I'd have to program a special camera for that but it's doable.
>>
>>174990958
This.
This guy is a retard who just showed up to shill his stupid try-hard game that no one cares about.
>>
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>he's trying to balance a single player game
>>
>>174991260
Feels animal crossy, good job
>>
>>174990870
It should be called an astrologist though.

>>174991125
This. Maybe the trailer needs some text to hint at what cool things you'll be doing. I like this trailer for example. http://store.steampowered.com/app/304650/
>>
>>174986593
Well I did have fun with the demo so you got my vote, but are you gonna have controller support? Also those thieves are annoying. Sometimes I hit them and they bounce away but sometimes the just tank the hit and hit me back anyway. Is that a bug or what? Because it feels inconsistent and in a game like this, I would want to know that I lost because I messed up instead of it being up to chance.
>>
>>174991393
But I don't want my game to fall over
>>
>>174991261
You could splice footage of levels, the background changing behind the player.
>EVERY LEVEL IS DIFFERENT
Bad wording, but yeah.
>>
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Started working on a 2d platformer with physics more or less built to SMB specs.
>>
>>174992221
>smb1 physics
>fuckload of verticality
reconsider
>>
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>>174990475
Still redrawing the moth city but I hope to be done by tomorrow so I can lay out the intro stage again and make adjustments to background transitions and possibly different enemy pacing.
>>
>>174990958

This isn't actually my first post here, but it IS my first post about this game. It's been a while, though. And that's because the thing is when I get feedback I try to go for something like a discord, so I can keep with people. Anonymity breeds hostility, a discord gives you good feedback. If you've been on the speedrunner's or HaxeFlixel discord you've probably seen me a whole lot.

>>174992047

That's a bug. I'm trying to make it more consistent, the thieves need a rebalancing.

>>174992149

I actually did that. If you see the background of the intro, it's like that.

I honestly think a new trailer is in order so please do give me as much feedback as possible about how shitty the current one is. Trailer's are replaceable.

There's some things I CAN'T do like show new areas, but being able to show variety in the current one is important.
>>
>>174990475
I can't, this is a blue board.
>>
Ahhhh
Feels good to be done with a long night of working hard on my game.
Once Jamal is done i will go to bed ;)
>>
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this level is a lot harder than what i was expecting
>>
>>174992502
Is that the resolution it'll be displayed at?
>>
>>174992417
It's not that I'm going to have SMB physics. I just wanted to write the physics calculations to work in a similar way to that game so that I have a lot of variables to play with and tweak it to how I want the motion to feel.
>>
>>174992765
>spikes in a non threatening place
>slow bullets
>hard
on another note, controls seems floaty asf, the art looks like i wanna be the guy
>>
>>174992816
That is 1x resolution cut of it. The native game resolution is 640x480 but the background is 960x3840 (to allow for minor horizontal scrolling and to keep the repeat pattern as low as possible)
>>
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>>174990475
pilot and ground troop animations with a rough draft soldier death animation
>>
>>174992510
>I actually did that
I can see it now, but the movement of the player isn't smooth and it just looks like cuts of several levels, not necessarily variations of one.

>show new areas
I don't think it's obligatory, but the trailer suggests that's all there is and that might turn off some people. Don't reveal everything, but show something.

Also there's no reference to power ups/abilities which seems like a major mistake given the rougelite influence. You mentioned harder enemies with some duelling, maybe place emphasis on that aspect of the early bandits.
>>
>>174992502
>heavy aliasing
>>
>>174993635
Not sure I have time for that before DD14, anon. Honestly I am not sure I will get everything else done I want to before then but I have no doubt it would probably look better with it!
>>
>xenko is open source unity!
>license has forced splash screen and no actual source access unless you pay up
What the fuck's the point.
>>
@174993730
>Two years
What does he mean by this
>>
>>174992765
I would get rid of the backtracking through the level. Nobody likes repeating the same exact challenge again immediately after they've gotten through it and it doesn't add anything interesting or worthwhile to the challenge. A better alternative would be to open up the path to the left of the chip (or whatever it is) once you've gotten it.
>>
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http://www.strawpoll.me/12824722
>>
>>174971035
Be a jack of all trades AND a master of one
>>
>>174993896
I guess that you don't have access to Unity's source even paying.
Also, did you see their editor? They shamelessly copied Unity's editor and improved a lot of useful things. And they have a built-in editor!
It's very promising, even though the trailer animations looks like shit.
>>
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My artfriend is making me assets
>>
>>174971035
http://gamesfromwithin.com/so-you-want-to-be-a-game-programmer

This guy advise that even programmers should consider learning other topics.
Also, when you are beginner and/or work alone, just learn what you can to finish a game.
>>
>>174993569
So what I think I'm gonna do is program a special fast camera that can zoom through levels and just show how they keep changing.

As for the powerups, yea, I need to dedicate something to that.

It's just, you know, 30 seconds.

How about this:

>studio title first so it doesn't go right into the music
"challenge unique levels"
>showing regular gameplay with sick speedrun stratsssss that look flashy and exciting
"each playthrough is different"
>showing multiple level configurations
"find powerful upgrades"
>showing different items like the ice wand and power fist
"Super Knight Quest!"
"Try the demo and vote for us on Greenlight!"

How about that?
>>
>>174994198
Shut the fuck up.
>>
What are the basic environments?

Desert

Plains

Forest

Mountains

Sea

Snow

Space

Lava

???? What else can you think of?
>>
>>174994198
It's not the only way, but it's certainly the most efficient way if you care about getting your game on as many platforms as possible. Anyone writing or using an engine that only works on windows is a fucking retard.
>>
>>174995039
Swamp
>>
>>174995039
it stops being basic when you add so many
>>
>>174995039
You are thinking of Biomes
>>
>>174941531
so is the hammer energy or something? I feel like the materialization of the hammer should be more expansive before the shape forms. You go from a small orb field to a shapely hammer. try spreading the field and then condensing it into the hammer if that makes sense? If not, or you feel like it doesn't matter to you, then please disregard.
>>
>>174994426
Functional, but uninspired. Are you recording game time/influencing points based on that? I think that should be more transparent and part of the marketing if speedrunning is your target.
>>
>>174994236
in the trash it goes
>>
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>>174995669
Is this more your style?
>>
>>174995039
cotton fields
>>
>>174995039
Spaghetti
>>
>>174993983
To be fair its not really the same exact challenge if its in reverse. I fucking hate these types of games though so I don't have a whole lot of input. I can say that in open world RPG's the lack of backtracking ruins the immersion and exploration. I can reasonably assume for example that in skyrim there's basically always a secret door, or a cliff entrance, or something else that removes back tracking and after a bit it completely pulls you out.

For some games the reduction in time/boredom isn't worth the price you pay by limiting backtacking. Not saying removing backtracking is always bad, in fact I think its the right answer the majority of the time, but its not some evolutionary answer for everything that's always right.
>>
>>174995039
Snow is the comfiest environment and anyone else is wrong.
>>
>>174995903
NO!
>>
>>174941531
Another critique. have the throw sprite throw it's weight into the slam. At the moment it looks unconvincing. I recommend having the sprite either leaning more into the attack or having the legs more crouched or lowering the center of gravity. Also have a farther wind up. and make the final impact frame last a bit longer before the weapon dissipates.
>>
>>174995903
>>174994236
is that you rpgdev
don't forget to tell your artslave to make a gelatinous cube
>>
crisp stylized pixel art vs smooth lines?
>>
>>174996337
smooth pixels
>>
>>174996254
Did you not want me to just use yours?
>>
>>174995654
Speedrunning is not my target, but it's a strong possibility, I'm specifically making the game so that you can go as fast or slow as you want, but the cost of that keeps getting steeper.

I, for one, can do everything in a little under two minutes. SHOULD you go that fast? Not exactly, because the upgrades you miss here are going to be your lifesavers later on. Do you NEED them? No, with enough skill even the hardest level should be beatable with 3 hearts and a sword, but unless you ARE a speedrunner, you're gonna get screwed if you don't take it at your own pace. Think about some platforms, you should be able to first cycle any platforming challenge, but it should be much harder to do that, at the same time you can take the platformers at a good pace.

There's a huge time bonus if you can do it quickly, but here are huge bonuses for getting coins and killing enemies too. A really slow methodical gamer and a super fast speedrunner should get around the same score (obviously not the same time,) the ideal is somewhere in the middle - finish a level but also pick your battles. Ever play Spelunky? One of the best lessons of Spelunky and honestly a lot of other roguelikes is simply "don't be greedy, since being greedy may not even be worth your time or the best way to do it." In Spelunky, reaching for that last gem might cost you a precious bomb, or fighting an enemy you could've ignored which might hurt you, or end up with your body impaled in spikes. The ideal Spelunky run is to get things in your path and go the extra mile every so often for critical items such as the key/chest and black market.
>>
>>174994236
Kinda looks mobile shovelwary
>>
>>174996406
Use whatever you want as long as it's gelatinous and cubic.
>>
So source for a making a game is terrible yea? But I feel like hammer is the best map making toolset out there, especially compared to unreal or unity. What gives?
>>
>>174996694
use unreal
>>
>>174996694
You should be making your maps in maya anyway
>>
>>174996694
Hammer has the best BSP tool (for now) but there is much much more to a level editor than that, and every other aspect is trash

>>174996776
>>
game maker more like gay maker
>>
>>174996941
wow this one really makes me think.
>>
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Mad lib time.
Give me adjectives describing monsters.
>>
>>174996464
I meant speedrunning more in the vein of a fast completionist run; killing every enemy, just doing it swiftly. I think the random levels complement the idea of a quick run: subverting the standard muscle memory reaction.

I'd make time a necessity, with some collapsing backdrop or something, but it's not my game. It's just that "random levels" seems moot in itself. Why random?

You aren't the dev who a few threads back said
>my team decided to turn our platformer into a rougelike so I have to abandon some of the levels I've already designed, and a mechanic was thrown out
are you?

I think the palette has too many hues of green for the spectrum-esque style, minor complaint, though.
>>
>>174997335
obtuse
>>
>>174997335
Swole, Yoked, Ripped, Buff, Dirty, Sweaty, Determined, Hungry
>>
>>174997335
Supple
>>
>>174997335
perfidious
>>
>>174997335
butthungry
>>
>>174996464
On a tangent, I fukken hate having to carefully clear every single level to a 100% (because otherwise you end up underleveled, miss loot, etc). I wish, more games allowed to backtrack and do some runs for experience or loot when you feel you need it, instead of forcing you into progressing slowly.
>>
>>174997493

>I meant speedrunning more in the vein of a fast completionist run; killing every enemy, just doing it swiftly. I think the random levels complement the idea of a quick run: subverting the standard muscle memory reaction.

Yea, that's more like it. I don't know how to sell that in a trailer, though.

The random levels were because I wanted each run to feel unique and force you to get good at the game. There are things I'm going to put in this game to make that easier - like for example, die on a level and the game remembers the seed. You can then train on that level as many times as you want (doesn't get you progress though, obviously, but there are shortcuts you can unlock that will.) In addition, die to a boss 3 times? You can then train on that boss as many times as you want.

The game themeatically is about a knight trying again and again to stop something horrible from happening (which I won't spoil, but I don't skimp on story writing even for games where story isn't the focus.) Each time they fail, time rewinds to the moment they started. However, their experience is intact.

>You aren't the dev who a few threads back said

No

>I think the palette has too many hues of green for the spectrum-esque style, minor complaint, though.

Inspiration and emulation are two different things. Spectrum didn't run at 60 fps either or could do parallex backgrounds. If I have the technology, why not use it?

>>174998251

I don't want to make the player have to 100% this level ever. With game design, I try not to do things that I personally hate. If this was a collectothon, that's one thing, but it's not. I hate slow paced roguelikes, it's a waste of time, so why make one?

You CAN 100% but you don't have to. And the treasure and shop prices match the same curve, later levels give you enough gold for items on that level assuming a "reasonable" amount of completion, so you will have enough money to upgrade something if you worked for it.
>>
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>>174997516
>>174997613
>>174997712
>>174997762
>>174998032
I should also mention I'm still accepting stupid monster art too

>>174996542
Haven't gotten around to scripting the slime
>>
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Boomerang is the shittiest weapon in-game to the point I never bothered to finish it, but it somehow makes the experience complete, more than straightforward. It's hard to explain.
Maybe I could make it the main weapon, even instead of melee.
>>
Reminder Source is horrifyingly outdated in every regard. Yes even more than Unity.
>>
>http://poal.me/gfreah
Wouldn't Generated Name Jam be bullshit?
I could make any kind of game I want and pretend that I got the name (and thus the idea) from the site, and nobody can prove it wrong.
>>
>>174999573
>I could make any kind of game I want and pretend that I got the name (and thus the idea) from the site, and nobody can prove it wrong.
Who cares?
>>
>>174999573
>http://poal.me/gfreah
what does monster jam entail
>>
>>174998796
Yoked skeleton is probably my favorite enemy ever.
>>
>>174999573
If someone felt like putting in actual effort they could make a generator that provides a digital signature for the result.
>>
>>175000024
If the thread is closed, where is the new one?
>>
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>>174998717
>Inspiration and emulation are two different things
There's two gradients of blue in the game, it's just that three of green seems conflicting with both inspiration and emulation. Fair enough, though; like I said, minor complaint. I'd make the foreground grass the light green but keep the sprite layered above them. That's just me, though.

Have you thought about contextualising re-runs in the game? Maybe they recur with 2x point awards as a challenge the player can accept, cycle them in and out of the list as they're completed. i.e. a castlevania 3-esque level selection when they pop up.
>>
>>174999152
A boomerang in a scifi setting is pretty out there. Does it do anything extra?

If it replaces the melee attack it can work as a rocket fist. Those are always neat.
>>
>>175000280
To the mens and mollys?
>>
>>174998796
define stupid monster art
>>
>>175000475
Straight to the jammer, slammer.
>>
>>175000158
I think it was agreed to use this one
https://videogamena.me

>>175000280
Did someone say DOWNTOWN?
https://www.youtube.com/watch?v=UpuwLex5S5s
>>
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>>174998796
is this kind of thing your jam? i can make some more of these but slightly more detailed
>>
>>175000553
You could make a webservice that pulls an idea from that site, signs it and shows it to visitors. Hardly worth the effort though.
>>
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>>175000635
>>174998796
>>
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does this look more or less okay topology wise?

not that i'm planning on deforming it
>>
>>175000309
Well, boomerang would make sense since civilization falls apart. Also, cave exploration before that was preferred to be done stealthy instead of using heavy weaponry.
For now it can only pull small objects with it, might be useful for grabbing throwables.
Rocket fist sounds cool, but it's way too far from the atmosphere I try to set. Rocket boomerang on the other hand...
>>
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>>175000814
>>174998796
>>
>>174999865
Horse P U S S Y
>>
Trying to get an idea on what people think about microgames for story telling in games. Pls vote
https://twitter.com/framk20/status/856948724299378688
>>
one character or a party for rpg?
>>
>>175000510
Any type of creature that could conceivably fight a party of adventurers that is not overly crude or lewd. And thats around 128x200.

>>175000635
>>175000814
>>175001002
These are my jam. Did you upscale them?
It hasn't occured to me but I can easily animate my enemies. hm.
>>
>>175001209
one character that can spawn a party of monsters whenever they want
>>
>>175001209
party rpg with single player type stats
>>
>>175001294
*one character that is the sum of a bunch of monsters they spawn
>>
>>175000304

The colors aren't exactly meant to be the spectrum, again, it's just its own thing. Like I said, this game was heavily inspired by Hydra Castle Labyrinth, Spelunky, etc. The style is just something I thought looked cool.

I think after you're done with one run, you won't want to play through it again in that run. Just take your finish time and run. Like I said, this is like, spelunky length or so. 10 - 15 minutes? I don't know yet, all the levels aren't done, but there's at least 4 more after this one. That being said they vary in the acts you gotta do, the next level after this is just one act and a boss as opposed to two acts (the maximum) and a boss.
>>
>>175001329
wtf is a single player type stats?
>>
>>175001060
Not going to make a twitter account just to vote.
But my inclination is that "microgames" are infuriating horseshit unless you are good enough at storytelling that you wouldn't have needed them in the first place.
>>
>>175001253
Upscaled 2x from what they are drawn at.
I'll draw some new ones:
What resolution do you need? 100x100 - 200x200 is my comfort zone with this style. I use a 2px square brush so any smaller loses too much detail.

Do you want an idle animation?
Do you want an attack animation or frame?
Do you want a hurt animation?
Color, black and white, or colored in grayscale so you can runtime recolor them?
>>
Anyone know any good resources for learning music composition? I figured there'd be some kind of general for that on /mu/, but apparently not.
>>
>>175001060
combing my own hair is pretty immersive.

but not in a fucking video game
>>
>>174941531
I really hope you implement some screenshake when that hammer hits the ground...

also it's pretty good in terms of game feel, did you see the panel by that asian qt that was the lead animator of skullgirls? the animation style reminds me of it
>>
So jams in agdg are pretty much dead now right? 3 months of shitposting for 2 entries in loli jam.

I'm kicking dirt on your grave agdg. Fuck off.
>>
>>175001636
>>175001253
Oh there is a tradeoff of course, do you want a shitload of 1/2 frame enemies, or a few well animated ones?
>>
>>175001739
youtube is good, but there is a general on /mu/ called /prod/ although it's pretty dualistic in that some ppl rly care and know a lot about music theory, and some don't and just wanna make EDM stuffs (that also involves theory but doesn't really impose it onto you). /prod/ are good for learning DAWs and tools though, and they have a discord
>>
>>175002031
The discord weekend jams are alive and fucking well.
>>
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Question:
How many different mechanics would you expect from a non-combative 2D platformer? I feel like I can get a lot of mileage out of the base gameplay, but I obviously don't want the game to get stale either. Aiming for about 100 levels.
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>>175001636
>>175002106

128x128 is probably a good limit. keep in mind the "stand" they are on is 72x40. Exeeding 128 is fine, but its probably be better for important enemies, like bosses.
Just a single, 2-frame idle animation is perfect for each. With flat Colors.
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>>175002209
>we make games on this other website now
So it's not really you then. It's another website. What is agdg for then?
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>>175002362
>people who have never made a game in their fucking life and never will due to brain problems)
Not everyone is a loser like you
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>>175002308
I would build sandbox prototype with all those different block types and obstacles in one room and just fuck around in it to see how well all those mechanics work together. Then drop/add new ones as you realize some don't work well or you get new ideas from playing around with them.
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>>175002308
What's the gameplay? Pure traversal?

With mechanics, you should aim to fully explore each mechanic and its interactions with every other mechanic. Make all of the puzzles / levels that are possible in the system, but don't repeat an idea. This is nice because adding new mechanics increases the number of possible levels exponentially.
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>>174986003
>building things from materials is a MH original idea
>donut steel
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>>175002308
depends, is your game fast paced or slow? if it's fast then i expect tight controls and high maneuverability using jumps, wall sliding/jumping, falling platforms, a form of flying (grappling hooks, gravity switch, double jump, teleportation), you want to go from point a to point b the fastest way possible and you need a lot of tools to do it, no obstacle/monster should stop the player for even a second, preferably remove sliding (like on ice). if the game is slow, then a character need to stop and wait, animations are slow, mechanics should be simple so the focus would be on level and enemy design
>>
S to spit on agdg's grave
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>>175003476
S
>>
>>174958019
ahahahaha holy shit the meltdowns are real today

>>175003476
S
>>
>>175002628
I'm decently far along, so most of these have been implemented in atleast one level. Interplay is a good call though, can get a lot more out of things by combining them.

>>175002749
Time trial wall jumping death grind, think N Game, Meat Boy, IWBTG

>>175003105
Very fast paced, but the base movement system is tooled around that. Most of my mechanics are actually based around either forcing the player to move (bear traps, crumbling sand blocks, timing system), or changing how they move in some way (pendulums, beetles, world lines).

Last time I posted this, the filesize limit really killed the quality, so I'm just going to leave this as a link: https://s1.webmshare.com/3wZYD.webm

The game is fairly far along, but Ive been focused on adding stuff instead of making levels. Now I'm sort of worried about how many levels I'd really be able to squeeze out of each mechanics
>>
I'm creating a personal Unity library. Any good documentation tools for that purpose?
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>>175003912
Do you feel that moving around the level in so many different directions breaks the flow of the game? It's hard to tell just from one webm and not playing the game
>>
Memes aside, what does a publisher do?

If one already has a decent amount of media attention, what else can they do?
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>>175004282
funding or publicity
if you don't need any of those then you don't need one
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>>175004282
>what do most publishers do in this era
jack shit for 30%

>what does a good publisher do
help fund your game, get you more media attention, deal with stores and platforms, possibly handle some PR and support.

with steam direct, soon you'll see publishers whose whole business is fronting you the fee in exchange for a cut of profits.
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>>175004426
What kind of funding are we talking about here?
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>>175004282
Being signed by an good, established publisher gets you on the short list to getting on various distribution platforms. Their outreach for artists/musicians that you want for your game is going to be better. No matter how much attention constitutes "decent", they will likely get your product in front of a larger audience.

A shitty publisher does fuckall and takes a percentage of your dough.
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>>175004650
Not him but I've had a publisher offer ~junior programmer salary until the game is done.
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>>175004807
That's pretty good money
Mind sharing the game you got the offer for?
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>>175002031
Probably no waifu jam this year
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>>174955104
I loved that fucking game
>>
>top down in overworld & first person while in dungeons

Yay/Nay?
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Why do you hate Source so much?
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>>175005293
You have that backwards.
>>
Does a mythical beast fishing game sound fun? Maybe some light emphasis on exploration and diving and such? But mostly sailing, getting bounties from some floating towns (think Waterworld) and hunting down the bounty like mermaids and giant squids and Krakens and shit?

You'd start with small, normal shit like marlin and trout or whatever, then shit would escalate the further out you'd get, megaladon, giant dino fish, giant squid and so on and so forth. You could dive for treasure and spear fishing and stuff.
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Can I mirror an array using a hash table for very hihg operation speed?
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>>175005454
>spear fishing a megalodon
>>
>>175005454
If there was plenty of stuff to do and the art had a painterly style I would play the fuck out of that.
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>>174940716
>itch.io/jam/agdg-demo-day-14
BE AWARE
The next demo day ENDS on the 8th, and STARTS on the fifth. Its a few days earlier this time so it occurs during the weekend.
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>>175005415
Can you not post that here? Thanks.
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>>175004934
I'm still talking to them so I probably shouldn't. My dad read the contract and actually got angry, I've asked them to change a bunch of stuff so we'll see.
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Just posted my game on itch.io
https://longus.itch.io/nausea
[spolier]can i just fucking die now[/spoiler]
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>>175005587
Sounds lit.
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>>175005650
Would you say it's pretty good though?
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>>175005668
>that premise
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>>175004264
Not really sure if any of this answers your question, but most of the levels are designed to work around the movement system to make sure everything meshes.

For the most part, being able to ricochet between surfaces feels pretty fun. It's quick, but also has a sense of accuracy to it. Where the movement system usually struggles is in more open areas.

For example pic related, trying to jump between two platforms by just launching yourself vertically essentially leaves the player guessing at trajectory, which in a game with one hit kills can be pretty frustrating. Proving a ceiling to bounce off of lets the player aim directly at the second platform.

The movement definitely takes a bit to get used to, but it's designed to let the player move vectorially. Once you're over the learning curve, I'd like to think the game feels pretty good.
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>>175005778
Is what good?
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>>175005293
I don't see why not.
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>>175005808
i should rewrite that at some point i know its pretentious as fuck
>>
>>175005942
your game
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>>175005650
>My dad read the contract and actually got angry
You got a good dad anon.
>>
>>175003912
for a fast paced game like this you do need many levels, at least 100, 20 per difficulty level (tutorial, easy, normal, hard and insane), each one has a theme based around a mechanic
the game looks pretty finished, my only complain is there is no particle effect on wall sliding (some kind of dust or tiles react to it)
>>
>>175005415
>posting source in a YesDev general
>implying source is for making games
>>
>>175005865
My question was more about the overall structure of the level. You're bouncing to all the corners, diving into the chasms. A more linear level would have better flow. You don't necessarily have to make it straight linear, either, it can be a loop or a figure 8 path. But your particular layout, where you start in the center and have to choose a path then double back, is kind of slow.

Maybe that's what you're going for! Figure out the ideal path and execute it. But if you want the focus to be on pure kinetic execution, the levels should be more linear so you know what you're supposed to execute.
>>
Posting this before it's invalidated by the death of Steam Greenlight:

What the fuck did you just fucking say about me, you little bitch? I’ll have you know I graduated top of my class at Digipen, and I’ve been involved in numerous rpgmaker projects, and I have over 300 released retro side-scrollers. I am trained in Indie business practices and I have the highest grossing Kickstarter in the entire games industry. You are nothing to me but just another demographic. I will impress you the fuck out with pixel art the likes of which has never been seen before on this Earth, mark my fucking words. You think you can get away with saying that shit to me over the Internet? Think again, fucker. As we speak I am contacting my secret network of tumblr followers across the USA and your IP is being traced right now so you better prepare for the storm, maggot. The storm that wipes out the pathetic little thing you call your game. You’re fucking dead, kid. I can be anywhere, anytime, and I can out code you in over seven hundred ways, and that’s just with Java. Not only am I extensively trained in Love2D, but I have access to the entire arsenal of the Unity asset store and I will use it to its full extent to wipe your miserable game off the steam greenlight top rankings, you little shit. If only you could have known what unholy retribution your little “clever” comment was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn’t, you didn’t, and now you’re paying the price, you goddamn idiot. I will shit fury all over you and you will drown in it. You’re fucking dead, kiddo.
>>
Who's ready for MONSTER JAM?
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>>175006093
Yes
>>175006108
I think so too.
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>>175006743
Eye am ready
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The next weekend jam is on the 28th but it will likely be low turnout because it's between LD and DD.

https://itch.io/jam/agdggj03
>>
Easiest way to splice together two webms so I can show two different versions of an implementation to ask for feedback without having to double post?
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>>175004807
How did they notice and contact you in the first place, do you have a website, tumblr or something?
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>Poll during Australia/Asia hours
>Fun jams winning
>America hours arrive
>Fetishes on the rise
You fucks just have to ruin everything, aye.
>>
My game is an exclusively multi-player browser game. Is there any free way I can host my game to let people beta-test it?
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>>175006743
can't wait

>>175007064
Back to discord!

>>175007172
>fun jams
which ones?
>fetishes
which ones?
>>
>>175007346
Free tier heroku or AWS or some other hosting service?
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>>175007346
Host a server on your PC.
Rethink your dumb decisions about making a multi-player only indie game.
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>>175007346
Distribute the client files and host the server at home.
>>
>tfw too intelligent to use unity
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>>175007110
Contacted me on twitter, I also have a tumblr and a demo
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>>175007565
to*
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>>175006743
sounds fun
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>>175007346
p2p is your only option

hosting a server yourself will bankrupt you
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>>175006132
Cheers. So far I've been aiming for three acts (forest / city / mountain), where the first covers the tutorial stuff and the basic walljumping levels, second is the more indepth mechanics, and third is the truely punishing or more bizarre mechanics that not everyone is going to make it through.

>>175006208
I'm actually kind of glad to hear you say this. A lot of my levels are closer to pic related, where they do essentially follow a pretty tight-knit path. Was worried things were getting a bit too linear, so I introduced the gongs as a sort of lock and key mechanism. Making sure the player knows immediately where to find them is a good thing to keep in mind though, thanks for that.
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>>175007437
if it's a browser game than it's propably non-commercial, so he propably doesn't care
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>>175007612
>this game is dead
I haven't been this sad about a dead agdg game until then.
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>>175007064
>date decided by discord
>theme decided by discord
>page made by discord
>99% of the entries are by discord regulars who don't even post here anymore
why bother?
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>>175006743
I AM NOT READY YET
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>>174993896
>UE4 keeps being better than all the competition, but devs stay away because they're scared of the all powerful C++.
>>
>>175006743
When?
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>>175007939
June probably
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>>175007346
>>175007424
This, I had pretty good time using heroku, you can always scale your server into multiple free instances
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>>175007925
>devs stay away
But lots of people use UE4
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>>175007064
Stick to discord.
90% of people there don't even post here ffs
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>>175007939
After DD, so either late may or early june? Personally I liked when the jams started the weekend after demo day.
>>
Is there a torrent somewhere of the new game maker studio? Will there ever be, or is it the kind of thing you can't use without being connected to all sorts of cloud shit?
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>>175007925
Powerful how, other than in performance for which no indie dev should care?
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>>175007925
>>UE4 keeps being better
At everything except running on weak machines.
>>
Monster is a good theme. If you want to make a fetish game, you can. Or you can make a game just about monsters. Or metaphorical monsters.
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>>175007925
>>175008390
>load a UE4 game demo with almost no features and maybe a total poly count of 10,000~
>lags like crysis on a toaster

errytime
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Post your oldest picture of your game next to current state of your game.
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be ready for GOTY 2017 boooys.
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>>175008505
With an incompetent developer that's true for any engine.
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>>175008602
>unity
You failed before you even began.
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>>175008390
Average hardware just keeps getting better.

Recommended specs in AAA games now target 970s.
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>>174989728
I wish that i had seen this earlier anon. I spent 6 hours getting unity to work this morning. Thanks a lot tho.
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>>175008391
>x is a good theme because you can make anything
>y is a bad theme because you can make anything
It's even like AGDG isn't one person
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>>175008672
>With an incompetent developer that's true for any engine.

Except it's not. Getting that level of poor performance with so little content on Unity or GM is a legit challenge, on UE4 it's the default.
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>>174998796
>>
what's stops you from making your own engine anons? there's enough opensource engines you can learn from you'll never have to struggle adding a feature at all
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>>175008717
y-you failed at life before you were born anon !
>>
>>175008935
I don't need to, the engine I'm using is far above what I could ever program by myself.
>>
The only thing that bugs me about UE4 is how dependent the engine is on Epic's workflow. Having to use game modes, game controllers, pawns, game states, etc is just a pain.

I like that Unity just gives you objects that you can do anything with.
>>
>>175008875
>Except it's not
Well it is.

But yes, UE4 does have a silly amount of performance draining post processing enabled by default.
>>
So i'm going to computer engineering next semester and apparently we learn C and java the first two semesters. What would be the ideal game engine to play around in for this ?
>>
>>175009136
Make your own
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>>175008875
>lower all your settings to medium
>suddenly the engine runs on almost everything

But sure, keep spreading this meme.
>>
void Update()
{
if (Input.GetKey (shot))
{
StartCoroutine (Firing ());
}
}

I've got C# code a shot mechanic here. What would I have to do to make the shot appear after a short delay after pressing the shot button? I want to add a pre-fire animation, which means the shot needs a delay. I guess I have to use IEnumerator somehow, but how do I combine this with my current code?
>>
>>175008527
Not really sure if you could count this as the same game; Old version was something I made as a kid, so this more like a sequel than anything else.
>>
>>175009063
But those are just useful things, I don't really get why it'd be an issue.
>>
>>174998796
how lewd is too lewd? as long as there is nothing explicit am i ok?
>>
>>175008875
UE4 has literally the fastest rendering of all engines if you disable the post process, it's very advanced shit.
>>
>>175009257
A bool that the coroutine toggles after the delay?
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>>175009419
godspeed, localdev

>>175008527
>>
>>175009136
>>175009216
I don't understand the concept of building your own engine. I just want to do some simple coding at first to get my feet wet.
>>
>>175009517
Lets not go mad
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>>175009653
And how owuld I have to write this?
I know how to make a bool, but how do I make a bool for a delay?
>>
>>175009257
start a timer that fires after X amount of time
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>>175009775
Yes, I need a timer (so much I have already found out myself..), but how do I write this?
>>
>>175009726
It's about 10x faster than Unity with automatic LOD enabled, 2x with it disabled.
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>>175009257
Start the coroutine, make it wait for the prefire animation to end using waitforseconds, then run it.
or start the animation and put an event on it, calling your firing method at a determined time

those would be the simplest ones.
>>
>>175009956
well, simplest way is do timer = 0,start a coroutine that adds to it : timer += delta, after it check if timer > X : starts the firing coroutine
>>
>>175010063
Yeah but I could get 29,000fps in a 3D game from 2001
>>
>>175009956
startFiringAnimation();
yield return new WaitForSeconds(firingAnimationSeconds);
spawnBullet();
>>
>>175008889
Nice. I should also mention that you should provide a brief description of its behavior and I'll see what I can do. Otherwise I'm just going to use my interpretation.

And I'm going to assume each one is facing left.

>>175009434
yes.
>>
>>175010306
that's not even my code... Can't just combine the delay with my actual code?
I don't have a firing animation in my code. I just want a short delay.
>>
What frameworks or engines can I use to make a game with Python?
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Which one of these looks better for the segment in my trailer that shows off different items?
>>
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>>175010373
unanimated for now, if it turns out every single thing you get has an animation ill go back and add an idle for consistency
>>
>>175010373
I thought it was funny to have someone eager to brawl who's perceptive; construing insult. You could have random targeting, but he sticks with them.
>>
>>175010691
hire an artist, this is too painful to look at, no amount of gameplay can save this
>>
>>175010691
Discord whodev please go.
>>
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>I posted these in the discord and it sparked the A vs B debate on /v/ again when someone posted them there
jfc
>>
>>175009432
Those are restrictions. It's good when you have no idea what you're doing and would rather use some else's workflow or when it's exactly what you would be doing yourself anyway, but it's bad when you would like to do things any other way and feel morer confident about the workflow you would like to use.
>>
>>175010128
The problem is if I want to use WaitForSeconds, then I'd have to write the code in an IEnumerator. But when I do this, then it doesn't work with the rest of the code anymore.
>>
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>>175010898
>>
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>>175008527
>>
>>175010898
>I made a meme and someone memed it guys
>jfc guys who could have predicted this
k fag
>>
>>175011284
I didn't expect it to result in like 20 threads tho
>>
>>175011071
>he actually fixed it
noice
>>
>>175010602
fine you baby
https://hastebin.com/posumacabe.cpp
>>
>>174999152
2 smol. Make it & the hitbox bigger and it will be more useable.

Also sensible chuckle at the rocket sprite.
>>
>>175009689
Java and C are terrible for "some simple coding". C is super low-level and Java has a bloated version of OOP.
If you want to just get things done, look elsewhere.
As for games, just use whatever language an engine uses because you don't really have a choice.
>>
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>>175010691
Why not format it like so?
>>
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>>175010373
>>
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Managed to break away from video games long enough to re-implement the last 2 ice attacks. The ice block now takes a specific amount of damage before disappearing instead of being based on hit count, so using it as an easy source of free MP is easier. The attack from the wallhug state is still the same.

Going to need to adjust some of the ice colors because they tend to blend in with each other.
>>
>>175010691
ZX Spectrum-like?
>>
>>175010902
I just don't see what sort of video game someone could make in which those (optional) things would serve as any real restriction
>>
>>175011464

Good point, actually.
>>
>>175010898
>>175011071
A or B, it doesn't matter which one. The only thing that matters is it stays consistent in your game.
>>
>>175010898
The portal colors don't match
t. autismo

>>175011284
its a preexisting meme and its funny that anon IRL'd it
>>
>>175011440
okey, makes sense.
Would i benefit from doing C# even if i would have to work with C and java for the two first semesters in uni ?
>>
>>175011408
Thanks. It works now. Still had to combine it with other stuff but it's ok now.
>>
>>175011261
You're either gonna need to drastically reduce the backgrounds contrast or make its colours more monotone as at the moment its difficult to work out what is background and what isn't.
>>
>>175011501
Looking good man
>>
>>175012040
Currently I am working on the backgrounds in total for the next few days. Redrawing, recolors and other modifications! I will be posting as it gets further along for more feedback on it's readability though for sure!
>>
>>175011426
Actually it doesn't have a problem with hitting stuff. These enemies are really good at avoiding even fast projectiles, and I can hit them consistently.
I just can't find a niche for the weapon without making it shit or making other weapons redundant.
Right now I'm changing it a lot and it might turn out to be the best weapon for skilled players.
>>
>>175011686
C# is pretty much Java, so I guess yes, but in a wrong way.
>>
>open world is becoming the norm for 3d games
>2d are still stuck on tiny levels and have loading screens
literally what
>>
>>175012427
The only people that make 2D games now-a-days are indie devs. And indie devs don't have the resources to make an interesting open world game.
>>
>>174994426
>players find a way to fly under the level
>beat your game in 60 seconds
>nobody can beat the record of 46 seconds
>>
Retcon jam
>>
So are we doing Monster Jam then?
>>
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An FPS where you can only turn right
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Game: HACK the F.B.I.
Dev: Vestigial
Tools: Unity
Web: @vestigialdev
Progress:
+Removed coroutines that could mess up save states
+Trying to improve workflow for adding websites by intercepting css font-face src requests
+AssetBundle stuff
+Store page art
-Hate making content
-Game lacks a soul
>>
>>175012074
Thanks anon.
>>
>>175012690
Seems like there is some actual support for it
>>
>>175012690
We are? Post your monster game
>>
New bro here, I'm making a ping pong simulator, but I'm not actually learning much, give me some ideas to spice it up, I need some challenges.
>>
Choose a theme start making game, theme with a few games in dev becomes a jam
>>
>>175010898
its A
theres nothing pushing the cube at all, unless the portal itself causes some force on the cube to be pushed outwards, the only way your brain would think that B is correct is that you think the platform is squeezing and pushing down on the cube with strong forces

but the portal simply overlaps onto the cube changing its orientation 45 degrees,
>>
>>175012830
I actually have some ideas for monster-themed games, so a Monster Jam would be a nice way to test them out.
>>
>>175012954
... that's not how jams work
>>
>>175012954
so every jam will be pixel platfotmer jam? yay
>>
>>175013049
Prove it
>>
>>175013105
>implying everyone will pick pixel platformer as a theme
>>
>>175011261
I like the wings, anon.
Haven't seen much of your game, but your art is nice.
>>
File: icewand.webm (2MB, 1280x720px) Image search: [Google]
icewand.webm
2MB, 1280x720px
>>175012584

:(

My policy is as long as people never ACCIDENTALLY fly under the level, the exploit stays.

>>175011464

How's this look?
>>
>>175012978
but it's like cube is being divided by a portal into 2 portions and those two portions must form a full cube. and the place where the cube is divided is moving fast, so the cube must cross the portal with the same speed as the platform pushing down. and then it will fly because of inertia since cube has some mass
>>
Please include the webm section in the next OP
>>
>>175011261
You got some talent anon. Stop wasting it on Poohou clones.
>>
>>175013581
>the place where the cubes is divided is moving fast
The portal is moving, not the world.
A is right.
>>
>>175013515
Give it a Teletext palette
>>
>>175013308
Thank you, anon! I have a long way to go but as long as someone else besides myself eventually finds it fun I think I can be happy with the time and effort.

>>175013638
There was a time when I would have been 100% happy if I could have just made art for another project but I realized I would never actually get to work on stories I wanted to tell like that. So here I am I suppose. Thank you though, anon! Maybe you might be able to still find some amusement in the game despite it's influences!
>>
File: 1465940685610.gif (807KB, 640x440px) Image search: [Google]
1465940685610.gif
807KB, 640x440px
I went into the Unity community discord today to see if there were any decent discussions about gave development.
Oh boy was that a mistake.
pro tip: never visit that place anons.
>>
>>175013880
Grazing is for faggots. Real men point-blank!
>>
>>175013808
so with which speed the cube will be moving from b portal? slower than the pushing platform of faster? will the speed of cube change immediately after it crosses the protal?
>>
>>175013808
But the cube goes through the portal at a fast velocity.

There's a difference in speed between the pace at which the cube exits the portal and the world outside the exit portal.
>>
new thread
>>175014257
>>175014257
>>175014257
new thread
>>
>>175014154
There's no speed to change, it will just plop down because there's no force being applied.

>>175014160
It doesn't, the only moving thing is the portal itself.
Portals are simply windows, what you perceive as movement in the orange portal is just the "camera" moving.
>>
>>175014460
What happens to the air that was underneath the moving blue portal?
>>
>>175013974
What do they talk about
>>
>>175014070
Each of the moths have a different scoring mechanic. There isn't a point blank one at the moment but maybe in the future!
>>
>>175014590
It portals through.
>>
File: butts.png (68KB, 1920x1080px) Image search: [Google]
butts.png
68KB, 1920x1080px
>>175013515
tweaked >>175011464
for a border
>>
>>175014460
so it never crosses the portal? are there moments of time where the cube is only partially through the portal? does the portion of cube that passed through the portal changes? how does it change if cube has no speed?
>>
>>175014738
As as soon as I posted that realized I'd rather have a some black spacing around the top/sides of that white/grey border.
>>
>>175014759
The fuck are you talking about? Who said anything about not crossing portals? It plops down because of gravity and nothing else, there's no reason why it would gain any speed by passing through the portal.
>>
File: eb324ede28f502a8ba10374ac488994a.png (138KB, 1767x1192px) Image search: [Google]
eb324ede28f502a8ba10374ac488994a.png
138KB, 1767x1192px
>>175014616
I hope i'm not giving you nightmares now anon.
>>
>>175014968
how does it move without speed
what do you call the rate of appearing from the portal
>>
>>175015008
Yup, looks like a public discord.
>>
>>175015008
looks like an average shitposting session that happens in every other internet chatroom
are you sure you're not the autist
>>
>>175015008
>>175015217
nvm just looked up, you're a dumb frogposter
you're definitely the autist
>>
>>175015217
i hope not anon.
Do you enjoy this kind of chat rooms ?
>>
>>175015090
The cube passes through the portal because the portal is moving, that is as obvious as it gets.
You are assuming that there's any speed to be inherited because you can see the world moving in the other portal but that's simply the point of view changing, not actual world movement. The portal is the only thing moving.
>>
>>175015217
I think you just hang around some strange people then.
>>
>>175012765
You forgot the ----[ Recap ]---- part
>>
>>175015424
but if there's some thing obstructing the portal will this thing be pushed by the appearing cube with some force and gain some speed? what is different between this thing and layers of molecules of cube that has passed through the portal?
>>
File: recap - Copy.png (64KB, 272x153px) Image search: [Google]
recap - Copy.png
64KB, 272x153px
----[ Recap ]----
Game: HACK the F.B.I.
Dev: Vestigial
Tools: Unity
Web: @vestigialdev
Progress:
+Removed coroutines that could mess up save states
+Trying to improve workflow for adding websites by intercepting css font-face src requests
+AssetBundle stuff
+Store page art
-Hate making content
-Game lacks a soul
+Thanks to the anon for rescuing my recap post
>>
>>175015892
The thing will naturally be pushed.
Replace the portal with a plain old hole and the effect will be exactly the same, portals are simply links to other spaces, objects don't get cut in half or anything. Think of it as bending space.
>>
>>174941106
Listen Gramps, it's time to leave the 80s. Let Symbolics Lisp Machines, Kissinger, Disco, the Gipper, Mutual Assured Destruction, Chernobyl, Strategic Computing Initiative and all of that jazz be.

Let's get with the program.
>>
>>175017183
If you're going to shitpost here, don't just bring in memes from /dpt/. We've seen those before. Please create original content and make interesting shitposts we haven't seen.
>>
>>175002540
I'm pretty sure it's not another website, it's itch like all the others
Thread posts: 797
Thread images: 133


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