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/agdg/ - Amateur Game Dev General

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Thread replies: 760
Thread images: 122

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Just making game 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
>>174940716

> 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
>>
is gogem a phantom thief?
>>
1st for godot
>>
the cube will fly out of the portal, not just plop
>>
>>175013974
>Oh boy was that a mistake.
>pro tip: never visit that place anons.

You'll have to bribe me with a few examples as to why.
>>
UE4.16 preview released

https://forums.unrealengine.com/showthread.php?142071

Volumetric fog among other cool features
>>
>>175014394
The wait for 3.0 is killing me.
And I still suck at 3D modeling.
>>
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>>
>>175014576
>say it will get released in 1-2 days
>several weeks have passed
It's cool new-age funky-fresh kind of torture.
>>
>>175014519
>volumetric fog
unnhhh, I've wanted this for so long

That new audio system looks pretty swish too
>>
>>175014576
>>175014850
Yeah I'm not sure what the holdup was on the alpha release. But the developers and some other contributors had a meet in Paris over the weekend. So now that that's done, work will probably resume.

There are unofficial master builds here http://fixnum.org/godot/
But looks like they haven't updated in about a week either.
>>
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POST YOUR LUDUM DARE GAME

I KNOW YOU MADE ONE
>>
>>175015634
I tried a bunch of different ideas but none of them felt fun and I didn't feel like grinding out a mediocre game just for the sake of finishing it.
>>
>>175015320
>they changed the naming convention for no reason
why the fuck did they decide to use the full name now, what's the benefit of get_postion over get_pos
>>
>>175014257
OP should have a section about how to make webms
>>
>>175015834
>I didn't feel like grinding out a mediocre game just for the sake of finishing it.
Never gonna make it.
>>
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>>175015834
>I didn't feel like grinding out a mediocre game just for the sake of finishing it.

The act of bringing a project to completion, even if it's one you're not totally excited about, is one of the rarest and most powerful skills in a gamdev's arsenal.
がんばって、ゲームデッブオおにいさん!
>>
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Monster Jam SOON in June
>>
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>>175015634
https://ldjam.com/events/ludum-dare/38/$16925
>>
>>175016253
jesus fucking christ not even a demoday arrived and you're already spamming anime under pretext it's jam content?
and then you wonder why people shitpost your polls
>>
>>175016185
Nazuna is the cutest Hidamari
>>
GO WORK ON YOUR GAME NOW
>>
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>>175016382
Monster Jam SOON in June
>>
>>175015927
I think it's because you can access the members directly now, and it's to match the member names.
For example you can do "node.position = Vector2(1, 1)" now.
>>
>>175016581
jesus fucking christ not even a demoday arrived and you're already spamming anime under pretext it's jam content?
and then you wonder why people shitpost your polls
>>
>>175016185
>>175016110
I can understand if you never finished anything and consider it a learning experience but there's no reason to waste time if you aren't learning anything.
Instead of wasting time with an unfun project with no future I'm simply working on my main game, not getting overly attached to shit projects is also an important skill.
>>
>>175016621
neat, but i can't reuse any code i make now which sucks, btw what's the maximum moving sprites you can show on screen before it starts lagging? i'm curious
>>
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>>175016670
What anime is that from?
Anyway, Monster Jam SOON in June
>>
>>175016581
>>175017056
>another art jam
sasuga
>>
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>>175016253
>in June
pls no. I'm going on a trip in mid-June.

Can't we do late May/early June?
>>
our jams are a mess
the system isn't working
we should make a change
>>
>>175017241
It's going to turn out to be a shit weeb anime only jam but it's still not art centric.
>>
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Alright, I updated the boomerang. You can now control it after you throw it. It's fucking awesome and fits the rest of the playstyle pretty well.
It also turns out to be good for crowd control.
>>
>>175016882
There's going to be 2.x to 3.0 export which will try to convert as much as possible. The renaming is a pretty simple fix anyways.

If you're using Sprite nodes it may start lagging after a few thousand sprites. But if you use the lower level VisualServer you can squeeze some more out. The rendering in Godot is very fast, the limiting factor is more GDScript. In Godot 3 you'll be able to use C++ with GDNative, so if you've got really intense code like that you can move it to C++ for better performance.
>>
>>175017341
How is it not?
Cant wait to play as that giant unity cube terrorizing Whitebox City™.
>>
>>175017241
But anon, you can draw anything, if it comes out shit you call it a monster and bam, perfect art for the jam
>>
>>175017356
Reminds me of Aerobie Orbiters.

You should try adding an "after-image" effect
>>
>>175017587
What game are you even making with no art?
>>
>>175017587
You have to decide right now if literally every jam in exsistanance or will ever exist are art jams because it seems to me that you do
>>
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>>175016319
>godot
very nice

I'll play it in a minute
>>
>>175017729
None, im just saying art-heavy jams alwayls fail.
>>
Is supporting split screen on pc a good idea?
>>
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>>175017307
this please
>>
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>>175017785
>None
>>
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shhh... the boss is slep
>>
>>175017846
Depends on how hard it is to implement, technically it's easy as fuck in most engines but design-wise it depends on the game.
>>
>>175017956
you asked if i was making a game with no art, not if i was making a game.
>>
>>175017726
Good idea, doing this
>>
>>175018035
If you crawl past it can you just skip it completely?
>>
>>175017846
It'll only appeal to a very small number of players but it's another thing to add into your game's trailer.
>>
>>175018479
>a very small number of players
Nah, theres a bunch of normies on /v/ that screech about split-screen.
>>
>>175018179
he has something main characters want so unfortunately no
>>
>>175017846
Gang Beasts shows that people still do that sort of thing
>>
I have an idea for an online multiplayer game and I don't know if it's fundamentally possible or not to implement it this way. I want the multiplayer to be entirely peer-to-peer with no dedicated server and no "here's my IP to connect to"-garbage.

You create a lobby and then another dude who is playing the game connects to your lobby and the two of you play together. I want this done in such a way that I (the creator of this game) don't have to run a dedicated server for players to host their games, this ensures that the online play for my game will be alive for eternity. Secondly, I still want it to be as simple as just choosing a lobby from a list. I don't want players to have to send their IP address to a fellow player for them to play together.

I've never seen this done before.
>>
>>175019152
You'll need to run a matchmaking / lobby server at least.

Probably how it would work is each player is naturally a host, they just don't know it. Then if another player enters their game, the second player is a client.

This will break down if your game is competitive, since the host player can cheat.
>>
>>175019152
You can use Steam lobbies for matchmaking and then do peer to peer on games.

But
>>175019381
Is right. You need a matchmaking server (steam) at the very least.
>>
>>175019152
Isn't that how like every console game works?

>>175019381
+1 to all this
>>
>>175019152
You've seen P2P, you just didn't know it.

It has its issues.
https://www.pcgamesn.com/for-honor/for-honor-multiplayer-connection-peer-to-peer
>>
>>175019618
A good majority of games run on peer to peer. It's just not nearly as bad in a shooter as it is in an action combat game.
>>
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>confused why my time system wasn't working
>turns out it was midnight and was correctly showing 0:00
>>
>>175019152
>>175019618
Also this https://www.youtube.com/watch?v=38sPNZ8QHO4

>>175019781
I don't think that's true.
>>
>>175019381
>>175019526
I understand how that works and it's really the most logical way to go about doing an online game, but it isn't futureproof and I don't want to have to worry about maintaining this lobby server forever.

Games like Risk of Rain and emulators with netplay are futureproof as you can always just get in contact with somebody and send them your IP address to play a game, but I've never been a fan of multiplayer games like that. It's way too much trouble.

If only I could have it both ways.
>>
>>175020048
... You can? Include both. The lobby version can just be a wrapper around the simple IP version.
>>
>>175020048
How would you ever find open lobbies without a central server keeping track of them? I don't think that's physically possible.
>>
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non functioning health bar mockup. shadow shurikens. something that could be interpreted as combat
>>
>>175020256
That's the question that I'm trying to answer. Surely, it could be possible.

About the only way that I can think to do it is to have your game listen for pings and somebody is playing their computer is constantly pinging every IP address on the internet looking for your open game.
>>
>>175020434
How do torrents do it? I was under the impression that even those use a tracker list.
>>
>>175020434
>every IP address on the internet looking for your open game.

yeaahhhh
>>
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>>175020387
It finally looks like a game, anon
I'm so proud of you
>>
>>175020387
Very low contrast against your floor.
>>
Pls no monster jam
>>
>>175020886
why not
>>
>>175020585
Yeah, they need trackers too.
>>
>>175021090
monsters spook me
>>
>>175021219
>>
>>175021141
>>175020585
Actually, there's DHT which sounds promising.
https://en.wikipedia.org/wiki/Distributed_hash_table
I have no idea how the peers find each other but I guess it's worth looking into.
>>
>>175021446
>there is a skeleton inside me right now
huh...
joker is right
>>
>>175021628
fug, anon, this is spooking me too much
>>
>>175020665
You have no idea how much that means to me anon
>>175020689
The player or in general?
>>
ATTENTION AGDG


Since the poals are broken, we will choose the next game jam theme in thread. Vote by replying to this post with:


1. Fresh progress on your game, in image form.
2. The theme that you desire. If no one else has voted for the theme yet, write it in your post. Otherwise, quote another theme to vote for it.


Replies will be tallied at the end of the thread. After that, we will hold a runoff between the top 3 choices.


ONLY VOTES WITH ATTACHED PROGRESS WILL BE COUNTED.
>>
I can't tell if Admin is really this fucking autistic and clueless or a grade-AAA troll destined to ruin jams for everyone forever.
>>
>>175021768
The health bar, which was the subject of your post.
>>
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>>175016319
I played it! that was actually pretty fun, survived 2:16 then 3:30

it seems there's a bug where you can have 0 ants and it wont end your game

I wish there were more valid tactics like sending off a lone ant to distract the bugs, its really difficult to try and micro them

cute music/10 would leave playing in background

good job anon
>>
>>175021928
The sad thing is that voting in the thread is a pretty good idea to avoid all the proxy votes in the poll.
>>
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I need assistance with godot script

I'm trying to get the length of a vector2 element in an array, but I'm getting this error:
Invalid call. Nonexistent function 'length' in base 'Nil'.

I suppose it's not recognizing that the element is a vector2 since i didn't declare it as a vector2, but it shouldn't since it's dynamic, i believe
>>
>>175022267
What stops the shitposters from voting with fake progress? Even repeatedly so without even needing proxies.
>>
>>175022698
I bet you tried getting its length before even instancing anything in the original vector2

If you have no elements there, you can't have a length.
>>
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Tried sculpting a middle-aged woman this time, instead of straight up ancient

Still a bit too old to be ara ara~ material, I suppose.
>>
>>175022160
Thanks anon, glad you liked it. Not sure why that bug would happen, it checks if the game has ended after an ant dies. I did want to add more tactical stuff, but I wasn't sure how to do it and I didn't have time.
I didn't make the music, it was a CC0 song I found from this guy http://freemusicarchive.org/music/Komiku/
>>
>>175014379
well, i never saw him coming
>>
>>175022698
post code
>>
>>175020387
Don't stop.
>>
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>there are actual wagecucks browsing /agdg/ RIGHT now
>>
>>175022929
shit
you're right, but it's checking at compile time, not at runtime. how do i even initialize all of the elements as vector2?
>>
>>175023342
extends KinematicBody2D

var initial_position = get_pos()
onready var texto = get_node("/root/World/Label")
var speed = []
var posiciones = []

func _ready():
set_fixed_process(true)
# texto.set_text("ANGULO: " + str(rad2deg(angulo)) + "\nPOSICION: " + str(distance))
posiciones.resize(15)
for i in range(14,0):
posiciones[i] = Vector2(0,0)
func _fixed_process(delta):
var pos = get_pos()
var joystick_axis_pos = Vector2(Input.get_joy_axis(0, JOY_ANALOG_1_X), Input.get_joy_axis(0, JOY_ANALOG_1_Y))
posiciones.push_front(joystick_axis_pos)
posiciones.pop_back()
# print(posiciones)
if posiciones[14].length() < 0.05:
pos = initial_position
else:
pos = initial_position+posiciones[14]*135
set_pos(pos)
texto.set_text("X: " + str(joystick_axis_pos.x) + "\nY: " + str(joystick_axis_pos.y))

if the tabulations get fucked up i'll upload it to pastebin
>>
In Unity, what happens if I make 2 colliders of exactly the same size, put them above each other, and let a bullet collide with one of them?

Will the bullet hit both colliders at the same time?
>>
>>175023702
>>175023575
oh ok i fucked up the for loop, i was writing in range 14,0 instead of in range 0,14

also please no bully because of the spic variable names
>>
>>175023702
try
for i in range(15)
>>
>>175023575
>>175023972
it's alright anon

Had fun reading your spanish variables anyway.
>>
>>175023975
>>175022929
it's okay, i already solved it by putting in range (0,15)
thanks ty you for the help my man
>>
>>175023702
>>175023972
Just "for i in range(14):" should be enough, it automatically starts at zero.
>>
>>175024353
oh ok thanks man this is my first brain liquid ever thanks you so much

>>175024310
you made me blush you baka =3
>>
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>>175014826
here is the 3D model version used in the main menu.
>>
>This is a jam hosted by and for the AGDG community at 4chan.
>If you are not a part of the community then this jam is not for you.

What did they mean by this /agdg/ ?
>>
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A couple new attack animations.

Also implemented foliage density scalability because my puny 760 isn't keeping up with so much grass in the scene; I'm starting to get frame drops and that makes me unhappy.

Ultimately my goal is to have this set up so I can run the game on max settings on my card and get 60FPS (and frankly, the grass density is probably higher than it reasonably needs to be; for whatever reason, most games seem to do grass in patches and it looks fine), but for the time being scaling down foliage density is an easy fix.

For those who haven't seen, the first skill checkpoint is also implemented and I've done some updates to how weapon pickups work visually (and they have larger collection boxes).
>>
>Can into gelatinous cube technology
>Can't into gelatinous cube game idea
help
>>
>>175024785
Jams are public on itch, it's just to tell random people to fuck off.
>>
>>175024924
Do you have any webms of you just going fast with all the dives and slides?
>>
>>175024924
holy shit. The character movement is so smooth. How much time went into going this ?
>>
>>175024924
The art direction is pretty awful but damn this looks fun.
>>
>>175024924
the game feel on this is amazing, on par with an AAA title with pro animators and designers, but it looks ugly as fuck, for real, i hope those are placeholder graphics...
>>
>>175024764
I like your art more than your title menu.
>>
>>175025471
>on par with an AAA title
so you mean it's boring cinematic shit?
>>
Poll: which platform do you prefer for developing games (regardless of target platform): Linux, Mac, or Windows?

Bonus: explain why.
>>
>>175025582
Phil, pls
>>
>>175025582
I didn't say anything related to that, I said the game feel is good.

Take for example Knack, It's very pleasant to play not because of the shitty puzzles or the shitty story or the shitty art or anything like that, it's the game feel, it's the little details that make the game feel alive and made with love.
>>
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>>175015634
https://ldjam.com/events/ludum-dare/38/pip-sweep

heres our (tracydev and mothdev) game!! its browser playable

we almost made a small moth game but then got a different idea
>>
>>175025669
windows

its my normal operating system and i cba to switch just for gamedev
a real advantage is probably that windows the primary target platform for indies so its easy to test immediately.
>>
>>175025669
Linux and godot cause i'm broke as shit
>>
>>175024927
You have a dungeon with mobs regularly spawning and adventurers trying to get from A to B

You have to move cubes around chokepoints to block them while the mobs wear down the adventurers
>>
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>>175025956
>regardless of target platform
>advantage is probably that windows the primary target platform for indies
>>
>>175024927
the gelatinous cube is actually a cute girl
>>
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>>175025110
I can make one. Webm related.

>>175025327
It started as Mayhem League, so all told about 3 years, but in its form as Dixie (since I redid the character movement from scratch), maybe 4 months or so?

>>175025431
Thanks. Fun is what I'm going for.

>>175025471
Well, the level geometry is mostly placeholder. You can see how there are like 3 or 4 "rounded" surfaces which are properly meshed, but most of the main geometry is still just BSP boxes. In terms of the particle effects, character designs, etc., that's all more or less final. I iterate on Dixie's design a little bit every now and again but no major revamps are coming.

It's inspired by, and modeled after, old N64 collectathons, because I really like the look and feel of those games. It's never going to get "better" than N64-tier graphics. Sorry, but this is genuinely how I want it to look. I want to refine this, add details to it, but it's definitely going to be Bayonetta-Kazooie in aesthetic as well as gameplay.
>>
>>175025669
Windows so I can distract myself and play games easily.
>>
>>175026197
mario 64 inspired there with the stomach sliding ?
I love it.
>>
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Finally released my game - launch trailer time...
https://www.youtube.com/watch?v=rPSFaT_-jAc
>>
>>175026459
Absolutely. It also doubles as a mechanic to penalize dodge-spam in combat (since it's the double-dodge)
>>
>>175026472
BEGON WHODEV
>>
>>175026472
>hasn't posted for months
>returns with release
really now man
>>
@175026472
>advertising on aggydag
>>
>>175025582
typical nodev lingo
>>
>>175026472
I remember this.
I like the art but it's mobile trash gameplay.
>>
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>>175026794
Been working on a bunch of other stuff...
>>
>>175026472
rated you one start on the appstore for your gay advertisement.
>>
>>175026964
o; sheet nigga
>>
>>175026964
dauym sheeeeee
>>
>>175026951
That's a 50% hit rate. I like those odds.
>>
just like make game
jlmg
>>
>>175022952
Finally got around to figuring out a workflow for making diffuse textures for the sculpted stuff
>>
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>>175027345
>forgetting image
How embarrassing
>>
>>175026994
Thanks for the support.
>>
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Thoughts on my character?
>>
>>175027585
would make a good protag for a DUDE WEED game
>>
>>175027585
oh look its toilet-face back again!
>>
>>175027585
darren lile /10
>>
>>175027585
He looks lost anon.
>>
>>175027585
Wouldn't get in an elevator with/10
>>
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>>175027585
>>
>>175027585
Looks like a friend of Joe.
>>
>>175027585
SUCC
>>
Whats the best aspect ratio for scaling up sprites, assuming you want 1080p 1920x1080 resolution?

Is the best option just to do 640x360 and scale it up 3x?
>>
>>175028118
Why is this a question? You naturally want to have the same aspect ratio as 1920x1080.
>>
>>175028118
360 is nice because it scales to both 720 and 1080, and is decently future proof, since you can just keep scaling.
>>
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>>175027585
>>
>>175027909
>>175027681
rude
>>
>>175028486
haram
>>
>>175026472
Android when?
>>
>>175027585
It looks like gogem.
>>
>>175027737
>>175028486
Darren Lile's actually does look Thomas the Tank Engine though.
>>
>>175028630
Not likely... I don't have the test devices and porting to iOS was painful enough. Steam is likely though :)
>>
>>175027585
I'm not even kidding, that's a genuinely good model if you're making an enemy for a horror game.
>>
>>175029062
Where is a downvote button when i need it. Please link to your reddit post !
>>
>>175026753
>whodev
He's posted here before, its just been a long while.
>>
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>>175014257
The latest engine has been released. Meet XENKO http://xenko.com/
>>
>>175030071
whoa man, that is a LOT of polygons
>>
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So where's the Monster Jam page?
>>
>>175026197
Yeah, I'm also getting Mario 64 vibes. That is a very good thing. Designing the world around using the dashes, slides, jumps etc would also be a very good thing.
>>
>>175030071
I heard of this earlier today. Apparently it's missing some important things before it can reach Unity-tier
>>
>>175030207
that's tesselation
>>
>>175030304
Give me an image and a date.
>>
>>175030404
Yeah. Good thing Unity has the Unity Asset Store where you can purchase features and bug fixes that should be available by default!
>>
>>175030071
That dragon is only barely managing to maintain control over its rage in the face of so much geometry.
>>
Would it be considered too autistic to make up my own language for background assets?
I want something that visually reads as words, but isn't explicitly in any singular language.
>>
>>175030748
like a substitution cypher or a tolkienesque invention of an actual language

the former is lazy and pointless and the latter is god tier worldbuilding shit that would be wasted on your game were you even capable of achieving it
>>
>>175030748
If you want your game to be lore heavy you could, and then some players will likely try to decipher it and it could lead to some fun lore stuff.

But if it's just more for decoration it probably isn't worth the effort.
>>
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>>175030509
May 21st to June 3rd.
>>
Can someone give me an example of how the limitations of Unity can affect a game's potential?

What does Unity struggle with that UE4 or a custom built engine can do?
>>
>>175031301
They both suffer from bloat for 2D games yet tons of idiots still do it.
Also Unity forces their shitty splash screen on you, UE4 doesn't.
>>
>>175027502
it looks like nigball
>>
>>175030935
Base substitution with a handful of simplistic grammatical rules is what I'm going for. Not full Token, but not just a 1:1 character map either

>>175030975
My games format doesn't really allow for long winded story telling (too fast paced, stopping to tread over something would be too jarring) but I like the idea of having a bit of a story unfold in the background
>>
>>175031301
UE4 has grafix
Unity has less grafix
>>
>>175030991
It is done.

https://itch.io/jam/agdg-monster-jam

Anything else that I should add to the description? A different end time? Saturday might be a bad day to end it on.
>>
>>175017241
you could make ASCII monsters
honestly it's a fucking game jam, no one cares what art you put in it
(I mean no one cares regardless, because it's a game jam, but that's a different conversation)
>>
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I have a newfound appreciation for menu systems now. This is 100% code. Next time I'm drawing text on a menu sprite.
>>
what successful indie game has been out long enough that not many people would complain (and may even welcome) an improved clone?
>>
>>175032561
monster girl quest
>>
>>175032561
cave story
>>
>>175032561
Unironically a good RoR clone with more entertaining procedural generation and deeper combat,
>>
>>175032697
A proper sequel to RoR would probably make a decent amount of money. Someone call hopoop
>>
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>>175031890
>It is done.
I love you. I will shill this jam relentlessly.
>>
>>175031446
>>175031680
What about for 3D?
>>
Am I wrong to think the biggest constraint to design space in vidya is input devices? Every game mechanic can be described in terms of using your input device in a certain way, (e.g. aiming in shooters, pointing with cursors in RPGs/2D platformers, hotkeys in tons of genres, normal typing in typing games.) It seems like game dev now is about creating aesthetic variation using the same mechanics.

Is it worth exploring how to use standard input devices in new ways, or is there no more exploration to be done? I'm aware that my thoughts on this are primitive, so I would appreciate even pointing me in the direction of already existing discussion on this topic.
>>
>>175032832
Source on that book?
>>
>>175032861
Bring back trackball games.
>>
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I posted this yesterday but posting again because nobody gave feedback on it

I need help improving my logo
>>
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>>175032901
Dragon's Dogma Design Works
>>
>>175032861
VR is the inevitable future because it's real, actual interaction with almost no abstraction unlike typical input devices.
>>
Are there are open world FPSes that arent clunky shit like arma/squad and play like a source game?
>>
>>175033078
text needs to be much more prominent
>>
>>175023526
hope you have fun with your lack of money
that lack of work ethic is great too, it'll totally help you make your game
>>
>>175033078
I'm not feeling the background but I have no suggestions. Seems like the perspective should be different or something.
>>
>>175026472
your run animation is shit, and I'm not saying that because of the "whodev" factor, it's actually shit
also the monochrome aesthetic already got old just in the time it took to watch the trailer once and loop the webm a few times
>>
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Am I a genius if I develop a game that took me far less time to make than what the average player will play it?

It's a game where you click multiple times. 1 click = 1 buck. With the money you can buy upgrades, which are only different backgrounds basically. It will take me not a lot of time playing it and I've heard those clicking games are addicting. So my plan is making a game where I cut on the development and make an ACTUAL clicking game. There will be multiple levels (level 1=100 clicks, level 2= 250 clicks and so on)

It will probably take me a day to develop it, and players will spend countless hours clicking.
>>
>>175033728
Which run animation, in the GIF or all of the one's in the video?
>>
>>175033224
Like fallout or farcry?
>>
@175033078
it's likely no one responded because they're hoping if they ignore you you'll go away
>>
>>175033728
And re: the Gameboy aesthetic, yeah, I'll try something tougher next time. It's my first go at this kinda thing. Seemed achievable to solo a game with this scope.
>>
>>175033894
>aren't
>>
>>175033835
the one in the gif
>>
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>>175033807
>Am I a genius
>>
>>175034005
Explain "shit". You feel there's not enough weight or movement?
>>
>>175033807
Clicker games died years ago, clicker/waiting hybrid games are very common on mobile and they are certainly better than what you can make in one day.
>>
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>>175033078
Felt like the side bands should have been a bit thinner maybe? I dunno
>>
>>175034389
dont reply to me if you gotta be negative, thanks. i want genuine answers, not pissy men.
>>
>>175033078
Bigger text
>>
>>175034505
>pantsu redline
now i've seen it all
>>
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Where's your waifu sim, agdg?
>>
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Long long way to go. Just assembled the prologue dialogue with my own music and title room. Utilizing this
http://cid.hootr.club/ebengine.html
>>
>>175035052
uh this is a blue board you degenerate
>>
tfw agdg ignores you
>>
>>175035052
I'm starting it during the summer but it's not like you'll care since there's no anime girls or people at all for that matter
>>
>>175035143
tell me more? Im curious as to what this is and what you have cooked up.
>>
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>>175035448
I played Earthbound, Lisa, and Undertale. Now I want to make a dank rpg. I'm actually I've come this far, I've had some help though and plan to make something of this. I have a "story" but if you're interested just add me on steam
All I can really say is it's really business oriented but it's still really early in development. I also plan to donate a generous amount to cidoku for the engine if I can utilize it correctly. So far I can get a battle and gather xp, insert my own sprites (the enemy in the battle is my first sprite) I need much more practice and a deeper understanding of GM since I'm a novice.
gravelore
>>
>>175035782
I'm actually surprised*
Had a little drinky, had some good breakthroughs today.
>>
>>175035782
cool man, it seems we have a few things in common, I will add you.
>>
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I really need to finish this before I start a new project again
>>
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>>175035052
Working on it, but I'm busy writing shaders which doesn't really bring the game part any closer to finished.
>>
>>175035413
hi
>>
working away on content. about 8 months in. took 7 months off.
>>
>>175036791
will you have a male character too or use the meme hands and dick style
>>
>>175037156
i can see it really paid off
>>
>>175037229
little more done, i will post something
>>
>>175035052
I need to get better at art first
>>
>>175037176
More characters are planned, thats why i created my IK system to be able to handle interacting characters better.
>>
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>>175037581
>>
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>>175014257

Anyone available to help me test some networking code real fast?

https://www.dropbox.com/s/a0fudtac9vp9zgp/MultiplayerShootoutTest.zip?dl=0

Download and unzip, and hit find games and let me know if a game shows up in the list,
>>
>>175037946
only if you garantee there are no virus or rootkit shit like that because im bad with computers
>>
>>175038040

I promise
>>
>>175037946
only if there is a game
>>
>>175037946
>that itchy left hand

this looks cool
>>
>>175034158
the arms don't move
>>
>>175037946
No sessions found :(
>>
>>175036709
this looks really dope. newtonian physics? also what engine?
>>
>>175038090

There is, you're orange cowboys and shoot each other.
>>
>>175038172

shoot, well thanks anyways I guess.
>>
>>175037946
I shot quickly enough after drawing and shot myself, this is great lol.
>>
>>175036791
Is dat some subsurface scattering?
>>
>>175038342

It works over lan, so if you start a game, you can launch a 2nd copy and join your own game so you'll have a target to shoot at.
>>
>>175038343
Yes.
>>
>>175037946
It won't work over the web unless you have a master server. Set up steam integration and you can use their test servers for it.
>>
>>175038342
That makes it an accurate simulation of quickdraw shooting.
>>
Where is my game?
>>
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Started working on a dungeon crawler today. Not much to show, but I've found with other things, if I make a habit of sharing them with people it keeps me on track and helps me feel like I am making progress.
>>
>>175038779
IVE SEEN FOOTAGE
>>
>>175038308
i also found no sessions
>>
>>175038805
I STAY NOIDED
>>
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Friendly reminder that Monster Jam is officially ON.

Always wanted to make a game where you play as a drowner and defend your shitty pond from intrusive villagers that wanna piss in it?

NOW IS YOUR CHANCE

https://itch.io/jam/agdg-monster-jam
>>
>>175038582
It does lol.

>>175038475
Hey, this is pretty good. Just shooting at that other guy standing there feels pretty good, the way the screenshakes and how you gotta mousewheel six times to actually reload is quite satisfying. You're onto something. How tough it is to aim is quite refreshing too.
>>
>>175038949
Fuck off back to your discord, idiot.
>>
>>175039031
that's where you're wrong, this is homegrown shitposting
>>
>>175039031
Admin is our boy, get your agdg trivia right.
>>
>>175038804
I like it. Only criticism is that it's overly green. Is the small square room mandatory, or can you build a larger room out of those?
>>
>>175038949
What percent of entries will be monstergirl games do you think?
>>
>>175038949
Thank you, finally a jam that isn't just a meme theme.
>>
>>175038949
>not calling it Monster mash
You've done us all a great disservice.
>>
>>175039939
its not octover
>>
>>175038581

I was thinking that might be the issue, and after looking more I was able to confirm that is the issue.
Time to integrate Steam
>>
https://www.youtube.com/watch?v=vNuVifA7DSU
>>
>>175038661
way out in the water
>>
Fuck Agdg, have you ever heard about this engine?
http://www.defold.com/defold/
>>
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>free
>open source
>liberal license
>up to date
>support for both python and c++
Why haven't you tried Panda 3D yet?
>>
Who else /enginedev in C/ here
>>
godot post
>>
>>175032561
Gunpoint
>>
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>>175039219
Yea, it's all tile based, so I can make rooms almost any shape. Though character movement is set to a specific distance.

Not sure if I will make character movement be 1 tile by 1 tile to better emulate those First Person Dungeon Crawlers like Etrian Odyssey or Dark Spire.

Nothing is really textured yet, just some quick tiles made in Blender, so i'll adjust the lights to make it less green lol.
>>
>>175040615
you know it's not just that it's green, but that all of your value is compressed to a very narrow range?
>>
>tfw all my best ideas are outside 1MA range
>>
>>175040547
+free
-open source
+liberal license
+up to date
--support for both python and c++
>Why haven't you tried Panda 3D yet?
sounds mediocre at best. anyone even made a game with it?
>>
>>175032491
looks cool

are there any games that are 100% code that have characters and stuff with no sprites? would this even be a good idea?

t. new
>>
>>175040881
Why do you even care? You only use flash.
>>
Does anyone else play around with Pico-8?

I love it so far, it's fun to mess around in and work within it's constraints
>>
>>175040736
The scene only has 1 Directional Light on atm, and there's some ambient light.

The materials on all the objects are just gray, no textures. So there isn't much going on with colours atm.
>>
>>175041017
>PAYING to limit yourself
lovely meme
>>
>>175040951
+2D vector image handling
+documentation
>>
>>175040881
A worthless idiot like yourself wouldn't be able to get the best out of it anyway.
>>
>>175033807
Are you genius for making a game that is dime a dozen?
>>
>>175041220
>best out of it
nodev words.
it's the other way around, proof that it's a shit engine is if it can't get the best out of me.
>>
Is Demo Day a jam where you post a demo of your current game?
>>
>>175041520
Yes.
>>
>>175041520
Of course
>>
>>175041508
No, you simply wouldn't be able to get anything out of it. Not only are you an idiot, but you have no talent as a developer, an artist or anything for that matter. Nothing but a worthless fraud.

Anyone who takes advice from you is accepting the kiss of death.
>>
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Consider the following:
Demon Day jam
>>
>>175041520
>>175041543
>>175041678
that is a common misconception, but no. demo day is specifically for "demos" of faux PS1 titles, something that you would see on demo discs in the 90s to early 2000s. bonus if you put it on an actual disc and mail it to people with no digital distribution.
>>
>>175041771
>this blind gogem hatred

where is, dare I say it, your game? I'm serious I'd rather see your game than useless shitposting in these threads come on now let's see it.
>>
>>175041520
It's not a jam because you're not making a game from start to finish within a set time period. You're releasing a demo of what you're working on, whatever point in development it may be in.
>>
What are some examples of platformers with procedural generation done right?
>>
>>175037946
>cylinder reload
>semi-auto pistol

shit game
>>
>>175040912
dorf fort
>>
>>175042067
Spelunky, you punk bitch.
>>
>>175042067
Spelunky for sure. It has some of the best procedural generation regardless of genre. Here's a video: https://www.youtube.com/watch?v=Uqk5Zf0tw3o

Flint Hook is also nice, but that game uses hand built rooms that are just placed together proceduraly.
>>
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>tfw no Peanut Butter & Jam jam
>>
>>175042067
Catacomb Kids
Vagante
Spelunky
>>
>>175042319
Spelunky is still using a handful of pre-made templates that the algorithm generates small variations of in order to make it look like they're completely unique. But are there any games using algorithms to generate fully randomized levels form scratch, that are actually good?
>>
>>175042318
>>175042319
>>175042425
>premade blocks placed around randomly
nice """""""""procedural generation"""""""""
>>
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>>175017356
Nice morrowind ripoff.
>>
>>175042319
Flint Hook doesn't even procedurally generate its rooms and yet it's what you respond with when asked about procedural generation done right? What a flavor of the minute fucktard, holy shit.
>>
>>175042574
https://www.google.com/search?q=procedural+generation&ie=utf-8&oe=utf-8
I agree, Spelunky's procedural generation is nice.
>>
>>175042561
>>175042574
>>175042636
Spoiler alert:
100% completely random/procedural generation is complete shit, especially for a platformer. If it doesn't have hand placed elements your game will be shit.
>>
>>175042561
>pardon me while I yank these goal posts over
So you weren't looking for a discussion, you were looking for a subject to be pedantic about. Maybe warn us next time?
>>
>>175042561
Syobon Action if you press 0 on the title screen
>>
>>175042836
So the fuck what? That has nothing to do with Flint Hook being an absolutely abhorrent example of "procedural generation done right". I already recommended good games that integrate procedural generation with hand placed elements.
>>
>>175042845
No, I was looking for an example of something that's truly randomly generated, because I already know about games like Spelunky that use quasi-random generation.

I actually found something that does do this a while back, but it isn't really all that good, which is why I was wondering if anybody has improved on this kind of thing in recent years.

>https://www.youtube.com/watch?v=caXA-rbrnLU
>>
>>175022952
bro I think you need to go full Kojima on this and just start sculpting skulls, then adding facial muscles, then skin.

I mean if you seriously want to git gud
>>
>>175042991
The rooms are procedurally placed together. So it is procedurally generated. And it works well.

The anon asked for platformers with procedural generation that were done right. Making hand built rooms and placing them together procedurally is a completely valid and good approach to procedural generation.
>>
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Pure procedural generation is either a bad idea, or requires tons of work (dorf furt). It mostly works for Spelunky because the game is pretty simple in general.

>>175022952
It's absolutely terrifying, but I've seen worst.

Also, let's share times where your debug options caused oddly satisfying phenomenons devs.
>>
>>175043084
>procedural generation done right
>something that's truly randomly generated
>thus implying that "quasi-random" generation is "procedural generation done wrong"
Yeah dude you definitely didn't set out to be a contentious pedant.
>>
>>175043084
What about No Man's Sky
>>
>>175038804

Interesting that you're using similar movement to a first person dungeon crawl, despite it being top down.

>>175040881
>>175040547
Isn't this what that ToonTown MMO was coded in?
>>
>>175043356
Now who's being the pedantic one?
>>
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Another test. I think this looks a bit better. Reduced the player size, reduced the distance for movement, made some quick textures and slapped them on the tiles. Added a second light source.

I know this is stuff isn't important, considering the game has no features beyond walking the dungeon atm.
>>
>>175043282
If by "completely valid and good" you mean "laziest possible implementation", sure. Like I said, someone asked for an example of good procedural generation and the current mediocre flavor of the minute slipped out of your brain and into your response. If you think Flint Hook is in any way a remarkable game then your opinion on what constitutes good design (in any respect or facet) is unsalvageable.
>>
>>175043475
walking in the cracks and not on the tiles feels wrong
>>
>>175041978
>turning your trip off to defend yourself
As pathetic as always. You really are a braindead idiot.
>>
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made some more balance tweaks and started a basic obstacle course.

what would be some fun traps and hazards to add? im working on ice now.
>>
>>175043453
>holding someone to logical consistency constitutes pedantry
Flawless rhetoric. Kill yourself my man.
>>
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>>175043475

Shorter movements are good as long as you can hold a key to walk forward. Constantly tapping to move just a little bit forward is tiresome.
>>
>>175043580
t. personified early PS3
>>
>>175043565
I'll keep that in mind.

A single Floor "Tile" is a 2x2 I based them off of the "Dwarven Forge" D&D dungeon tiles I use. Maybe the cracks are too deep or the player is too small.
>>
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Panda3D got an April update.

>Today, a new update to Panda3D 1.9 has been released. This release was made to fix a regression in 1.9.3 that occurred when generating geometry in the threaded pipeline, as well as a few other bugs. In the meantime, we’re still working hard on the 1.10 branch of Panda3D, which carries many exciting new developments and features.

>Fix 1.9.3 regression with generating geometry in threaded pipeline
>Various compile warning fixes
>Fix occasional crash in PNMImage::quick_filter_from()
>Fix issue taking screenshots from an OpenGL FBO buffer
>Fix various issues with MeshDrawer
>Fix issue with collision sphere generation in bam2egg
>Fix compile errors with more obscure Python configurations
>Fix assert when using Texture.load_sub_image to load whole image
>Fix fsm FourState
>>
>>175043896
>just a bunch of fixes
thanks for the shitpost. Maybe next time show us new features instead.
>>
>>175043327

UE4?

I was trying to get this sort of physics working, was about to write custom physics instead of using UE4's built in, but if there is an easier way do tell.
>>
>>175044020
It's to show the software is up to date you dumb retard. Why don't you turn your name back on?
>>
>Why don't you turn your name back on?
What did he mean by this?
>>
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>>175043223
Kojima?
I thought they just used photogrammetry to scan actors?

It would be fun to try something like that, though learning all the muscle groups first would be a big task.

>>175043327
>It's absolutely terrifying, but I've seen worst.
But anon, she's just a sweet old lady
>>
>>175042067
Rogue Legacy
>>
>>175043705
do some Frogger stuff, but over a minefield instead of a river
>>
>>175044080
Yup, UE4. I'm basically using a separate coordinate system that I transform into XYZ coords. I guess that fits "write custom physics" more than "easier way", but it's really not too difficult.

Look up cylindrical coords if you wanna do something similar. Your three axii are distance along a cylinder, angle around the axis and radius from the axis. My system supports forces, impulses and gravity in every direction.

If you need less control, you could probably get away with just sticking your object to the collision mesh of your whatever.

>>175044216
Jesus Christ. She looks like she would rape me by stuffing viagra down my throat while I try to bite off my tongue to bleed to death.

Great work.
>>
>>175044497
Th-thanks
>>
>>175044497
I was planning on basing it around rotate around vector or whatever it is called, around the middle of the tube, which would allow me to jump by LERPing towards it.

I've started a few side projects but need to get back to that one eventually. Great idea though on how you did it, I'm going to jot that down.
>>
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Implemented a new basic weapon type, projectiles instead of hitscan, it's pretty great since it gives the player a heads up that someones shooting at him before the rounds hit. Works nice in a cover shooter.
It's actually works so well with cover I'm thinking of tossing hitscan out the window all together. Is there a reason I shouldn't do this, other than missing out on lasers?
>>
>get an idea for a game
>know it's way, way too ambitious
I'd rather just never get ideas at all desu
>>
>>175045207
When people make posts like this are they trolling or are they seriously so vapid that they think things like this are worth sharing?
>>
>>175045318
>he doesn't spend 2 hours a day coming up with ideas
>>
>>175044089
>974 occurrences of "@date 2000-"

Just C++98 my shit up.

How did they have the will to keep going this long?
>>
Is gogem retarded?
>>
>>175045408
Nope, still not sure if trolling or extremely vapid, sorry.
>>
>>175045459
yes, possibly worse
>>
>>175045438
Only true virtuosos will be able to attain true mastery over the code.

Those who do get a huge advantage over the cucks using Unity, complete with its DRM.
>>
You did plan your game out before you started... didn't you aggy daggy?
>>
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>>175044216
Eh, tried to improve her a bit, but I think I'm getting too tired now.

Feels like her legs are just tiny
>>
>>175045806
upload a pdf
>>
>>175045685

At least it isn't infected by boost.

Looks like 40% of it is 3rd party or wrappers around 3rd party.

Also, all of the errors with VS 2015. Absolutely all of them.

But okay. Into the git pile-o-notes it goes.
>>
>>175046036
Stop using Sculptris.
>>
>>175046096
Why?
>>
>>175046134
Because it's shit and not up to date.

If you don't want to use ZBrush, fine, but at least use Mudbox.
>>
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Thanks for all the feedback on the other enemy in the previous thread. I will circle back to having him improved, but right now I am full steam ahead on getting things implemented. Plus, having the animation in the game, in the context of everything else, tends to make the flaws less noticeable. Main take-aaway for him: improve the impact at the end. Someone asked if his hammer would cause screen shake; hell yeah! In fact, every step he takes causes small screen shake, and his attacks cause big ones.

This is an attack for another enemy, It jumps around like a grasshopper, and comes down on your head.
>>
>>175046332
Maybe the energy attack pushes it back slightly
>>
>>175046290
It's certainly not shit. I really enjoy working with it.

That said, the Z-spheres in Zbrush look like the could be really useful (I'm currently just using the draw tool to make spaghetti arms and legs, and it's impossible to get the anatomy right)
>>
>>175046134
>>175046290
Also, to give you an idea of just how powerful dynamesh is, refer to this:

https://www.youtube.com/watch?v=zPzxwNlA6mQ
>>
>>175046376
Imagine him leaping forward in an arc through the air, then doing that attack on top of you. Thats what will happen in game.
>>
>>175046494
>It's certainly not shit
No, it is definitely shit when compared to better software. Stop being such a cheap cunt and at least try the others first.
>>
>>175046513
But Sculptris IS dynamesh?
That's the only thing Sculptris does?
>>
>>175046494
dude, it's literally like a free, extremely limited demo. even the blender sculpting is probably better now (certainly with addons).
>>
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>>175044635
If it works, it works. I tend to overthing my modules and waste tons of time implementing math that doesn't stroke anything other than my ego.

>>175046332
I'm following your progress closely. You make great creature designs. Good choice of palette, too. I'm not good enough at 2D art to give proper CC, but keep it coming.

Got the world origin shifting to work properly. Thankfully it causes no lag whatsoever. Get fucked, floating point errors.
>>
>>175046729
Blender sculpting is slow and wrecks my laptop
>>
>>175046596
His legs don't really convey a forward leap, looks more a straight vertical jump
>>
>>175043705
Seesaw/ tilting platforms.
You can also have the player stand on one side and shoot at hanging blocks that fall onto the other side to launch the characters.

large turntable style spinning platforms, even at slow speed.

Treadmills, escalators, water wheels.

Pendulums like wrecking balls or large medieval blades, or clockworks like spinning gears, and moving platforms on pulleys.

minecarts/ sleds on tracks to impart forward velocity on a character, could implement low hanging signs or beams the player would need to duck while traveling.

Large bear traps, or mousetraps with the right physics forces applied would likely shred your dismember-able in visually appealing ways.

spring loaded pressure plates to launch the character or hazardous objects at the player.
>>
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>>175046847
>3d on laptop
jesus fucking christ, have these threads really gotten this bad?
>>
>>175047042
Why not?
Rendering things is the only 3D shit which demands a powerful computer, and rendering is pretty useless for gamedev anyway.
>>
>>175047042
Using 3d on shittops and then complaining about it has been essential /agdg/ for awhile.
>>
Please tell me things you hate in 2D sidescrolling action games, with some minor elements of optional backtracking (kind of like Castlevania SotN or Super Metroid, but more level based) so I can avoid them.

Right now I've got:
>No autoscrollers
>No gated progression, or sequence breaking possible with skillful use of core ability set.
>No illogical solutions or other bullshit like "have to go around easily jumpable gate" for teh sake of level

Anything else?
>>
>>175047121
>no numpad
Kill yourself nigger.

>Rendering things is the only 3D shit
and evidently Blender's sculpting for you.
>>
>>175043705
This is funny, I like it. my thoughts, regarding the potential i see in this game, and the vision for what would make the game fun. Lean into the idea of the guy being brutalized. It's funny seeing him clumsily march down then path, then get blown over.

If the challenge and skill of the game is an obstacle course, you will run into the exact same problem thousands of other developers have. Tedium, and frustration at losing. But you have a real opportunity here to offset that with the joy and hilarity of seeing this guy get beaten up. Think, crash test dummies.

So instead of the spinning thing just knocking him down, what if it swept him off the platform into a bunch of spinning gears that rip him apart? Or they knock him way up into the air. Or something flattens him.

Basically what I'm saying is, you have a good hook with how funny it is seeing him knocked around, If you have fun with that, and take it to another level, you'll have something good. Even if the actual obstacle course stuff has all been done before. Because people will enjoy the failure state.
>>
>>175047334
But my laptop has a numpad, Anon


>and evidently Blender's sculpting for you
I like Sculptris, so that's no problem.
Sculptris is extremely well optimized, for some reason.
>>
>>175042956
well that entertained me for like 15 minutes, thanks anon
dunno how I never heard about that before
>>
>attacking a good artist for their choice of tools
really gets the noggin joggin
>>
>>175047268
my biggest dislike of metroidvanias is the action part. the enemies are never not mundane cannon fodder and the few interesting ones are never actually used in interesting ways - theyre used as cannon fodder so they stop being interesting after the first encounter.
>>
>>175047268
I don't think avoiding a list of problematic designs is going to add up to a good design. Bad design choices you mention are always the result of a compromise that had to be made somewhere along the line. The way to avoid bad designs is by finding out what is good about your design, express it as clearly as possible, and filter away the things that detract from it. There are an infinite number of bad design choices.
>>
>>175047643
Nobody cares about your worthless opinion, idiot.
>>
>>175047643
My idea is that after defeating the area boss, the enemies become either lesser in number, or much easier to kill making backtracking less of a chore. I'm not really implementing level ups either so I agree, most enemies aren't going to be worth killing.
>>
>>175046332
Make the legs bend back during the jump, looks awesome though.
>>
>>175047268
One hit kill spikes and instant death pits. Obviously depending on games concept. I hate OHKO spikes with a passion though.
>>
>>175047268
>absolutes
There's a time and place for everything.

Anyhow my personal pet peeve is platforms that only bring one new mechanic gimmick to the table, and then absolutely everything else is straight forward generic shit.
>>
>>175045021
make a laser that speeds up and slows down sinusoidally
>>
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I need some input from idea guys :

I'm making an RPG about trading resources around and making profit. I'm taking Spice and Wolf and Mountain Blade as inspiration. Do you have ideas about engaging mechanics that would make walking around less dull? I don't want any combat if possible.
>>
>>175047918
What if nothing was "innovative" but it just did everything really well?
>>
>>175047775
>or much easier to kill making backtracking less of a chore.
thats not what i said at all. thats in fact worse.
INTERESTING ACTION
pointless mindless action is a literal waste of time.
>>
>>175047692
That's a good point, and I am coming from the same thinking in making my game. The goal is for each enemy to be interesting and challenging in its own way. There are fewer enemies, and each fight is never against more than 2-3 enemies. Usually just a 1v1. Instead of having a bunch of trash thrown at you, then a boss. I want a steadily increasing level of complexity in the enemies.

As for how much I have succeeded in my goal, I think I am partway there. The difficulty curve is still too steep so a lot of players are getting gated out. But skilled players who I watch go into later parts of my game, I can see things start to come together like I imagined.

>>175047794
Good idea. Thanks :)
>>
>>175048089
Oops, quoted the wrong post. My first response was meant for

>>175047643
>>
>>175048024
I guess it's hard to think what makes action meaningful.

Maybe it's just my style, but if I'm playing a game with limited resources, and theres no real incentive to kill enemies, I frequently just avoid them, as fighting them isn't worth the time.

I really want my game to have grand boss encounters as the feature. I'm definitely toying around with the idea of having some areas completely devoid of trash enemies and more emphasis on puzzles, or other unique features like mazes as opposed to just enemies.
>>
>>175046847

Get a render farm.
>>
>>175048024
>INTERESTING ACTION
Like scrolling through menus? ;^)
>>
>>175047443

>So instead of the spinning thing just knocking him down, what if it swept him off the platform into a bunch of spinning gears that rip him apart?

yea i was definetly going to ramp up brutality as much as possible. i have some more extensive injury states planned as well (controlling jus tthe torso with no legs, limping etc.)

the main attraction will probably be the sword combat but i've always wanted to make a physics based N+ kind of game with platforming as well, so im trying it out.
>>
>>175047967
everything takes place on a bunch of floating islands and the better you trade the more midair jumps you get so you can go more places
>>
>>175043705
Your game looks stupid as fuck and I mean that in the best way possible.

Carry on my wayward son.
>>
>>175046921

these are all good suggestions. i'll have to keep them visually in universe unless i ditch my art direction and just go full placeholder art forever.
>>
>>175048274
yes actually.
all games that have goals are at their core ~puzzles~ whether its clicking menus at your leisure or an action game the key component that makes games unlike any other media is the problem solving aspect the player does to achieve the goal. an action game that has nothing to think about is at a certain point no different gameplay wise than a VN in that there is nothing to problem solve, just rote execution.
>>
>>175048608
that's why you gotta add ~spice~
>>
>>175048245
>>175047775
In the Metroid games you get more powerful upgrades as you go along that let you zip through enemies with less and less effort (often culminating in the spin attack which 1HK's most things while allowing you to fly, and of course the speed booster which lets you just zip through some parts).

In the later Castlevanias you level up and get better gear so earlier enemies are little to no threat (but sometimes can still slow you down). It's not as "smooth" as the optimizations in Metroid but same concept.
>>
>>175048010
That's kind of already what I was talking about. Forget gimmicks, but there has to be a lot of small things it brings to the table.

Which I suppose brings me to the other thing I appreciate (or hate the lack of): Completely unique elements in rooms.

You can really feel the difference when rooms have shit coded just for that room, rather than "here are some more monsters and a lot of the same old, get at it!"

(A weak example off the top of my head... if a game doesn't feature physics shit, but then for just one room you've got a puzzle/combat that revolves around physics stuff).

I feel like I didn't explain it well, sorry if this looks like rambling nonsense
>>
>>175048608
>an action game that has nothing to think about is at a certain point no different gameplay wise than a VN in that there is nothing to problem solve, just rote execution.

you know except audio visual feedback, gun feel, movement feel, learning curves, etc.

you know

game things.

that you find in video games.
>>
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Reminder that this is googum's art for a "loli".

He also thinks loli is inherently pornographic.

It would be best if you ignored his advice.
>>
>>175048608
Just kill yourself already
>>
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Finally got in some kinda health and stamina system.
>>
>>175048768
>you know except audio visual feedback, gun feel, movement feel, learning curves, etc.
all VNs have audio visual feedback, thats what makes them VNs and not Ns.
im sure you can add ~gun feel~ (whatever the fuck thats supposed to be) to a VN, you can certainly add all sorts of other feels to a VN that action games cant.
and learning curves? really? we're talking about action games (specifically metroidvanias) having a problem of action become quickly (if not instantly) rote, the learning curve is over at that point.
>>
>>175048810
idk googum seems like a cool guy and doesn't afraid of actionscript
>>
>>175049080

> ~gun feel~ (whatever the fuck thats supposed to be)

the way a gun feels. the difference between the plasma pistol in halo 1 and the shotgun from doom 3. all the subtleties and minor details that more effectively make you "feel" a virtual object that you spend a majority of the game using.

>(specifically metroidvanias) having a problem of action become quickly (if not instantly) rote

which is why 99% of them are shit. the underlying mechanics too often simply do not sustain the amount of repitition and backtracking. the only thing that can sustain a repititive game is solid game feel and learning curves. VN's essentially force the player to invest in things that are not video game mechanics, which is fine. for people that tolerate interactive novels.
>>
>>175048810
>He also thinks loli is inherently pornographic.

He's right.
>>
>>175049273
Turn your name back on, idiot.
>>
>>175049364
>VN's essentially force the player to invest in things that are not video game mechanics, which is fine. for people that tolerate interactive novels.
this is my same attitude towards X-feel. how a shooting device ~feels~ to use is as to the shooter gameplay as the story of a VN is to the selecting story branches gameplay. some people enjoy it but there is nothing really there.
>>
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>>175033078
Just rip this one off
>>
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OKAY so after taking in the feedback I've finally finished revamping everything about the greenlight page. New trailer, new gif, new everything.

Hopefully now you have a MUCH stronger feel for what this game's all about.

http://steamcommunity.com/sharedfiles/filedetails/?id=912212875

What do you guys think?
>>
>>175049613
>this is my same attitude towards X-feel. how a shooting device ~feels~ to use is as to the shooter gameplay as the story of a VN is to the selecting story branches gameplay.

no they aren't because one is immediete and requires very little from the player to invest at the outset.
>>
>>175050109
neither are gameplay.
>>
>tfw making an h-game and can unironically download things for "research"
>>
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First sprite, need to lose the outline
>>
>>175046036
THICC
>>
>want to learn art for my game
>go to /ic/
>everyone shits on someone who draws something 10000x better than me
is /ic/ really a good place to learn or is it just another meme board?
>>
>>175049802
Honestly, it looks pretty terrible.

Nothing super interesting about it. whats your MSRP?
>>
>>175045806
Please don't actually do this and write a novel of game design documents.

You're just building up hype and expectations which is going to come crashing down when you realize just how much work and skill what you want to do takes.

Just make a single page of stuff and go with it. Then open a game engine and get a block to move the way you want your character to move with placeholder art that gives a semblance of the final look and feel you want the game to have.

Then just build from there. You can even write your novel after this step if you want. Most people will not make it even this far.

Also please do upload a pdf.
>>
>>175050720
if you follow /ic/'s recommendations then you'll end up with a lot of skills that dont directly translate to making game assets. for example, you can 3d model with minimal sketching skill. you can make pixel art with no drawing skill, at low resoultions. all that said, knowing how to draw well technically is not a bad skill to have. it's just potentially wasted time if your priority is to make a game.

and can the board culture be any worse than agdg?
>>
>>175051125
apparently other generals in /vg/ are a lot worse than /agdg/

but i don't read any of them so i can't say i know that for a fact
>>
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This is a humble reminder that learning how to develop your game from scratch (that is, not relaying in game engines such as unity and GMS) will take you closer to deploying a game and beat your competitors.

Because games and game development are so popular, and you are competing against other games for attention, it is in your interest to use more performant tools that allow you to program your game without cutting any feature or depending on closed software.

If you are interested in defeating your main oponents (those using game engines, like the ones listed in the op poster), here are some tips:

- Use efficient and performant programming languages, such as c++, rust or nim.
* cplusplus.com/doc/tutorial/
* doc.rust-lang.org/book/
* nim-by-example.github.io

- Learn algorithms:
* coursera.org/specializations/algorithms

- Learn maths and physics:
* khanacademy.org/math
* khanacademy.org/science/physics

- Learn how to get the most out of your cpu:
* dataorienteddesign.com/dodmain/
* learncpp.com/cpp-tutorial/79-the-stack-and-the-heap
* fgiesen.wordpress.com/2016/08/07/why-do-cpus-have-multiple-cache-levels/

- Learn how to do graphics:
* opengl-tutorial.org/beginners-tutorials/

Good luck.
>>
>>175050720
>>175051125
oh also, having visual taste is more important than technical skill. color theory, composition, animation principles, lerping, easing, can all make technically mediocre assets look good. i guarantee all of minimalist indie games people jerk off to had a solid understanding of these things.
>>
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>>175051276
At this point you might think that nothing of this applies to you. Please, reconsider it:

- Data-Oriented Design (Or Why You Might Be Shooting Yourself in The Foot With OOP)
gamesfromwithin.com/data-oriented-design

- Pitfalls of Object Oriented Programming
.slideshare.net/EmanWebDev/pitfalls-of-object-oriented-programminggcap09

- common OOP game engine development pitfalls
bounceapp.com/116414

- Three Big Lies
cellperformance.beyond3d.com/articles/2008/03/three-big-lies.html

Think about it in this way: understanding how your computer work might not secure you success, yet it gives you a huge advantage in this race.

You might say that the latest famous indie game done in unity didn't put any effort into engineering at all, but this is only illusory. You cannot see how many hours, days and months the developers behind successful unity (and GMS) games had to put to work around its inherent limitations.

You can say to yourself "I don't need anything else, i'll relay in my luck" or think wisely and increase the likelihood of being success by expending some time learning more about computers.
Everything depends on you.
>>
>>175051125
Angry d/ic/ks will shape you up into a shiny diamond. Visual stimuli is the most powerful tool of our generation's video games and you need eyes of an artist to be able to envision and create universes from your head.
>>
>>175050947
Theres 2 schools of thought towards game design imo.

>Write nothing and just go
or
>Plan everything you want from the start

The second one is a must if you're doing it with a team. The first one runs into a lot of problems, especially with motivations.

>I finished a feature, what do I do now
That's largely alleviated by having the book, or a design document since you've pre-determined what you need to implement, and in a queue that's fairly rigid. Obviously theres wiggle room.

It's also just a good fucking idea, especially if you have a tendency to forget ideas.

>have a good idea for a level or mechanic
>working on game, you'll get to it later
>forget what mechanic was

>upload a PDF
When my game gets done it'd be a cool thing to share, but obviously a lot of stuff in there is probably going to get cut at some point.
>>
>>175051396
yeah one year i want to go through this ordeal. not today though!
>>
>>175051276
>>175051385
Yeah I agree with most of this on a fundamental level.

But you're pushing engine-dev mentality. If your goal is make game, then make the fucking game using an engine and don't worry about the small details. Optimization comes later, and often, is completely sidelined since games are such a big project.
>>
>>175051276
I think enginedev is worthwhile as an exercise but not for any of the reasons you mentioned

if you want to make a game then you probably shouldn't make an engine because you will spend a long time working on an engine before you start working on a game

t. enginedev who switched to using a premade engine so that I could just make game already

>>175051462
I just keep a text file of brief notes and todos, works for me.
>>
>>175051496
The younger you are the easier it will be for you to get rid of symbol drawing.
>>
>>175050774
>MSRP

No idea yet. Probably somewhere between 5 and 10 inclusive. Depends on how much I like the finished product. I'm stuffing a lot of content into this one.
>>
>>175052079
based purely on what I'm seeing I think you should lean closer to 5.
>>
>>175051385
>>175051276
Prove your point by posting the game you've made in your own engine.
>>
why should i use a framework like monogame over unity?
>>
>>175033894
>Like fallout or farcry?

>source

Kill Yourself.
>>
>>175052309
Why has no other game incorporated source's airsteering mechanics?
>>
>>175052141

I mean consider the fact that part of that is because I'm garbage at making trailers desu. Hell, I don't even have a computer that can record this shit at 1080p using OBS without lagging. I'm going to likely find someone a lot better at that for the full release trailer.

I'd recommend trying the demo. It really is like 99% better than what the game looks like from the trailer.
>>
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>>175047961
I'll just steal the disco grenade from Tribes. That way I can have muh projectiles and lasers. Webm related, a shitty blueprint concept to remind me to work on it.
>>
So I probably sound like frickin retard here, but how does a man go about syncing the speed of a gif to 60fps? Each frame would be 16.6- milliseconds and aseprite just rounds the numbers.
>>
Reminder that anyone mentioning "Source" in their post will be foreverially ignored.

>>175052730
Kill yourself, sourcepham.
>>
>>175052962
im not sourcedude
pls no bully
>>
>>175053193
Literally where is your game? Stupid fuck.
>>
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Testing out that new Live2D Euclid SDK, might really be able to use this for model heads/faces during development. This is great stuff, really awesome.
>>
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>>175052962
>foreverially
>>
>>175053287
I'm porting animations to gifs in aseprite
Don't have much to show yet because I'm still a flash babby and need to learn javascript to progress with my project
>>
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Anyone else here just lurk but stopped posting their progress because there's zero positive or negative feedback anyways?
>>
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Tch. Progress here!
>>
>>175053702
yes
>>
>>175053742
wtf.
>>
WASD for normal movement(jog)
Hold left shift to run

However, I can't think of anything that feels natural for making the character walk slow.

This could easily be solved by using a controller, but I need something that works for keyboard.

Suggestions?
>>
>>175053702
i bet your progress is nice even though we can't see it
keep up the good stuff brosef
>>
>>175053832
ctrl
>>
>>175053832
Kill yourself sourcefag.
>>
>>175053416
Cool, but let's see a full 360 rotation view
>>
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>>175015634
https://ldjam.com/events/ludum-dare/38/$24536

New website is a piece of shit.
>>
>>175053937
s;uck on my pengis
>>
>>175053832
Tap shift to toggle sprint. Hold shift to walk.

It doesn't really matter though as long as the player can rebind it. I use the two side buttons on my mouse for walk and sprint, for example.
>>
>>175053973
It does them really well, I didn't record one though.
>>
>>175053889
ehh

>>175054024
That's a good idea thanks.
>>
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>>175054076
>$24/mo
>>
does anyone want to team up and make something truly great?
>>
>>175054201
$90 free trial, my boy.
>>
>>175054247
>>175054201
*$0 90 day free trial
>>
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>>175054286
>CPU: Intel® CoreTM i7 recommended.
>RAM: 16GB or larger.

>16GB or larger.
>>
>>175053973
https://www.youtube.com/watch?v=ial5PqIeIDA&feature=youtu.be

Just watch video
>>
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>>175054237
Yeaqh sure. Here's my work. :^)
>>
>>175045806
>You did plan your game out before you started... didn't you aggy daggy?
Of course, that's one thing i learned while studying software engineering.

However I only wrote two pages for my last game, one of them which is a feature list where I can tick off completed tasks. I also created prototypes for every important game feature
>>
>>175045806
Yeah but not in a notebook like a retard.
>>
>>175045806
>Hilroy
Fucking canadian candian cucks.
>>
>>175054820
I'm old school.
>>
>>175054820
Notebooks are superior fucking kid
>>
>>175054820
>>175054820
You have physical memory, certain places, positions are tied to frames of mind. It's hard to think really openly at the same place where you implement details (your computer). Planning things physically away from your computer is good.
>>
>>175054432
What the actual fuck is this?
>>
>>175054864
Every day I wish I was born in America.

I'm definitely moving away from the border though. I'm working hard as heck to be able to leave this city and get a nice little homestead in teh true great white north.
>>
>>175054820
> notebooks are retarded

Hello underaged
>>
>>175054864
>>175055250
Why would anyone want to live in a shithole like America? They can't even drink tap water or have functioning healthcare


t. European, feels good being born in the best place in the world.
>>
>>175055336
Hows being culturally enriched going for you?
>>
Been watching the petscop thing on youtube, makes me want to make a comfy ps1 aesthetic game

Any ideas?
>>
>>175055407
I think games that are are designed with just a specific aesthetic in mind and no cohesive description of the gameplay always come out bland and shitty like owlboy and shantae
>>
>>175055387
Good, I would rather have muslims than white americans here. You are known for having one of the lowest IQ's. There's less than 3% non-whites in my mid-size town though.
>>
>>175055336
>They can't even drink tap water
>This is what stupid Europs actually think.
>>
>>175054396
i thought it was referring to actual drawings of hands but apparently not, the terribly retarded looking hands is one of the key fuckups of 3D in anime, im surprised they havent tried to tackle that still.
>>
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>>175055524
>>175055387
>tfw you live in eastern europe and there's neither fat anything or immigrants either than asians here

how's your games guys?
>>
>>175055187
Are you stupid? Don't post here ever again, nigger.
>>
>>175055826
Maybe it's time to say das vidanya to the West

How good is life in Russian for a white immigrant?
>>
>>175055907
Do you like drinking vodka straight from the bottle and doing that crouch thing?
>>
Is gogem a talented developer?
>>
>>175055907
you'd be miserable. They don't take kindly to fags in Russia.
>>
>>175048810
>not posting an actual screenshot
That was a mockup from years ago!
>>
>>175048810
>He also thinks loli is inherently pornographic.
/a/ agrees

We asked.
>>
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Man I gonna be rich soon
>>
>>175056268
did someone ask /a/ as well?
/jp/ agreed. wikipedia agreed. commonsense agreed.
>>
>>175056346
Oops, I meant /jp/
>>
>>175056328
make it multiplayer and let players use their own custom pepes
>>
Hey guys if I'm using java to make a game should I use NetBeans or is there something better and also free?
>>
>>175056506
It's my favorite.

Other IDEs mesh better with custom project types / repository shit, though (I'm forgetting which IDEs are considered "the best"). I never cared for library/frameworks that did that crap though...
>>
>>175056398
First I gotta make collision detection for the borders of the map or something

Not sure how to do that.

And then procedurally generate maps, or make them by hand and closed.
>>
>>175056506
I simply use Eclipse
>>
>>175056687
Thanks for the feedback budinsky, I will proceed with the installering pronto
>>
>>175056328
nice artstyle anon. Looks like undertale. :^)
>>
>>175056268
>/a/ agrees
You're retarded.

Watch and find out: >>>/a/156395349
>>
Why are there no good Godot games?
>>
>>175043705
He would probable have an easier go of it if he could put his gun down and use his arms.
>>
Serious question here anon:
I remember back in the days when valve made games and they were all in source.. You could easily see and feel that they were made in this engine.

Does the same apply for other engines like Unity and Unreal etc ?
Can you see and feel that they are made in the specific engine ?
>>
>>175057141
It depends on the game and who made it. HS was made in Unity.
>>
>>175057030

working on that. right now you can only drop the gun, i'm working on a back holster falloutstyle.
>>
>>175057141
Older versions of Unity are pretty obvious, the 3d games all have weird render artifacts and the lighting feels off.

Modern Unity is indistinguishable from Unreal for me.
>>
>>175057141
Unreal has better shading but hates NPR. Times have changed though and everything depends only on your crooked hands whether the game's gonna look like shit or not.
>>
>>175055336
Lol. You third world hook nigger. Don't ever post here ever again. Dumb nigger faggot. :)

>>175055826
Where is your Game?
>>
>>175057141
Source's physics are too meme-worthy (in a good way) to not recognize unless they've been heavily modified.
There needs to be more games with airsteering
>>
>>175057356
>NPR
?
>>
>>175057141
>valve
>source

Reported.
>>
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What's the difference between a Strategy game and a Tactics game?
>>
Why aren't you writing your own language for your game, anon?
>>
>>175055907
If you get your income from online you could live pretty good in Russia. But you could also do this in other parts of Europe and Asia. I live in Norway tho, that is not cheap at all to say the least.
>>
>>175057448
https://en.wikipedia.org/wiki/Non-photorealistic_rendering
>>
how do you put your game together? are there any tips on structuring an actual game? i can make prototypes but i break down whenever i add things together, keeping with so much stuff isn't my thing
>>
>>175057414
Yeah dude. Air control is my jam. I would definitely not mind som jumping puzzles with air steering in modern games.
>>
http://poal.me/joj5q4
http://poal.me/joj5q4
http://poal.me/joj5q4
>>
>>175054432
is this a game where you fake the moon landings?
>>
>>175056964
it's relatively new, you gotta use gdscript, and the docs are kinda shit (lot of 404s on the official wiki)

it seems pretty good though. give it a bit and it'll have a few meme games going.
>>
>>175057574
>google how to game design document
>>
>>175057480
The mechanics.
>>
>What's the difference between a Strategy game and a Tactics game?
>Why don't you build your own game engine anon?

Are these memes ? Isn't it extremely hard and time consuming to do this? Our general is amateur game dev general after all...
>>
>>175057515
I am though. But it's more a dialect of C++ than a whole new language.
>>
Is monogame the least memey engine?
>>
>>175058017
memes are good
embrace the memes
enter the meme dimenion
>>
>>175058000
have anything to show?
I love language dev.
>>
>>175057141
Every since Unity 5 was introduced, I honestly can't tell the difference between it and UE4.

The only way I can tell on /agdg/ is because anons here use the same stock effects/blur camera, so it's obvious. There's also the fact that just not that many people use UE4 in general, so there isn't much to compare.
>>
>>175057956
outside of agdg the meme is that making a 2D engine is borderline trivial and you might be better off with that than even trying to use GM depending on your game

inside agdg 2D enginedev is some master race sisyphean task.

3D engine dev is mcfucking kill yourself tier, you probably don't have the math or the time.
>>
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>>175025852
this was comfy cute and fun
>>
>>175057574
same way you build a house.

get some basic blueprints(simple design doc)

build a rough outline of various mechanics/systems you'll need

then spend the rest of the time polishing it all up.

design your implementations so that they can be easily upgraded and interchangeable with other elements in your game.

the finally(you most likely wont make it this far) do unit testing and optimize the game. make sure it all flows good
>>
>>175057956
3D engines are hard and time consuming. 2D engines are easy and fast and sometimes not necessary at all. IE, you can easily put together a framework for making games without needing to make an actual, stand-alone engine. Using a 2D engine that leaches off your profits or limits your design when the features they offer, like rendering, physics, and cross-platform support, can be done better yourself or if you're not much of a programmer, done with open-source libraries, is retarded.
>>
>>175058312
What kind of math is required for 3D engine dev?
>>
>>175053981
'You using assembly or C?
>>
>>175056346
iirc /jp/ disagreed and quoted pixiv wiki
>>
>>175057480
The same that's between a taxi driver and a logistics company.
>>
>>175058602
you remember inversely.
they quoted pixiv wiki and agreed.
>>
>>175058312
Where's your game, buddy?
>>
>>175058747
But pixiv wiki disagrees. Why would they try to disprove their opinion?
>>
>>175058747
Yes. agreed that loli is not sexual, just as the pixiv wiki says.
>>
>>175049050
Nice! I like the art , its very funny
>>
>>175058836
>>175058801
>illiterate admits he cant read.webm
>>
>>175059034
Fuck off idiot, you didn't even check.
>>
>>175059108
P R O J E C T I N G
https://translate.google.com/translate?sl=ja&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fdic.pixiv.net%2Fa%2F%25E3%2583%25AD%25E3%2583%25AA&edit-text=&act=url
>>
>>175057480
1) look up comparison of two words on google
2) now you know
3) people will call everything both
>>
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>>175059034
http://dic.pixiv.net/a/ロリ
Abbreviation for Lolita. A tag attached to a picture mainly depicting a girl (a young girl) or a person dressed as a so-called Lolita fashion.
Because of its nature, most illustrations in pixiv are occupied by R - 18.

However, when it is used abbreviated as Loli, it is often used as the former "girl or young girl" meaning. → See Lolita for details.

Below we describe Lolita's description as a physical feature.

Overview

Lori refers to a girl (a young girl) who is mainly below a cheapest child, or a person with physical characteristics of a girl.
As a synonym, there is Shota mainly pointing to a boy who is lower than the teen.

A person named Lori has one of the following characteristics mainly.
A young girl is a girl (a young girl) with an age less than that of the low teen
Young subjects have physical characteristics like girls (height is low, undulations of the chest and waist are small etc.).
A face with a very young face in particular has a physical characteristic like a girl compared with the physique and age. The so-called child face.
>>
>>175059248
>gogem BTFO's himself
>AGAIN
this never stops getting funnier
>>
>>175057480
Strategy is concerned with a higher level picture where you're deciding the logistics, unit commitment, which military assets will be involved, how much money is spent building certain things etc.

Tactics is more about the movement and usage of individual units/groups of units and how their equipment is used on the field.
>>
>>175059296
>>175059358
>Because of its nature, most illustrations in pixiv are occupied by R - 18.
>Nature: the basic or inherent features of something, especially when seen as characteristic of it.
this would settle things yet again if only you could read this writing.
>>
>don't know history of the word
>ignore commonly understood connotations
>still arguing about it
GG
>>
>>175059387
This is a great definition.
Think the map mode vs battles in the Total war games.
>>
>>175059469
Pedo means boy, but if you're accused of being a pedo you're going to jail. Hmm it's almost as if words evolve with time.
>>
>>175059428
also just in case you can somehow dispute the fact that in the first paragraph they mention loli belongs primarily in R-18, it's important to note you stopped just before it got to...
>Body shape of Loli by creation
>The body of a standard young girl is often a vertical straight line, but by combining it with a thick lower body with undulations of the waist like an adult female, it becomes a more sexual figure body at a young age. Like a girl who gave such a body shape, there are also two-dimensional unique loli by free creation,
and
>In addition, "Lolita Complex ( Rorikon )" that embraces a special emotion to a woman in a low teen "is often used confused with pedophilia (girl love, child sexual love). Due to this, it is often that the object called Lolita is also involved with pedophilic elements.
>>
>>175059428
Oh no
it's retarded
>>
>>175059428
>however
> 1.
> used to introduce a statement that contrasts with or seems to >contradict something that has been said previously.
If only you could read the rest.
>>
>>175059612
whatever you say, pedo
>>
>>175059612
>Due to this, it is often that the object called Lolita is also involved with pedophilic elements.
>proving yourself wrong
>AGAIN
oh gogem, never stop being you
>>
Have you all received enough proof that gogem is retarded?
>>
>>175059642
what are you referring to? the only "however" i see is
>However, when it is used abbreviated as Loli, it is often used as a meaning as the former "girl or young girl". → See Lolita for details.
which links to a disambiguation page for the various definitions (all of which originate from the book Lolita, a story about a pedophile and the object of his desire "lolita" which you would have read by now if you werent illiterate.
>>
>>175025852
-fun:hand grabbing things and throwing the cow around the planet
-bug:cows disappear in the terrain near the farm( grabbin and releasing few times??)
>>
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main menu enemies get smashed by the game's title/logo.
>>
>>175059782
Both the phrase and the linked article say the abbreviated version is used as slang for little girl.
Its origins don't matter to Japanese that use the term because the current generation didn't actually read Lolita.
>>
>>175059563
I agree with your disagreement of your hallucination of what I said!
>>
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>>175058273
thank you

>>175059839
>cows disappear

shit, I thought I squashed all the bugs

that said there are 7 coins in the world and only 6 are required, so you can still finish the game. thanks for playing!
>>
Doesn't Unity have a really shitty physics engine?
>>
>DD14 in 8 days
>only 33 joined
Great job guys, now all the good devs are gone
>>
>>175060198
yeah, phsyx and box2d are garbage
>>
>>175060216
thats just the normal churn rate
>>
>>175060101
Shut up boy
>>
>>175060072
>Both the phrase and the linked article say the abbreviated version is used as slang for little girl.
yeah and? this was never in dispute. the dispute was whether it inherently refers to sexualized little girls which it does as that page repeatedly says
>R-18
>a thick lower body with undulations of the waist like an adult female
>involved with pedophilic elements
which all stems from Lolita. etymology matters, just because you're a dumb illiterate who thinks every new word you see was invented just for you with zero connotations outside of what you think it means doesnt make it so.
>>
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>>175059839
>throwing the cow around the planet

yeah its possible to throw things into a stable orbit which is hilarious. early gif
>>
>>175060216
AGDG doesn't need good devs. If you didn't notice, once someone does actually good progress, they get ridiculed until they leave.

It would be great if this place wasn't some deformed hugbox of nodevs and people actually gave criticism, but that only happens rarely. like 5-10 posts out of 700+ are good in the threads at best.
>>
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>>175060216
next dd for sure, FOR SURE!
>>
>>175057762
3.0 will be the beginning of the Godot age
>>
>>175060295
Oh no
It's really retarded
If it's erotic/sexual whatever you say, why is it not mentioned in the FIRST SENTENCE?
why is said that "it is often that the object called Lolita is also involved with pedophilic elements." WHEN IT'S SUPPOSEDLY INHERENTLY SEXUAL?
It would be like saying "porn is often involved with pornographic elements"
Why often and not always?
Why do you think words don't change meaning with time and in different contexts?
Goddam gogem, get your head out of your ass
>>
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>>175015634
https://ldjam.com/events/ludum-dare/38/$16258

Bugs fixed now.
>>
>>175060216
I'm not ready yet
>>
>>175060468
>why is it not mentioned in the FIRST SENTENCE?
because then what would they put in the second sentence?
>>
>realize how much work you have left to do and give up
>start from the beginning again the next week
>>
>>175060335
a very minor thing:2 grass models are overalapping eachother where gun cat statue is placed,giving strange artifacts
>>
>>175060582
do jams until you succeed in finishing a submission
then do that but with a slightly increased scope
>>
>>175060747
i only have the motivation to make things when there aren't any jams going on
>>
>>175060793
if you let that stop you you better start getting ready for a lifetime of failure
>>
>>175060216
i'm sitting this one out because i finally got into the group fanart and can stop embarrassing myself for now
>>
>>175049802
>shovel knight clone
>randomly generated levels
i don't even like shovel knight, why would i play an objectively worse version of it
>>
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>>175060727
DEPLOYING PATCH IMMEDIATELY

but actually I just found out why the cows can clip

you can hold down rmb (drop item) and when you pick something up it'll fall through the level. thanks for the feedback
>>
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new character designs, thinking about making the game pixel perfect 480p
>>
>>175060071
Those UI buttons are disgusting.
>>
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>>175061304
>>
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>>175061390
Here senpai I changed the buttons for you how did I do?
>>
>>175061304
> memepixels
>>
>>175061491
you literally just made them worse
>>
>>175061491
Way better. Cute and simple.This is what I imagine a nintendo like game on PC's UI to be like.
>>
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----[ Recap Complete ]----

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy

-------- FEEDBACK
Notice something wrong with your entry, score, or anything else? Let me know and I'll look into it.
>>
>>175059585
A technicality. It's mostly classified as a mental illness and you'll go through therapy, be branded as a potential offender, etc. Said therapy isn't the same as that given to those who are suicidal, either.
>>
>>175061304
Do you spend all your time redrawing that one shitty spite?
>>
friendly reminder that all successful 1MA devs either:

a) are great at art
b) are rich
c) make mobile games with stolen graphics
>>
>>175061774
yes because the character is going to level up and change costume and it's what i said i'd be doing
>>
>>175061785
Also they leave this place. That's the true secret to success. Never posting here.
>>
>>175061785
People rarely do pure 1MA, they usually get help in art and/or music.

You need to be good at programming though, there's no way around that. Unless I guess if you want to sell your soul and make an art game or a walking simulator or something and appeal to millenials.

>>175061968
When you start actually making games, you want to find likeminded people, i.e. people who also make games instead of shitting and baiting in /agdg/ all day.
>>
>>175062036
>You need to be good at programming though
hahahahahahahahahaha
>>
>>175062069
Prove me wrong.
>>
>>175062036
>appeal to millenials.
another nigger that doesn't know the definition of that word and thinks he isn't one
>>175062069
>haha dude engine nowada is clicky clicku clicky! game make on its own :D
retarded faggot that never went beyond rolly bally in his life
>>
Is the correct way of doing graphics to create TILED VECTOR GRAPHICS?
>>
As a person with little established artistic talent, which would be faster/simpler for me to learn:
>3d modelling
>pixelshit
>just draw
>>
Wait, why is Unity's physics engine shit? Is there a good alternative?
>>
>>175048383
I'm not sure how physics heavy it would be, but any slowly collapsing structure that the character is running across would probably also be pretty fun. Similar to the platform at :30s but sort of like if you built an inverted howe truss bridge out of panels one third the size of the one in the webm. and gave them a drag setting so they fell slower than reality might be neat to test.

Same goes for tower structures, have you tried 'framing' any buildings with joints similar to the characters or even just like a simple chair or table with the legs of that piece of furniture attached with configurable joints, if your environments have some destructibility that mimics the characters you'd at least have some design cohesion there while adding to the amount of things you can do.

Please add a prop chair with configurable joint legs and allow your character to swing the chair around like you can with the sword.
>>
>>175062036
> When you start actually making games, you want to find likeminded people, i.e. people who also make games instead of shitting and baiting in /agdg/ all day.
Exactly. Makes me wonder where those people go.
>>
>>175062303
There's nothing wrong with PhyX the problem is you using it incorrectly (like scaling issues)
>>
>>175062525
>le lost soul, gamedev above all stuck in a shithole general
chances are all those wonderful people you're looking for are in the places /agdg/ and the rest of 4chan told you are terrible like reddit, tumblr, discord or tigsource
>>
>>175062596
> discord

I hope youre not talking about AGDG discord. That place is nodev central
>>
>>175062596
The discord manages to be more nodev and useless than here.
I'm not even memeing, it's just a chatroom for the regulars with little actual dev content.
>>
The problem is that there's just not enough content to post. I used to post every little progress I made but that gets old pretty quick. Now I rarely post anything even though I work on my games every day and I still come here. I think older devs who are still around feel the same way. There's no reason to expose yourself publicly when you can get feedback from people you trust privately.
>>
>>175061704
>"potential offender"
>literal minority report thought crimes
welcome to Trump's America.
>>
>tfw can't come up with a game idea with a scope achievable on a $0 budget

Where are you ideaguys?
>>
>>175062569
This guy >>175060227 says they're garbage.
>>
>>175063069
Bomberman clone + bullet hell
>>
>>175063069
Jousting simulator with HILAAAARIOUS physics and all sorts of unlockable add-ons.
>>
>>175063069
I'll team up with you if you do all the programming and art. I have heaps of good minimalist ideas, but I'll only reveal them if you're prepared to commit.
>>
>>175063129
That guy doesn't know what the fuck he's talking about.

Hey guess what?

UE4's physics are shit.
Unity's physics are shit.
Godot's physics are shit.
C# is shit.
C++ is shit.
C is shit.
Assembly is shit.

I guess you can't make a fucking game now because I said they were all shit.
>>
>>175063245
>C++ is shit.
Fuck off retard.
>>
Who will play your main character in the inevitable movie adaption?
>>
>>175063356
Karl Urban
>>
>>175063356
Ryan Gosling will play every role.
It will be his masterpiece.
>>
>>175063338
He is right in this particular case though. C++ is worst thing that happened to C language family.
>>
>>175061491
Very good anon.
>>
>>175063356
I don't know any actress with breasts large enough.
>>
>>175063356
whoever the studio wants for the role
>>
File: mechaprogress_breakable.webm (2MB, 512x480px) Image search: [Google]
mechaprogress_breakable.webm
2MB, 512x480px
Progress:
>added waterfall
>metroid style breakable walls (placeholder graphics)
>new healing item sprites
>>
>>175063632
Would there be any incentive to ever get out of the mech?
>>
>>175063356
the last white male actor in hollywood
>>
>>175063356
Some Japanese girl
>>
>>175063356
As long as I keep the rights the only adaptation I allow would be TV anime series.
>>
Reminder to NEVER trust a canadian.
https://medium.com/@sickbrick/how-my-fellow-developer-stole-my-steam-game-from-me-57a269fd0c7b
>>
>>175057480

Civilisation vs Xcom (battle mode)
>>
>>175063998
>some gullible croat got LEAF'D by a furry
wew lad
Day of the rake soon
>>
>>175053742
too many fucking windows, you lazy shit
>>
What type of game can I make in a day, polish in another day, then keep adding stuff/items/levels for years?
>>
>>175064278
minecraft clone, even development time will be a clone.
>>
>>175064278
There are tons of games you can make in a day. The second and third question are at odds with each other, though. If you keep adding stuff/items/levels you'll have to polish every one of those you add in all sorts of ways. You can't polish it in a day.
>>
>>175063356
Tom Cruise of course
>>
>>175064410
polish whatever is already made during the first day obviously.

Let's say for example a card game. You can make the "gameplay", and then polish it and make sure there are no bugs, have like 5 cards.
And then slowly add cards for years.
But, like, more ideas like this
>>
>>175064278

>>175025852
>>
>>175064278
Some farming/crafting game.
>>
File: blender-app_2017-04-26_13-54-41.png (16KB, 448x556px) Image search: [Google]
blender-app_2017-04-26_13-54-41.png
16KB, 448x556px
What do I do with this?
Should I upload it somewhere?
>>
>>175065081
Make a game
>>
>>175065081
better make a game yourself with her, but if you want sure why not.
>>
>>175065081
Make something with it you dummy.
You can always iterate to make her even cuter.
>>
>>175065135
>>175065198
>>175065236
It's not my character, I made it as fanart for Pantsu Harvest.
>>
>>175065259
kys
>>
>>175065259
literally who cares.
pantsu dev probably wont care.
>>
>>175065081
what kind of pantsu is she wearing

>>175065280
don't bully
>>
>>175065259
Make a fangame
>>
>>175065280
?
>>
>>175065081
Show pantsu
They better be polka dots
>>
File: spess.webm (2MB, 638x478px) Image search: [Google]
spess.webm
2MB, 638x478px
I'm making space game called Sky For All
>>
>>175065728
Nice Noctis IV clone.

Someone please make a nice Noctic IV clone.
>>
>>175065326
>>175065603
>yfw she isnt wearing any
>>
>>175065874
That's why she needs to harvest them?
>>
>>175065728
nice space engine clone
>>
File: 1486734117107.jpg (89KB, 731x580px) Image search: [Google]
1486734117107.jpg
89KB, 731x580px
moustache or no moustache?
>>
File: blender-app_2017-04-26_14-20-46.png (18KB, 380x495px) Image search: [Google]
blender-app_2017-04-26_14-20-46.png
18KB, 380x495px
>>175065603
shimapan is best pan
>>
>>175063632
Will you get stuck in the rocks if they reform while standing in their space or do you take damage/get pushed out instead?
>>
>>175066345
are you serious
>>
>>175066345
The mustache doesn't read. It's like he has his mouth open.
>>
>>175066505
>not making shitty DOS tier games
>>
>>175066345
That's not a moustache, that's a mouth. Also skin tone is too close to shirt color.
>>
>>175066478
they stop reforming when you stand on them
>>
>>175065259
Change the color and design a tiny bit and call it your own.
>>
File: 145883689.png (408KB, 630x665px) Image search: [Google]
145883689.png
408KB, 630x665px
>>175066550
>>175066630
>being so bad at anything visually oriented that you get negative criticism working within restrictions whose entire domain can be enumerated on a consumer computer
>>
>>175066630
why on earth would his mouth be yellow
>>
>>175066796
low colors, low res, brain makes leaps
>>
>>175066796
Poor dental hygiene?
>>
>>175066746
Looks like a moustache to me, maybe up the pixel count by one and have it extend beyond the mouth one pixel. Make it twirl, too.
>>
>>175066465
Guess the skirt hides how the hips and legs are all fucked up.
>>
>>175067248
s-shut up
>>
>>175064278
Roguelike.

Get all the basics down and you can just keep adding weapons/enemies.
>>
What are some fun elements / themes to base wizards around?
>>
>>175067676
Sex magic
>>
>>175067676
Yourself
>>
>>175067676
I don't know, but for the love of god don't do Standard Fantasy
>>
File: brown girl vs patriarchy2.png (58KB, 1224x880px) Image search: [Google]
brown girl vs patriarchy2.png
58KB, 1224x880px
>>175061304
dont steal my idea faggot
>>
>>175067676
rarity of magic, like in lotr
>>
>>175067676
you play a fire wizard and you have to burn the village down as quickly as possible
>>
>>175067676
you play a water wizard and you have to stop the fire wizard from burning down the village
>>
>>175067821
>using a dress to hide the fact that you can't into anatomy
>>
File: 1481175545759.png (293KB, 355x405px) Image search: [Google]
1481175545759.png
293KB, 355x405px
>Make a fun little game
>Realise it's not original and that's what sells
Back to drawing board.
>>
you're a wizard who's job is to kill bad jokes
>>
File: WitnessPoster.png (109KB, 256x388px) Image search: [Google]
WitnessPoster.png
109KB, 256x388px
What does /agdg/ think of The witness?
I find it amazing that Jonathan Blow built his own engine with his own fucking language for this.
And also he is a fucking genius. Some of the puzzles in this game are amazing.
>>
>>175068095
Puzzle games are stupid.
>>
>>175068095
I think it's great he got to make a game about bullshit he thought was interesting and admire the idea, but hate the game itself.
>>
>>175068095
>his own language
He could have done a lot more if he DIDN'T do that
>>
File: drifter cloakguy comp2.png (459B, 23x40px) Image search: [Google]
drifter cloakguy comp2.png
459B, 23x40px
>>175067821
looks like ET

also my new character is this one
>>
>>175068095
Blow and a fairly large team. He's not a genius programmer; see he numerous talks on Braid's shortcuts, "do the minimum", but he's skilled with experience.

A scripting language != programming language.

I don't think the game's too great when compared to Myst and the like, especially with the one note emphasis on visual manipulation, but yeah; solid.
>>
>>175067676
There isn't a really solid necromancer game.

Like Pikmin with skeletons.

>>175068095
The panel puzzles get boring very quickly but I was impressed by the use of the world in some of them.
>>
>>175068095
Thi Witness is not in Jai you dummy, its in C++.
Jai isnt even 0.5, let alone 1.0.

The Witness is mediocre.
>>
>>175068095
Pretty great game but some of the puzzle mechanics are very unintuitive and unfun, requiring stupid gotchas that were never explained to be solved.
>>
File: fug.jpg (389KB, 611x1210px) Image search: [Google]
fug.jpg
389KB, 611x1210px
>>175068203
I used to think that until I played a good puzzle game. You should frequently be hit with puzzles that make you go "Woah that's fucking neat!" when you're forced outside the box in order to solve it.

Not "Oh I bumbled into the solution... which is just a boring permutation of obvious steps. Fucking finally"
>>
>>175068360
>necromancer game
What happened to the guy making the gangster necromancer game on here? inb4: dead
>>
>>175068036
>posting on 4chan to hide the fact youre retarded
>>
>>175068541
ok
>>
>>175067821
Does it have silky smooth 3 frame animation?
>>
Are danmaku games becoming a popular normie thing now?
>>
File: 20111118-pissworld.png (226KB, 750x1091px) Image search: [Google]
20111118-pissworld.png
226KB, 750x1091px
>>175067676
here
>>175068095
it's pure autism, like myst without the sense that you're exploring an interesting world and activating machines that exist for a prupose other than to be puzzles
>>
>>175068620
not the autistic anime girl ones for sure
>>
>>175068360
>>175068415
I even found the panel puzzles fun. Sometimes you found a panel with a new gimmick and you didn't understand how it worked at first. So you walked to another place and learned how to deal with it.

But i also find progressively learning harder and harder mathematics fun....
>>
>>175068620
no, normies hate bullethells
>>
>>175068620
I think they could be if they had real graphics.

Nier Automata was a step in the right direction
>>
>>175068620
Create a visually appealing walking sim if you want to appeal to normies. Reviewers will bash your game for being bad if they find it hard.
Rain world got pretty bad reviews because it's unforgiving.
>>
>>175068601
2 frames so its smoother
>>
guys ive been playing overwatch recently having a lot of good games playing in around the same time period 7am - 3pm when all the kiddies are at school

heres the catch

the only way its been for me is by sticking with zen and making a really racist asian voice while doing my call outs and making a few jokes in between,

i was 2700 yesterday

and today ive had the worst possible teamates, no cooperation, no mics, always fighting with eachother.

i think some people have reported me and ive been placed in the naughty pool

game is rigged
>>
>>175068960
If I ended up making one, I'd make it look hard but actually piss easy on normal difficulties and save the actual difficulty for hard mode
>>
>>175068960
Disagree.

What Remains of Edith Finch just released and nobody knows or cares about it. Only 4000 sales for a game that looks like pic related.
>>
>>175068620
No but unfortunately they became the mainstream SHMUPs somehow. I think it's because more bullets = more epeen. It probably doesn't help that they're so easy to make.

RIP R-Type
>>
>>175069160
If i dont see a few threads on /v/ that arent obvious not-shills, then i know the game failed at marketing.
>>
>>175069160
I might have been memeing when i was create a walking sim. My point was that a game can't be too hard these days unless it's dark souls.
>>
>>175069160
I never heard of this.
Success is all about marketing.
>>
>>175069341
I ment to say : '' when i said create a walking sim''
>>
>>175067545
I don't think I can make it one day (even without most items/enemies), but it's a good idea and it will give me a lot of programming tasks which I like
>>
>>175069115
>playing overwatch
Taking all of your opinions and arguments and throwing them into the trash right now.
>>
>>175069115
>the only way its been for me is by sticking with zen and making a really racist asian voice while doing my call outs and making a few jokes in between,
why would you think this was a good idea
>>175069160
the real reason is you need a space computer to run it, firewatch sold fine
>>
>>175069115
>being an annoying faggot
Yeah, I'd report you too. Doing "le racist asian voice xD" does not make you a comedian.
>>
>>175070353
>2gb Ram
>gtx 750
>i3 @ 3.3 ghz
>space computer

okay
>>
File: grove street.jpg (80KB, 800x600px) Image search: [Google]
grove street.jpg
80KB, 800x600px
How the fuck do I create a spritesheet with Inkscape and VECTOR GRAPHICS?

I can't find anyt proper grid option
>>
>>175070465
>>175070353
making half assed judgements about me thinking i was right or funny is just as retarded as me doing the voice in the first place
>>
>>175069115
ok but why are you posting that here??
>>
>>175070353
Firewatch had an E3 showing.
>>
What's your personal sprite editor of choice?
>>
>>175071110
Aseprite. It has a lot of useful stuff.
>>
>>175071110
ms paint
>>175061304
>>
>>175068919
Automata's shooting sections came close to bullet hell only during ending E and it was miserable
>huge hitbox
>shitty pea shooter as a weapon
>need to aim
>fuck ton of health on "enemies"
>boring ass bullet patterns
It worked for what they tried to do there but that's not how you make an enjoyable bullet hell.
>>
>>175071110
paint.net
>>
>>175071110
Pyxel Edit, $9
>>
>>175070575
>I can't find anyt proper grid option
# is all I'm aware of
If you want boxes to draw in you can zoom out and draw them on the #-grid in a seperate layer.
>>
>>175071480
What do you mean with #?
>>
>>175071110
Photoshop

I want to use Aseprite, but haven't taken the time to sit down and learn its ins and outs.
>>
>>175071514
It's the hotkey.
>>
>>175071110
Used Graphics Gale, then switched to Aseprite, I'm finding the UI a lot faster to use.
>>
>>175071110
Aseprite
>>
>>175066465
Best.taste
>>
> https://store-dev.xenko.com/get-xenko
LOL
> need pro version to remove splash
> $75
> pro doesn't give you source code
lol
>>
>>175070575
Export the frames individually, make them into a spritesheet with ImageMagick's montage command
>>
>>175067676
>>
I ran out of motivation to continue with my current game.
Scope is too big and I can't art.
>>
>>175072447
i can make art for you
>>
>>175071110
My own*

*still not in usable state
>>
>>175072447
Artfag here

whatchu want, famalam?
>>
>>175072523
no
I'm also very antisocial
But thank you though
>>
>>175072578
>>175072523
stop giving me motivation I just want to give up
>>
>>175072580
>>175072680
if you change your mind my rate is $700.00 USD + tip
>>
>>175072447
cut down on the scope then, just drop the ambitious design and make a game with rocket launchers and stuff

just like quake did
>>
>>175072753
yeah, what's up with americans and tips?
>>
>>175072931
Some joke about circumcision>>175072931
>>
>>175072931
I can give you the whole thing if you'd prefer
>>
File: 1489437628415.jpg (117KB, 996x868px) Image search: [Google]
1489437628415.jpg
117KB, 996x868px
>>175072982
>be burger
>be born
>tip the doctor
>>
new thread
>>175073137
>>175073137
>>175073137
new agdg
>>
>>175067710
Good idea, someone make Magicka but with lewd spell combinations.
Thread posts: 760
Thread images: 122


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