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AGDG - Amateur Game Dev General

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Thread replies: 767
Thread images: 121

Demo Day in 8 days 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
>>175073137

> 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
>>
small brain: what you do
big brain: what i do
>>
i would tell you how those are non issues in my game but then i might as well just say al my idea

like another anon said i should patent it first
>>
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Finished coordinate system, pretty much. Gotta smoothen transitions between planes and then I'll be ready to do some actual gameplay. Materials are hard, UE4's post-processing mess is harder, I'll have to sort out those effects eventually.
>>
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>abso FUCKIN lute FUCKIN ly nobody cares about the game you've been working on because you've been taking too long to make it
I pissed away all the interest in my game. May as well give up.
>>
>>175139253
I care Anon, what's your game?
>>
has new recap been posted?

>last classic captcha was bypass hollycock
>this classic captcha is dickswall nomaxio
>>
>>175139421
>>175139380
>>
>>175139253
>same damn froggo meme face
this is why we dgaf
>>
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What do you think of this idea?

Small open world with different zones, think like a very small subnautica with a central cavern zone. You have to find 3 keys/artifacts. Your ship has a radar to tell you in what direction it is but you need a certain ressource that can be mined on the sea floor to activate it. Say you have 5000 grams of "meme ore", the radar/sonar can be activate one time at the cost of 3000 grams. It'll give you a direction and a distance.

Since your ship will not always start with the same gear and amount of ore, you might have to look around and mine more ore. I was even thinking of having the ore capable of producing oxygen for you and the ship. You could then have to choose between breathing longer in hopes of just finding the artifact or pay in oxygen to make the search easier.
>>
>>175139380
excellent
>>
>>175139510
i thought the trident was like a religious staff thing or mage staff, and the diving suit was a voodoo doll, and that the submarine was a mars base, and that the underwater was actually like dark lava tunnels like this was going to be like heretic or something
>>
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Started working on a fancy smooth spritesheet animator today, been very pleased with the progress I made so far

https://i.gyazo.com/e584e672b8cea1fb15d8bb1daa9a584f.mp4
>>
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https://youtu.be/PkJl79yF-hA

Had to recode my entire game pretty much. Gonna have to work hard all week to submit something to Demo Day that I'm happy with
>>
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my rpg is going to be the greatest game of all time.
>>
>>175139871
You should be happy about all those things
>>
>>175139945
reverse image search for this has some gems
>>
>>175139871
Looks real good anon. I like the colors.

If you were asking for improvements (you weren't), then I'd say some chill stellar music would go a long way, as would including some muted neon reds and purples (same pallet as the rest of everything) to make it really pop.
>>
I should've just focused on art, right now I could be raking it in on patreon with lewd art drawing pussies.

But nooooo, you just had to learn programming as well and become a gamedev.
>>
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Another enemy. This guy can walk on walls and ceilings. Likes to ambush you in groups. Imagine walking into a room with 4-5 of these guys, who all start skittering towards you.
>>
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>>175140292
I really need to find a musicfriend to make some neat space tunes
>>
>>175140326
it's easy bro just be yourself and you can be a master like me >>175139945
>>
>>175138947
Needs a section for making recordings/webms
>>
why dont you guys just get a coke sponsorship?
>>
>>175140527
I can give you the email for the guy who is doing music on my game. He is great, will probably do it for free.
>>
people actually believe you should ignore non-dev's criticism on your game
Might be the dumbest trend here.
>>
>>175140628
Sure, shoot me a message on Twitter or Tumblr

https://twitter.com/aneonwinter
>>
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not going to make it to demo day again, sorry. i'll see what i can do in 8 days but i still have no AI and some other key features.

i'll be doing a kickstarter presumably sometime next month though.
>>
>>175140602
nice bro
>>
>>175140670
it's basically true, the only opinions that matter are:

1) individuals who actually dev and know their shit
2) large masses of nodev customers, their data is valuable

some random retard commenting on your shit is about as helpful as asking a fortune cookie. when it's 1,000 retards you should pay attention though.
>>
>>175140745
>but i still have no AI and some other key features.
>i'll be doing a kickstarter presumably sometime next month though.
sasuga, it never fails
>>
>>175140072
I hope Boots will be okay.
>>
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I started a new project after a few months of doing nothing. I meant to work on the actual gameplay, but got sidetracked. Aside from getting basic movement in, the only thing I've really done is added a system for accepting console commands, which will be helpful for debugging in the future but is next to useless now. Going to work on it some more tomorrow. Hopefully I'll have some actual gameplay to show within the next few days.
>>
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The robot can now aim.
But there is a problem. Crosshair position is determined by a raycast from robot's position + offset (basically the endpoint of the blaster) and WorldToScreenPoint, and as a result, crosshair jumps whenever the ray hits something. Any ideas how to make it more smooth?
>>
>>175140782
>the average ignorant /v/irgin (your main audience), dont matter whatsoever
>meanwhile a bunch of hacks fumbling around in GM are worth listening to

/agdg/ is so fucked.
>>
>>175140782
I just don't agree.
If a user has a complaint that I can see as valid, it's just shedding new light on potential.
Of course devs are better for certain criticism, and probably most criticism.
>>
>>175141007
>the average ignorant /v/irgin (your main audience)
speak for yourself pham
>>
>>175141007
did you even read what I said tho. those /v/irgins do matter if it's a lot of them.
>>
>>175140839

i already have the groundwork for all those things but i need to focus on my sword combat and some more stability stuff first. its not that i cant pull it all together i just have to ration my time better.
>>
>>175140967
can you just interpolate the vector3.
>>
>>175139141
it looks cool so far
>>
>>175140723
I like your dog
wanna be friends
>>
>>175141471
I tried, but zero effect.
>>
>>175141842
Do you even want it to snap to the position of boxes? You could just change the collision layers if you don't.
>>
>>175141638
Maybe
>>
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post your game, bitch.
I dont care if its not a 'playable' game yet.
I dont care if its just for the experience.
I dont care if you're 'still learning'
fuck you
post it
>>
>>175142139
Fuck you gook cunt ask nicely. hope you get bombed soon
>>
>>175142034
Not really. I want the aim system to behave like GTA when auto aim is turned off. Smooth crosshair with the bullets flying whenever it is.
>>
Also remember that just because you don't feel like your game looks good yet doesn't mean you shouldn't submit to Demo Day. The point of DD isn't to display market ready projects but to let everyone get their hands on your game in it's current state so that feedback can be given (and the experience of a public release is a milestone in and of itself).

Holding back because of art (or a lack thereof) is against the spirit of the event. Same goes for music/sound/missing mechanics. Just Like Make Game and show what you have worked on!
>>
opinions on monogame?i am too lazy to learn how to make pixel perfect shit in unity
>>
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I made a title screen. Maybe it's just me, but it's feeling super kiddy, like some sort of Skylanders shit. Thoughts?
>>
>>175142323
Whatever it's doing when there is no object is correct behavior, then? So the raycast is either hitting the sky or the end of its range. Change your layermask to not hit boxes.
>>
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>>175142139
Ok but I haven't made any progress in at least a week because I've been playing Nier Automata and the artist hasn't made any assets in like a month
Maybe he'll draw more if I kick his shit in
>>
>>175142569
Ok, I'll try.
>>
>>175142454
the animation is pretty jarring in general.
just spins really fuckin fast
>>
>>175142668
Why are your cacti upside down though?
>>
>>175142454
Antialiase.

I don't know about the white-on-white, makes the foreground and background a bit indistinct. Put a gradient in the letters similar to the outline maybe? Like an electric blue.

>>175142691
Yeah. And is it linear? Maybe try a different easing function: http://easings.net/
>>
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Well, it still looks like garbage, but it has actual gameplay now, with assigning jobs, hiring workers, and an ever increasing upkeep, turing the game into a futile struggle against entropy with no end.

Except I just realised I don't have a game over screen, so you just continue into debt infinitely. Fuck.
>>
>>175142454
Try flipping around the vertical axis, as if the sprite was in 3d space, if that makes sense?
>>
>>175142716
Because the artist hasn't made any assets in a month and I needed a second map
>>
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>>175142139
the adventure continues
>>
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>>175142808
>>175142767
Spins around the Y axis now and I added some color to the letters (which recording as a gif caused to get all banded)
>>
>>175143337
Banding is definitely my least favourite compression artefact.
>>
>>175143337
way better spinning around y.
will you make it spin passively? mousing over to spin makes it look like some kinda weird version select.
>>
>>175143482
I could. I was kind of thinking I'd leave it be a mouseover effect since I know some people love messing with things like this and seeing how long they can make the effect linger (or maybe it's just me)
>>
How many entities in the game is acceptable before performance lags?

What about just graphical performance?

My game can handle around 6000 graphical (not physics) images in the world with around 80-100 of them on screen at 60 fps.

It can also do 200 physics objects colliding with each other at 60 fps after a long loading time of 10ish fps

Tested on firefox canvas
>>
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So here's the title screen + level select screen. I've got a few more things to polish up, then I think I'll do a public demo and maybe slap it up on greenlight.
>>
>>175143631
Depends on what the use cases are. Obvs you want a silky smooth experience for any situations a player will be facing.

Also, what hardware? You generally want to ensure your target as large a playerbase as possible.
>>
>>175143589
yeah that makes sense. It's just personal preference, and I didn't get what it was for at first.
>>
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>>175139945
>>175143263
>>
>>175143893
Good processor/ram but not so good GPU

2.2 GHz i7
8 gb of ram
AMD Radeon 6750 M
>>
How are maps saved in your game? I started to think that instead of saving maps in a fucking .txt i could draw them save them as .png and just read the pixels. No need for a level editor then
>>
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>>175140619
Because Coke is poison but also more importantly they don't associate with shit games.
>>
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>>175142769
Alright, now it has a lose condition.
>>
>>175144114
It was a rhetorical question, I don't actually care what your specs are.

Just think about who might be playing your game. It's probably worthwhile seeing what it runs like on a toaster with integrated graphics.

>>175144234
Your maps are simple enough that you can express everything about a tile in a pixel?

Of course there's plenty of possible states for a pixel, but that may get unreadable fast. For humans, not for computers, that is.

Every language has serialisation libraries. If you ever plan on having more nuanced maps than just "what kind of terrain is this tile?" then you're better off making a map editor and serialising the results rather than having a png with rgba values corresponding to possible tile states.
>>
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>>175142569
So I ended up raycasting straight from the camera and using the hit point as the bullet target. Works perfectly, and this way I don't have to worry what layer the objects are on.
>>
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Be a empathetic game developer!
>>
>>175144852
>No Attack Helicopter gender
Triggered
>>
>>175144852
As a quasisexual Apache Attack Helicopter, I am deeply offended by your bigotry and racism! DELET THE|IS!!!
>>
>>175144941
>>175144951
I guess gender really should be a resizable array.
>>
>>175145069
Just make it a string and allow the user to enter their own values.
>>
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>>175145294
>>
>>175143871
If you want a mouseover effect, maybe only a wobble about 30 degrees, not a whole flip?
>>
>>175145423
if i ever make my fashion battle concept into a game im doing this, just makes sense for the fashion world.
>>
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hi agdg, you might remember me vaguely because I was posting here early on in my project, but I'll be honest I just got tired of trying to compress videos down to 3mb acceptably so it's been a bit! but i think I'll post links instead from now on and circumvent the whole problem. anyways

I'm working on the desert floor and the gimmick for the stage is basically that standing in front of the heads activates a trap door and sends you to the floor below. there's also trapdoors around the boundary to the level to let it feel like an open desert while still keeping the level design tight

https://a.pomf.cat/vhanxs.mp4
>>
>>175146417
Leaving your smooth jazz on while recording was an odd choice, but not an entirely unappreciated one.
>>
fml
got asked to do a skype interview for stugan, but didn't checked my email since three days and missed both interview times
>>
>>175146417
looks incredible, I love what you're doing palette-wise
>>
>>175146417
Looks pretty.

You need some sound effect and maybe visual cue that it's the head that's making you fall. Unless you're going for an old-school dungeon puzzle sort of feel.

The fists are a bit distracting, they're so jiggly and everything else is so static.
>>
>>175146417
>https://a.pomf.cat/vhanxs.mp4
I like the animation of falling through.
I like most of it actually. Good job guy.
>>
>>175146417
Looks like eye cancer.
>>
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Let's say you're making a difficult action game. Players who are good at the game (such as the dev) can easily beat a level in about 1-2 minutes. Other people may take 5 minutes or several retries.

How many levels would be sufficient for people to not feel like they get ripped off by a $5 price tag? 15 levels? 20? 30?
>>
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I think I finally finished my attack animation system. I can set many different parameters to an attack, allowing the player to aim before striking (or while striking if necessary,) or to even move around if necessary, as seen here. Also I made it so I can control where the player's facing during such an animation. It's just a test here at the end when the player does a 360, but this will be useful for some simple stuff like spin attacks.
>>
>>175147024
You can find games like that for free with 100 levels.

Sniff some less coins schlomo.
>>
>>175147024
The amount of levels is irrelevant. What really counts is replayability.
You can make a game with infinite levels, but it can be complete crap when it is just boring to play.
>>
>>175146627
cant go wrong with smooth jazz

>>175146676
>>175146841
>>175147023
thanks guys :)

>>175146763
oh yeah sound cues are definitely needed, I'll be trying to fill those out soon. in regards to the fists, I can see what you mean but i think they get tuned out fairly quickly when you're actually playing. also they're kind of the identity of the game, something of an omnipresent punchline, so i wouldn't want to minimize that
>>
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>>175142139
>>
>>175147482
Add an option to turn off that bouncing and wobbling camera shit.
>>
>>175139141

have it not snap to the new floor level so fast, would make it look better.

t. the guy you replied to the other day who is working on something similar / was supposed to redo his physics today but didn't instead.
>>
There's this girl in my game dev class who I really like. What game should I make to make her like me back? Something that'll impress her or whatever.
>>
>>175147904
fuck i cant tell what level of baiting you are on anymore
>>
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Looking for feedback on this TV shader. Try to ignore the bloom also toggling for now, it's a separate thing

Trying to keep it subtle. I'm not going crazy with scanlines or tracking errors or other epic retro memes.
>>
>>175147904
Flappy bird where the bird is her face, and the pipes are photos of your dick, and on game over you get the text "if you know what I mean t. Anon"
>>
>>175148078
if i was a girl i'd want a guy to do this for me
>>
>>175148047

Looks much better without the bloom
>>
>>175148047
seems fine. you'd get better feedback if you didnt have the bloom changing, though
>>
>>175148047
disregarding furshit for a moment, is that mocaped or some shit?
they look way too alive
>>
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>>175148451
>>175148154

Not animated so it's hard to judge the noise effect, but here it is without bloom.

>>175148553

These are hand animated but I've been using more mocap lately.
>>
>tfw could easily solve a problem by abstracting it up a level but im not sure if its such a good idea
>>
>>175143631
>only 6000
learn to batch your draw calls senpai
>>
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Does anyone know how to link SFML to VS 2013? Their tutorial says to use the projects property page however the tabs that it should have don't exist in my project at all.
>>
>>175149012
>These are hand animated
absolute madman
>>
Help /agdg/, I'm stuck for ideas and don't know what to make.

I wanted to make an original-ish game, something like Dice Wars but I can't think of a good mechanic to support it...
>>
idea guy time:

A 3D adventure game where you are a kid running around town for the postal service to deliver letters.

Think Majora's Mask sidequests meets Kiki's Delivery Service.

You get roller-shoes and a hookshot to move around quickly, from customer to customer with their interwinding quest chains that unfold over time.

Outside the main hub town are more towns, and your adventure takes you out there (maybe including some simple sword action here similar to Mirror's Edge having some gun action between all the free running).

thoughts?
>>
I know its preference, but generally how often should you push git commits.
>>
>>175150954
That game has to have a good movement system.
Any game with a good movement system is a good game, regardless of setting. SM64 has no story except eat out the princess's cake, but it just works.
Besides, that setting is pretty borish: Fetchquest the game. It'd need good writers for every quest or the gameplay has to be satisfying enough.
And why would you ever want to compare something positively to Mirror's Edge gunplay?
>>
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Added a dancing animation for Boku on the main menu.
>>
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>>175149801
I literally just read the SFML tutorial myself and did it in 5 seconds, and this is considering I'm a Unityfag. It explains it in the first paragraph.
You need to create an empty C++ project first else the settings won't populate.
>>
>>175151837
What's he humping
>>
>>175151837
looks like a dog in heat
>>
>>175151837
Looks like he's getting banged from behind by an invisible man.
>>
>>175151905
>>175151919
>>175151941
three comments about gay humping that quickly wtf areyoufuckingkiddingme.png god damment I just wanted to make a cute dancing animation.
>>
>>175150954
>A 3D adventure game where you are a kid running around town for the postal service to deliver letters
I mean, telling us how your game is going to be is kinda pointless.

Make a prototype and then come back and post that progress. Execution > ideas.
>>
>>175136818
I can do this with water and food. Sometimes i won't even get hungry and if i do, it goes away and it doesn't come back before hours later.
>>
GIVE ME GOOD *GAMEPLAY* IDEAS
NOT STORY SETTING IDEAS, BUT GAMEPLAY IDEAS
NOW
>>
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So I'm thinking of making an pseudo-isometric game, at least with the camera view similar to a game like that, but with sprite work.

If I wanted to implement purdy lighting that isn't just a generic bloom from something like a muzzle flash or torch, am I going to want to kill myself? Just wondered if anyone had experience with lighting what is essentially a game in a similar layout to something like Shadowrun.
>>
>>175152594
when you press the button your character jumps
>>
>>175152660
>similar to a game like that, but with sprite work.
but this looks exactly like sprite work
>>
>>175150824
Dice wars is just a purified version of risk. Apply the same process to a game you enjoy. Take one aspect and focus on it to its logical conclusion.
>>
>>175152594
When you press buttons your character ponders.
>>
>>175152594
When you press buttons your character does wonders.
>>
>>175152594
when you presss buttons your character pays respects
>>
>>175152594
pressing a button has a percent chance of doing the action you want
>>
>>175152594
When you press buttons, the game ends, and you are left alone to think.
>>
>>175152594
when you press F your character flips the bird and generally acts disrespectful
>>
>>175152594
When your player presses a button the door opens.
>>
When the game ends, you press buttons to think. has a percent chance of doing the action you want
>>
>>175152594
instead of moving around and doing stuff, pressing a button just generates a pseudo-random shitpost
>>
>>175152594
You can press a button to move the trolly to the other track.
>>
So this is what this general has turned into.
A shitpost-fest that never posts progress.
>>
>>175152594
When you press buttons nothing happens. Wow.
>>
>>175152594
When you press a button, you send two dollars to my bank account.
>>
>>175152594
You know how in real life, people judge you based on your facial expressions?
That, but with an incredibly arbitrary points system.
>>
>>175152594
Without the pressure of buttons, the dance of life has no meaning.
>>
>>175153284
Thanks for contributing!
>>
i wish we had an r9k filter, but for unfunny jokes
>>
>>175153284
>turned into
anon its been this way for a long time.

its not active because most anons are probably hard at work deving their game, or just dont care to post every little micro progress.

I know I've spent the past 12 hours deving. have you?
>>
>>175153284
You can press the button that looks like an x at any time, anon.
>>
>>175153284
when you press the button you are asked where your game is.
>>
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>>175153284
>>
Anyone here know of a place to learn more about just game design? I'm much more interested in learning design over anything.
>>
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How's this for a death variation. Head and neck coming off in an arc from a shot.

Is the heads arc right? Should the head even be recognisable? Are there enough frames for the initial hit?
>>
>>175151717
>>175150954
>>175152276
Not same anon, but what if it was portrayed as a mail delivery game, and the first few quests was just simple jobs. But then the people you delivered the mail for started to request simple things like getting a cat down from a tree. Later in the game people started to request weirder shit that expanded into some deep underground job.
>>
>>175151837
nice dance moves.
>>
>>175153768
Reddit.com/r/gamedesign
Lost garden
Keithburgun.net
Game design a book of lenses
Theory of fun
Mark brown on YouTube
Extra credits if you're completely new

It's still a young field so there really is no canon.
>>
>>175154059
thank you anon
Yeah, I've picked stuff up over years of playing video games and I understand that there isn't an exact formula for things, hell if there was one things would feel really stale. I just wanted to learn more or maybe learn some basics if need be, game design is such a subtle thing that there may be a ton of obvious stuff you don't pick up on.
>>
>>175151860
Ah but I was trying to do it in C# which is why I was having the issue, apparently I was supposed to be doing SFML.net which the tutorial just points back to the C++ one but I found some other tutorial online for it I suppose.

I mean it still doesn't work for shit but I guess at least I understand the problem now.
>>
>>175153836
I can't tell that it's ahead from what you have there
>>
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>>175154312
I coloured the head in here so you can see it better.
>>
>>175154682
the character's design is so dependent on color that the black and white preliminary drawings just look like amorphous blobs
>>
Give me a good idea for a scoring system NOW!
>>
>>175154967
you score a point everytime
>>
Can anyone suggest a decent modelling program?

Blender good enough for simplistic models capable of accepting animation?
>>
>>175145294
But then you won't be able to sell new genders as DLCs!
>>
>>175154967
No scores.
>>
>>175149012
>>175148553
> mocap
Can someone give me some info on mocap when you're an amateur?
Don't you need some expensive shit to do that ?
>>
>>175143631
> 80-100 of them on screen at 60 fps
Bro, that's very little, you'll hit your sprite limit too soon. Even shit libraries like sdl can do a few thousand sprites at 60fps with hardware rendering.
>>
>tfw will never have anyone to collab on UE4 with

inb4 memes
>>
>>175154967

Scoring systems are a lazy way of encouraging replayability and make the game feel like homework. Don't implement them.
>>
>>175155348

http://ipisoft.com/

It's still kind of pricey.
>>
>>175155348
I have no fucking clue about reality, but I'm guessing technology / software has improved to the point where you can get something halfway decent from a camera phone and a greenscreen.

Clean up the data by hand and bam, you have some good mocap. But mocap is shit unless you're a good animator on top to make better-than-reality animations, because real life animations are shit
>>
>>175155396
t. kusoplayer

back to your walking sims
>>
>>175154967
your character wields a bag which gets bigger and heavier the higher your score
>>
>>175155424
$95 is cheap as fuck compared to what movie / video game studios are paying.
>>
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>>175155396
>>175155485
>tfw people who aren't even a fan of your genre whine and cry and stir shit to make you change your game into something that fans of your genre would hate
>>
>>175155424
>>175155452
Well I'm not an animator to begin with so I don't know much about it but always assumed that for someone who's not an animator, it would be easier to use mocap instead of animating everything by hand. Especially if your game is based on a lot of animation (like a 3D brawler for example(wich is what I always wanted to make)).

Gotta learn 3D modeling first tough.
>>
>>175155485

t. 15 year old that desperately seeks recognition from the game that his parents never gave him
>>
>>175155506

Express license is worthless. You can only use a single Kinect and occlusion is an issue.

You need to pay at least $165 for the Basic edition and even that is only a 3 month license.

On top of that you need two Kinects with the AC cords or 6 PS Eye cameras (or similar webcam) and an extremely well lit room with plenty of space.

PS Move controllers are also recommended for hand and head tracking.
>>
>>175155603
Easy to make something that looks reasonable. The problem is everything will look too slow and weak unless you know how to tweak it.

Also if you're a bad actor you might not be able to convey what you want either...
>>
>>175155669
Oh. Dang.
>>
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>>175155549

>WHY DOESN'T THE GAME PAT ME ON THE HEAD FOR NOT SPAMMING STINGER ALL DAY

That's how you sound.
>>
>>175149012
Are those backgrounds finalised? If you're going with photos, you may as well use post processing.
>>
>>175155639
t. beta manlet faggot who whines like a bitch about any form of competition
>>
>>175155685
I would use it only for attack animations. I don't think I would have trouble for that. But after what this anon >>175155669 said
I think it'd be better if I just learn animation by hand.
>>
>>175155741
Perhaps chalk it up to me being retarded but I have absolutely no clue where you're coming from with this post.
>>
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>>175155771

They're not photos, they're 3D renders.
>>
>>175155776

t. brainlet that needs the game to tell him when he's doing good
>>
>>175155452
>I'm guessing technology / software has improved to the point where you can get something halfway decent from a camera phone and a greenscreen.
that's no mocap, that's just fancy rotoscoping
>>
>>175155859
t. nodev who only plays cinematic garbage and never heard of a thing called leaderboards in his life
>>
>>175155857
You absolute madman
>>
>>175154967
Your character is a leprechaun. His XP is the amount of gold he carries, which means he levels up extremely fast but has to lose XP to buy items. I think that's already been done.
>>
>>175155857
>no JAV pool background
>>
>>175155857
I can almost not tell the difference. How are you so good?
>>
>>175152762
I should have added I meant original-ish strategy game. Forgot to include that word.

Maybe a way to manage your economy for the territory you capture, which improves your chances of capturing more territory?
>>
>>175156113

It's not me, any render using HDRIs looks good.
>>
>>175156113
Filters and fish-eye, which forces the brain to make leaps past the infidelities.
>>
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>finally get vacation time
>thought I could work on my game
>spent past week sleeping and recuperating from work
>next week I'll actually be traveling for all week with my gf
This game will never be finished.
>>
post dev music
https://www.youtube.com/watch?v=gTH30m87yL4
>>
To the guy who was testing Live2D Euclid. If you're still there, tell me everything about it. I've been waiting for a tool like this all my life since I'm a programer and a drawfag who can't into 3D modeling.

Share your opinion on it please.
>>
>>175156550
You should kill yourself.
>>
>>175156536
https://www.youtube.com/watch?v=S4g7mPUskW8
>>
Multiplayer DAW
But: not made exclusively by an artfag where you """compose""" by placing colored shapes and shit, and also not made exclusively by an audiofag where the UX makes you suicidal
>>
>>175156536
https://www.youtube.com/watch?v=aIf5Ebu6WeY
>>
unity programmer looking for artguy
i'm not an autist, trust me, im different
>>
>>175156696
just use a synced dropbox
>>
Anyone know any good resources for writing ai for a card battle game?
>>
>>175156742
Yeah I can do ar..

>unity
Haha sorry, nevermind
>>
>>175156778
If you really can't see the difference between that and a multiplayer DAW then you need to quit gamedev or be managed as a codemonkey
>>
What could the player do with some sort of exoskeleton that can merge with his bloodstream and brain/nervous system that he couldnt do with a more conventional exoskeleton?
>>
>>175156910
Could sacrifice blood/HP for temporary boost or so etching like that. Ever watch kill LA kill?
>>
>>175156894
i do, but mob-creating is a meme.
be it programming, art, or music.
>>
>mob music

idea stolen thanks
>>
>>175156981
no i never watch kill la kill
>>
>>175157018
its not a new concept lad.
>>
>>175157121
wew name one
>>
>>175156842
>game maker
>>
>>175156982
Not mob, me and my friend in another city
>>
>>175157148
one what?
>>
>>175156579
Why these violent words anon?
>>
>>175157214
S Y N C E D
Y
N
C
E
D

dropbox, a multiplayer DAW is inherently flawed because youre both forced to use the same everything.

Why are you forgetting this simple fact.
>>
>>175156375
>redesign #7454
>>
>>175156910
monitor your mental state and turn on autopilot when you're too drained / mentally stressed

wound detection / analysis

automatic blood transfusions when you lost too much blood

moving via thought rather than moving your muscles -> commit suicide by thinking...

feed vampire without having to bite
>>
>>175157336
You're fired as an ideaguy and a coder and an artist. Pack up and be out by noon.
>>
>>175157424
>cant refute
>>
>don't want to talk about ideas i'm workshopping because telling people about your idea can kill your desire to work on it
>always paranoid my ideas are retarded and only make sense to me

I'm on-paper iterating mechanics for a dragonball z inspired ASCII fighting game. Biggest open questions right now power level and projectile mechanics. Currently looking at a combo of two different power level schemes I had: Starting power level is derived from stats, raising power level gives bonuses to speed, offensive checks, but not actual stats. Power level's also your "mana" for special moves, like the Raditz fight where their power level changes as they charge up the big attacks.

I really like the idea of projectiles having a travel time, bigass multi-tile spirit bombs rendered on screen between turns and shit, but it makes it impossible to hit them without setting them up, since he'll just move away. Maybe that's a good thing, it'd let me increase the overall lethality of energy attacks and encourage close combat to get the enemy stunned for a big move.

I'm just babbling at this point, maybe asking for suggestions but I usually solve my own problems in the course of figuring out how to explain them.
>>
> tfw making a networked game with asn authoritative server

I never realized how boring networking is.
>>
>>175151837
why is he having sex with those tiny cubes
>>
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https://conceptiongames.itch.io/bokube-alpha-demo

Play my demo before I release it to kickstarter agdg and give me some feedback. For those of you that refused to play it last time, no worries I fixed the controls/camera, added tutorial levels, and even did a lot of optimization to get the game to run better.
>>
>>175158138
> follow a link from 4chan
> literally run an .exe file from 4chan
no thank you
>>
>>175158223
pretty much, but it looks really nice.
>>
>>175158138
do save points exist yet?
>>
>>175156375
Pretty tame
>>
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>>175158223
Wow get a load of this edge
>>
>>175158223
>>175158604
It's common sense really
https://virustotal.com/en/file/e8eee1e030a6efa887efff1d3146a009addca10791c9248aa35e1061b53b8140/analysis/1493293327/

Also common sense to just run it through virustotal.
>>
>>175158662
Duh.

It's also common sense to just not reply if you're not going to play a demo.
>>
>>175158138
1) fix your audio the music was too low compared to the effects.
2) you didn't mention how to zoom in the camera in-game only on the games download page which is a shame because its a great new feature.
3) on the 3rd night level the pulling system while new and much needed is great, what sucks is I remember playing the old version and the puzzle here was harder without it. I would re-balance this level so the player doesn't cheap it out with pulling the cube to make things easier.
4) the Rino enemies on the last level show no tutorial or even hint as to how they kill they player.
5) You have no options besides audio options, video and rebinding controls aren't there, I suppose they are if you count unity launch window but please make them in-game and get rid of that.
6) Pig enemies fly away when hit by the puzzle cube, but other enemies don't.


Minor nitpicks and stuff but thanks for sharing again before your kickstarter. I'm sure you'll surpass your goal if you make a good trailer to go with this demo.
>>
>>175158694
It's also common sense to not reply to shitposts.
>>
>>175155010
Maya
>>
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>>175158662
>talks about not following links on 4chan
>proceeds to post a link on 4chan
>>
>>175158916
>newfriend thinks all anons are the same
>>
>reee 4chans are all hackers and they are all onto getting me important info hacked

feels like im back in 2005
>>
>>175159019
Nah, these days it's just toolbars and miners. I'm quite sure, indiefags do those to earn some more moneys.
>>
>>175158138
In windowed mode the text doesn't scale with the window, just overflows off screen. Played the first couple of levels so I can't comment much, but I didn't find any bugs. It's kinda fun for what it is.
>>
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>>175154797
Actually put the colours in this time. Not sure if there should be some spray or kept clean now
>>
I have an idea but I don't know if people would like it. It's pretty much darkest dungeon except completely devoid of RNG and the RNG is replaced by pure strategy. The thing is I don't know if people would like this, RNG shit like crits and frequent enemy encounters may be annoying but it also has a draw to it that people like. I want to know /agdg/'s opnion, would a purely strategy version of darkest dungeon without RNG sound like a fun thing you would play or at least try, or does it sound too boring without RNG elements?
>>
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Anyone need some character designs or such ? I got some time to spare.
>>
>>175156375
>not anubis bait
>>
I dreamed about some other agdg game but not mine.
What does it mean?
>>
>>175159227
Without the RNG of games like that the absence of the random element and chance would boil down the game to simple:

>'this is the 100% most efficient strategy - do this and never lose'
>>
https://www.youtube.com/watch?v=gWv_vUgbmug&t=64s

What do you think of Jonathan Blow?
>>
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>>175140745
>>
>>175140745
>i'll be doing a kickstarter presumably sometime next month though
what did he mean by this
>>
>>175140967
You should be determining to aim direction based on the crosshair position, not determining the crosshair position based on the aim direction.
>>
>>175159402
I understand that, but lets say for argument's sake that the game was balanced well enough around that and the enemies encountered were varied enough that one or just a set of strategies would not work and the play would constantly have to formulate new strategies to get it to be successful.
>>
where do i find freelance artists for my weebgame?
>>
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>>175159706
What game are you making, shitter. All the projects I joined ended up with the dev bailing.
>>
>>175159313
an Oni in full armor who doesn't look like a 80's cartoon reject
>>
>>175156536
https://www.youtube.com/watch?v=2YQncOpnNMU
>>
>>175159589
Sorry, I see now you fixed it already.
>>
>>175159227
I hope you come to understand that RNG always has a place.

XCOM wouldn't be entertaining at all if every shot hit (or was a 100% miss if flashbanged/disoriented). The fun of that game lies when you fail a shot and have to come up with a plan on the fly, and to even plan ahead for what happens if your strategy fails you somehow.

The people that complain that XCOM is pure RNG are tardlets who take 60% shots and have nothing in place to dig them out of the shit when that eventually misses. i.e bad players.
>>
>>175159789
With a classic oni mask I assume ?
>>
>>175159357
I have never dreamt of any of my games or OC characters
>>
>>175159596
You'd still be missing the random element and by extension the thrill of the game. Most of the time when people talk about darkest dungeon they mention terrible failures or amazing, against the odds successes and it is by that that their game experience becomes more personal, memorable and ultimately more fun. Also even with wide variance it would still result in just a flowchart for dealing with encounters that the player checked through to win.

Removal of that and you just have a kind of sad number crunching sim
>>
>>175159750
it's a shitty 2D platformer. current artguy can't do people.
>>
>>175159935
>XCOM wouldn't be entertaining at all if every shot hit (or was a 100% miss if flashbanged/disoriented)
In original UFO you had a slight miss chance even if it said it was 100% to-hit, because of some wacky shooting cones or whatnot.
>>
>>175160085
Well that is certainly a valid complaint. Worst thing a game can do is lie to you about mechanics, because that doesn't make you feel like you're personally responsible when something messes up
>>
>>175160042
Any way to get in touch with y'all ? I might be able to help with that.
>>
>>175159935
I know it has a place, thats why I asked if it sounded fun, I just wanted to see if pure strategy was fun, I guess my idea would be something like you have a set 4 members in a party the entire game and every battle you encounter would almost be like a puzzle, trying to figure out how to beat the enemy team.

>>175159986
Alright, just wanted to see if it sounded good or not.
>>
>>175160167
>Well that is certainly a valid complaint.
That wasn't an actual complain, anon, i actually like the shooting mechanics very much, a lot more than the new XCOM ones, with its glaring mistakes.
>>
>>175160221
None of that is mutually exclusive with RNG
>>
>>175160218
Cool, can you post an example of your art first?
>>
>>175159951
actually you should only go with a samurai helmet without mask
the mask is supposed to make you look like Oni
don't need one when you literally are one
>>
>>175158138
Idk how you pulled it off with your 1.3M polys per level but this runs much much better than before good job.
>>
>>175160289
thats true, but it would be in the style of a game genre that I have never seen RNG play a small roll or none at all.
>>
Good use of RNG forces you into uncomfortable/unknown situations.

Bad use of RNG murders you unavoidably/instantly for being unlucky.
>>
>>175160317
Don't really have any animu stuff laying around but it can't be that hard.
>>175160347
I see, alright.
>>
>>175158138
What did he mean by this /agdg/?
>>
>>175160218
shoot me a message gamer#6598 on discord
>>
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>>175160606
Welp, forgot picture.
>>
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>>175158138
Doesnt seem to work for me after the menu screen at all. The camera goes from looking at the camera to go below the platform and it looks like pic related.
>>
gimme good browser game ideas
>>
>>175160880
cookie clicker but you poke lolis
>>
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>>175160627
Hes dancing you perverts!

>>175160734
What are your specs and what did you do? Iv never seen anyone or have this problem before nether have I myself. What are you doing to the game Anon? Does anyone else have this issue?

>tfw johnthan blow is making a push cube puzzle game now. REEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>175158138
* Intro screen absolutely chugs on my computer even at lowest settings. For what I'm seeing... That shouldn't be happening.
* Main game runs fine.
* Same problem as other dude with overflowing text in windowed mode.
* Start in main menu is colored blue... but doesn't change when you move your mouse off it. The other buttons being different colors is kinda jarring too.
* "Loading" seems to stay on the screen too long
* Camera rotation triggered by player seems too slow, or at least, doesn't behave as I would expect when hitting it several times in a row quickly
* Jumping while holding a direction will trigger the jump sound... but you won't actually jump
* "Level Clear" doesn't seem centered enough before it starts to move out
* Actually this first level you see a cat in a box is running like shit too, so I'm done testing.
* Exiting the game normally keeps giving me a crash message.
>>
>>175161020
What are your specs? If it runs bad for you please post your specs.
>>
>>175158138
>>175161113
Shit by now, but I can run fancier 3D games with no slowdowns so....

GeForce 9500 GT
6 GB RAM
Win 7
Intel Core 2 Quad CPU 2.33 GHz (4 CPUs)
>>
>>175159450
>watching talk
>suddenly get the solution to a stupid unrelated problem I was having all day yesterday
I just got Blowed.
>>
>>175156910

Changes/enhances perception in some way

Improved underwater breathing or air supply in toxic environments

Can trade HP for effects ( blood bullets/armor )

Improved HP

HP regen ( through vampirism of enemy blood or just passive )

Ability to interact with environment in new ways, remote control or whatever

Damage as penalties for certain actions, rewards for others
>>
>>175159450
I thought he was good, but I'm starting to change my mind.

This guy is beyond autistic.

I mean, I get the whole 'everything is slow' speech, but this guy takes it to another level.
>>
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Windows 10 64-bit
Intel core i7 4790K
24 gb dual -channel DDR3 @ 666MHz
NVIDIA GeForce GTX 780 Ti

I didn't do much to the game. First i tried to run it in windowed, and then i tried to run it in full screen. Same issue both times.

I deleted the folder now and extracted it again. And i recorded a webm for you anon. Hope it helps. <3
>>
>>175161357
>unity for 3d
HA
>>
>>175161261
You're using a 9 year old card with the unity engine hehe.

>>175161357
I have the exact same specs as you and I get 400 FPS and none of these issues I have no idea what is going on with you. Your footage's FPS looks bad too wtf.
>>
>>175161609
Given how little is going on I figured it'd still be fine...
>>
>>175159450
>people talking about Jai omg so crazy
>it's just another pet language with no wide appeal
>>
>>175156536
https://www.youtube.com/watch?v=CuEz_HvBqZ0
>>
>>175161609
>>175161261
>agdg anons have 9 year old cards

HAHAHAHHAHAHAHA HOLY shit you fags. Most PC gamers don't even have cards that old.
>>
>>175161830
Gamedevving on an old computer is a pro strat. Lets you catch retarded performance issues earlier / helps you get your game to run on toasters (and thus having a larger possible player base).
>>
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>>175161639
>>175161357
Keep in mind these are the typical stats of the typical bokube level now.
>>
>>175161830
I have a GTX 460 and Bokube runs fine, it's not a GPU problem.
>>
>>175161261
>GeForce 9500 GT
m8:
http://www.videocardbenchmark.net/gpu.php?gpu=GeForce+9500+GT
http://www.videocardbenchmark.net/compare.php?cmp%5B%5D=1304&cmp%5B%5D=3596

your videocard is babby, throw away your computer
>>
>>175161609
the fps is just because of the shitty program i use for quick webm's senpai.
>>
>>175161971
No shit.
>>
>>175161964
>I have a card that runs 9x better and the game runs fine, it's not a GPU problem!
http://www.videocardbenchmark.net/compare.php?cmp%5B%5D=1304&cmp%5B%5D=31

You would think people who make games have some semblence of critical thinking skills but I guess this is aggydaggy
>>
>>175158138
you post your gay game way too fucking much and now you're going to start shilling in these threads

fuck off go shill your faggy game on reddit
>>
>>175162191
Well shit, I didn't read the post with his specs.
He really is a madman for expecting that to run anything well.
>>
>>175161794
I dev to instrumental metal
I get distracted by vocals
also I hate cookie monster voice
https://www.youtube.com/watch?v=ErEO-k8zxRM
>>
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>>175159450
He's making his own Unity?
>>
>>175159450
why even optimize .5 seconds.
>>
>>175161830
>>175161903
>>175161261
Its people and devs like this that hold indie games and games in general to be shitty pixel shit instead of pushing indies to make prettier 3D and advance fucking graphics.
>>
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Can someone helpfully explain why older games resolutions were funky and if there's any advantages/disadvantages to making something like that

Will it fuck up everything I make when scaled?
>>
>>175162459
i like shitty pixels. usually a funner game.
>>
>>175158138
>Hold left control or X button tap your movements to roll slowly
That doesn't make much sense.

If you spam jump, the sound never plays.
The amount of bloom on the 'limited sight' tutorial is silly.
You can't move if the camera is facing directly down
Pressing Esc on the death screen opens the options, but you can't press anything
>>
>>175162436
Multiply those seconds by the times you compile your game and you've wasted hours.
>>
>>175162459
No it just has to do with how easy it is to make
>>
>>175162507
CRTs didn't have a resolution
>>
>>175162263
Jai already has built in 3d stuff.
>>
>>175162507
Because they were made for maximum possible mainstream screen resolution at that time. You will fuck automatically up if make any graphics for lower than 1080p resolution.
>>
>>175162562
Sweet, I can't wait for my 8k+ resolution CRT to arrive.
>>
>>175161903
>Downclock your computer for some playtesting (5 minute job)
vs
>Run shit hardware that slows down the entire development time (weeks/months)
>>
>>175162562
Anon, but they did.
>>
Why the fuck can't I put the same tag on multiple commits on git?
>>
>>175162542
you've lost more time with random brain farts/getting coffee.
>>
>>175162758
>Run shit hardware that slows down the entire development time (weeks/months)
Any sane person would just send their builds to some old laptop maybe once a week for playtesting.

Perma deving on old hardware is plain retarded.
>>
>>175162804
no
they
didn't
>>
Where can I find good concept art or interesting shit to look at to get inspiration? Anything I used to use is overrun by ass and titties, concept art stuff is all gay Warcraft fantasy or stupid sci fi.
>>
>>175162890
Anon, what do you base your asumption on?
>>
>>175162229
Someone is way too fucking mad a common yesdev here is getting good feedback.

Literally started his game here worked on it and its features based on all of our feedback and is getting close to release and still needs help.

Bokube is one of the most agdg games here where is your game anon?
>>
>>175162952
Pinterest
>>
>>175162952
Concept art without asses and titties not worth watching anyway.
>>
>>175162952
just play games/look at screenshots. old games new games.
>>
>>175162890
They did, and they still do.
What the fuck are you talking about
>>
>>175162890
are you fucking stupid?
the only displays without classic raster resolutions are vector oscilloscopes
>>
>>175162459
That's a wicked misrepresentation of what I said there mate!
>>
>>175162890
9 YEAR OLD GRAPHICS CARDS AND IDIOTIC KNOWLEDGE ON TECH.

NICE AGDG
>>
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>>175162890
this level of retardation should count as fucking felony
>>
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>>
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>>175151837
>>175158138

Looks great on ultrawide screen.

My feedback straight away with the menu (apart from lack of options in the options menu) is that your selected menu point should be the bright colour - not unselected ones white.

Dull out the non-selected points in the menu list, and make the selected one bright with maybe a slight wiggle or something.
>>
>>175163008
I try to avoid that but I guess I need to go back in desperate times. I find a lot of the same type of stuff gets posted there and I'm looking for "not" that.

>>175163029
Not that kind of inspiration. And that's wildly inefficient.
>>
>>175163006
I don't care how much your posted your game here, you're on the verge of release and now you're just an attention whore/shill.

your game is really fucking gay. that's my feedback
>>
>>175151837
>>175158138
>>175163390
Bokube makes the jump sound if you press the jump button but they aren't actually jumping (say you press jump button while moving at same time)
>>
>>175159450
>15 minutes in and Blow has just been saying the same thing rehashed a thousand different ways

wew
>>
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>>175163504
>this keeps the AGDG alive
>>
>>175163504
>how dare this game dev in a game dev general ask for an opinion about a game they dev'd right before they move it to pateron and may not even ever talk about it here ever again
>>
>>175163492
>I find a lot of the same type of stuff gets posted there and I'm looking for "not" that.
Well yeah, people like drawing tits.

But personally I've found it's related images feature to be one of the best, once you go a few layers deep it works wonderfully.
>>
>>175163559
>>175159450
It's real jarring that you can't jump while moving, feels dumb only jumping straight up.
>>
Jarring is unironically my favorite new lowkey meme.
>>
>>175163751
It's all me. Sorry for not changing it up!
>>
>>175163751
you're my favorite meme...
>>
>>175163687
90% of puzzles in those games rely on restricting the player to the grid, being able to jump over fences and obstacles would completely change the game.
>>
>>175163819
It's fine, please do go on.
>>
>>175163654
>I asked for opinion, how dare this person have an opinion about my game

the only feedback you're after now are sales, shill
>>
>>175163845
I imagined as such. Personally I would just leave jumping out of the game, but perhaps he makes it work well later.

I'm the shitter with a bad computer
>>
What platformer games should I steal enemy ideas from?
>>
>>175163925
imagine being this mad that you'll never put a game out
>>
>>175151837
>>175158138
>>175163390


And I can't quit the game using the Quit button in pause menu... not sure if that is a 21:9 resolution problem or something else.
>>
>>175163925
I wasn't talking about you're opinion on the game, I was talking about your stance that someone in a general for deving games showing off their games is just attention whoring, when that doesn't make any sense.
>>
that nodev bait is so poor i'm not even going to dignify it with a (you)
>>
>>175163938
>I'm the shitter with a bad computer
makes a LOT of sense high FPS makes the jumps feel nice and smooth.

>>175164021
There is some bugs with quitting the game I'm working on.

>>175163925
every anon that has replied to you so far has not been me Bokudev pretty annoying how shitposters here always seem to think I reply to them with their bait hehe
>>
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>>175163390
That level is suppose to look like this with the text.

HOW BIG is your monitor Anon Christ.
>>
>>175162507
Gun Hazard was awesome.

I'm not sure but I think what you're referring to is simply because of "overscanning," which was basically when a CRT wouldn't be able to display the full image on the physical screen. There were a lot of variables that could distort the image back then.
>>
>>175164272
That anime looks pissed.
>>
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>>175164193
Cool, I'm done for now but keep it up, it's a cute game.

Other bugs:

Jump sound is made if jump button pressed but not actually jumping (such as when moving but also pressing jump).

If you clear the level and it says level clear, you can press the reset level button and have to start all over again despite clearing level.

Music should be at least 50% louder, too quiet compared to sfx

Make the spikes shorter, so they are within the bounds of their actual hit box / the cubes they occupy
>>
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>>175164343


It's a 34" Ultrawide (21:9) gaming monitor.

Which I use to play little games that are not graphically demanding. I love it
>>
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How do I make my game a cult classic?
>>
>>175165774
fuck off
>>
>>175165774
Make it a good game.
>>
>>175165774
tag it as such on itch.io
>>
>>175164670
Yeah, its kind of the game I'm wanting to design after along with that kind of look. I think a better question would be,

'Is it an ok or a dumb idea to design things in that square sort of format?'
>>
>>175166135
thanks for the hot tip
>>
>>175167410
>cult-classic
You too, lmao?

Bokube tagged his game with that shit.
>>
>>175167531
Oops I'm a shit eating retard, just read up the reply chain.
>>
wow this is the most cancerous general on /vg/ of all time
>>
>>175167595
Check out the Starcraft General
>>
I can't wait until googum finally gives up and admits to himself that literally nobody likes him or his games and never will.

He will never get a single dollar in donations.

He will never make enough money to actually pay for bills and take care of himself like he claims he already was (top fucking kek)

Just shrivel up and die already jewcum you fucking loser.
>>
>>175163504
>your game is really fucking gay
Seconded. Bokube appears to be hard working until you acknowledge how much is done by other people.

But the game itself is seriously fucking homosexual. It looks like it's made for people with a lobotomy who also like penis.
>>
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>>175167761
salty wage slave detected
>>
>>175155741
>What did he mean by this?
>>
>>175161357
I knew I wasn't the only one.
Bokube's game runs like absolute fucking ass. It's horrendous. I'm not sure that a single fuck was ever given to optimization or if he even knows what vert counts are. Maybe it's particle effects or something else -

whatever it is - his game eats it's own shit and throws it at you unless you're running a titan system. Even at the lowest resolutions it runs like shit.
>>
>>175167924
I'm just gonna say it, what is the appeal of the Bokube game. Who is it even aimed at.
>>
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Bokube needs to hurry the fuck up and post his kickstarter already
>>
>>175161948
>implying things run at 400 fps now
Fuck off.
>>
>>175168134
To be fair i was only talking about this bug. The fps was lowered to fit 4chans size requirements, and i had the graphics on low when capturing. The menu screen ran at a solid 60 fps on ultra.
I can't give any credits to the game any further in than that because i was not able to get past this bug and are not going to spend time fixing it.
>>
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>making good progress while people angrily post about nothing
>>
>>175168148
He's scared.
I would be too. Is there anything unique or interesting about this game at all?
>>
>>175168465
at least I don't think kilogram of steel weighs more than kilogram of feathers
>>
>>175159214
Looks great. A full fledged spray might be a bit much, but a few small spurts of blood pulsing with the still beating heart would be gnarly.
>>
>>175151837
>>175158138
Psst

>>175168513
>Is there anything unique or interesting about this game at all?
>>
>>175168139
Actual faggots and girls. And children I suppose.

It's perfect for the manchildren weebs on 4chan or so bokube believes. In reality it's just a childish and gay looking puzzle game.
>>
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Good morning /agdg/!
Remember to drink water and take breaks for food.
I'm looking forward to seeing your progress.
>>
>>175169354
>tfw not mentioned
>>
>>175169414
I love your game too <3
>>
>>175169496
You never played it and you don't even know which game it is, stop throwing out empty compliments.
>>
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Anybody here participate in Ludumdare?

Post links to your game so i can play and rate them!
>>
>>175169646
I did it. I made a game.

but guess what. no one is playing it.

so I'm still in the same place as I was before.
>>
>>175169354
>>175169496
You're a phony cunt and I guarantee you don't have a finished game anywhere. KYS
>>
>>175169863
>no one is playing it.
Not possible unless you're not playing and scoring other games.

Or your screenshots are just that bad. Either way if you are ignored during ludum dare it is because you deserve to be ignored. That's how it works.
>>
>>175169981
just kidding dude. it's me Hopoo, the creator of the hit game Risk of Rain, with over 2,000,000 downloads. i make millions of dollars everyday from my game. sucks to be you bro
>yfw i also have a gf at the same time
>>
>>175141521
Thanks!
>>175147814
Yup, that's what I meant with "smoothen floor transitions". Also, I believe in you Anon, just do it.
>>
>>175169863
post a link, i want stuff to play!
>>
>>175170190
http://store.steampowered.com/app/248820/Risk_of_Rain/
>>
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>>
>>175169646
Yeah, I made this game about ants https://ldjam.com/events/ludum-dare/38/ant-hill
>>
>>175170510
stop shilling your stupid game that no one cares about
>>
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>>175169646
me, a friend and weaver (mothdev) made this

https://ldjam.com/events/ludum-dare/38/pip-sweep

>>175170580
woah hey I played it and liked it
>>
>>175170849
>>175170510
Stop this obvious samefag.
You just looked for a random game in ld and say your friend made it (you can't claim as himself because he might be here and counter-claim you).
You also didn't capitalize the first letter of your words so it looks like a different person made that post, when in fact it's you all along.
>>
What's a simple game I can make in a week that will be interesting to program?
>>
>>175171103
ah shit you got me there

I'll see myself out
>>
>>175170849
Thanks anon, glad you liked it. I played yours too, the models are super cute.
>>
>>175171131
a game where if you push a random button on the keyboard, it does something
>>
tfw godot is a meme it goes 30fps with just 2k small bullets with nothing else, unless you want to do pixel meme games, stay away from this shit
>>
>>175170510
It was comfy

>>175170849
Loved the music
>>
>>175170849
>weaver (mothdev)
Who?
>>
>>175169646
Shamelessly shilling me and my friends game here.

https://ldjam.com/events/ludum-dare/38/small-world-war
>>
>>175171662
>use any engine
>brute force thousands of objects
>make no attempt to optimize it
>blame the engine when it lags

well memed friend
>>
>>175171803
i think he was pretending to make a game about a moth girl for a month or something a couple years ago so now he calls himself mothdev
kind of pathetic how contrived all the chatfag devs are
>>
>>175171889
>t. retarded godot shill
>>
>>175171803
Discord regular.
>>
I want to make a game where there is AI that grows and gets stronger based on what it does, with mild evolution and traits..

But I can't decide what to wrap this up in. Any suggestions?

just blobs seems boring.. I could do like an fantasy world or something.. IDK..
>>
>>175171803
Just another namefag from discord. Don't waste your breath on those faggots.
>>
>>175171954
>kind of pathetic how contrived all the chatfag devs are
I like how all of their games look like they are for children.
>>
>>175171803
le ebin discord celeb regular

discord is an even bigger mistake than steamchat was and that's saying something.
>>
>>175171889
why don't you run a benchmark then? i've been trying to make a bullet hell on it and tried every way, using the visualserver is the last resort, the bullets are small sprites that moves in a single line, no logic test yet so there is no collision to worry about, 1k is the average you can get on screen before shit going down, try to make a bullet hell game with 1k bullets max
>>
>>175171954
>>175172024
>>175172112
'member when the IRC channel was a thing? What was the channl called again, #gamedev or something? Some sort of pseudo-association with 4chan by constantly linking in the thread but then bitching when people brought some culture with it.
>>
>>175171960
>>175172232
There's a demo showing how to optimize thousands of bullets
https://github.com/godotengine/godot-demo-projects/tree/master/2d/shower_of_bullets

I downloaded this, set the "BULLET_COUNT" to 2000, and it runs at 60 FPS no problem.
>>
>>175172429
don't worry dude he'll never make it anyways
>>
>tfw programmer who sucks at design and just wants an idea guy to make a game for
>>
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>>175172603
>tfw artguy who loves design and ideaguying and just wants to find a programmer to make games with
>>
>>175172782
>tfw legitimately want to collaborate but have to go through memes every single time I try
>>
>>175172603
Let's make a safe for work fighting game featuring famous characters from hentai
>>
>>175172429
>the average danmaku needs 10k bullets
2k is nothing, and that's the demo i'm using for testing, disable the collision check and make the bullet count 10k
>>
>>175172782
>>175172821
>>175172893
Shut
Up
>>
>>175173004
I don't understand I am offering to be your idea guy. I will watch a bunch of hentai and come up with their attacks and shit
>>
>>175172895
Why are you moving goal posts now? If you need 10k+ you need to look for a low level engine that you can get some extreme optimization out of.
>>
>>175173136
You can pool objects even in Game Maker lmao
>>
>>175173136
the 2k tells you something, any engine can handle multilayer tilsets (and can have animation), multiple parallax and other stuff, lagging on 2k small bullets with nothing else on screen doesn't look good
>>
>>175139871
Hey, just curious, why does the station rotate if it's shaped like that? Wouldn't the centripetal force screw up the towers and stuff?
>>
>>175139141
Post process is easy in ue4. It is in project settings. Or add small post process volume to level, make it UNBOUND, then it overwrite project settings for postprocess. And turn off temporal AA (this is crap) and motion blurr (also crap for most cases).

For bad snapping frist try camera arm between pawn and camera, enable some little lag there.

I assume you know diameter of your tube here, so normal vector to surface times diameter will be in center of tube. And do not orient pawn on survace orient it around center of tube at some distance.

Or use spline actor, it has functions to read world location given distance from beginning.
>>
>>175173697
Not that guy. Depends on the size of the station, revolution speed and material strength of the towers. Our stations generaly don't rotate and are built with thiss in mind.
>>
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Friendly reminder that Monster Jam is officially ON.

Always wanted to make a game where you assemble a party of low-level monsters and go on a quest to stop the hero from saving the world?

NOW IS YOUR CHANCE

https://itch.io/jam/agdg-monster-jam
>>
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>>175157937
You and me both mang.

>before knowing anything about networking
>"I've got this cool idea for an online game, it's going to make me rich, I wonder why more indie devs don't do them, servers are pretty cheap nowadays."

>just learning the basics
>"Oh hey this is easier than I thought, it's just sending over packets! But I'll need to learn some more advanced networking if I want to make something that's not turn based"

>mfw now
Fuck it feels like amputating my own leg with nothing but cardboard and paper tools.
>>
>>175174194
Why?
>>
>>175139141
Making a tunnel like this is one of my gamedev dreams.
>>
>>175174190

Actually sounds like fun, are there any set in stone stipulations?
>>
>>175160707
>>175159313
Your art is pretty decent anon, what led you to whore it out for free instead of making your own game?

>>175162952
Try artstation.
>>
>>175174190
Prepare for RPGMAKER
>>
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>>175174482
The theme is monsters. Beyond that, do whatever you want.
>>
>>175174190
>someone finally took the initiative instead of letting suicidal nodev shitposters ruin jams with their """"polls""""
Never thought I would see the day.
>>
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>>175174190
>>175174650

Is it like Ludum Dare where we should have a set period to work on it or can we start working now?
>>
>>175172043
I'd be more concerned with if you can even implement such a thing instead of worrying about how it looks.
>>
>>175174808
The 'set period' is from May 22nd to June 4th, but as with all /agdg/ jams, you can start now if you want.
>>
>>175169646
Why is 'I'll try to do it' lower than 'I can do it'?
It should be next above 'I want to do it'
>>
>>175171803
Looks like you're the one unfamiliar with agdg son
>>175171954
He still is

Wew can't believe I actually defended someone from agdg. That shit is gnarly. But weaver is a good guy. He's a great guy.
>>
>>175174432
Imagine you have a mechanic/feature you want to add. This mechanic, in a single-player game, would have a complexity and time required to implement and debug. Let's call this "effort spent" value "n".

Now, as a naive amateur programmer starting for the first time, you'd think that to make the mechanic work with multiple players (i.e. 2 instead of just one), the time and effort spent would be n*2.

Unfortunately it's more akin to n*n + x, where x is the time spent solving bugs that only arise because you couldn't reasonably test a multiplayer game with several characters all by yourself at the same time.

If the game is 3D you can double that value. There's just so many things to take into account, from client prediction to server reconciliation and entity interpolation vs extrapolation and whatnot, as a lone programmer it's an arduous task for anything that's not a browser online 2D game. Expect to do more engine-deving than game-deving if you want a smooth experience for the player.
>>
>>175175027
the guy who will try to do it isn't sure if he's able to do it
the guy who can do it believes he can do it
>>
>>175175418
but hopoo got networking working just fine in his game.
>>
>>175148047
Do you have tumblr or something to follow your progress? Also, you should consider Patreon.
>>
>>175175632
He hired someone with experience to do it for him.
>>
tell me about your coordinates system
>>
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>>175174190
>>
is jonathan blow the ultimate engine dev?

>made own language
>made own engine(3d)
>made game
>actually showcased it
>it's faster than using c++

I mean it only took 8 years but it was worth it
>>
>>175175418
>ticking a "Replicates" field
>it just works
>>
>>175175896
-y is up and it uses fixed point
>>
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>>175174079
Right, the whole point of rotating a station is to have artificial "gravity" without needing some kind of magical gravity field that presumably consumes a shitton of energy to operate. The drawback is, you have to account for the direction of pull. Building towers that don't do this is as goofy as building towers in real life that are slanted at some crazy angle. They'll fall down.

It's fine if starfield anon doesn't think about this stuff. Video games. I still notice, though.
>>
>>175173762
Thanks for the help with the post processing! I'm not home yet, but I'll try all of that after my shift. I have an idea of how to fix the snapping, I'll be using traces to make sure the mesh is rotating as you go from one plane to the other. I'll be using lag to smooth it further later.

>>175174448
It does feel like a dream come true. please don't do it the market is already saturated.
>>
>>175174190
>not monster girl jam

you were so close
>>
>>175176071
started he the language 8 years ago?
>>
>>175175896
I have a spline, distance along the spline is your first coordinate. Distance normal to the spline is the second, and rotation around the spline is the third. It works pretty great. I'm doing the neon tube game.
>>
>>175176398
What is the difference
>>
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I fixed the map and fog of war so it doesn't require any black sprites to hide unrevealed areas, it simply keeps track of revealed objects and sets their visibility accordingly.
It's also easier to save/load it since it's just an array.
With sound: https://streamable.com/k8eqh
>>
>>175176398
but that's actually good
>>
>>175176071
He's equal parts annoying and inspiring. He has the kind of ego where he convinces himself he was the first person to try something, and then invents justifications for why other people's earlier achievements, however comparable, don't actually count. He thinks that if he's not at the helm, nothing will ever get done. I've worked with people like this and they tend to wreck themselves all the time. I hope he continues to succeed instead of exploding.
>>
>>175169646
https://ldjam.com/events/ludum-dare/38/why-go-outside

>>175176374
>please don't do it the market is already saturated.
B-but I just wanna learn how to do it ;-;
>>
Guys, how do you restrain yourselves from adding lewd content to your game that isn't supposed to be lewd?
>>
>>175176814
Yeah, Joblo needs to take a step back and recognize the accomplishments of others (others beyond Stephen's Sausage Roll)
>>
>>175176956
I've never had the urge to do that
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>>175169646
https://ldjam.com/events/ludum-dare/38/petit-adventure
>>
>>175176071
You can't be the ultimate engine dev if you've released 2 successful games.
>>
>>175176089
question with this, how do I minimize host advantage on UE4? Do I have to build in a buffer and delay the host some simulation offset so he experiences it at the same time as the client? I'd like to do this without dedicated server.
>>
>>175176071
He gets mentioned in Game Engine Architecture so yeah
>>
If you duplicate a save file, should it's creation time info be that of the original, or the current time?
>>
>>175176956
You need lewd content created before you can put it in so it's not been a problem for me yet.
>>
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>>175176071
>is jonathan blow the ultimate engine dev
No.
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>there are """people""" here who think Source is for making games
>>
>>175156375
Is he pissing himself?
>>
>>175176071
>it was worth it
lol
>>
>>175176956
I add it then remove it. Easy.
>>
>>175156375
>>175159343
hamarist actually does draw diaper porn
>>
what some good c++ framework that saves me dealing with opengl bullshit other than sfml?
>>
>>175176680
Nice progress, those sound effects are comfy.
>>
>>175156375
>4 fingers
I hate this meme
>>
>>175177625
Unreal Engine 4.
>>
>>175177625
Try Allegro
>>
Make sure to select your dev diapers carefully, and to change your dev diapers frequently!
>>
>>175177590
I have a strong urge to make main quest line based on ultimately lewd event though it wouldn't affect main heroine. And it will be very hard to remove it afterwards.
>>
>>175177246
UE4 has some inbuilt options for simulating network conditions, might be useful.

https://www.unrealengine.com/blog/finding-network-based-exploits
>>
>>175176680
what will this game be?
>>
>>175178178
It's a puzzle game about pushing boxes, there will hopefully be some kind of story.
>>
>>175177986
>it will be very hard to remove it afterwards
Then work on both a lewd and non lewd version simulatenously.
>>
>>175178034
I'm aware of those. It's more so the fact that if you host a game as a player then you are the listen server and you get a slight advantage. I'm not sure how to architect around this in a realtime game where host advantage would be a major negative impact of gameplay.
>>
>>175178529
You could pool all actions, including the host's, into server frames that only relay info back on a time based on the middle player's ping, but that would be weird.

You should make the game just go "SORRY ABOUT YOUR SHIT PING, POORFAG." whenever anyone has a ping higher than -1.
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>don't comment my code for shit besides using titles for blocks
>come back to after like 3 months of inactivity
>have no idea what anything does

what did i mean by this
>>
>>175178529
Can't you apply those effects to a host?
>>
>>175179696
You could make the host arbitrarily wait, but it's be basically the same thing as >>175179458 which is again, weird.
>>
>>175179608
Comments LITERALLY make a codebase LESS maintainable.
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>>175174190
mecha vs monster jam
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>>175179968
>his IDE doesn't allow him to hide/unhide comments with 1 key
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>>175179608
Comments are the last resort for making your code readable. If you want to name operations, you should make them into separate functions.

GameMaker makes this a pain in the ass. Don't use GameMaker if you want readable code.
>>
>>175177246
> Do I have to build in a buffer and delay the host some simulation offset so he experiences it at the same time as the client?
From a player perspective, don't do this unless the host gets a really big advantage from the latency and/or make it optional to turn off.

To name a game where people experience this: Warcraft 3 had a forced 150/200 ms delay in multiplayer, it's a bit extreme as a value but it wasn't as noticable (because it felt integrated with the overall slow but smooth gameplay, turn rates, etc.) as a shooter or something. Discovering it was a thing and subsequently having a third party tool turning this down was a huge improvement on things.
>>
>>175180130
Comments make code slower. FACT. Unity's Playmaker is the ONLY way to make a game.
>>
>>175180138
>Comments are the last resort for making your code readable

Uh no.
Anything that uses static extension methods should have a summary, especially if it has multiple parameters and is named something vague/common.
>>
>>175179608
you have to be real careful with the names. And spend time going back over and optimizing. left for 6 months, picked it right back up.
>>
Stop wasting time trying to make up for lost time.
>>
>mfw I enjoy optimizing and cleaning code than actually making new features
>that sweet satisfaction of something running at peak performance
>sometimes spend an entire day just googling ways to speed things up, even if its not needed

i guess I'll never finish a game.
>>
>>175180535
This. Comments only get in the way of making games. Comments waste time and make your program compile and run more slowly. They also make your code base less maintainable since you have to change the comments when you change the code. Comments are just nodev bullshit. Plain and simple.
>>
>>175179608
You gotta name your functions in a intuitive way anon. It has been 3 months since you last touched it, don't be afraid to spend an hour or two figuring out how it works. I'm sure you will remember everything.

I figured out my codebase after a year gathering dust.
>>
>>175180679
yeah you can make it do some nifty stuff with a little cleaning.
>>
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>>175142139
>>
>>175180143
It wouldn't be that much, I'd probably keep it to about 3-4 frames which isn't that much and allows me to round things out. Thinking about networking and learning all this is breaking my head. Obviously less is better but playing with your friends is better than having a bad time with obvious host advantage such as in a physics/collision based game.
>>
>>175148047
oh nice, you're still alive. The kickstarter failure got me worried. Nice to see you still going.
>>
>>175180267
>Comments make code slower. FACT
by a margin you shouldn't even contemplate, unless you're forcefeeding the CPU your entire code nonstop
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>>175142139

Haven't been able to really touch it much in the last week due to school obligation, but I hope to get combat in after finals done next week.
>>
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>>175142139

Not apprehend, dead. Don’t care heavily-guarded. Don’t care into the sea. Kill and be killed. Head in a bag,There’s the message.
>>
>>175181026
Obviously it listens narrowly and requires tweaking on a game by game basis, what advantage do you give to who in what situation? Or do you let the host overrule everyone else's actions? That's no fun obviously. Your 3-4 frames obviously depends on your tickrate.

To add though, you have to realize that something like north-west and west europe have such amazing internet infrastructure to the point that everything is basically <30 ms. If your simulated delay is higher than that it won't be any fun. That's a lot of people matchmaking together where ping is a non-issue.
>>
>>175180914
I like it, anon. Is it a shooting game?
>>
>>175176134
I feel you anon, i guess it's what suspension of disbelief is. I personally don't mind it all that much, givenn the fact that we don't really see much games with hardcore newtonian physics that also have space combat.
>>
>>175181118
Comments don't even get compiled.
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>>175176398
It's heavily implied, anon. I'm gonna make a monster girl game. But I don't want to force anyone else to, so I left it at monster.

Seems like you figured it out easily enough.
>>
>>175180717
>Don't ever comment because it's the sign of a nodev, a true dev can remember everything his code does
Holy shit dude, are you for fucking real?
>>
>>175181302
>To add though, you have to realize that something like north-west and west europe have such amazing internet infrastructure to the point that everything is basically <30 ms.
I don't think you play enough online games or have enough friends from farther away. I don't live in that region and even people I know that do there can still be issues. It's retarded to design netcode around being sub 30ms when places like the US exist. You can learn to live with a bit of delay in games, fighters do this all the time and the inputs are even more precise with timing than what I have in mind.
>>
>>175181717
I like how you try to devalue the argument I was presenting by attacking my credibility.

I most likely play more online games than you do, but I do it with a stable connection in that place. Feel free to challenge me on that and get burned.
>>
>>175181708
>Can't recognize a blatant shitpost
Must be new.
>>
>>175181717
Fuck you and your forced lag. I am not touching your shit if it's going to forcefeed me with delays.
>>
>>175181708
Comments. Are. For. NODEVS!
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>>175142139
>February 6

[panic]
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>>175181717
>fighters do this all the time
Fighters are notorious for being utterly unplayable online though.
>>
>>175181446
ye

twin-stick
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>>175139141
Looks very cool so far, but like >>175147814 says, try smoothing it a bit. I suggest rotating the player depending on where it is on the current plate thingy.
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>>175181204
I'm the dev who's also making a dungeon crawler, I'm also working on implementing combat in the next week or two so now you're going to be my rival

maybe we can collab in the future or something, anyway keep up the good work.
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>>175143871
I'm glad this game is still alive, haven't seen it in a while. But I loved it from the first progress posts you made.
>>
>>175183535
>5.5.3f1 Personal

>PERSONAL

Are you a poorfag or something?
>>
>>175183913
Yes, I'm an amateur dev.
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>>175184276
Unity Pro is the only way to make a game. You are not a dev of any sort.
>>
>>175184456
where is your game
>>
>>175184573
You have no game, and no life. Surprises for you soon, fucker. :)
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>>175184456
get the fuck out
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>>175182038
Not everyone lives in your special network where everyone has perfect connections with under 30ms of ping.

>>175182178
You're forcefed with delays online that don't even notice, the most noticeable one is between your ears.

>>175182580
Maybe like 10 years ago
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>>175184674
How does it feel to be wrong two times?
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>>175184759
I'm sorry that you're so ignorant that you think you need a "special network" to achieve that kind of reliability and latency.
>>
>>175184456
Only reason anyone should be using Unity pro is if they have made 100k in sales already
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>>175184759
I get sub 10ms on Overwatch servers in another state.
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>>175185281
What's the RTT though?
>>
>>175175418
Holy shit! No wonders some of the indie games on steam only offers offline multiplayer.
And people flip tables because of this.
>>
How many of you start your designs with vector art and then convert them to sprites? I just started and it feels way more intuitive
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>>175176680
Like ''Thomas Was Alone'' ?
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>>175185657
>Holy shit! No wonders some of the indie games on steam only offers offline multiplayer.
>And people flip tables because of this.

This also has to do with managing server costs for the online multiplayer. It's stupidly expensive.
>>
>>175185830
I go
Pixel concept > High res concept > Pixel sprites
>>
https://aws.amazon.com/blogs/gamedev/now-available-lumberyard-beta-1-9/

>Hundred of thousands of particles.
Why would anyone use something as silly as Unity or UE4 when all powerful Lumberyard is out there?
I would, but I might be dumb.
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>>175186101
And the fact that your game needs a certain concurrent player threshold for multiplayer to actually be viable.
>>
>>175186250
>amazon making game engine

What's next, a Google game engine?
>>
>>175186250
UE4 can already do that
>>
>>175186101
>managing server costs for the online multiplayer.
Why do people talk so much shit about this? You don't need to host servers yourself, let players do it.
>>
>>175186605
Hi Ubisoft
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>>175186264
Yep. Unless you get a patreon or gofundme with backers so you know you have the playerbase ready to go and the money ahead of time, there is really no reason to even consider multiplayer.

>>175186398
to be fair Amazon is kind of famous for trying fucking everything. I am not surprised at all that they are getting into game engine design.
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>>175186398
Umm what is source? It's just a port of SketchUp.
>>
>>175186605
>let players do it

you know how fucking hard it is to design your game to prevent cheaters on player hosted servers?

Fuck I just ran into a speed hacker in left 4 dead a few days ago and that's Valve.
>>
>>175186101
>>175186264
>>175186605
Wouldn't online help with the sales tho ?

There have been several times where i have seen fun arena games on steam. But i'm not buying them because they are only split screen.
Who has friends over in 2017. Certainly not me.. We normally just meet up on discord, and when we meet up in real life we are normally going to watch the big screen or something.
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>>175186907
>and when we meet up in real life we are normally going to watch the big screen or something.


>his PC isn't hooked up to a 60" HD TV

?
???

??????
>>
>>175186398
Lumberyard is just Cryengine with some amazon server botnet features.
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>>175186907
Yeah it'll either boost sales or make your game forever dead, I guess it's a choice you have to make.
>>
>>175187047
I ment the cinema anon. Isn't that how you say it in english?
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>>175187314
Hello fellow french-speaker. I think it's said theater, which is retarded because that's obviously where you watch plays.
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>>175187446
thank you anon.
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>>175148047

good to see you back mong. Those girls look great. Love Arlene's colors.
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>>175187314
No. Fuck off, pajeet.
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>>175183719

Sounds like a fun rivalry actually. I assume you're the dev with the eyeballs and flesh walls game. If so, looks good.
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>>175148047
>>
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>>175148047
everything about this is really gross. they move way too much.
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>>175187584
A what what ?
>>175187446
Does american also say the theater if they are going to watch a play ?
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>>175188101
Yeah, it's all theaters to them, those silly lads. Also this other guy thinks you're indian, let him be.
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>>175188065
I keep seeing webms of this game but what is it.
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>>175181212
alright so idk exactly why this is happening but for some reason, if i press my attack key at the exact same frame that i jump the result is this, i should only be able to attack on the ground right now

anyone know what i could do to resolve this?

i tried making it so if you press the jump key when you press the attack key you cant attack but it didnt fix anything

GM studio
>>
>>175188065
No such thing as too much movement
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>>175188065
They... They look so soft. I just want to wear their skins like a latex gimp.
>>
I'm a really code-heavy dev (using C# and unity). Just began putting time into learning blender; I want to make models and animations for my games.

I followed along with the 6 "Get Blended" tutorial videos to get a grasp of the basics; I made sure to re-do everything at the end without consulting any references; I even made an entire chess set instead of just only doing the pawn.

Next I'll be doing the main Lynda.com series on blender, followed by the more specialized intermediate/advanced videos.

For those of you who have lots of experience with making models and animations in blender:
If you could give yourself advice when you were starting out, what would it be? Any specific things you would try to practice immediately or avoid? What learning resources would you consult? Any general tips?
>>
>>175187584
That anon is obviously french, the space before the question mark is a dead giveaway.
>>
>>175188291
Check for your attacking input before you check for your jumping input, I'd guess. Also make sure that being in the attacking state prevents the jumping state, or that jumping while attacking interrupts the attacking.
>>
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fuck, coding in 58 genders for my game is hard
>>
>>175188404
This video taught me everything I've needed so far concerning rigging and animating, so I guess it can't be too bad.
https://www.youtube.com/watch?v=Q9f-WVs3ghI&ab_channel=SebastianLague

>>175188409
Is that a french thing? I'm french-canadian and I'e never heard of it.
>>
>>175188291
Make it a feature.
>>
>>175188779
>french-canadian
No, you're just a leaf.
>>
>>175188779
>I'm french-canadian
Hey frenchie
>>
>>175188364
edgy
>>
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Is making and releasing your own game (even if it flops) a good thing on your resume if you want to work in the industry?

>>175188713
B-but think of the free marketing from all those clickbait review sites!
>>
>>175189337
Depends why it flopped
>>
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4 days of work and game text is 3/4 finished, around 110k characters so far
>>
Too fucking lazy to make a webm
https://youtu.be/niIlwrdIPn0
EB engine I used in the details
my b about my laptop mic cutting in as I was recording.
Making a business theme TBRPG with music made with my hands and a couple of others who want to participate that I've recently met.
>>
>>175189563
What program is this?
>>
>>175188519
>>175188841
okay i figured it out, i set a 2 frame delay when landing state

(:

thanks
>>
>>175189707
google spreadsheets, pretty good cause of cloud autosave and you can do multiplayer - one person writes, other proofreads, etc
>>
>>175188713
for (i = 0; i < 58; i++) {
prefix = irandom_range (1, x)
suffix = irandom_range (1, y)
switch prefix
case 0: gender[i] += "bi"
case 1: gender[i] += "pan"
case 2: gender[i] += "poly"
case 3: gender[i] += "fur"
case 4: gender[i] += "proto"

switch suffix
case 0: gender[i] += "kin"
case 1: gender[i] += "dragon"
case 2: gender[i] += "avenue"
case 0: gender[i] += "flora"


etc... etc...
>>
>>175189894
I want to see your code because it sounds like a train wreck. Post it in a pastebin.
>>
>>175188280
It is called Rondo Duo, anon. Have fun.
>>
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Shit looks awful. I definitely need to study Loomis.
>>
>>175190694
The leaf??? on her face reads as the mouth. She looks like a Janus cat.
>>
>>175190694
Yeah, it's pretty bad.
>>
>>175190148
Wouldn't you be able to steal his game if he gave you/everyone his code?
asking for a friend
>>
>>175189337
Yes.
It can even be better than a 4-year undergrad degree.
You're showing any potential employer that you're passionate/driven and you have the skills necessary to bring everything together.
What you create for the game DOES matter though, as well as how well the game functions. Anyone can buy assets and attempt to slap them together, or watch some video series and copy/paste. Think about what you would want to see (work experience wise) from someone who said "want to collaborate?"
Also don't make the game edgy or meme heavy. /agdg/ standards for "good" do not reflect standards in most other places.

One last big piece of advice: the game you make doesn't necessarily have to be "cut from the same cloth" as the ones produced by the game company you're apply to. However, you should try to find out what game engine (if 3rd party) and programming language they use; if you have no experience with either then you might want to develop a game using that engine and/or language. If you only know how to make 2D platformer games and the company only makes FPS games; they probably don't want to see your 2D platformer. If the company seems really professional and never touches erotic stuff, you may want to reconsider showing them a hentai game you made. Some employers just won't care if you show that you have a good skillset. But again...think about "if I were employing for company x, what do I want to see?"
>>
>>175188364
Yesterday a girl in class was wearning clothes with a open back. I hadn't noticed how pale her skin was before and smooth as marble so I ran my eyes through large area of exposed skin on her back shoulder and nape and couldn't find a single mole. It should have been a crime. Yet it wasn't. There was a tattoo.
>>
>>175190694
Not that bad to be honest. Most of the shit that i would see if i opened deviant art now would be 10 times worse, if that is a compliment at all.
>>
>>175191132
He doesn't need to give all his code. I just want to see how he messed up the jump attack thing that bad. All he needed was a single other button check function and he'd have been fine, but he couldn't figure it out. Also pretty sure his game's too crappy right now to steal, since all it is is a really simple action platformer.

In the end, I just want to give him pointers and tips.
>>
I'm trying to set up click and drag screen scrolling in gamemaker, but for some reason occasionally the camera will start to jitter back and forth for as long as I keep the mouse still and hold left click. It only does this sometimes though, and I can't figure out what causes it.
Does anyone have any ideas what the problem could be or has anyone ever experienced a similar issue?
>>
>>175190694
better study Inazuma instead
at least your drawings will be fappable then
>>
>>175191648
I don't want to draw soccer shotas
>>
>>175191571
yeah, i as just curious anon. You seem like a nice dude/female/other.
can't be too safe these days ^
>>
>>175191643
I assume you mean camera control like in RTS games, right? Where it's top down and you just click and drag anywhere to move the camera. My best guess for the problem is that the camera is moving either too late, or incorrectly, which is causing the jittering.
>>
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>>175191810
are me even talking about the same person?
>>
>tfw pointer arithmetics makes your head hurt
>>
>draw a girl
>paint her green
>>
>write a shitpost
>no one cares
>>
>>175144780
i hope you're naming this game zion
>>
>>175192639
That's kind of hot, even if I much prefer blue or purple.
>>
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>>175192639
Are you judging by skin of color?
>>
>>175192639
>monster jam haven't even started
>>
>>175192639
tits are tits
color, fur, skin, it doesn't matter
>>
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>>175192535
>study
>2d trash
>>
>>175192763
Yeah it amazes me how many "monster" and "alien" girls are just recolors + like horns or a tail
>>
>>175192535

that's some delicious line art
>>
>>175192856
you shut your whore mouth faggot
>>
>>175192819
Fur does matter, would be awful to suck on furry titties.
>>
>>175192919
Well, have you ever seen an actual green/purple/blue/etc human?
>>
>>175193046
you're right, but i'm talking strictly 2d
>>
>>175192639
>draw a girl
>say they're a guy
>>
Name some fun challenges for achievements.
>>
>>175193046
You can lick the fur apart and away and the nipples and bulging is intended to poke past the fur.
>>
>>175193173

have an achievement for the best player in the world. [there can be only one]

see those completionists weep and pull out their hair.
>>
>>175193173
Name some of your game mechanics.
>>
>>175193152
Do you not imagine how it would feel to suck on 2D titties when you see them?

>>175193337
Licking is rather nasty as well.
>>
>>175193173
>doesn't even name a game genre
I mean I could name 50 platformer achievements but none of those would be applicable to an rpg.

What's with anons and asking overly vague questions lately
>>
>>175193173
if you have to ask, just copy some off steam
>>
>>175193383
>>175193413
All games are essentially the same, only the graphics and input change.
>>
>>175193337
Real mammals have bare skin next to their nips for a reason
>>
How do I solve my programming problem?
>>
>>175192810
So I shouldn't work on making a game about monsters now?
Sounded fun. Was thinking of making a virtual pet you can battle other ones like Digimon
>>
>>175188713
You can probably get away with a vector of three gender identity parameters
One for masculinity, one for femininity, one for stability
>>
>>175193173
Tier 1 Achievement:
Spend over $10 in the in-game store! Yay!

Tier 2 Epic Achivement:
Spend over $30 in the in-game store! Yay!

Tier 3 Hardcore Elite Achivement:
Spend over $100 in the in-game store! Yay!
>>
>>175193563
have a friend you specifically use for debugging
>>
>>175193652
how do I acquire this friend?
>>
>>175193581
If you start early no one cares. A month is kind of a long time to work on it though
>>
>>175193652
But it's not a bug.
>>
>>175193563
depends on the problem

if its a lack of knowledge on how to implement something, well, read up.

if its a bug from your own conflicting code, isolate it.
>>
>>175193707

are you addicted to programming ?
>>
>>175193702
try to fit in with a small online community on steam or discord or a game and slowly grow closer over the years

going outside is optional
>>
>>175193402
Only if there's a lot of loose hairs. You can comb the fur beforehand, or rub your hand over it and it'll pull out the most loose ones. Or take a bath/shower beforehand. You do wash, don't you?
>>
>>175193874
No.
>>
>>175193702
Pay him a lunch.
>>
>>175193871
Do people actually do this and not get hated for being a insufferable assclown??
>>
>>175194057
well anon, most people naturally like to be around others of their skill, so there's no need to 'fit in' because everyone's doing the same shit(to some extent)
>>
>>175194057
i'm explaining how i came to find my current friend circle, rather than giving you pragmatic advice

Honestly you can usually ask questions here and people can range from not replying or calling you retarded, to helping you solve your issue. If you know anybody with a decent understanding of logic and programming, you can also ask them. Anything helps, honestly.
>>
File: Talarian Death 2 Big WIP spurt.gif (21KB, 348x186px) Image search: [Google]
Talarian Death 2 Big WIP spurt.gif
21KB, 348x186px
>>175168547
Added a couple of spurts
>>
>>175194294
Yeah, but everyone here is retarded.
>>
>>175194319
ok buddy its time to work on your actual game now instead of spending all day on this sprite animation

shut down aesprite/ps/mspaint and start programming
>>
>>175193871
>going outside is optional
I know only one person who studies CS where I live. I'm not on bad terms with him, but I really don't see him helping me out with my game.
He's pretty much a Chad, except he's kind of a small guy, who seriously abuses hair gel and burns through fifty packs of Airwaves gum a day.
>>
>>175192819
This desu

>>175193046
Not big deal I eat my moustache on a daily basis
>>
>>175194591
If he's a manlet you can just physically abuse him until he makes the game for you.
>>
>>175194485
Asking a retard a question isn't going to make you understand what you're asking less. There's hardly such a thing as deconstructive help. The worst that could happen is they dont give you the answer you want. The best that could happen is they know exactly how to help you. Somewhere in the middle is you getting to thinking about things in a slightly different way and eventually you solve it.
>>
>>175194319

that's one heck of a color palette

8 shades of red
>>
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>>175161948
>200k triangles
>cube game
>>
>>175194718
You're full of shit.
>>
>>175194319
Looks glorious. I love it.
>>
>>175194718
I can attest to this.
I did use this thread a bunch of times in a pinch and while they didn't gave me a step by step how to, I was able to solve my problems thanks to the replies I got.
>>
If I have a bunch of random points, how do I find the three closest points to any given point without looping through the entire list of points?
>>
>>175194718
Yeah, this place is great as long as you ignore the shitposters.

>>175195486
I don't really see how you can solve that in better than O(n) time. Unless you've got millions looping through all of them should be okay, no?
>>
>>175195486
You store them in order.
>>
>>175191178
It depends. Techies like other techies from similar background. A guy who identifies as self-taught will prefer to hire people who are also self-taught. A guy who is happy about his/her degree will prefer another happy university graduate.

>>175189337
It is a good thing, but assuming either you're applying for a junior-will-code-for-food position or assuming it demonstrates some relevant skills of yours. For example, if the company/team that hires does gpu programming, they'll appreciate a candidate who already worked with shaders and shit.
>>
>>175193539
> TFW FAKE MAMMALS
>>
>>175161357
Do you have a demo? I wanna test it with my specs
>>
>>175196871
He posted it earlier up the thread anon.
>>175158138
>>
>>175182315
come do art for my shooter game instead plz
>>
>>175194750
Only two reds are being used in that sprite and its like that just to see the relative colours next to each other.
>>
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>>175189664
>>
what happened to that site showcasing all the agdg games?
>>
>>175197997
http://www.homph.com/steam/
>>
>>175198102
No not released games but ones from the thread
>>
File: Are you alright.png (825KB, 1250x875px) Image search: [Google]
Are you alright.png
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>>175198171
You mean... the recap?
>>
>>175198171
http://www.homph.com/recap/
>>
>>175158138
I didn't play the demo last time but I did now, it's pretty fun

>fix the grammar in the dialogue, in its current state it makes it seem lazy
>the jump sound effect starts whenever the jump button is pressed, change it so that it can play only once per jump
>make better transitions between levels, even a fade to black/fade from black would be better
>better transitions between zoomed-in/out camera modes, the sudden jump is jarring
>one of the levels (I forget what number, it had 2 windmills in it) didn't complete when I put both puzzle cubes on the goals, I had to move one cube off of it and back on for the game to register that I finished the level
>the game crashed when I quit to desktop
>>
>>175198273
>>175198297
No it wasnt the recap. It was more like an interactive web version of the recap.

Only saw the link posted a few times a year
>>
>>175198493
The fucking demo day page?
https://itch.io/jam/agdg-demo-day-13
>>
>>175198639
no had nothing to do with demos.

some anon was going out of his way to personally catalog and make pages for agdg games, though last I remember it was a year ago since it was posted. I just wanted to see if anything new was added, but its probably dead now
>>
>>175168134
>tfw don't have a titan and game runs at >60fps without slowdown at 1080p
>>
>>175198859
Well, I haven't heard of this, so it was probably a thing someone worked on for two weeks and forgot about.
>>
>>175198859
http://agdgames.tumblr.com/ ?
>>
>>175191571
yeah its pretty awful im going over it myself right now
>>
>>175198859
You talking about that guy who did articles about agdg games? that site is kill
>>
>>175199639
>all of those awesome games that died
fuck this gay earth
>>
does game maker work with git or version control
>>
>>175199639
Is the owner still around? It'd be nice to revive this

Kind of spooky seeing games I was excited about but completely forgot.
>>
>>175158138
I really liked it. My main problem was with the camera. Slow movement and lots of things in the front. Kinda annoyed me that I couldn't see the level properly and plan my movements, specially in the level with windmills.
>>
>>175188409
Sorry, Abdul. You're still not allowed here.
>>
>>175199639
out of all those games, only about 3 are still alive, and I saw well over 50.

w-we're all gonna make it, right?
>>
>>175201349
totally forgot my game looked like that before i finished
>>
>>175199639
>http://agdgames.tumblr.com/
fuck ain't that a blast from the past
what the fuck happened to all those games?
>>
>>175181118
>>175180267
are you guys legitimately retarded?
the compiler eliminates all that shit in the early steps, holy shit, thats like saying adding blankspaces between functions makes things go slow.
>>
>>175201721
>falling this hard for obvious bait
>>
>>175201721
trolling /agdg/ is incredibly easy because 99% of people here do not understand literally anything about computer software or hardware, nor do they understand anything about making or even playing games.
>>
>>175201840
>Falling this hard for subtle bait
t. someone falling for transcendent bait.
>>
>>175201957
>falling for reverse bait
>>
>>175201097
I have no clue anon, sorry. I happened to remember I had that link when the question about a website was asked.
>>
If I need some generic silhouette icons like a 'delete' trash can or an 'edit' pen sign, where's a good place to get them?
>>
Trailer is coming along well.
One more detail pass.
Two or three more scenes.
One animation set.

Then it's up to the musician to make the best out of it.
>>
Hey guys, my musician friends are good enough to make convincing covers of songs, but they can't really compose. How legal is it to just use a bunch of covers of licensed songs in my game?

>>175202625
Really good atmosphere dude. Good lighting. Is that UE4?
>>
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DixieRedo.png
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Retuned Dixie again

The biggest and most important change is her nose; after looking more closely at anime references I realized that the best-looking noses tended to be ones that only "outlined" the bottom of the nose, rather than the entire thing, and let the imagination fill in the bridge, which works better head-on. Also some resculpting of the overall shape (nose is less pointy, chin is less pronounced).

Also made her waist thinner.

Also made her eye shards more prominent and jagged so that they stick out more at all angles.
>>
>>175202798
>Really good atmosphere dude. Good lighting. Is that UE4?

thanks!
it is ue4
>>
Quick question about Unity. Is it considered bad form to have an audio source on each enemy prefab for their specific death scream?
>>
>>175156113
>I can almost not tell the difference
What makes it "so lifelike" to you? The leaves floating in midair? The lack of glass in the skylight? The 4 foot tall doors? The 256x256 grass texture? The ridiculous black of the net? The nonsensical shower that's about as tall as the toilet?
>>
File: GrassDemo.webm (3MB, 709x480px) Image search: [Google]
GrassDemo.webm
3MB, 709x480px
>>175202869
The other thing I did was redesign the grass material (at the suggestion of a /v/ poster) to better match the coloration and lighting of the ground it rests on.

And since that's even more boring to show than a still shot of Dixie's new face, have a webm of stuff getting beat up.
>>
>>175202869
You need to scrap the whole thing, m8
It looks horrid.
>>
>>175203650
No
>>
>>175203779
Yes.
>>
>>175203650
Not being mean but I agree with this post very much from an art perspective. The lighting, texturing, and materials look horrid. You need an artist or to find a good art style.
>>
>>175203648
Better, but still a bit jarring.
Why use grass at all?
Try going for something more stylized, like the HD SM64 remake:
https://www.youtube.com/watch?v=ZmRO_7fcGno
>>
>>175203648
Looks great dude. Your gameplay always looks so tight and fun. What did you think of Nier?
Also, can you kill the gardener?

>>175203847
It's not an artistic masterpiece but I think it looks pretty good, mostly the effects and animations.
>>
>>175203648
Is this going to be available for demo day?
>>
>>175204094
We're talking about the character.
It's deviantart-tier trash.

The gameplay looks great.
>>
>>175203648
Can you get the house pregnant?
>>
>>175161308
ill take the perception and toxicity, maybe that vampirism thing too

>>175157390
ill take that wound analysis thing
>>
>>175204094
>it looks pretty good,
It looks like advanced programmer art.
There's no proper art direction and the color choices for everything is horrid.
>>
>>175203989
I really dislike how that looks, though. I mean, I get that the modern HD Mario look is basically "a bunch of plastic toys, but up close" but I don't think it really captures what the N64 art style was about. Super Mario 64 was an attempt at suggesting a real space with very limited assets, not an attempt at suggesting an entirely artificial space. The games never wanted to be "realistic" but neither did they want to intentionally appear like toys brought to life, which is what the whole 3D-land-era Mario style seems to be about.

>>175203804
It's not happening. This design is in keeping with my original vision for the game and I'm not scrapping it. It can be refined or retuned over time but I'm not making the character into something other than what she is.

>>175203847
Critiquing the overall quality of the visual is perfectly valid (if not very helpful to me, since if I knew how to improve it I already would have) but the design is staying. Whether it's executed successfully or not is something else entirely.
>>
File: 1468518491005.gif (146KB, 768x672px) Image search: [Google]
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146KB, 768x672px
Remember, everyone.

>>175142393
>>
>>175204637
>chromatic abberation
>crt
this seems incorrect
>>
>>175204550
I think there's art "direction", just no real artistry. It's a question of actually achieving what I'm going for, not of knowing what that is (or of the goal being wrong generally for the game).

>>175204142
No.

>>175204094
Which Nier? Automata? I didn't care for it. I never played the original, though. I probably will if they ever get around to a PC re-release.

>>175204460
Do you mean "can the house get you pregnant"?
>>
>>175204543
the vampirism thing is actually a pretty good idea ...
>>
>>175202869
Your character looks poo.
>>
>>175204825
>Do you mean "can the house get you pregnant"?
S-sure... why not...
>>
>>175142393
ok let me upload my program that does nothing but load a static image from a folder
>>
>>175205264
I ask because I don't know how, conceptually, a young girl is supposed to get anything pregnant.
>>
>>175205412
She's canonically a futa.
>>
>>175205412
With a syringe and jar of her dad's semen
>>
>>175203617
maybe you should shut your mouth and open your boypussy unless you want me to force it into yo mama fool!
>>
>>175204587
Do whatever you want. We're just telling you it looks like shit.
>>
>finally come up with an actual gameplay idea for the Gelatinous Cube jam
>1 day left
Oh, well...
>>
>>175205272
At least its experience in building/exporting to an executable, distributing, etc.

For example maybe in your game the static image location is hardcoded, this would make you realize it has to be relative to the executable path.

For me demoday is more about getting a standalone version of the game.
>>
>>175206139
Monster jam covers gelatinous cubes as well.
>>
>>175206139
Stop shitposting and get just like making
>>
>>175146417
FINISH SORCEROBE
>>
>>175205652
Duly noted.

I'll iterate on it over time, as I always do, when I notice things about it that can and should be tweaked or when I get helpful feedback.

I'd love to take pointers from any 3D, third-person game on /agdg/ with a character people generally care for but as far as I've been able to tell, there aren't any, so I don't have a lot to go on.
>>
>>175206347
The worst thing about your visuals are the colours.
A lot could probably be improved with better shaders and lighting too.
The crayon-face of Dixie is complete shit, and I think you know that deep inside.

Fix those things and you might have a cool game on your hands.
>>
>>175205584
Hot
>>
>>175206309
This

It is the best game I've ever seen on /agdg/
>>
>>175206309
This.

Fightknight looks like shit compared to Sorcerobe.
>>
>>175206347
Making really good, not very stylized/simplified character models is just beyond the reach of 99% of 1MAs, and even most small teams. You just gotta dump the hours in your modeling software and get sculpting, basically. When I get there, I don't plan on doing my final character models myself, especially since my style isn't very cartoonish.
>>
>>175206679
lol
>>
>>175206769
Ah, go ahead, show me all the amazing high quality character models AGDG 1MA's have pumped out throughout the years. Unless you're DaVinci, most programmers don't have the modeling skills to do that.
>>
>>175206917
Witch dev can't be DaVinci. DaVini is dead and there's not way I could live that long
>>
>>175207281
DaVinci pls go
>>
webm section
>>
File: DixieNewColors.webm (2MB, 709x480px) Image search: [Google]
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>>175206679
While I agree with the sentiment, I think it's weird to suggest that Dixie is "not very stylized/simplified", when it's very clearly (I think) supposed to be. The model itself is less than 6k tris (most of that is the hair and rubble shards) and it uses flat textures for the eyes and mouth.

>>175206547
The colors do need a lot of work, and I realize this. It's in no small part a problem of PBR doing things you don't expect it to.

As an example, here's a major color rebalance which mostly just comes from removing the specularity of the grass and removing the skylight-driven zenith coloration of the sky, to make them more consistently saturated.
>>
>>175208364
That's a lot better, but still not great.
>>
>>175208459
I'm hoping that detail meshing will help, since it will yield a lot of secondary coloration that helps break up the really flat color schemes. Things like rocks, bushes, etc., add some variety to the palette and help keep it from being this god-awful emerald green 100% of the way across, at least in theory.

And also hopefully help tie the level together, since the beach-half colors don't gel at all with the main grassland colors.
>>
>>175208364
All the character design has been simplified out of her
>>
>>175208364
I agree that she has a simple model, I'm just thinking her character design would be more suited to a more detailed model. For example, the skirt looks a bit weird, all flat and featureless as it is, it would be really improved by a more detailed texture (maybe with fold and such). The shirt also could use more detail, the buttons look very drawn-on atm. The lineart style is good, but they make the buttons come out cheap. And the hair is noisy and spiky, even though the way it's animated looks more like it's smooth and flowing. Carefully modeled and textured hair would go a huge way along improving dixie. Long story short, Dixie's design can't really be represented properly with a very simple model.

A simple model fit well for your other character, something Mayhem, because he was a mechanical, futuristic fighter. Cute girls aren't as easy.
>>
Fucking moving platforms. I hate them so fucking much. No matter what I do, my player character clips through them or ends up stuck inside of them. Fucking hell.
>>
Now thread
>>175209765
>>175209765
>>175209765
>>
>>175209190
Also to clarify, when I talk about a more complex model I'm talking about textures as much as the model itself. You can have a model with a very complex appearance even with a pretty low tri-count with detailed textures or normal maps.
>>
>>175170328
Don't bother since Lisa, Oneshot, hell even Undertale blow this overpriced travesty/ruggylite
Thread posts: 767
Thread images: 121


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