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AGDG - Amateur Game Dev General

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Thread replies: 753
Thread images: 138

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Previous thread >>175138947

Next Demo Day in 7 days
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 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

> WebM section
Can't find the links for this
>>
First for there's literally nothing wrong with CRT shaders.
>>
>>175209765
>Can't find the links for this
If only there were
http://tools.aggydaggy.com/
a website in the OP
That had a section completely dedicated to webm creation
http://tools.aggydaggy.com/tools.html
>>
Second for how the hell do you make moving platforms work?
>>
Guys how do I make a webm to post progress? I can't post progress without webm.
>>
>>175210004
Shift the player by the platform's speed, don't rely on the collisions not fucking up.
>>
>>175209765
>>175210056
https://obsproject.com/
https://github.com/Cephel/4chan-webm-maker
>>
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What video game do you want to make but for which technology isn't good enough yet?

Do you think any advancements will usher in new genres/experiences rather than just improving how they look?
>>
>>175209958
"How do I make a webm like the cool kids? There's no section for it in the OP, even though theres incredibly niche things like models for specific engines. Maybe if I go through line by line... oh, here's something labeled tools, maybe it.. no, theres nothing about tools on the page, maybe if I explore... oh okay, its on a different page.

No one is going go through all that, just admit that if something as particular as Construct 2 deserves its own line in the OP, so does a how-to for making webms
>>
The OP was too long, couldn't scroll down, stopped reading thread, stopped making game. You could've prevented this.
>>
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Who here is bad at their own Game. Also, you guys all have a PS4 controller right?
>>
A webm tool killed my hamster, please never put it in the OP or else I will have to quit game development.
>>
>>175210493
Unity games on Linux
>>
>>175210642
Xbox 360
>>
>>175210486
>https://github.com/Cephel/4chan-webm-maker
jigga what

https://gitgud.io/nixx/WebMConverter/tree/master/
or webmcapture also seems good
>>
>>175210560
God it's so terrible. If only there were some method
https://www.google.com/search?q=how+do+I+make+a+webm+for+4chan
with which I could search the internet to find information I need.
Guess there's just no way. I'll just have to never post progress because I don't know how to make webms.
>>
>>175210575
>(8)
>>
so should I use blender to make a house I can walk into or is using the unity cubes retarded?
>>
>>175211503
yeah, you should use blender, especially since there's an add on for making buildings quick
>>
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Two days and a lot of frustration with window/GUI scaling I have re-implemented dialog.

Also moving platforms are a thing.
>>
>>175211503
Please refrain from using unity primitives to build your entire game. My list of reasons to kill myself is long enough already.

Anons, give me reasons not to make my character 2 cm tall in unreal to do as if it was using meters as the base unity like a proper engine.
>>
>>175210392
Risk of Rain is so much better than shitty Undertale
>>
>>175211916
>not to make my character 2 cm tall in unreal to do as if it was using meters as the base unity like a proper engine
I might be stupid but I cant understand what you are trying to say.
>>
>>175211916
if you do then all your character's will feel bad about having dicks measurable in millimeters
>>
>>175211916
>Please refrain from using unity primitives to build your entire game.
thomas was alone did that
>>
>>175211916
Numbers are completely arbitrary, it literally doesn't matter what size you make them.
>>
>>175212023
Well basically the base unit in unreal is the cm, so everything is measured with those. As a result, all measurements are huge numbers, since a mere kilometer is 100000 units.

As for why it annoys me, mostly autism, and also because I have no idea why they'd do that.
>>
>>175211909

If you're going to have verticality like that, shadows are an absolute must for judging distance.
>>
>>175210642
steam controller
>>
>>175210825
by that logic the whole Engines section is also unnecessary
>>
>>175212214
Aren't ints better than floats?
This way you can describe more things using int32
>>
>>175212214
my autism would bother me if all my characters were 1.7 units tall instead of 170 units tall
>>
you have the right to remain a nodev, any progress you post can and will be used against you in this shithole
>>
>>175212485
Why are all your characters manlets?
>>
>>175212234
Sadly I'm aware of that, I've had a few issues with the methods I've tried so far, so lighting is just disabled.

I'm debating just drawing a black circle sprite as a shadow under him and other characters, but fucking transparency is being a cunt.

Until it's genuinely needed it's one of the lower things on my list.
>>
>>175212372
Oh you might be onto something here. IIRC the world origin uses a vector of int32, so you can move that without jittering with cm as base units.

>>175212081
>>175212485
>tfw my characters are manlets with micropenises.
>>
>>175212554
t. 150 unit manlet
>>
>>175212554
hey, 5 foot 7 is well above average height for medieval times
>>
>>175212748
Stop projecting I'm only 120cm
>>
>>175212661
it's not the vertex count of one's genitals that matters, but the length of it's morph target
>>
>>175212779
is that in english feet or french feet
>>
>people gave him shit for this
>despite the fact it's obviously early footage
>closed his twitter
What the actual FUCK
https://youtu.be/iMcits9JMT8
>>
>>175212917
Scottish, they measure to the toenail, and if you've ever seen a Scott's toenails...
>>
>>175213160
why was he getting shit?
>>
>>175213160
that strafing looks like shit
>>
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>>175213302
Lots of negative comments because the franchise was 2D metroidvanias and some autists got pissed cause it was 3D.
Rdein always looked pretty depressive so he obviously took this harder than he should have, he even posted on steam saying he might ditch it and do something else.


>>175213312
The combat and movement is slow as balls but that can obviously be fixed.
>>
>>175213160
The mistake was making it into a 'trailer', the editing and music gives the impression it is further along than it is (especially to the uninformed masses who think Battlefield 'pre-alphas' are real)

What it should have been is editor footage, debug windows everywhere.
>>
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>>175213468
>mfw reading the pic.
Fuck sake. Nodevs are the scum of humanity.
>>
>>175210642
>all have a PS4 controller right?
Haha
>>
>>175213160
I guess that's what happens when you develop a huge fanbase. You can't just venture off and do what you want with the series without pissing some autist off.

I think he had a great start, especially considering it was obviously his first 3D game. All he had to do was fix up the player movement a bit. The graphics/effects were good.
>>
how do you deal with being lonely
>>
>>175213160
That's too bad, although the gameplay shown doesn't look very good and also doesn't attempt to try anything we haven't seen many times over, so I can understand. It looks like a bad attempt at Zelda with nice art direction.
>>
>>175213468
>I'd appreciate if no further discussion was held
What a faggot. Is this whiteknight bait? "noo don't listen to the haters, your game is amazing look im retweeting it! everybody show this project some inspirational love!"
>>
>>175215449
By not caring or getting a pet
>>
>>175215449
open up dating site profiles, send out messages, get ignored, and the lonliness turns to bitterness which can be directed outwards, rather than lonliness stifling you from the inside
>>
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trailer soon

Who the fuck is that Sen guy even?
>>
>>175215449
your project is the only friend you need.
>>
>>175215607
speaking from experience, this is pretty good advice
>>
>>175215661
what Oblivion mod is that?
>>
>>175215661
why would a guy bother lighting torches in a killer dungeon
>>
>people say a bunch of nice things about your art
>it's actually shit and they have bad taste

who /depressive/ ere?
>>
>>175215661
That pendular movement doesn't look right. Surely there must be some established math for that?
>>
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who /construct2/ here?
>>
>>175215607
I tried that, now i'm both lonely and bitter.
>>
>>175216072
iktf
>>
>>175216072
>being modest
>>
>>175216290
>having bad taste
>>
>>175216290
i'm not though, if i posted my art on /ic/ i'd get torn a new ass
>>
>>175209765
Why does the OP always try to immortalize his wow-it's-nothing "witty" comments like this? It's fucking pathetic.
>>
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There's not enough progress in this thread.

Lots of polishing up for the demo and nothing exciting to show, but here's some of the stage 1 theme: https://clyp.it/1a2ueedp
>>
>>175211916
>Please refrain from using unity primitives to build your entire game.
You can't stop me.
>>
>>175216441
so
If I post my progress here I'd get 2-3 replies, yet posting it on tumblr gives me +600 notes and some followers

it's all relative
>>
>>175216710
Always wondered how those shooter progressively spawns enemies.
>>
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Hey look progress

I probably shouldn't spend all this time doing half ass-polish
>>
>>175216441
>implying /ic/ has taste
>implying /ic/ even likes anything
>>
>>175216783
Really? I got four replies on my last post here, does that mean I can become a tumblr superstar?
>>
>>175216948
you're too late, it's a closed circle now
>>
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>>175216783
>+600 notes for gamedev

what's your game anon
>>
>>175216948
Depends.
If you included progress that was asking a question, no that doesn't count.

If they were shitposts, no.

if they were telling you your progress was good, then yes.
>>
>>175217018
colorful gradients
>>
>>175216524
It was the first AGDG picture I found in my chaotic image folder with 20,000 images
>>
>>175217016
>What did he mean by this.
Is it that if you're one of their furry friends you won't make it?

>>175217076
brb making a tumbler.
>>
>>175216902
It's one big timeline. None of the objects in the level are placed in an editor or anything,they're all spawned just off screen right as they are needed.

Your not actually moving though a level either, it's just that everything else is to give the illusion of it.
>>
>>175216710
AGDG sucks for lots of things, but we have a lot of really talented sprite guys. tf when I only make 2D games.
>>
>>175217384
But how do you decide when it's time to spawn each spaceship? Do you spawn group 2 when group 1 are killed? Or by time?
>>
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>>175216524
>>175217235
>>
>>175215970
Why would a bunch of giants bother rolling boulders through a fortress full of snakemen?
Shit man, I'm just a regular guy, I dont know!
>>
>>175217732
I'm thinking doing it all by time would be effective and the simplest.
>>
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>>175217732
Frame by frame. There's extra events for if certain things are killed quickly, you can spawn as many enemies as you want in one frame,and if you do it right you can specify the exact movements every enemy does. If you let the level autoplay the same enemies will always come out at the same time and do (more or less) the same thing.

The first level, for example, is made up of ~12000 frames (not counting when the timer stops for boss fights), and every event like this is placed by hand.
>>
>>175218134
jesus
>>
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>>175216914
Some crappy combat.
These guys didn't downscale as well as Id liked.
>>
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>>175218134
>is made up of ~12000 frames (not counting when the timer stops for boss fights), and every event like this is placed by hand
>>
>>175218339
>>175218792
Remember anons, good shmups are easy to make just like everyone keeps telling you! Go get'em!

no really shmups are easy on the most basic level but making a good one like shmoopdev is doing actually takes hard work, lots of balancing and a love of the craft. Don't let that stop you from trying but be ready to work for anything above mediocre
>>
>>175218976
Yea but, there has to be more efficient ways
The quality/quantity argument kinda falls apart when you can have both
>>
>>175219242
No, this is a fundamental tradeoff that everybody has to make. For example, all fast programs are written in assembly.
>>
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>>175218976
>making a good one like shmoopdev is doing actually takes hard work, lots of balancing and a love of the craft

Yeah basically. Levels are the hardest part of it for me, since it's 5 or so types of enemies used in dozens of different ways for a set period of time reacting off of eachother, as opposed to a boss witch is just 1v1.

>>175219242
Quality over quantity. Always. I'd rather have an great short game than a middling long one. The genre also compliments shortish games, since full game score runs are the thing most people do at high levels.
>>
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it took me some time to nail the timing of the lasers
>>
so in gamemaker, how would you get the object id of something that another object created? Like object x creates object y, could object x get the object ID of y, and if so, how?
>>
>>175219242
Efficiency does not reduce carefully planning out where and what to spawn, how soon and other such things. Can't get away with just throwing random stuff on the screen and hoping for the best (or in the case of bullet hells) throwing as many bullets as you can with no rhyme or reason behind it. Spawns of enemies and the effect they will have on the overall flow of the field or curtains of bullets and how they actually force the player to react (and consequently what you place in the areas they have to dodge into) are all part of a pretty harsh design dance. If you actually like shmups though you should be determined to at least give it a go
>>
>>175219468
You better finish that fit and fill the hole inside me where Gradius 6 belongs.
>>
>>175219621
Object_name = instance_create(whatever)

This would store the newly created object's ID in a variable that you can do whatever with.
>>
>>175219468
I'm not talking about game length quantity, I'm talking about dev time.

With some optimization you could be make levels just as good in a fraction of the time.

Like, how about an enemy spawner? you create ONE and define the amount of enemies it produces, the time intervals they spawn at, speed, position, etc.
After it spawns them all, it deletes itself. How many timeline steps would that save you?
>>
Does the "The Spell" dev post here?
>>
>>175219914
How is that any different than what the timeline is doing? He still has to manually put it in, it would just be in a different way. Granted he could probably pool enemies to save resources from constantly creating and destroying objects but it was shown already that even at 2k+ simple objects the use of pooling in GM:S was basically unnoticeable when it came to making things run smoother/easier/more efficient. Timelines exist for basically what he is doing right now.
>>
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>>175219914
That's what the timeline already does!
It would also be way less efficient to spawn enemies way off screen, since you would then have to calculate there movements long before they do anything of note; I'm trying to keep the game running on toasters here.

>>175219802
It's made to fill the Gradius 6/Thunder Force 7 hole perfectly.

>>175217587
Thanks anon. 2d will never die, there's no shame in only making 2d games.
>>
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>>175219523
Good lasers dude. You webm of the pure spike level made my ass tighter than those videos of Russians hanging on skyscrapers.

>>175219914
The thing is that he's not spawning enemies at a constant interval, nor with constant parameters. If he has to make a new spawner at every keyframe to change speed, position etc, that defeats its purpose.

That's just how tight and fun schmups are done, you gotta micromanage the enemies.

Lots of people were saying I should smooth out the transitions, even if I said in the same post that was my next step heh. That's done now, so I'll either work on level gen or projectiles now.
>>
>>175218134
>timelines with all of their cumbersome interface
>setting parameters of enemies directly in the timeline without any kind of script covering it up for easy global changes
>repeating patterns spread over several timeline steps rather than using some kind of generator (visible on moments 3521-3641)
"it just werks" alright, but boy, this looks way more painful to deal with than it could be
>>
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>>175220393
This is why I posted >>175218792 reaction.

The way he's doing it would make any programmer puke.

Belongs in one of these images.
>>
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Goddamn the discord is fucking useless. Tried getting feedback and all I ever get is "It looks fine" or no response all or people memeing. And when I try to help other people they just end up going off topic or leave.

It's just a social club for procrastinators at this point.
>>
>>175221087
You're entitled to your opinion, but a timeline is how a precise, tight schmup is done. You need complete control on the level design. The equivalent to your pic related would be having a thousands of if(time == 23.4) {Spawn guy;} in a huge main function.
>>
>>175221087
Given the quality of the game he is putting out though I am not entirely sure it matters if he isn't a programmer. In the end he is a gamedev and pretty much embodying the adage Just Like Make Game. Regardless of personal limitations. I'd buy it for sure and the way his code looks or how long it took him to set it all up wouldn't even enter my mind (and lets be honest, anyone else's)
>>
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>>175220393
Those are for spawning the terrain in webm related (not the actual ceiling/floor, that's an object with a scrolling texture). There's spawners for stuff like the pillars in the back that run constantly.

And basically what >>175221510 said, doing what your sugesting would be uglier.
>>
>>175221437
That's the problem with having names. No one wants to give honest feedback for fear that they will be seen as a dick.
And then there's the problem with being anonymous. No one wants to give honest feedback because they'd rather just be a dick.

People just suck in general. I think the threads are overall better for feedback though.
>>
>>175221510
What if you wanted spawns that paused the level until they were beaten? Or maybe a 10 second time limit? Spawns that only happen in certain conditions? Difficulty settings? Spawns that produce less if there are too many lingering enemies on screen already, but have some enemies that appear no matter what?
>>
>>175221731
>No one wants to give honest feedback for fear that they will be seen as a dick.
Or look like shit for giving feedback the person doesn't agree on.
Or just flat out ignored.

If someone asks for feedback and flat out ignores genuine thought I put into my response, then you can bet I'm never responding to their game again.
>>
>>175221847
He already mentioned with the timelines he has conditional extra spawns based on how fast you kill/don't kill things. He also has bosses that 'pause' the level essentially until they are defeated then the timeline picks back up. It really isn't the limiting factor you are trying to make it out to be, anon.
>>
>>175221437
>>175221731
I must've not been there, I would've ripped your game apart with a smile
that said, did you ask for feedback *on something*, or just feedback? because if you just ask people what they think of something most of them will give a simple answer
>>
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Hey AGDG
Can some kind fellas help us gather info for our plot so we can have some authenticity.

https://pastebin.com/Qj4USrLF
>>
>>175194768
>3D game
>needs to consist out of surfaces with 3 points
>need a 4D game for 4 point surfaces
>>
>>175218134
That's a lot of handwork.
I'm trying to think in an automated system to make it easier to change later and can be reusable in the entire game. Dunno if the best choice, still can't make a shmup.
>>
>>175223002
It's a bunch of questions about college?
>>
>>175219726
>>175220271
>>175220360

omg
say, 5 enemies attack in a line. They spawn in the same place, with the same movement pattern, The only difference is when they spawn, 20 steps apart. You could make 5 identical events at moments 500, 520, 540, 560, and 580 the timeline.
But then you realize that these enemies are spawn a tad too late. You have to lovingly craft this perfect shmup experience right? so you have to shift the 5 moments in the timeline to 450, 470, 490, 510, and 530 the timeline, plus consolidate if they overlap with any other moments.
But now you realize that these enemies are spawning too close together. they need to be 30 steps apart. Now you have to go find each moment of that enemy spawning, and calculate the new moment they each belong in: 450, 480, 510, 540, 570.

or

When the time comes to create those enemies, you create a spawner object at moment 500. you tell it to create 5 enemies at 20 step intervals. As soon as its created, it creates an enemy. It runs an alarm with a spawn counter. As soon as the 5th enemy is created, it destroys itself.
Is it spawning too late? move the spawner creation event to 450. done.
Are the spawns too close together? change the spawn interval to 30. done.
You are wasting your time with managing the individual moments when you could be devving cool features or actually fine tuning your game.

tl;dr: Keep the timeline, you are just doing so much more work than you have to.
I don't think I've ever felt this level of autistic rage
>>
>>175218976
>>175219242
>>175219468
>>175219726
>>175221510
Yeah, nah, that's absolutely fucking mental and no sane person would do that. You could easily create enemy patterns and pacing just as good, if not much better, with some algorithms for spawning enemies.
>>
>>175223509
>>175223518
Refer to >>175221586

There is no reason for anyone to be upset or offended on either side of the fence. He is devving and he is making great looking progress. If he could do it better but would rather spend that time doing what he is doing then it is inconsequential really. Happy devving, everyone!
>>
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Some bug was happening to people where the game would 10% of the time not clear a level when you got your puzzle cubes to their goals. I even tested it and out of 10 times I completed the same level over and over 1 time the level refused to get to winstate so my theory is that the game will fuck up sometimes if there is two of the same color puzzle cube that needs to be checked by a goal

my solution now is to have 4 primary colors then of puzzle cubes at most on any given level and just have 4 different colored goals that way there is only a single check for every color
>>
>>175220360
It really shouldn't jank like that at all. A smoother jank isn't really the solution.

You gotta do something like take the normals(or however you're currently getting the angles) of the two(4? 8?) adjacent quads and interpolate between them to get your angle.

You should be rotating at a constant rate basically.
>>
>>175223904
Why do you put checkboards on everything?
>>
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Idea guy here:
A roguelike except instead of controlling 1 character you control a squad of 4, Fire Emblem style.
>>
>>175223469
Maybe they're making a game about college
>>
>>175224061
It's not fun playing games where you can lose everything and have to start over if they aren't fast.
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>>175224307
I never said to make it slow.
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>>175224376
Yes you did
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Rhino enemies now have a sight bound similar to the pigs so the player understands they are an enemy and which tiles will trigger them.
>>
>>175223770
Its really a negligible increase of required skill. The consequence is significantly less progress.
>>
cd projek red accepted my patent
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>>175224061
I haven't played a lot of roguelikes but I know Bionic Deus does that.
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>>175224551
If he grows frustrated with his rate of progress then it will be on him to reach for higher skill. Whether or not he laments that situation (or if it even happens at all) is left for the future.
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Hey guys can anyone help me remember the name of this dev? (or his tumblr page)

I haven't lurked this general in about a year, but he used to post these webms in mid 2015 / early 2016 it was really cool but I formatted my PC and forgot to save the bookmark...
>>
>>175221437
>at this point.
kek
>>
>>175225402
http://bn05.tumblr.com/post/155667145015/what-happened-to-sorcerobe-a-few-people-have

sorcerobe
he made it a side project now
>>
>>175225402
Sorcerobe.
>>
>>175225952
>>175225993

Thank you lads, shame sorcerobe is on hold don't really like the look of his new game
>>
>>175225952
speaking of side projects, when the hell will charlotte's dream be resumed

you guys really need to stick to 1 damn project like its your wife
>>
>>175226196
>shame sorcerobe is on hold
That's the first sign a project is about to die.

I can't tell you how many agdg games I've seen where the dev said they want to work on something else 'real quick', never to return to their main game.
>>
>>175224307
>I don't think its fun therefore its not fun.

In EVE Online you can lose literally months/years worth of work in an instant and that's exactly what makes the game have its autistic following.
>>
>>175227252
You were almost right but it's more that you can make someone else/a group of people lose their progress not that you can lose yours.
>>
Is there a way to disable collision masks via code in GML?

I can't really find a simple answer.
>>
>>175227329
Its both. The amount of players that actively seek to be anarchist edgelords that want peoples progress to burn is relatively small compared to the large populations in the game.

>goons
>wormhole jews
>PL
>Highsec Fags
>various other normie nullblocks

Most of them don't want to fuck with people and start shit that's even remotely risky, most of them would rather turn someone into a rent paying ally than actually wreck their shit. You only really get your shit wrecked if you piss people off and bring it upon yourself.
>>
>>175227663
dont forget 2b2t the infamous minecraft server
>>
>>175226198
>you guys really need to stick to 1 damn project like its your wife
>Have two projects I really want to work on
>Can't decide which to focus on
This is torture. Every time I work on one, I feel like I should be working on the other.
>>
>>175228020
Can you not take elements from one project and merge it?
>>
>>175228442
They're completely different genres.
>>
>>175228482
Wrong attitude.
>>
>>175228553
How so?
>>
Why are the most vocal guys on the discord teh guys with the shittiest games?
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Got my combo system working. Right now it's based purely on button timing. As a test, attack 1 goes into attack 2 which goes into attack 1 for an infinite loop, but doing a delayed button press on attack 2 does the fancy samurai attack. I'm struggling to get the timing down here, and wondering if I should standardize timing for different weapons. Button presses for a hammer might be slower than a sword, and a sword might be slower than a dagger. But otherwise the timing would be the same across all attacks for that particular weapon.
>>
>>175229076
Because they spend their time chatting on discord instead of jlmg.
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>>175229076
Too busy shitting up the Discord to just like make game.
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>>175216710
>That 80s space anime aesthetic
Nice! Looks pretty damn fun too. I can't be sure but it looks like it has some pretty great pacing.
>>
>>175229076
Don't have anything better to do than talk about memes/stupid shit instead of deving.
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>>175210493
>webm unrelated
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having some fun with the old AI, gonna start some new ones tomorrow that can actually kill you.
>>
>>175229076
>I'm not vocal on Discord
>therefore my game is not shitty
I'm relieved
>>
>>175230338
>I'm not vocal on Discord
>Because my game is shitty and I'm too embarrassed/shy to post it there
One day I'm gonna make a game so good I can talk to other anons in the discord.
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shi
>>
Give me cool powers that a suit like this could give you
>>
>>175230568
Homosexuality
>>
>>175230306
>that slow drop kick
kek
>>
>>175230568
Beekeeping
>>
>>175230568
Speed, strength, stealth/camo, underwater breathing, excessive jump ability, maybe a short term boost from mini thrusters on the back, night vision, full tactical HUD in general, high level armor to soak damage, maybe parts can flake off like flak to confuse incoming seeking projectiles, etc etc
>>
>>175229076
The discord is literally a permanent containment space for shitters

true agdg bros post in the thread ONLY
>>
>>175231407
All of them.
>>
>>175231407
The guy that keeps posting about discord
>>
>>175231407
boku or shout.
>>
>>175231407
anyone with an anime avatar
>>
>>175230498
Can I have this? I'll give you 10% of the profits.
>>
>>175231908
Shit who let Peter Molyneux in here
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>>175231407
Stop talking about stupid shit nobody gives a fuck about the discord or the people in it. This is entirely the problem with identify on the internet fucking stupid attention whore drama bullshit.
>>
Are there any good music making programs out there besides FL studio? For free, anyway.
>>
>>175230568
could recharge your phone
>>
>>175232324
>For free, anyway.
Not a complete DAW, no. Theres plenty of free trackers, but trackers are shit.
>>
>>175230568
another
you get the idea

>confuse incoming seeking projectiles
good idea if i ever decide to implement guided missiles
>>
>>175230568
/fa/

>>175232492
not /fa/
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>>175232492


>>175232595
my game will have a ton of models anyway
>>
>>175232492

Makes civilians look like zombies/bad guys so you get a outer-limits meme theme in your game
>>
>>175232492
>>175232649

are these yours?
>>
>>175232789
Of course not. This is AGDG, the sprite capital. Great 3D artists are not allowed here.
>>
>>175231908
Define "have"
>>
>>175232789
no these are just models I found on artstation
>>
>>175216710
>https://clyp.it/1a2ueedp
I'd buy this. Looks epic
>>
>>175232740
i dont get it
>>
>>175230492
no I just don't talk much
I mean my game isn't great but it literally only has placeholder programmer art and no story and no finished music so it's not going to seem great regardless
>>
>>175233278
>>175232649
why are you posting these as if your game is going to look anything like this
>>
>>175232789
IDK where the first one came from
the second is one of the newer Spartan armors from Halo
>>
>>175231407
Anyone who ignores me
>>
>>175233332
who knows, im just an ideaguy working on a project and trying to find inspiration anywhere i can
>>
hey kid, wanna see somethin gross?
map.structures.collideables[selected_enemy.home_structure].y
>>
>>175233793
Whats wrong with that?
>>
>>175233793
Your architecture is probably all messed up, senpai.

I have no idea what a good alternative would be. Maybe a messaging framework that everything puts things into and checks to see if there's anything relevant for it?

So your GUI Controller or whatever puts "gimme this enemy's home_structure" then when the update loop gets to that enemy, it checks the loop, puts it in there. Next frame, the GUI Controller gets it.

That's pretty janky still I guess. Still, more scalable and less coupled.

>OOP
>Design patterns
I hate it but if you don't do it the spaghetti rises up and strangles your game in it's sleep.
>>
>>175224162
>>175223469
The riddle has been solved it is in fact a game about college
>>
>>175234321
Oh actually you could just have a loop where the Messaging thing keeps updating until no object takes anything from it or puts anything on it. Then all messaging will happen in one frame.

You could have an infinite loop if you're a chungus, where getting a message causes an object to give a message which causes another object to give a message back, ad infinitum.

If the messages aren't just updating state and require processing (pathfinding or some other AI) you could spin it off on it's own thread. Though that's a whole other kettle of fish.
>>
>>175234321
it's better than it was, every few commits I end up expanding or contracting some part of the various big structures that hold all the data
people have told me I should be using coroutines and callbacks but I don't see how it would be faster or more readable or even just not a pain in the ass to implement
>>
>>175234387
Fun Fact the most common answer to the question
"If your program/major was a source of superpowers, what would those powers be?"

has been Crippling Depression.
>>
>>175234280
WHY
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>>175234606
>faster
The game won't run faster, but you might be able to dev faster.
>more readable
Partly a matter of what you're used to
>pain in the ass to implement
Refactoring is always a pain

The biggest problem with having highly-coupled architecture is that when you notice a bug related to Thing X you can't just look at X's code since everything else is doing stuff with X's guts.
If all functions to do with X get their data via X's callbacks (or some other manager object) then you only have to look in one or two places for bugs.

It seems trivially but if your project gets to the point where you have some code that you haven't looked at for months that a new feature suddenly reveals a bug in you'll be glad you did it.
>>
>>175234872
BokuDev is a 100% exemplary gamedev, helpful, doesn't get pissy from constructive criticism (or even aggressive shitposting), he's just fucking great. Anyone hating on him is a bitter nodev faggot.
>>
>>175235054
please stop false flagging devs.
cheers
>>
>>175234990
well in most cases there's only ever one function, and usually one part of that function, that modifies any given piece of data, and I mostly know where everything is
if I do get lost I can search for the name of a piece of data, and if I forget what it's called-- and this is a seldom-used but non-trivial advantage of having monolithic but partitioned data structures-- I can look at where everything is declared and set up and find the element I'm looking for
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Working on this
https://www.youtube.com/watch?v=niIlwrdIPn0
just an early build of a project where I found this earthbound engine that's been a curse as it is a blessing but I plan on making more enemies/backgrounds/music etc
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>>175235054
>Anyone hating on him is a bitter nodev faggot.
Did you not see his twitter?
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>start deving after a 2 year break
>really like it for the first week
>after that though
>any free time not spent deving I feel guilty
>any time I dev I get overcome with all I have to do
is there no escape from this hell
>>
>Try and make a game
>It's shit
>Music sounds okay
>Try and specialize into just making music
>Actually the music is also shit I just have bad taste in music

Is there a game where I can play through my own suicide over and over? Doing it just once would be a waste
>>
>>175230756
>The discord is literally a permanent containment space for shitters
You should have seen how sourcespammer reacted to the implication that he was a chatfag. Have never seen a bigger case of thou dost protest too much.
>>
>>175232595
How's that patreon going?

https://www.youtube.com/watch?v=AzFggx8_5L4
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I print out nice things you guys say about my game and post them up near my PC for motivation
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>>175236741
I tell everyone their game looks good even if its shit so...
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Working on the bedroom
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>>175236837
The cutest babby knight.
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>>175230568
Camoflage in a junkyard
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>>175236732
i should email my WTV owners but im waiting until i have a more meaty build of FWIS
>>
>>175236406
Yeah, he seems like a cool guy.
>>
Is it insane to think you want to make games on your own?
>>
>>175236837
Power Stone 3: Lights out Knights out?
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>>175236984
Nah. He's gogem tier cringe.
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>>175237113
youre a bernie voter we get it
>>
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Toned down the details and gave the pads harder surfaces.
Almost done with this now, I think.

Thoughts?
>>
>work extremely hard on your game to the point where you start to hate it
>>
>>175237113
>>175237227
>they're on so many levels of irony that they confuse each other
anything less than unambiguous praise for dear leader is cringe </cringe>
>>
>>175237113
Huh I'm not actually interested in your leftist butthurt, good luck winning the 2020 election though!
>>
>>175237395
I think about how much I hate it and want to scrap it pretty much everytime I work on it now.
>>
>>175237382
looks like an assault granny (male)
>>
>>175237382
face is still rather ghastly
>>
>>175237382
Where can I get my own hench dwarf gf?
>>
>>175236797
Where's your game?
>>
>>175237482
>>175237498
Can't have her be so beautiful you fap instead of playing the game ;^)

>>175237532
I'm afraid you'll have to sculpt her, like me
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>>175237227
>>175237462
>
>>
>tfw thought of a better game than the one I'm making and have lost all motivation to continue with this one
>>
>>175210642
Yes and yes
>>
>>175238089
You won't know for sure until you make both.
>>
>>175230568
You automatically become good at oral
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>>175238401
because the engine I'm utilizing requires GM 1.4
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>>175238089
You will never make a better game if you can't finish a single project
>>
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>>175238401
Their documentation seems a little light.
>>
>>175237113
God forbid a human being have a political opinion, after all he makes video games.
>>
>>175238510
https://www.google.com/search?q=xna+documentation
>>
>>175237382
tactical granny/10
>>
I want to make an XCOM clone but instead of each unit given orders one by one, your turn is pre-planned in maybe 3 action events.

So you would assign your Sniper in Event 1 to take out the guard, event two to climb a ladder and event 3 to reposition

Meanwhile your Infantry runs to position in event 1, throws a flash in event 2 and shoots into the house in event 3

Once all the commands are set the round plays out, but obviously things can go wrong (shots missed, trapped doors etc.) and enemies could fire on your team advancing (unless flashed, distracted etc.)

I dunno I think it would be fun, obviously if I could use the xcom engine it would be much easier but i'm not sure it's possible to change enough
>>
>>175236420
Make a dev schedule. Then you're not "skipping deving", You're just saving dev for its proper place in the day. Just, you know, actually follow that schedule. But no guilt. Guilt's a useless shit tier emotion. Turn it into something more valuable!

Break down your game into big tasks, then break down into subtasks. "Make a game" is hard. "Today, Create buttons for my title screen" is much more managable.

Sometimes, your perceptions are what's holding you back, so fix them, they're yours!
>>
>>175238576
>he makes video games.
Does he?

Name a video game bokube has made.
>>
give me an idea
>>
>>175237113
Wow nice photoshop I just checked his twitter:
https://twitter.com/TheeWhiteReaper

That post isnt even there.
>>
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>>175236984
>A cool guy that looks like this

>With political views like this
>>175237113


should honestly go trans and then kill himself.
>>
>>175239548
A game where it turns out you're the bad guy and you have to kill yourself at the end to "win".
>>
>>175239557
Yeah we all just imagined it.

Fuck off bokube.
>>
>>175239168
I'm not a huge crpg/turn based tactics buff but this isn't exactly a novel concept in either genre. Have at it; if it's executed well then there's an audience for it. Frozen Synapse, for example, is essentially your concept pushed to the extreme, since it's all about having to preplan several actions in anticipation of multiple eventualities.
>>
>>175239867
Tricked you into telling me a game I can download like the one I describe. Thanks loser.
>>
>>175239557
if @TheeWhiteReaper wants to prove he isnt @TheeWhiteNationalist he will need to replace the white MC of bokube with a person of colors.
>>
>>175239992
Tricked you into playing a good game, sucker bitch.
>>
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Visual novel titlescreen mockup.
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>>175240762
Nice BoI homage
>>
>>175240762
looks like ripped from DotC
>>
>>175239168
>>175239867
the major problem with this concept is psychological.
frozen synapse is played against humans, this same concept played against AI will inevitably be hated because either you make competent AI which they will think is cheating, unpredictable because of randomness, etc or the flipside complaints about the AI being stupid, too predictable, etc.
sees overwhelmingly like a no-win scenario for AI to be playing a prediction competition against a human.

first scenario complaints could possibly be solved by giving access to a detailed post-game rundown of every decision made by the AI and it's reasoning.
>>
How do you design puzzles? I don't mean in-game puzzles like trying to figure out how to open a door in Zelda or something like how to use a new mechanic in a platformer to progress but just designing a puzzle in general.
>>
>>175240809
Edmund's drawings are pretty childlike, makes sense.
>>175240897
DotC?
>>
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>>175240897
>DotC
Wroooong
>>
>>175229093
That looks really cool.
Reminds me of BOTW.

I like variation across weapons, helps give them a place in the world.
Plus a learning curve is fun, the sense of accomplishment once you understand it, and can use it more effectivly.
>>
>>175241032
>I don't mean in-game puzzles
yeah you do. puzzles are just a configuration of a set of mechanics/rules/logic that creates a problem to solve.
>>
>>175229093
I like way too much the fact that the sword leaves a dynamic trail behind it.
>>
>>175241171
I wanted to specify that I meant puzzles in general rather than an in-game puzzle for a specific game.
>>
>>175241082
Day of the Tentacle
>>175241095
FINE, HAVE IT YOUR WAY
>>
>>175241543
"Tentacle" doesn't start with the letter "C"...
>>
>>175241645
tentaCle.
Cmon this is grammar school stuff.
>>
>>175241429
except theres no difference. a zelda or platformer puzzle is using the mechanics/rules of zelda or platformer to construct it's puzzle.
>>
>>175241645
WOW, what the fuck.

Sorry man, i fucked up, i think i need some sleep.
>>
>>175241767
alright then, I would like to know how to create a puzzle then
>>
>>175241829
it's all there in the definition...
1. create mechanics/rules
2. create a configuration of those that creates a problem to be solved
>>
>>175226432
>I can't tell you how many agdg games I've seen where the dev said they want to work on something else 'real quick', never to return to their main game.
RIP Gate
>>
>>175241109
Breath of the Wild? I wouldn't say that game had much weapon variation, at least not control wise. I'm taking my inspiration here more from Devil May Cry, Dragon's Dogma, and Dark Souls. Devil May Cry's timing and stick direction based combat, Dragon's Dogma and it's special attacks, and hopefully Dark Soul's weighty combat and sorta stealing it's dodge system.

>>175241332
I actually put that in for testing purposes, funny enough. I wasn't quite hitting targets correctly, so I added the dynamic trail to see whether or not the blade was hitting, and it wasn't. Modified the hit detection, changed some of the ways things worked, and then it was working correctly. I'm going to keep it, but I'm also going to make the trail vanish more subtly.
>>
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>>175241025
This is why people who are always complaining about the intelligence of AI in games like Civ. Sometimes there are valid arguments, but most of the time it's mostly "Why don't they just make it smarter?" Without realizing that making an AI really good at Civ isn't all that difficult, it would just be not fun to play against at all. Making a smart AND fun AI is really hard.

>>175223906
You're goddamn right. I realized that before you even posted this and I've been working on that since. I think it's much better now.

I really brushed the shit out of my high school trig. The system I implemented check out the speed I'm moving at and adjusts the smoothing so that the flats feel flat when you're going straight but you still have relatively smooth motion when you're spinning around. Now I just gotta make this work with height variation and I think I'll have most of the movement figured out.
>>
>>175242783
Im talking about BOTWs attack combos.
>>
>>175242789
*This is why I find annoying peopleWew, 3AM is hitting.

>>175242783
Make it fade off transparently, add some particles, baby you've got a stew going.
>>
>>175218697
Isn't it ubiquitous that heroes are displayed on the right?

So combat is a card game? Be sure to insert hotkeys either way, using the mouse is beyond obnoxious.
>>
>>175243219
Well, your guys are on the left in pokemon, so there's precedent I guess.
>>
>>175236283
>curse
That's why you study it, then make your own.
>GMfags
>>
>>175242906
Gonna be honest, I don't remember attack combos in that game what so ever. At least nothing complex beyond witch time, weapon throwing, or attack charging.

>>175242913
Fade off is definitely my current plan. Also planning on add blood particles as an indicator of damage output.
>>
>>175215970
>>175215661
IF I EXTINGUISHED THAT TORCH WOULD YOU DIE?
>>
>>175215661
Those blades are very high off the ground....

You could just crawl past em.
>>
In regards to AI, how long until a company uses Bayesian Inference, Neural Networks etc. to "learn" how to play the game from actual human players?

I think it would be cool. If a player loses, this could be saved into a "bad strategy" neural network so the difficulty can be adjusted freely and easily until you meet you match.

It's a shame I only studied this area briefly at university, seems like neural networks is the way forward.
>>
>>175238089
Finish it anyway faggot.

Even if you have to cut planned features to get it done you need to finish at least one game.
>>
>>175243641
IT WOULD BE EXTREMELY DARK
>>
>>175215661
>exposed gears
>find something to break the gears
>avoid them easily that way too
>>
>>175243990
Never. The purpose of the game AI is not to win over the player, it is to lose to player elegantly.
>>
>>175244175
Yeah read my post again moron and tell me where I said the purpose was AI was to win
>>
>>175244249
Oh, sorry, I'm not quite awake yet.
>>
>>175243990
It's already being done with Starcraft 2
>>
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Is this readable? I think I'm going to have to redo it.
>>
>>175244882
Depends how big it is on the screen, if its very small might be a bit difficult but otherwise looks fine imo
>>
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checking in
>>
>>175244157
Clever anon....

Actually gonna take that over
>>
>>175230306
Please, share the project, anon (just the basic movement).
I want to learn how to do this.
>>
>>175230568
it gave me the impression of stealth the most.
Or it can also be a configurable armor, the pieces assemble itself using the hexagonal pieces to form tools weapons, etc.
>>
>>175246184
i should have used a more generic image as most people keep commenting on the bee shapes

i just wanted to post some sort of cyber armor
>>
>>175246274
yeah, the bee hexagonal shapes is going to influence the impression quite a lot, especially if there's so many little pieces of it.
>>
>>175220271
this is fucking gorgeous, anon
>>
>>175220271
Your game seems pretty damn neat in general... but is it just me, or do the player bullets fall real damn flat?

A lot of games go with a bright flat color and seems to work well. No need to copy them, but... something seems off in any case.

Also make explosion variants. It's real jarring seeing the same explosion repeated
>>
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>>175220271
something like this that isn't this
>>
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Working on making all enemies blown away by the magical touch of the puzzle cubes. Similar to the pigs.
>>
>>175237382
Are you for real? Your sculpts are hot garbage, I wish you'd stick to lowpoly
>>
>>175247947
>magical touch of the murder cubes
>>
>>175237382
>>175248342
Gonna have to agree with this
>>
>>175237382
>Thoughts?
Learn anatomy and stop sculpting ugly blob monsters.
>>
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Just a friendly reminder that if anyone here is making a walking sim horror game where you can't defend yourself, you should delete all exciting files and kill yourself.
>>
>>175248416
>you should delete all exciting files
my files are all boring
>>
>>175248416
what if it's pointless to defend yourself anyway since the monsters are so scary and vile or even aetheral
>>
>delete all exciting files
Even pron files on my comp are boring, where do I find exciting ones?
>>
>>175247947
>>
>>175248416
>delete all exciting files
>definitely not a porn folder [do not open].jpg.gif.webm.txt
>>
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>>175248416
whole point of horror is for protag/s to be unable to effectively defend themselves from the threat

just tell people to stop making horror altogether because you don't like it, you obnoxious weeb
>>
>>175248416
>delete all exciting files and kill yourself
I got the ordering wrong, what now? Help
>>
now i want to work on character select, i got some typing to do, and a bunch to draw. blah it's 6 am
>>
>>175249373
Thats not true. RE gives you the option to defend yourself and it still manages to be scary.
>>
i though undying was pretty cool.

https://www.youtube.com/watch?v=Db7fBg7tmHM
>>
>>175249373
This has always sounded good on paper, but in practice there's a lot more going on game design wise to make effective horror games. Which is why games like REmake and Silent Hill 3 are still much scarier than games like Amnesia.
>>
>>175249541
>>175249693
Outlast and Alien Isolation did horror right
>>
>>175249691
alice had some cool stuff too. but what is a clive barker?

https://www.youtube.com/watch?v=fHxid6jQQN8
>>
>>175249541
>RE
>scary
No not really.

For me it depends how effective you are at defending yourself. A tiny pistol? Sure. Having the character geared up with overpowered weapons to the point they don't feel vulnerable? No.

>REmake and Silent Hill 3 are still much scarier than games like Amnesia
Pure preference. I prefer atmospheric/unsettling horror rather than "im a hideous monster but I still die as easily as a human".

SOMA had all the right elements for me.
>>
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>>175247007
Thanks anon!

>>175247138
>>175247595
The bullets being slightly bland for it to not distract the player or cause the eyes to wander too much during gameplay. The enemy bullets are far more important, and are colored as such.

I'll experiment with it a bit tomarrow though Bug hunting is super tedious and I need sleep dev.
>>
>>175249893
Maybe not the earlier RE titles, but the latest one had a very scary atmosphere, it had a few jump-scares, but they didn't feel cheap at all.

Correct me if i'm wrong. I might be writing with fanboy eyes at this point.
>>
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3 books about deving for Unity. Shaders, AI(steering, navigation, behaviour), optimization. Can most likely be applied for other engines aswell.

https://pastebin.com/QZQNaSTF
>>
>>175249893
>>175250060
And yes, i agree. I'm thinking more of a gun with weak aim and limited ammo.
>>
>>175250079
Thanks anon
>>
>>175250079
>shaders
Cool, checking this out.
>>
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>>175250079
> that ai book
Thanks
>>
>>175209765
Anyone here see this thread?
https://boards.4chan.org/v/thread/375273096/
Also, is anyone in /agdg/ working on a game without violence or conflict?
>>
>>175249893
>>175249870
No. The problem with modern horror games is that, by stripping away options to defend yourself, they actually increase a player's confidence when they encounter an enemy. If all you can do if run away, then the player knows running away will work. In Amnesia, the game always presented monster encounters with an obvious solution. IE, ones where you hide in a closet, run away, or sneak around.

Older horror games gave you options to erode your confidence. It was simultaneously more physiological in how it gave the player responsibility and decisions with potentially long lasting effects to worry about, and more visceral in how it tapped into you're fight or flight response. It was a much more mature horror than just the spooky atmosphere and jump scares you get today.
>>
>>175250768
>spreading a dumb "i-if you don't get baited at least dump porn!" shitpost to /agdg/
this thread's shit supply is so thick we don't need to import any more of it from elsewhere
>>
>>175250768
>without conflict
That's an amazing way to make completely uncompelling media.
>>
>>175250768
>Game without conflict
I think the only "games" that could even fall under that category are walking simluators, which are less "game" and more "interactive media". Most games (even shitty mobile ones) have some form of conflict.
>>
>>175250830
>If all you can do if run away, then the player knows running away will work
If all you can do is shoot and kill them, then the player knows shooting and killing them will work and thus feel like confident/bad ass.

same logic
>>
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fixing the unity text stuff to scale with the screen instead of staying the constant size
>>
>>175251195
So if you have an ultrawide will it just be gigantic text?
>>
>>175250973
I agree completely. Which is why the good horror games of that era had players managing their resources and picking their battles. And why games like RE2, which is still a fun game, dropped the ball in the horror department.

And I definitely don't think every horror game needs self defense. But if you remove that element without adding some other element(s) to give your horror depth, then all you'll end up with is a spooky walking simulator.
>>
>>175219523
I just played your game and the gamepad controls were shit. It's pretty tight with keyboard though, I liked it.
>>
>>175251295
No but it will scale to fit the screen better.

If I didn't have this, when someone has the game running in a tiny window, the text will cover the entire game screen/window instead of scaling to get smaller.
>>
>>175251195
kill is such a harsh word for a childish game
>>
>>175251195
>text is clearly made to fit in a defined box yet fuckhuge margins on the left and right remain on narrower settings
needs work if you ask me
>>
>>175251515
im not bokudev but nice catch.
word usage in games like these can have a subtle but big impact on the tone of the game
>>
>>175219523
>>175251331
Maybe he could have a different background in the room? The squares make it easy so see/feel where the lazers are. Depends on how difficult he wants his game to be and how early this clip is in the game i suppose. I would definitely like a game like this to be hard as fuck. Type: super meat boy, no time to explain etc.
>>
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>>175251634
No
>>
>>175211916
All external content will need to be rescaled and that's a chore. The engine's native systems for avoiding floating point errors will be off, which might be an issue if you have massive levels.

So, only quibbles.
>>
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trying out subtitle text, made some sprites for rival characters
>>
oh my fucking god please not again
>>
>>175251786
you don't have any symbols in there, you only have an essay with all the input demonstrations inside of it in text form
the margin should not be this big if the space is not to be filled
>>
Are turn based games harder to make then real time games?
>>
>>175250768
>newfag can't crossboard link
Expectable from /v/redditors

I have a bunch of ideas for non-violent games, I'm planning to try out one of them after I'm done with my current project.

Also, farming/building games are great. Many of them have combat but they don't need it.
>>
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>>175251892
here are the sprites
>>
>>175252049
>Expectable from /v/redditors
>nodev talking shit
>not knowing that it used to auto convert links to crossboard ones
Not sure why it doesn't work anymore, maybe because https?
>>
>>175250768
>game without violence or conflict
Depends how you define 'conflict'.

For example, a game about winning a card tournament is without violence. However, the goal being to win can be considered a conflict with the player's goals. It's a challenge.

so basically saying a game without conflict is like asking for a game without challenges/goals, which would make it a sandbox game.

(but even most sandbox games come with optional challenges/goals)
>>
>>175252183
post the girl zoomed up, please
>>
>>175230568
the ability to control hexagons
>>
>>175252253
why don't you just zoom in

i've replaced her with the snake woman with the fat ass anyway
>>
>>175252049
I want to make a brutal farm simulator. you're a nomad farmer and have to find the right plot of land to farm on.

But beware!
pests and bad weather will impede your progression. You need to build stable farms to earn money to buy better farming equipment. Over watering crop or not creating the right fertilizer can destroy your farm!

But beware!
Failure to setup a farm that yields profit will result in debt, and the loaners will surely end your life if you cannot repay.
>>
>>175251856
what are you making this in
>>
>>175243990
Already been done in Forza. That's how Drivatars work. It's generally considered to be more trouble than it's worth. Your idea in particular has a bunch of holes in it, like being able to cheese the AI by playing poorly on purpose, or players feeling like they're being punished for playing well, or needing an entirely separate system for scripted AI events which are basically mandatory for big games that aren't all procedural.
>>
>>175252485
gamemaker
>>
>>175252473
banished
>>
>>175252535
well i guess im back to square one.

That reminds me though.
Anyone know what happened to the agdg dev making that Civ clone in Java?
>>
>>175251856
is this the new source?
>>
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Would you sit on this?
>>
>>175252617
>well i guess im back to square one.
Qbert
>>
>>175252617
>>
>>175252501
>cheese the AI by playing poorly on purpose
Set a default limit for how bad the AI can perform.

or

Setup some intelligent algorithm for measuring player performance over time. Huge dips in performance obviously means the player is shitting around and thus can be ignored.

>or players feeling like they're being punished for playing well
Put randomized caps on how 'smart' the AI can grow.
>>
>>175252683
I'm afraid I"d cut myself on the sharp polys
>>
>>175252683
not until you add a comfy subsurf modifier.
>>
>>175252654
what?
>>
>>175252685
shit, now I really want to see what's in that cave

also, what de fuck! captch was select all squares containing life jackets

HOW DO THEY KNOW
>>
>>175252685
>skeleton so cool he's to die for ahead
i see no downsides, let's go
>>
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>>175252821
there is more of those signes underwater in the cave as well its a cave in mexico thats a hotspot for diving yet some people desire to go in deeper than whats said to be safe. >>175252685
>>
>>175252685
so its ded?

ah, I guess that's the fate of 95% agdg games.

I wonder why so many can't 'make it'. I mean, clearly most agdg'ers have the skill to make a game and usually have great starts, but something weird happens around the middle of a project which effectively kills most devs. The "Great dev filter".
>>
>>175253009
They get yanked out of neetdom
>>
>>175253119
you don't have to be a neet to 1ma dev.

A job in which you only work 12-hours a day for 3-days is perfect.
>>
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>>175252725
>>175252740
Ok, would you make out with your inexistent gf on this?
>>
>>175252685
>sign says STOP
>grim reaper says COME
I dunno he's pretty powerful. Better listen to him.
>>
>>175253325
> stop being a pussy bro
> cmon just do it
>>
>>175252683
>>175253269

Looks pretty good for some low poly furniture stuff. Reminds me of toontown and old PS1 games, I like it.
>>
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I am just like making game
>>
>>175253760
what kind of game is this?
>>
>>175253817
Good
>>
>>175253840
Monster girl adventure VR! anon.
>>
>>175253817
Simplistic and nice. Just like the normies like it. Can't be to complex or hard. The normies will hate it if that happens.
>>
>>175253991
>muh normies
lmao
>>
>>175253817
Sorry but that game was already made 40 years ago.
>>
>>175253817
i have taito hq is on the horn right now. you're fucking dead kiddo.
>>
>>175254105
But this is a remaster remake ultra HD edition 6 anon.
>>
>>175253991
>Caring about what the average joe thinks about instead of making something you like

shit dev
>>
>>175254147
omg so hyped right now
>>
>>175253991
good idea!

Geometry invaders!
>>
>>175254171
I think he might have been ironic anon desu.
>>
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Silky smooth 3 frame animations
>>
>>175254210
Why not Calculus II Invaders?
>>
>>175254210
I'm always up for some math games anon. Please make derivatives vs integrals the video game anon.
>>
>>175254236
>no leg movement
>>
>>175254291
>>175254241
no it's just space invaders with geometric shapes

Im thinking. what should space invaders look like in 2017?

3D graphics, different levels, an RPG system...
>>
>>175254346
Open world
>>
>>175254381
Fuck open world games.
>thread
>>
>>175254346
>every game needs to have muh rpg elements and experience gathering
90's-00's cancer
>>175254381
>every game needs to be a giant sandbox litterbox
10's cancer
>>
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Decided to go for a matching system enemies can only be killed via the correct color puzzle cube pushed into them. Will change my enemies to be Blue, Red, Green, and Yellow mainly to match up with this.
>>
>>175254346
>Im thinking. what should space invaders look like in 2017?
Crates.
>>
>>175254460
Why?
>>
>>175254381
>>175254420
>>175254425
>play Shadow Warior remake

Holy shit this is the best game i have ever played!
>the sequel is open world
KILL ME PLEASE ITS LIKE BORDERLANDS THREW UP ON MY GAAAAAAME
>>
>>175254460
but now you are telling players what crate they use to kill what enemy. you are both removing choices and giving them more rules, more rails, making level design more linear.

You are forcing them to play a level the way you want them to play. is that the point? the make levels have less correct solutions?

If that is that is a good idea, if that is not then this is a bad idea
>>
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>>175254345
Yeah, I had some but tweening is easy and it's a rougelike.
>>
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>>
>>175254672
Maybe the colored cubes are only for specific levels, and isn't a global change.

If it's a localized thing, then it's not that bad a idea. However..if they're applying it to their entire game, then yeah that'd fuck up the dynamics of the whole game, in which case I'd have to wonder is about bokuedev's puzzle ability
>>
>>175254346
>what should space invaders look like in 2017
It looks dark and gritty and the invaders are ugly meat face aliens. You build the barricades yourself with a half assed crafting system, and then shoot at the invaders with cover shooter mechanics and get bonus points for headshots. There's 3 waves and the rest are day1 DLC, and you can buy better weapons and defenses with microtransactions.
>>
>>175251195
is it really ok that squashed resolutions show you less of the level?
seems like it would make more sense to have the res change the camera and just have the ui in world mode.
>>
>>175255313
*camera mode
>>
>>175254557
> Every mission, except for story-specific events, will feature randomly generated level design and content, including randomized map layouts, enemy positions, terrain, buildings, and weather conditions.
this is the real reason shadow warrior 2 seemed bad
>>
>>175255448
I'll never understand the procedural level generation meme. It just feels like cheap design.

I think proc gen is fine for weather, passive animal placement, etc, but everything else should be handcrafted. it makes it more memorable and personal.
>>
>>175253224
>tfw job where I work 12 hours 7 days a week
>tfw get enough time to sprite one, maybe two background tiles a day.
>>
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Friendly reminder that Monster Jam is officially ON.

Always wanted to make a game where you haunt a field in the dead of night, stalking hapless farmhands and terrorizing unwary lovers enjoying a midnight tryst?

NOW IS YOUR CHANCE

https://itch.io/jam/agdg-monster-jam
>>
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>>175221510

No, Anon, I am sorry, but you're just retarded. A timeline (or something similar) is surely how you do it, but you don't go around setting enemy variables within the timeline by hand.

You're a programmer, your job is automating shit, act like it and write yourself some kind of editor that lets you create enemy variations and place them withing a timeline.

I usually don't tell people to write their own tools because that takes a fuckton of time (especially in GameMaker) but in your particular case spending a week or so writing a simple editor surely beats having to define hundreds of frames by hand.
>>
>>175255102
that animation is royally fucked
>>
>>175255758
>everytime I visit agdg there's a new jam going on

how do people even have time for this shit. I can't imagine even taking off 3 days from my game
>>
>>175255758
>doesnt say lewd isnt allowed this time
pedos are monsters right? i'll v2 loli sim for monster jam.
>>
>>175255849
>how do people even have time for this shit.
dunnoo anon
maybe ti's because it's announced month in advance and usually attended by bored guys who don't work on anything ATM or are taking a break from their main game
>>
>>175252683
colored well.
looks comfy for low-poly.

8/10 and i'm not the generous type.
>>
So I played Undertale
You guys seriously couldn't make a game at least that good? Hahaha what the fuck do you even do with your time?
>>
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Added some little footprints/splashes depending on terrain
Artist tossed me a temporary portrait for the canine NPC and a placeholder sprite for the lizard NPC so I figured I'd add them too. It's finally looking like real furshit.

I'm also trying to sketch out a progression for some music, but I'm not sure where to take it from here. Any ideas are helpful.
https://clyp.it/rcekw5su
>>
>>175256297
kys
>>
>>175256297
MOOOOODDDSSS
>>
>>175256297
>backgrounds aren't pixelshit
>characters are
i have the excuse that i'm working in gamemaker, you don't
>>
>>175256527
The background actually is indexed to 32 colours, so it's technically pixelshit
Either way it's not staying, we just don't have the time to make real assets at the moment
>>
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>indexed color = pixel art
>calling pixel art pixelshit
>using "sprite" as a synonym of pixel art
>>
>>175257008
Pixel """"art""""
Better?
>>
>>175255849
Nodevs will do anything for attention, and tricking people into submitting games to their shitty jam is one of those things.
>>
>>175257072
I just wanted an excuse to post that picture feel free to call it whatever you want
>>
>>175256527
you aren't restricted to one art style by using gamemaker. do you mean tiles?
>>
>>175257381
The combo of pixel and non-pixel clashes
>>
>>175257587
right but i still dont understand how gamemaker is an excuse for that
>>
>>175257381
you have to use low resolution for gamemaker otherwise it shits itself, the character there is obviously lower resolution than the background
>>
>>175257663
>you have to use low resolution for gamemaker otherwise it shits itself
I'm genuinely interested in knowing what did he mean by this
>>
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>>175257663
>you have to use low resolution for gamemaker otherwise it shits itself
Can't make this shit up
>>
>>175257698
>>175257750
>he's never used gamemaker
try using a large resolution with large characters with large animations and see what happens
>>
>>175257879
Also don't forget the three frames rule or your gm engine will blow up.
>>
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>>175251856
stop stealing my ideas
>>
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>>175257879
>>175258020

I do use gamemaker and my sprites aren't exactly ants
I still don't know what in the fuck do you mean
>>
>>175258020
>>175257879
And don't you dare use more than 3 colors at once. Otherwise the framerate will go into single digits.
>>
>>175258020
>>175258135
you may laugh but my computer is really shitty
>>175258076
are you actually making a game about this
>>175258086
what size are your views in pixels
>>
>>175258172
you stole my character and its iconic green sword aswell as trying to 1up my smooth 2 frame attack animation.

if you think otherwise you are DELUSIONAL
>>
>learn to dev slowly but surely
>goal project is to make an xcom clone
>get to know that the original xcom creator is making a tactical game
>it looks great

HOW AM I SUPOSSED TO COMPETE WITH THAT
>>
>>175258172
>what size are your views in pixels
960x540
>>
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wheres your SJW game?
>>
>>175258229
>you stole my character and its iconic green sword
it's not even going to be a green sword anymore
>>175258364
post an image
>>175258391
i'm going to have one of the rivals be a fat woman
>>
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>>175258438
wait, you're >>175251856
this guy?

but you don't know anything about anything, how the fuck did you end up lecturing people on what the can and cannot do in GMS?
>>
How any game character sprites with resolution lower than 512x512 could be accepted?
>>
>>175258325
>making 3d game
>look at nier automata/kingdom hearts 2.8
>they look amazing and fluid

HOW AM I SUPPOSED TO COMPETE WITH SQUARE ENIX AS A SINGLE MAN
>>
>>175258687
by actually existing
but go ahead and draw your characters in 600x800 or whatever
see you in 2050
>>
>>175258086
>>175257750
>>175257698

>It's year of the Lord Current Year +2
>Still feeding trolls

Please refrain.
>>
>>175258676
people like me with shitty computers are the primary audience for indie pixelshit shovelware and i am telling you that my computer can't even run hyper light drifter
>>
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>>175258820
A lot of Game Maker games don't even try. Devs are like "works on my computer" and they just don't even give a shit / don't even know to give a shit.
>>
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Based on previous feedback I have adjusted the scale of my pixels. I'm going for a retro aesthetic.
>>
>>175258076
Can we have a !hyper light drifter jam?
>>
>>175258991
how could you test for it?
>>
>>175259006
better desu
>>
>>175259006
epik
>>175259118
do you not have a shitty 10 year old laptop or something just lying around?
>>
>>175259178
yeah a couple, but even if it runs like shit what could be the issue
>>
>>175259006
Is this a japanese porn game?
>>
>>175259216
too much code running? too much stuff being drawn and redrawn?

undertale bricked my computer once because the retarded hidden save feature doesn't turn off if you just close the window
>>
>>175259006
It will never be "retro" unless your interface have the same resolution as your game.
>>
>>175259326
jeez
>>
>>175259118
Profiling.

... Game Maker has a profiler, right?
>>
>>175259421

Yes.
>>
>>175259216
Most frequently bad performance comes from bad loops. Too many iterations, or doing something heavy too often inside a loop.
>>
>>175259326
>undertale bricked my computer once
Well, that's your divine retribution for playing shit games, doesn't it?
>>
>>175259479
>undertale is a shit game
millions of paying customers disagree
>>
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>>175258768
tfw my character sprites actually 512x512
>>
>>175259572
I was talking purely about technical side, sorry.
change it to "bad programmed games"
That's better?
>>
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>>175259120
>>175259178
Thanks it looks even better in motion
>>
>>175259746
just because it's simple doesnt mean its 'badly programmed'

it works.
bugs are non-existent.

the fuck do you want? neural networks in a bullet hell?
>>
>>175259746
sure why not
>>175259828
it does look like a japanese porn game honestly
>>175259896
not him but i'm sure that my computer shouldn't whine like it does when i'm playing a low resolution earthbound clone
>>
>>175259896
>it works and there's no bugs, so it must not be badly programmed
You're forgetting about optimization
>>
>tfw my shitty newgrounds game from 11 years ago has 60x more views than my current one
>>
>>175260176
Well. It also had 11 years to collect rare views.
>>
>>175260176
it's okay gogem
>>
>>175260176
that's because you're not supposed to be still making shitty flash games gogem
>>
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>>
>>175260375
lol
>>
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>>175259626
yeah that's some top tier pixel art
>>
>>175260669
>pixel art
What did he meme by this?
>>
>>175260176
NG is still alive?
It must be on life support.
All the old animators moved on

Hell fucking RINA-CHAN voiced 2B in the new nier game.
>>
>>175259626
What's the game that you're making?
>>
>>175260772
when I say you will take ludicrously long to make a game with large sprites, I don't mean shaky flat color drawings
>>
>>175261004
Why pixel art tho
>>
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Hi guys,
Artist here looking for a (somewhat) decent codemonkey.

Before I decide im going to need your:

>Curriculum Vitae
>Github
>Engine experience & preference
>Political Compass results
>Results of your Intelligence Quotient and Social Intelligence Quotient
>Medical report made by a licensed doctor in the past three months
>History of your internet browser in the past 5 years and passwords to your social media
>Iris and fingerprint scans
>Copy of your birth certificate translated in English
>First 15 digits of your credit card + 3 digit VAC code

Also, on principle, I refuse to work with anyone programming in C++, C#, Python, C, Java, PHP, Ruby, Swift or SQL and people using Unity 3D, GameMaker, Unreal, OpenGL, Source, CryEngine, LeadWerks, and Shiva3D, so if you even remotely have used anything mentioned above please do not respond.

Please don't ask me to post my art, its highly unprofessional and frankly quite rude
>>
>>175261253
post portfolio
>>
>>175261253
post art
>>
Meanwhile this idiot took the time to write a long shitpost like >>175261253. This is why the devs have all moved to the /v/ thread.
>>
>>175261490
it's probably pasta.
>>
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>>175209765
https://youtu.be/ZKq4C6EVlWw
It has been a while, so I thought I'd post some progress :)
>>
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>>175261253
you area fucking imbecile if you think this in any way funny
>>
>>175261576
>this thing desires to breed

delete it
>>
>>175261490
>the /v/ thread
link
>>
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>>175261684
i have no desire to breed
>>
>>175261878


>>_________
>>_________
>>_________
>>
>>175261576
Why are half of our devs brain crazy and belong in a crazy people house?
>>
>>175262268
Because it's /vg/
>>
>>175262264
>_<
>>
>>175262268
They're driven crazy by the sheer nodev density in here.
>>
>>175261490
>>175261878
>>175262264
What happened to /v/idyadevs?
>>
>>175262268
americans are fed psychoactive chemicals since childhood
>>
>>175262268
I am crazy by choice. Reality sucks.
>>
>>175262835
>t. intelligent, nihilistic, and with a wicked sense of humor
>>
>>175262951
Don't project on me
>>
>>175243219
>>175243314
Darkest dungeon and Dokapon are my main influences, who both have the party on the left. I think Its just final fantasy that does it on the right.

Im imagining how hotkeys would work, either two rows of Q-T and A-G or even the one row Q-P seems like it would be cumbersome. then even after that is target selection.
I never really noticed when playing digital card games.
Not saying its impossible. Just strange to me.
>>
>>175261490
>not appreciating shitposters who actually put time and effort into their shitposts instead of just going for the same old tired "artist looking for programmer" short lines

Trolling is a art. I'd rather have posts like those over one-sentence whiny posts like yours.
>>
>>175262268
I think you have to be a bit mental to spend potentially 10s of thousands of hours making video games :)
>>
>>175265131
Whiny posts are the true art. Your taste is shit.
>>
>>175262519
im not american :)
>>
>>175261253
pretty funny but frogpost derivative attached to it kind of leaves a bad taste
>>
>>175265131
>>175265342
Well, I think anything that isn't progress or at least being asked by a yesdev can go fuck itself.
>>
What is a more friendly way of naming the "Easy" difficulty while 1) conveying that it is the easier mode and 2) not attaching the shameful stigma some people have when they feel they need to select it to even play the game
>>
>>175265903
By your own rules you should fuck off?
>>
>>175266167
Normal
>>
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New faces
>>
>>175266167
Recruit difficulty.
>>
>>175266167
Yes, calling it "Normal", as all AAA games do.
>>
>>175266196
Yup, back to devving.
>>
>>175266167
Normal
>>
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>>175266167
People who generally play on Easy difficulty don't feel ashamed of it and just pretend they played on normal when asked anyway. Just go for "Easy".
>>
>>175266167
Relaxed
>>
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Go to akinator and try to get a MC or some other character from your game. Of course it will fail to guess, but it's interesting to see similar characters.
I got commando from ror to remind me how much of a failure I am at making games.
>>
>>175266250
>he seems to actually be able to draw
wut
>>
>>175266471
The reviewer is an asshole but this is the dev's fault for not making it clear that easy doesn't get you the true ending.
>>
>>175264623
I saw the duplicate abilities and thought they were drawn like a card pool; it's common enough for rpgs, like baten kaitos.

1-through-5 seems the more obvious choice for the first row. I dunno, the point is mouse interfaces for rpgs are pretty bad.

>>175266471
Playing on the lowest difficulty is actually standard for journalism, they have to rush out a review and usually it's outsourced to whoever can submit and acceptable one first.
>>
>>175266546
close enough.
>>
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>>175266745
>but this is the dev's fault for not making it clear that easy doesn't get you the true ending.
>>
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>>175266546
>yfw your writing sucks so much even akinator thinks your character is pic related.
>>
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>when you make a few kilobytes of constexpr data
praise precomputation
>>
>>175266546
my game has no characters
>>
>>175266471
This.
I play on easy/normal first because I want to see how the story plays out smoothly, without having to stress over redoing some part 20x times.

I made the mistake of playing BioShock Infinite on hard difficulty first. It wasn't hard, just annoying how I pretty much had to use the pistol for 80% of the game because I kept running out of ammo and they weren't replenished often.
>>
>>175267152
Even the fucking lion king game did this
One of the versions cut off right after the stampede level and gave you a screen with Scar laughing at you for playing on easy
>>
I work in games, and i would like to vent about faggot piece of shit developers

I can tell who is a faggot cunt within about 20 seconds of meeting them, who is making shitty games and is a faggot piece of shit

You just look at a guy and think, are they dressed in comforable clothes with a basic regular hair cut. if they look like a normal regular guy they are usually ok. like they might look a little dorky or whatever buy mostly they look totally comfortable with who they are. they make great gtames

But when you see a guy with dyed hair, with some kind of hairstyle that requires product and time. when it's clear they dress with a distinctive look in mind, when they have outfits instead of clothes, when they wear a fucking hat inside and look like a faggot. they are a fucking faggot.

I am so sick of these modern devs, 10 years ago it was just regular guys, who at most thought a gotee was cool and looked like they were just a casually dressed guy. with short hair and who never quite had their facial hair shaved perfectly.

but now 90% of people dress with a "look" in mind and bully people who don't have a distinctive image in the office. they are so insecure but at the same time have a huge inflated ego despite a total lack of talent.
>>
>>175268096
Its a really old trope but you can't expect faggot "video game critics" to understand this.
>>
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How do I stop first time players from pushing the quit button every time?
>>
>>175268107
Stop obsessing over what people look like and put that energy into making a decent game.
>>
>>175267805
so what's this for?
>>
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>>175266546
>>
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>>175266546
not bad
>>
>>175268172
Maybe but a "this is not a true ending" screen would be helpful, is what I'm saying

Then again gunstar super heroes apparently didn't say it explicitly, but the plot is completely different on each mode, so if you so much as start a separate difficulty it'd be obvious
>>
>>175268312
pretty good, but be honest anon is it because your character is a pun meister?
>>
>>175268241
algorithmically making a model for instancing. its easier to just make it part of the binary than make it in another tool
>>
>>175268228
what
>>
>>175267824
Also most game difficulty today is cheap shit anyway. The AI isn't smarter or uses more tactics. In most games they just amp up how much damage.

In the past devs put effort in their difficulty levels. they did the same damage, but they were placed in clever spots and had slightly different behaviors. It meant you had to rethink how you did the game.
>>
>>175268408
nope
>>
>>175268494
Players think the red button is something special and they push it, quitting the game by mistake.
>>
>>175268641
i dont care
>>
>>175268107
>The guy that shows up analyzing and caring about how other men dress.

Who fucking cares?
If they want to be externally expressive, let them.

At the end of the day only the game matters.
>>
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>>175266653
I told my artfriend to make something quick and dirty to have in time for demo day, I eventually want animated characters

>>175266929
I was for a time considering click and drag like hearthstone to really sell the "cardyness" of the cards. Might look into it again when everything is functional.
>>
>>175268107
>you must dress in comfortable cloths and have a normal haircut else im going to think your game is shit and youre a faggot
>>
>>175268373
>Maybe but a "this is not a true ending" screen would be helpful, is what I'm saying

Why would it be?

There wasn't any "true ending". There was just "no ending" and the ending, which you unlock by playing on anything other than the easiest difficulty possible, called "Casual" in the game.

It not being shoved in your face allowed us to see the true nature of reviewers, and the fact that they're not ashamed of lying in public, even when arguing with the creator of the very game he was playing.

Besides, if you just beat the final boss on easy and all of sudden you're sent to the main menu, and you don't suspect anything is wrong, then perhaps you set your brain on Easy too.
>>
I have an idea for a turn based rpg where each character has a unique mana bar that is refill in battle in a different way. For example a combat healer that recharges their mana by attacking. Thing is I can't figure out anything good for the other characters. So far I have an all-out melee attacker, a tank that can do minor healing and buffing, and a character that buffs with a secondary role as a ranged attacker. Anybody have any suggestions?
>>
>>175268972
how about you make your game first
>>
>>175268891
it's more people who dress like faggots have been shit to work with
>>
>>175269142
correlation != causation
>>
>>175268641
Maybe try to put it into right top corner, at least windows users might see it as intuitive. But seriously, you are a madman for trying to do it like this.
>>
>>175269178
>hmm, over 10 years everybody with faggot hair has turned out to be a faggot...
>>
>>175218697
>downscale
never ever downscale
>>
>>175269342
yeah no man's sky sure turned out great
>>
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>>175268641
mfw i hit the quit button four times when playing it

my brain didn't register the top left blue square as an option because i started on it

desu just put text over it saying START
>>
>>175269178

Was causation even implied? There is clearly a correlation.
>>
>>175268228
unless you really don't want any text in the game just have a "quit game" text written by it. And if you don't want that, then have a box say "are you sure you want to quit the game? yes or no" when you press it.
>>
How do you create menus?

Do you create png images of buttons, draw them and detect coordinates of clicks?
Or does the library/engine you're using come with some sort of a ui thing you can use?
How does the library/engine let you customize it?

I'm using libGDX, and apparently i can either manually draw buttons as sprites and detect presses, or use Scene2D which seems like an overcomplication for just a bunch of buttons.
>>
Hi I have an elitist attitude towards gamemaker do I belong here?
>>
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>>175269417
>no man's sky
look again, they are hipsters
>>
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>>175266546
Eh, it's close enough I guess.
>>
>>175269439
>>175269489
>text
dropped
I think I need to make the other buttons more interesting instead.
>>
>>175269530
>tfw have beard and wear sweaters

Fuck you man, sweaters are ultimate comfy
>>
>>175269530
I don't know, no dyed hair, and knit sweaters are pretty comfy desu.
>>
Here's a channel for you that like Godot so much
https://www.youtube.com/user/uheartbeast
>>
>>175269530
just looks like a dude with a shirt and pants amigo
>>
how to do boi room generation
>>
>>175269632
no matter how intresting you make them it won't stop them from pressing the button. I get that you have an artistic vision but something as basic as menus or exiting the game shouldn't be confusing for the sake of artistic vision, it'll just get in the way.
>>
>>175269743
nice, i liked this guy's game maker guide

might switch to godot

or might learn c# first

too many choices
>>
>>175269789
Random walk
>>
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>>175269417
>low rise skinny jeans by Just Jeans, $249.95
>Long sleeved t-shirt by Under Armour $69.97
>Long sleeved button down shirt $89.99

note how the buttoned shirt is lifted to show the undershirt? the perfectly manicured beard, the deliberately messy styled hair with loads of product in it to get that effect, the "im so relaxed look at me" head cock and thumbs in pockets.

These are not comfortable clothes. they would be too hot due to the layering, too restrictive, with useless pockets and a "deliberately messy" look
>>
>>175268107
ZUN wears a hat indoors (he is famous for his hat) and he is one of the most chill indies in Japan. Man just wants to drink his bear and make his little girls dodge bullets.
>>
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>>175269787
basically the same shirt in every pic. he has like 5 shirts with almost identical patterns, it's his look.

look at this pic. 7 people, one wearing a hat indoors, 5 of them with styled hair
>>
>>175270125
>ZUN
he has Autism, the rules don't apply to him
>>
>>175270341
>he has Autism, the rules don't apply to him
I always knew autism was the ultimate min/max stat distribution.
>>
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How 2 make political gaem?

The Democracy series is boring and grand strategy games aren't really about modern politics and their elections.
>>
>>175269530
As far as gamedevs go, they look remarkably normal.
>>
>>175270704
https://www.youtube.com/watch?v=6qfx9eoB-88
>>
>>175268107
>tfw its expected of me to look good on the job
i just sit in front of visual studio all day
>>
>>175270034
>Millionaires aren't allowed to have expensive clothes.
>>
>>175270832
he's literally saying people who don't go out of their way to look special usually aren't faggots
it's not a high bar
>>
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>>175266546
Nice
>>
>>175271096
i agree that those trying to look special are usually idiots.
women basically have to spend at least some time on our looks though
>>
>>175270034
>Wanting to look presentable is somehow bad.
>>
>>175269530
Alright, It's clear you're 'that' autistic guy.
I'd never want to be around you.
>>
>>175271415
>inb4 "women can't be good devs"
>>
>>175271767
Women are less statistically likely to be good devs.
>>
>>175271767
Might want to get that chip on your shoulder looked at
>>
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>>175266546
Never heard of her
>>
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>making good progress while people argue about nothing
>>
>>175271767
name one good woman dev
>>
>>175272039
Developer of M.U.L.E
>>
>>175272037
just keep making progress anon, don't let random arguments get in the way
>>
>>175271887
citation needed
>>
>>175272039
that woman who made King's Quest or something
>>
>>175272039
The science-based, 100% dragon MMO lady.
>>
>>175272039
rotate
>>
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>>175272037
Feels good, right?

Smooth transitions now work at all height. Time to look at this post-processing stuff now.
>>
>>175272008
>he never fapped to a clock
I pity you
>>
>>175272239
https://en.wikipedia.org/wiki/List_of_video_game_developers
>>
>>175272315
I think it's still kinda jarring, why not rotate smoothly based on your position instead of relying on surfaces?
>>
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>>175272315
Neon reflections are fun
>>
>>175272315
click
click
click click clickcliccliclicliclicCLICLICLICLICLICLCICLIC
>>
>>175272404
this is not a source on "women are generally worse devs than men" this is a source on studios
>>
>>175272537
Actually it's a source on both.
>>
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>>175270034
>Long sleeved button down shirt $89.99
>that rag
>90 dollars
>>
>>175272630
pin point it. ctrl f for woman or female gives no hits
>>
>>175272039
Name one game you've made
>>
>>175272693
you pay for a label m8. There's some kind of a shit company that is selling jeans caked with fake mud, so for a low low price of 500 american pesos you can show everybody how much of a hard work mockery you are.
>>
>>175272965
Is Mariana Cordoba a game dev? Sweet.
>>
>>175272415
Yeah, I have a bunch of parameters so that it doesn't snap at high speeds, playing with them to find the sweet spot at the moment. I like the ship being parallel to surfaces when it's just going along them rather than always being a bit banked.

>>175272425
They sure as heck are.

>>175272480
Yup.
>>
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>>175273042
Anna Kipnis, but yeah she's made as many games as you have so.
>>
>>175272802
I think that just proves his point
>>
>>175273029
I don't understand
I get paying for label with something like cars or clothing/accessories with fuckhuge logos like DG or whatever
but a shitty lumberjack shirt?
I have a truckload of those things and they costed nothing
>>
>>175270034
Uh I dunno mate, this looks like just a random dude in a shirt.
>>
>>175273295
I don't know who that is and don't care, sorry!
>>
>>175272037
Why do you do this?

You are aware the internet has millions of people arguing about things that don't matter while you go about your life.

Do you stop throughout your day and smugly comment that you are doing something while people argue on the internet?

Fucking
Kill
Yourself

Sorry just had to say it after seeing this post for the 1,000th time. Bait achieved.
>>
>>175273486
>t. the bitterest, jelliest nodev
>>
>>175273352
ctrlf for man or male:
mega man and spider man
damn son
>>
>>175273486
filter the image md5, it's the same guy who posts it every time
>>
>>175273558
Spider man is my favorite developer
>>
>>175273546
>t. smuglord fag who has never worked on anything in his life jerking himself off over his first progress
>t. makes pointless posts on the internet smugging about pointless posts on the internet
>>
>>175273648
>liking spiderman
literally only devs games that are no better than mobile shit, how the hell could anyone like his garbage
>>
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>>175273486
And this, is to nodev, even further beyond
>>
>>175273627
I could filter it but this retarded attitude is held by more than one supposed yesdev (see: people who made baby's first prototype but have never actually made ag ame) >>175272315
>>
>>175273410
For more moneys you also get better materials.
>>
>>175269501
Anybody?
>>
>>175273796
sonic makes the best games. anyone who thinks otherwise needs to get up to speed with good games
>>
>>175273546
>>175273912
Oh. You do it for attention because you don't have a game to show anyone. Carry on little hero with your first completed tutorial lesson kek
>>
>>175273996
what materials?
silk?
they are already made of pure cotton
>>
>>175274028
enginedev here, draw and do collision checking
>>
>>175259626
Pls post more spider girl.
>>
>>175271663
This.

There are many of them here. They literally think anyone who isn't a pedo is a normie FFS. They are even more touchy when it comes to "hipsters".
>>
>>175274194
yeah but you need cotton picked the the most miserable Taiwanese children. The more miserable the children the better the cotton, and it takes money to get those kids that miserable.
>>
>>175270279
>>175270034
>>175269530
>being this much of a faggot
>>
gogem put your name back on if you're going to throw another fit about /fa/ you literal faggot
>>
can we stop talking about fucking Shean Murray's wardrobe?
>>
>>175274698
where's your wardrobe?
>>
>>175261576
bald
>>
>>175272315
wow, looks amazing anon.
>>
File: 9269907.png (89KB, 212x292px) Image search: [Google]
9269907.png
89KB, 212x292px
what do we call this look?
>>
File: exit.png (17KB, 600x600px) Image search: [Google]
exit.png
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>>175268228
Are you retarded
>>
>>175275437
artificial masculinity
>>
File: maxresdefault[1].jpg (100KB, 1680x1050px) Image search: [Google]
maxresdefault[1].jpg
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>>175275437
The 'You can do anything'
>>
>>175268228
just let them
>>
>>175274194
Quality of fabric (in a first-order approximation, it increases with thread density), quality of stitching, how well the item fits overall.
>>
>>175268228
I suggest sound effects
When you hover over blocks that start levels it makes an upbeat chime, and when you hover over the quit button it makes a low downwards chime
>>
File: 1477251287234.jpg (153KB, 462x497px) Image search: [Google]
1477251287234.jpg
153KB, 462x497px
Devblog just for a game

vs

Universal devblog you use for every project of yours plus miscellaneous shit
>>
File: 1489754287692.jpg (49KB, 500x333px) Image search: [Google]
1489754287692.jpg
49KB, 500x333px
Hi guys its me, a fellow Game Developer™!

How about we share some of our ideas for those wacky video games huh? I'm definitely not an intern working for one of the larger studios which has committed creative Seppuku by firing all the older, more experienced employees and replaced them exclusively with 20-something year olds straight out of college HA-HA-HA!

So give me your game ideas.
Now.
>>
>>175276290
If you're serious one for each game
If you're a hobbit just one for all
>>
>>175276290
The latter.

Except if it's something very not game dev related.
>>
>>175276290
If you post non-dev shit and reblog other people's stuff more than you post your own shit then I will unfollow you.
>>
>>175276290
Devblog for game
Devtwitter for shitpost
>>
>>175276420
SFW fighting game featuring hentai characters
>>
>>175276659
That's Aquapazza
>>
>>175276772
And Nitroplus Blasterz
>>
>>175276659
vanguard princess
>>
>>175276290
For a solo dev I prefer all their devblog to be together. You can tag the posts to help organize them. For a bigger game and/or a game being made by a team I prefer a devblog for just that game.
>>
>>175275437
The "indie dev"
>>
>>175276772
>>175276945
>>175277081
>not a single bible black character
Nope
>>
should i make all my characters animal heads
>>
File: 1480418806193.png (9KB, 728x477px) Image search: [Google]
1480418806193.png
9KB, 728x477px
>>175272315
>>175242789
It's still pretty janky. You Shouldn't be using speed, you should be using position.

It should be something like this, though this is probably super shitty and you could probably get rid of the if/else and weird mapping shit.

if x > 0.5 then
x = x - 0.5 --map 0.5-1 to 0-0.5
angle = R*x
x = (x-1)*-1 --map 0-0.5 to 1-0.5
angle = angle+T*x
else
--do left side
end

You just need to do it with eulers, and also do it front to back, and also do pretty much the same thing but with height.
>>
Is a strategy game without RNG just a puzzle game with multiple solutions?
>>
>>175278942
league of legends
>>
>>175278868
Are you talking about making your characters grotesque severed animal heads, or cutey animal-people like Animal Crossing?
>>
>>175278868
Are you semiarid vegetation?
>>
>>175278868
make them building heads
>>
>>175278942
Only if you know exactly how your opponent behaves.
>>
>>175255102
>her legs are rotating
>>
>>175276290
Just tag your shit and it won't matter
>>
>>175280039
>her
>>
>https://discordapp.com/guidelines
>The following is not tolerated.
>Sharing illustrated pornography which depicts minors (such as lolicon or shotacon). We believe it's tasteless and doesn't belong on Discord.

i know that i shouldn't, but i just couldn't stop myself
>>
>>175238401
I use Linux.
>>
>>175281228
never using discord again
>>
>>175245686
>thinks he's gonna give away his secret recipe
We've been asking him for months and he will not do it, just give up.
>>
File: no movement jolt.gif (60KB, 622x622px) Image search: [Google]
no movement jolt.gif
60KB, 622x622px
Here's a little bit of progress. I realized there was a tiny jolt of movement between attacks, so I figured out the timing I needed to cover that single gap of player controlled movement, (as opposed to the movement from swinging the sword.)
>>
>>175281228
>not using Mumble
You can host a server for like $3/month or even for free if you have some shitty computer or a raspberry pi or something lying around in your house no being used.
>>
>>175282106
>voice chat
>not being a pale hermit in a dark room communicating only through text
>>
>>175281962
What if I offered to give a hug in exchange?
>>
>>175281228
>tfw you're into a loli discord
>>
File: 1458432072788.jpg (76KB, 780x439px) Image search: [Google]
1458432072788.jpg
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>>175282028
can he teleports behind enemies?
>>
>>175259626
are you jammin
>>
>>175210642
If it's on PC it better be playable with KB+M
>>
>>175283976
hahahaha i don't think so
>>
>>175283767
No.
>>
File: output.webm (3MB, 1053x487px) Image search: [Google]
output.webm
3MB, 1053x487px
I upgraded the content markup parsing, and moved everything into it.
Now the file is starting to get pretty busy though, so I guess I need to next work on ##IMPORTs. I'm hoping that generic props can have one TEMPLATE declaration and multiple instance references in other files.
That or implementing events and triggers. With this perspective it could get annoying in small rooms if a wall blocks anything, so adding small triggers could fade a wall, etc.
And they're kind of required to take this from a tech demo to something with gameplay. Just having something like being able to toggle a couple lamps then answer the door for a DETECTIVE DIALOGUE would be fab for me. Then I could look into advice for things like art direction and making this room actually look space-y instead of scribbles.
>>
>>175249373
This is right, I hate how horror games restrict the player from doing any common action they would want to do were they to be really placed in that situation because they think it would stop it from being scary somehow
>>
>>175254460
I feel like you are explaining your game too much. Does that puzzle really need 3 lines of text to explain? Does it need any at all? Take a page from Portal and dont insult the players intelligence.

Also thinking of Portal it might be a good idea to actually put some character/heart into your game so it doesn't reek of some generic mobile dregs.
>>
>>175286089
go away you ugly motherfucker
>>
11 HOURS TO GO FINISH YOUR GAMES QUICK
>>
>>175286089
Mentally ill poster
>>
>>175254460
'tip: match colors'
>>
>he hasn't programmed custom scripts for individual atoms and chemical reactions
kekking at you nogame fags
>>
>>175286583
no dev jelly
get into my belly
>>
>>175287598
>>175286615
too far
>>
File: 1491134358477.jpg (49KB, 475x600px) Image search: [Google]
1491134358477.jpg
49KB, 475x600px
Any advice for gamejams? How to prepare? What are the best tools to use? Which languages are most suitable? Any specific libraries?
>>
>>175288969
Glue a butplug to chair and sit on it to keep you working
Your own
Your own
Make your own you fuck
>>
>>175288969
just like make game and stop asking so many questions
>>
>>175289396
what's wrong with asking questions
>>
>>175289469
It signifies fear.
>>
>>175289469
It has been scientifically proven that it is impossible to just like make game and ask questions at the same time.
>>
File: 1446660881733.gif (2MB, 252x300px) Image search: [Google]
1446660881733.gif
2MB, 252x300px
>>175289287
>Glue a butplug to chair and sit on it to keep you working
>>
>>175288969
That is a pleasant illustration.
>>
File: ME ME ME NOT THE RED ONE.webm (2MB, 640x640px) Image search: [Google]
ME ME ME NOT THE RED ONE.webm
2MB, 640x640px
Which button would you push?
>>
>>175290087
alt + f4
>>
>>175290087
Your bellybutton
>>
>>175290087
the red button

why would i press the button i start on?
>>
>>175290087
Make it some other color instead of white, like green.
Also cursor not starting at the same place as new game could help, because you don't see the square at the beginning and focus on red one instead.
>>
>>175290562
All games start with the cursor at "start game".
>>
>>175290797
face it man, swap the red and white blocks around

unless you put text on them, im always going to push the wrong button if they're kept in that position
>>
also it's just pretty annoying to have to move all the way to the red block to quit, design should always aim to reduce the amount of actions a user needs to take to accomplish something to improve intuitiveness
>>
>>175290087
Start the cursor in the middle and make the white one green
>>
>>175286583
>>175286276
why did me posting progress get deleted, but people calling me mentally ill and ugly didnt?
>>
File: ZONE070.gif (4MB, 350x264px) Image search: [Google]
ZONE070.gif
4MB, 350x264px
>>175292085
i use unity
>>
>>175291906
There are a lot of meanies here. Try reddit.
>>
>>175292874
i dont mind the shit posting
its the mods deleting my progress i mind
>>
File: 1492008813976.jpg (42KB, 520x308px) Image search: [Google]
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>>175290087
Let me guess, you are also on Linux? Your kind has mastered making atrocious UX.

For starters, make your cursor blink instead and not that white box to let me have a better idea where I actually am (oh my, just like cursor blinking in terminals).

Also, keeping no text for sake of no text is definitely not the wisest idea that came out of your head.
>>
>>175292962
try a webm next time
>>
>>175292962
No one cares about you.
We just want to see your game. Stop making vlogs of your personal life and start posting just plain ol' video game progress.
>>
https://itch.io/jam/agdg-gelatinous-cube-jam
submissions due in 10 hours guise
>>
>>175293726
if i post a webm
>0 replies
if i flesh it out into a video
>3 replies
>all telling me to kill myself

its not my fault thats the way this community works
>>
>>175294314
Here's the thing though, when you post a progress webm, I actually watch it since it's a game. I don't always have anything to say about it, so I might not reply, but I do watch it. When you post a video with your face and other personal bullshit in it I just don't watch it at all, because I don't care, I want to see your game, not you.
>>
>>175293853
I'm moving my gelatinous cube game to monster jam.
>>
>>175294314
I don't even remember what your game is, I just know you are a fucking retard. Probably because you put more effort into the latter than the former. Keep blaming the "community" though. I'm sure tumblr and twitter would love to see your "progress"
>>
File: 30-1.webm (2MB, 860x568px) Image search: [Google]
30-1.webm
2MB, 860x568px
More progress on this guy, oh and hitting the projectiles
>>
File: Cheats.unity - vdev-Library.jpg (8KB, 503x309px) Image search: [Google]
Cheats.unity - vdev-Library.jpg
8KB, 503x309px
Who here have a developer console in Unity?
>>
>>175295132
im not blaming the community
i like it here :)
im just saying i like yous
and i get more yous if i flesh out a webm into a video :)

i dunno why your so angry with me

i did nothing about from post progress
>>
File: console.jpg (64KB, 919x683px) Image search: [Google]
console.jpg
64KB, 919x683px
>>175295897
Kind of, its part of the game so doesn't have any noclip type powers
>>
>>175295553
lookin goooood
>>
>>175295897
my gamemaker console even solves arithmetics with brackets and shit. i don't know why i wanted it to do it.
>>
>>175290087
Power button
>>
>>175276290
I don't make devblogs because feels autistic and I'm also lazy.
But I have a tumblr to put random gamedev shit once in a hundred years
>>
>>175273474
The lead programmer of double fine.
>>
>>175297423
>>
>>175230568
the ability to star in a shitty game
Thread posts: 753
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