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Amateur Game Developers General

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Thread replies: 774
Thread images: 159

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Just let it die edition

> Next Demo Day 14 (SOON)
itch.io/jam/agdg-demo-day-14

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

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

> Previous Thread
>>175464316

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

>How to make WebMs
https://github.com/thetarkus/WebMCam
https://gitgud.io/nixx/WebMConverter
>>
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>Just let it die edition
>>
>>175554176
>I went from shitposting on /vg/ to making 2 VNs and getting over 50k in kickstarters. Research writing and writing tropes and styles of writing if you really wanna get better at it.

Wait there's a market for western VNs? Did you 1MA it or were you a team? Is there a place where people who want to make VNs gather?(Artists,Writers,Programmers,etc.)
>>
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4chanX Protip:

Press Alt+Up Alt+Down to cycle through all the legitimate (You)s in the thread.

Faster and not false-positive prone like ctrl+f searching for (You).
>>
>>175554640
It was a 2 man job and we hired a few freelancers to do art for the game.

>Is there a place where people who want to make VNs gather?(Artists,Writers,Programmers,etc.)

Not that I know of. This is the only place that would come to mind.
>>
Hi I like your OP pic :)
I'm an artist, any of you happen to look 4 an artist?
girl btw lol (=
>>
>>175554936
>girl
haha nevermind, thanks
>>
>>175554917
No posts are currently quoting you, loser.

lol, thanks for the tip
I guess you won't be a loser now
>>
>>175555005
Cheers. Have a そうですね
>>
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Don't die aggy. The afterlife is too good for you.
>>
>use unity forever
>try monogame for 2d
>have to make a ui without easymode dragondrop editor
>go back to unity
>>
Having a child class subscribe to an even on its parent class feels so weird
>>
>>175555076
but it only works the first time?
>>
>>175555231
If you only have one (You) in your inventory, it won't look like it's doing anything.
>>
>>175554995
I can pretend to be a boy for you if you need an artist that badly
>>
>>175555217
why?
sounds like something that you should actually do often
>>
>>175554640
>>175554924

What did you use to make it?
>>
>>175555149
>that circle effect
Neat.
>>
>>175555149
Demo day?
>>
Do you think topdown or sidescroller games let you be more creative with bosses, enemy types and character attacks/abilities in general?
>>
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Reminder that Stirling's Approximation gives ln(n!) as nln - n
Reminder to review your combinatorics
>>
>>175555149
>turn away from agdg and choose life
>>
>>175555561
as opposed to what games?
>>
>>175555349
RenPy
>>
what's a good way of managing states and transitory states in finite state machine? make everything a separate state or code transition specifics inside the state?
all this shit just to get a smooth animation when you switch direction instead of just flipping the damn sprite
>>
>>175554936
>>175555281
Can you pretend to be a boy pretending to be a girl?
>>
Turing machines were a mistake
Lambda calculus was robbed
>>
>Unity now has a tutorial project for multiplayer games
EXCITE
Now if only I could get my fucking finals done so I have time work work on a project.
>>
What drives you to make games? Be specific.
If you think of "money", even if you decide to say something else, just seriously consider a job at mcdonalds, it will have a better ROI.

For me, it's Morrowind and Baldur's Gate. The feelings I've had while playing those games, how immersed (I know, overused word) I was in that world, how my decisions really made impacts, how imperfect other living things were.
>>
>>175556873
it's a way to cope with stress and depression
>>
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>game starts
>already at the final battle with the big bad
>big bad says "heh... it's over" and uses their ultimate attack on the hero
>just before the final blow is struck...
>*record scratch*
>*freeze frame*
>hero narrates "Yup, that's me. You're probably wondering I ended up in this situation"

rate the start of my game
>>
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Russian 2chan has their own gamedev board. Why isn't 4chan doing the same?
I'm browsing the board right now, although translated since I don't speak russianish, but there seems to be a lot of action there.

I'm jealous
>>
>>175556873
Couple reasons, one is so my life won't have been a waste. ~10 years programming experience, cushy life in America, the very least I can do is MAKE something while Indian peasants are carrying around brickloads on their backs but still can't afford to poo in loo

Second, a game like this needs to exist. Everyone else is doing a bad job of it.
>>
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>>175557114
They have their own animeposters, too

They wanted us to judge their demoday or something a few months (years?) ago but no one did, it was really, really sad
>>
>>175557031
Would watch a letsplay of
>>
>>175557031
it was all fine until hero narrates. that's the most shitty way to do 4th wall breaking, you can have him talk to himself or something not cheesy
>>
>>175556873
I love the genre i am working in, and games in general are cool.
I also love art, and music.
>>
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-------- AGDG WEEKLY RECAP --------
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for at least the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy
>>
>>175557114
>>175557262
This makes me really sad that I've forgotten all my russian from my time in university
especially with all the recent US russophobia god I'd love to get in on that

Paзpaбoткa мyзыки
https://www.youtube.com/watch?v=p7NMsywVQhY
>>
Holy shit Ctesiphon better have another demo this demoday I swear to g*d
>>
>>175557676
Don't recognise any of these games.

What happened to Gods Gift?
>>
What are some Egyptian animals that would make cute characters?
>>
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>>175557676
----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: SFML/C++
Web: rezydev.tumblr.com
Progress:
+ Added sprite batching
+ Added shotgun upgrade and buffed pistol
+ Buffed boomerang
+ Improved many particle and projectile effects
+ Added ammo to rocket launcher
+ More enemy improvements
+ Fixed screen shake
>>
>>175557934
Awesome art, shit lemmings game.
Sad fate.
>>
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My PC is alive! Press F to celebrate
I'm still going to have to get a new one though because I had to remove my GPU. And no GPU = no modeling and no gamedev and most importantly, no anime ;_;
>>
you have 20 seconds to explain why you aren't making your 2d game in unity
>>
>>175558186
Worried I won't be able to enjoy your art because I'm bad at action games
>>
>>175558331
what was it?
>>
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>>175557676
----[ Recap ]----
Game: Ghost Knight Victis
Dev: Anomalous Underdog
Tools: Unity, Blender, Substance Painter, Photoshop CC
Web: hypertensiongamedev.tumblr.com
Progress:
+ Started improving the combat AI for the Wooden Mannequin.
+ Changed the look of the Phase Dash particle effects.
+ Added constantly emitting particle effects on Desparo's feet.
- Been working on fixing bugs on my Unity Asset Store plugin, which ate up time.
>>
>>175558451
The GPU crapped out most likely since it started working after I removed it.
>>
>>175557785
How is the gamedev scene there? I'm starting uni there at Innopolis in August
>>
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What's your favorite board game /agdg/?
>>
>>175558432
Maybe I should allow to cheese the game with collectibles, but it still takes away from the experience, because the game shines at fast, smooth platforming.
But seriously, the art as it is now is shit to be remade completely.
>>
>>175558149
en.wikipedia.org/wiki/Eryx_jaculus
>>
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>>175558609
>>
>>175558609
I like making up my own rules
>>
>>175558331
Funny mine died recently but only the GPU (and HDDs) remained.
>>
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>you fell for the unity meme
>>
>>175557031
Lufia is better
>>
>>175547261
Thank you.This has been the source of the entire problem. I really wish I knew how to run my program with a different form at the startup so this wouldn't have happened
>>
>>175557031
deadpool/10
>>
>>175560145
>WinForm
Are you making your program depend on the Windows API? You shouldn't.
>>
>>175558406
Its incovenient
>>
>>175557031
Megamind - The Vidoegame
God what a bad movie
>>
>>175560445
Why is it bad?
>>
>>175560352
It's a school project in the intro to programming course, can't change that aspect.
>>
>>175558609
Settlers of Catan
>>
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First time doing this.

>>175557676
----[ Recap ]----
Game: Bullet Hell Lane Shooter
Dev: ADMAN
Tools: Unity
Web: adamluttonblog.co.uk
Progress:
+ Fixed movement problems with the player
+ Objects on lanes spawning in patterns
- Need to fix random frame drops
- Need to create the systems that defines what bullet pattern to use and when
>>
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Started work on a fire level hoping to add teleportation panels on it, 1-2 new traps and a new fire based enemy.

Devil or little cubic dragons? Can't decide.
>>
>>175560394
what are you using, then?
>>
>>175560685
Looks really washed out
>>
the only thing worse than being a nodev is making a game with unity
>>
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>>175554565
Not everyone here is depressed, Anon.
>>
>>175560685
Palette's not got enough red to be hell. Dragons all the way, mang.
>>
>>175560685
You should try and find a way to not have that black seeing-character-through-a-wall shit show up under regular flat-floor-no-wall conditions.

Either that or it's a shadow and it's way too dark?
>>
>>175560685
Just dropping by to say I think the colors seem to match the rest of the game and as such the "washed out" complaint doesn't matter, also it looks fine.
>>
>>175560685
Don't lava levels usually have lighting coming from underneath? I reckon dragon cubes, too.
Great progress, man. This came up so quick.
>>
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>>175561225
>>
>>175561886
Nice.
>>
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https://youtu.be/hMWlYaYbldQ?t=2m28s
Is there any simple way to implement sprites whose colour varies based on the background tile? Like pic/link related.

I mean, beyond the obvious brute force allocation of tile colours and flipping any sub-sprites that enter it's coordinates.
>>
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>>175557676
----[ Recap ]----
Game: Ironmash!
Dev: Norby
Tools: Unity, Paint.net, Inkscape
Web:
Progress:
+Tutorial complete (but too much words and too little action)
+Added a couple more skills
+Want to have a demo ready for the demo day
-having a shitty internet connection, don't know if the connection problems i stumble upon are my fault or unity servers'
>>
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>>175561886
Haha, saved.
>>
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sea
>>
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>>175557676
----[ Recap ]----
Game: Waves of Vapor
Dev: Melonodev
Tools: GM:S
Web: melonodev.tumblr.com
Progress:
+ Made sprites for the first boss
+ Made barebones menu
+ Made list of things I should do
- Can't do those things
- Gamemaker doesn't play the game anymore for some reason
- Damnit man I wanna submit shit for demoday but that ain't happening like this.
>>
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>>175562927
i remember playing your demo a few months back and i was wondering if you were ever in the thread so i can tell you that half the time i had no fucking clue what was going on. the screen is too cluttered. i had no idea where my character was at different points in time. hope you fixed the clutter and the character is easier to tell apart from the background and enemies.

good stuff anon keep it up
>>
>>175560698
My own
>>
>>175562927
I don't know what kind of game this is, but it looks so comfy. Love the falling meteors in the background.
Good work anon
>>
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>>175558406
b-but I already am
>>
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>>175563015
not sure which demo you tried, there were improvements between them and i'm still tweaking some things to make it better
you might also wanna give the easy mode a shot if you're gonna ever play again as it reduces the speed and quantity of everything by a lot
thanks for playing and feedback, i appreciate it
>>175563558
thanks, it's a run 'n gun
>>
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>>175557031
>>just before the final blow is struck...
I TORE OPEN A PORTAL IN TIME
>>
Would a camera/screen shake script also work for shaking enemies on hit?
I can't find any tutorials for this, only for screen shakes.
>>
>>175564638
Literally just look at the code and find out.
>>
>>175564638
just reapply the knowledge of how to make screen shake to shaking enemies with some corrections if needed
>>
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How do I into content creation for a RPG? I know there are some item databases around but I'd love to make one from scratch, any ideas on how to start?
>>
>>175564638
Same principle, you're shaking an object's position in general. So any object with a position, be it a camera or enemy, can be shook
>>
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>no games have a grab command
>>
>>175564821
>open paint
>draw sord
>put it in game together with stats
There's your content creation.
>>
>>175564945
What did he mean by this?
>>
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>>175564945
Z-Knuckle in Megaman Zero 4, you peasant
>>
>tfw i like to learn how to make a game instead of making one
i need to stop trying
>>
>>175565130
there should be an adventure game that has a grab button as an option to hurt enemies

you'd grab em and fling em

>>175565168
fuck, i only played zero 3

the fairies were cool
>>
>>175565232
Then make one
>>
>>175565287
i am

dont steal my idea
>>
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>>175565232
It felt so satisfying. I always regard GBA games as the pinnacle of game feel
>>
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>>175565176
>tfw making a game before learning
>>
>>175565232
I have something similar, but mainly for utility instead of damaging. You can damage other enemies with enemies thrown at them though. I need to rework this shit.
>>
Friendly reminder that Monster Jam is officially ON.

Always wanted to make a game where you patrol a lush forest as a Spriggan, protecting it against invaders and giving unwary travelers the succ?

NOW IS YOUR CHANCE

https://itch.io/jam/agdg-monster-jam
>>
>>175565232
Lugaru
>>
>>175565232
https://learnaboutgame.blogspot.com/2007/11/3-hours-of-poppenkast.html

Arms by cactus was a short prototype like that. It was a lot of fun. Wish it was a full game desu.
>>
Mario can grab his enemies?
>>
>>175565481
What's the point of a monster jam? What makes it not just another art based jam?
>>
>>175565834
Art based jams are superior
>>
>>175565481
friendly reminder to put in a bit more effort into promoting your jam than just pasting a pasta
>>
>>175565834
Name a jam that was not 'art based'
>>
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>>175560685
I can already tell you're gonna steal this fucking design arent you?
>>
>>175566003
Noart jam
>>
>>175566059
When was that?
>>
>>175566003
gameplay jam
>>
>>175566152
It lost on the polls because no one wants a non art based jam
>>
>>175566196
it was probably just a miscommunication where people thought it was a meme entry because are intrinsically art. just like how 40 something people voted loli because they thought it meant non-lewd little girls
i get what you mean though, change it to No Graphics Jam
>>
>>175566394
A no graphics jam is still art based
We should have a clone jam
>>
>>175566196
In other words, we never had a Jam that wasn't art based.
What does art based even mean anyway? Are you making your main game with no art too?
>>
>>175566394
>just like how 40 something people voted loli because they thought it meant non-lewd little girls
>implying it wasn't one dude who spammed the poll in the last possible second for keks
>>
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>that feel when not an artfag

Why would I make a game? Everything will look like shit. Even if I polish the gameplay to perfection people will take one look and not want to play
>>
>>175566535
Admin was watching the whole time, he can tell you how the votes came like a monsoon.
>>
>>175566493
Art based means centered on creativiy and expression. A non art based jam would be a craft based jam, in other words there's no room for creativity or expression, only for execution. Whence a clone jam >>175566475
could classify as a non art based jam. Even the graphics of the clone should aim to be a 1:1 copy.
>>
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>>175566579
>>
>>175566579
bro don't say I can't make game, google undertalle bro it's celebrate even art is not good albeit made millions
>>
>>175566650
what would be even the point then?
>>
>>175566754
this
>>
>>175566835
Either epen measuring or practice, maybe.
>>
>>175566754
he's not a musician who was already popular and had a following because of the previous projects he participated in, thanks to which he scored a successful kickstarter
he's just a dumb wojakposter
>>
>>175566835
Practice of technical skills that is, not creative ones.
>>
>>175566579
Just use free sprites mang. Make a few little games with resource packs, hone your skills, you may find an artist who digs your stuff (worked for me).

That, or make ascii-based roguelikes and text adventures (also works for me).
>>
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>>175566027
Gonna have to come up with my own cubic dragon sorry sourcedev but it was too hard to pull off in cubes.
>>
>>175567206
>not ripping off dragons from cubivore
do your homework bokube
>>
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Kill me
Kill me now
>>
>>175567360
>dragons
Do you even have a screenshot example I just googled cubivore and dragons and got nothing man that game is rare.
>>
Ok guys, here's my idea for this month's game:

Auto generated maze, find the exit - all basic stuff - but here it comes: Instead of being chased by a monster, you're chased by something far more disgusting: anime.

If this amazing concept doesn't net me hundreds of people playing my game, I dunno.
>>
>>175566579
Many indie games have really bad art, or barely any art at all, and people still play them.
You can for example just use photos as backgrounds or just code a cool looking effect.
>>
>>175566754
The embodiment of the Adage Just Like Make Game.
Salute brother.
>>
>>175567635
nice elephant anon
keep drawing and learning anon you can do it
>>
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>>175567635
>idle
>idle as in the tiger is a lazy idle fat sack of shit
>not idle as in idle-animation as one would expect in a video game development thread
>>
>>175567635
Looks kinda smug.
>>
>>175567923
replace anime with you and we have a deal
>>
It seems to me that what indie games are lacking the most is good 3d art, especially characters and animations.

Agree/disagree?
>>
>>175567635
Make it a "bad taxidermy" game and you're set.
>>
>>175568275
Well if the game is 2D then yeah it will probably lack 3D art
>>
>1MA game
>looks like shit and/or has a tiny scope

>2MA game
>looks amazing and has plenty of content

explain
>>
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>>175568275
are you implying indie games have abundance of good 2D art, especially characters and animations?
>>
>>175568275
3d is not art
>>
>>175568270
woah rude

I'll make the protagonist one of those scary little girls from Fear, Resident Evil, etc. and the main antagonist a lolicon (its natural enemy).
>>
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A horror game in which you're haunted by your real life decisions and embarassing things you've done.
>>
>>175568540
>Grant this game access to your Facebook account?
>Y/N
>>
>>175568540
Watch the Black Mirror episode "Playtest".
>>
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>>175568275
and good gameplay, stories, music, bugtesting.

The golden age was when 2d was the norm and being made by legit devs.

>bug free, no day 1 patches that don't fix anything
>ran perfectly
>no jewing / microtransactions
>great game design and music
>>
>interested in mobiledev but not sold on it yet
>about to buy windows laptop for unrelated reason
should i get a macbook instead so i can compile xcode if i ever want to? i don't want to have to buy another laptop later. is ios still the majority of mobile game revenue?
>>
>>175568460
double the manpower plus some kind of accountability
>>
>>175568460
Task distribution.

Switching gears from programming to art, and then back again to programming causes a certain mental fatigue. It's easier to focus on just one. Someone working on both art and programming will achieve less progress in 2-3 months than a programmer and artist together in a single month. (Assuming they actually communicate or work in the same building. The problem with teams online is long response time and possibility of the other party bailing.)

Of course 1MAing isn't impossible, but it's definitely harder.
>>
>>175567923
>You walk through the empty corridor, trying to find the door in order to get out of this house.
>The wind blows through the hallways
>A faint whisper can be heard
>Closely you listen to the high-pitched voice that's coming closer and closer,
>you can't quite make out what it's saying.
>You carry on, walking along
>the voice goes to an inaudible whisper to nothing but the wind.
>You see the door ahead.
>Before you reach it a loud voice booms through your headphones
>NOTICE ME SENPAI!


Actually not a bad idea for a meme-game to get some screaming-youtubers funbucks.
>>
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>>175568460
it's almost as if humans spent last 15,000 years perfecting professional specializations and workload distribution, to eliminate extremely inefficient process of developing competence in multiple fields, that has led to biggest production/population explosion in history and created modern human society as we know it, or some shit...
>>
>>175554424
>removes everything except how to webm section
kek, I told you guys this webm faggot was a shitposter.
>>
>>175568968
>>175568764
>>175568745
Then why is 90% of /agdg/ 1MA?
>>
>>175569090
because we have no friends who could help us and we don't want to entrust out baby with fucking strangers
>>
>>175569090
>The problem with teams online is long response time and possibility of the other party bailing.

Let's collab right fucking now faggot, you and me.
>>
Are you a 1MA?

http://www.strawpoll.me/12872035
>>
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>>175569090
because you say you're interested in writing some music and doing sound effects for people and nobody's interested.
>>
>tfw I'm a jackass of all trades and master of none so I would never fit in a team
>>
>>175568816
Meme games are all I'm capable of right now.
>>
>>175569090
No partner in love life, no partner in dev life
>>
>>175569237
What kind of music do you make?
>>
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>>175557676
----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite
Web: https://ogierdev.tumblr.com
Progress:
+Finished ice attack re-implementation
+Mostly done with options menu
-Demo will have way less things to do compared to previous versions
>>
>>175569246
Your work is cut out for you then!
Meaning, there are plenty of anime models up for sale on the asset store.
Meem it up boi
>>
>>175569090
It's just a hobby for me. I'm not expecting to ever actually finish my project, let alone release it as a polished product.
>>
I'm too much of a controlling asshole to ever collab with anyone.
I only accept slaves that are ok with being my slaves.
>>
>>175569239
most jacks usually have a topic they like more than others.
>>
>>175569383
I bow to no man.
now, if you were a grill...
>>
>>175569513
literally me
>>
What are you making your game in, AGDG?

http://www.strawpoll.me/12872086
>>
>>175568639
Is that show any good? I'm thinking to watch a TV series to divert myself
>>
>>175569669
>unity 50%
fuck off
>>
>>175569813
Yeah, it's pretty great.
>>
>>175569813
I find it a bit too edgy
>>
>>175569158
I am right now but I have no intention of being a 1ma by the end of my project. Once I have something worth showing (basically the alpha version) I want to entice a sound designer and another artist to help finish the game.

Split profit 33% for everyone.
>>
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>>175569669
>3 godot votes
>not a single game in sight
>>
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>>175569348
anything, not exaggerating. I can do about anything music wise to varying degrees of success.

I'd like to work on something orchestral just because I don't do it enough due to the massive effort and I'm getting rusty.

Aside from that I'd like to do something 16 bit-ish, like mega drive music, just because i like doing it. (funky mystery music was a 16 bit one)

https://clyp.it/user/1e5ud4zl

https://streamable.com/g96rg

Really if I'm being honest I just want to have my name on a finished game so I have at least some credits, /agdg/ probably not the best place to go hunting for close to finished games though I know and pretty selfish but hey there's the truth, let me know what your game is like, upload some footage so I know what's the deal and I'll have a go at scoring it, see if you like it and we can go from there.
>>
>>175570235
We all want our fucking name on a finished fucking game, my friend. Nothing excessively selfish about that.
>>
>>175570235
>let me know what your game is like
Sry, but I am a racist and only would collab with people from my own country. You are probably american huh?
>>
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>>175557676
----[ Recap ]----
Game: MoGiSho (Moth Girl Shooter)
Dev: WRIT
Tools: GM:S
Web: http://thirdkeyofsun.tumblr.com/, https://twitter.com/thirdkeyofsun
Progress:
+ Changed life counter from blue flames to hearts thanks to the feedback from anons
+ Enemy sprite tweaks for DD14
+ Background recolored in 'normal' mode of intro stage to fit the stage theme better thanks to feedback from anons
+ Finalized the pacing in 'easy' mode of intro stage
- Still lots to do before DD14
>>
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Put together a shitty first version of the trailer I've been working on.
Here are some leftovers from fuckin around with Fusion 8
>>
>>175570451
this is getting fucking absurd
>>
>>175570474
It's jarring how the text suddenly slows down at the beginning.
>>
>>175570385
I feel like I'm asking more from the universe than I'm giving back but maybe programmers feel the same way about getting "free" music and sound design for seemingly nothing in return.

Is this the basic autism that leaves agdg full of 1ma?

who knows.
>>
>>175570569
Not really.
>>
>>175570235
damn you're good
I'll get back to you when I have something substantial to show
>>
>>175570569
its sinking into the sweet pool of gamedev
>>
>>175570569
it wouldn't look jarring if paired with a sound effect that emphasized it.

like schiing boom

this is what a sound designer can add to your project wink wink
>>
>>175569090
Working with someone else limits what you can do.
>>
>>175569158
I'm mostly 1MA. I'm mediocre at most stuff but the one thing I'm absolutely shit at is music and sound effects. So I usually find free music to use, and free sound effects. Sometimes I just use BFXR for sound effects.

When I make my dream game I'll definitely be hiring a music bro.
>>
>offer my services to other dev in need
>I'm filled with anxiety all the time and can't work properly
>finish my work fast before I panic and bail out
yeah I can't collab
>>
>>175570235
How much do you charge for a minute of orchestral music?
>>
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>>175565481
friendly reminder that mecha monsters are superior
>>
How feasible is it to make a living doing game dev if I only need 25k/year to live?
>>
>he doesn't use an engine
>>>/g/
>>
So making a tileset for a grid based tilemap is pretty straightforward but how does one go about doing the same for a hex grid?
>>
>>175569158
I have a good friend who's really interested in working on games with me, but he doesn't have any skills I don't do better and lacks all of the skills I also lack.

I have this dream of being a super 1MA like tobyfox or that Stardew Valley guy, just doing all my own shit so my game is made according to my vision, but I suck at art and have not the first idea about music. Been trying to work on my art, but it's not really something I'm naturally drawn to so it's hard.
>>
>>175571385
Which engine do you recommmend?
>>
>>175571367
28 feasibility units
>>
>>175571438
Those two guys suck at art too though.
>>
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Progress:
>finally added musics (CC0) to test out music transitions etc
>added elevators
>reworked some tiles
>new HUD
>finalized mecha design
>>
>being an engine baby
Dont forget to sub to Unity Gold™.
>>
>tfw my best ideas require state-of-the-art engine capabilities and I'm too much of a brainlet to make them work
>>
>>175571551
Still better than me haha.
>>
>>175571590
>not being an engine baby
how's that game going, friend?
>>
>>175571585
are all your areas so claustrophobic
>>
>>175571367
I did the maths on that before and I figured you'd need to sell about 9k copies of your game a year á 10 bucks to make about that much (provisions, license costs and taxes already included).

Doesn't seem much at first but you gotta keep in mind that there are even big releases floating around 25k sales if they don't catch on with the right audience.
And those are studio productions.
Or were, cause those studios surely had to shut down.
>>
Reminder that you can still grind out decent art even if you aren't experienced, having good taste means you can tweak shit until it works even if you don't know the underlying logic behind it.
>>
Does anyone know how serialization works in Unity? ScriptableObject in particular. I'm trying to save one using the AssetDatabase but one attribute is always null after restarting the editor.
>>
>>175571631
I don't think that's literally possible.
>>
>>175571830
>unity
>serialization
ahahahahahahah
>>
>>175571884
He's a good composer at least.
>>
>>175571749
Wait what? That would be $90k/year in sales, which would be something like $60k in income after steam takes their cut.
>>
>>175571794
Maybe that'll work for static sprites, good luck finishing anything anytime soon if you use that method when animating something.
>>
>>175564523
AND FLUNG ANON INTO THE FUTURE, WHERE HE STILL HAS NO GAME
>>
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was there EVER a finished, published /agdg/ game from an engie?

what the fuck are you guys even doing?
>>
Day #101
I can model now
Just kidding
>>
>>175572060
google "the witness"
>>
>>175571585
Is this a new sequel to blaster master?
>>
>>175571585
Mate that looks slick as. I've been enjoying Blaster Master lately and this looks a bit similar but much more smooth.
>>
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Why do so many people use engines for their shitty 2d platformers?
>>
>>175571969
You're just making excuses. Get your shit together and like just make the game. You'll figure out things eventually.
>>
>>175572204
Because why reinvent the wheel? There's literally no benefit anymore to writing your own engine for a simple 2d game.
>>
>>175572204
Why wouldn't they?
>>
>>175571590
>I am willing to waste hundreds of hours of my finite lifespan to reinventing a worse version of the wheel for meaningless /g/entooman cred
>>
>>175572204
>dude just use the asset store lmao
>>
>>175569669
>Not having C++ and OpenGL as an option
>>
>>175572351
/agdg/ is for gamedevs only
>>
>>175572125
was jon blow here at some point?
>>
>>175572407
>only
That's where you fucked up
>>
>>175572313
>i dont want my own framework to expand and infinitely improve upon for years to come.

Enjoy being a slave to someone else's code.
>inb4 "why arent you creating your own universe then" slippery slope
>>
>>175572407
>implying you need a premade game engine to make a game
>>
>>175571225
I don't fucking know, I can write music but everything else surrounding it from the business side, marketing, professionalism, sleep schedule, etc. is a mystery.

I understand at the agdg level games are more about "passion" (or gay furry porn patreon jealousy apparently) so I'd rather work for cuts on the final """profit""" if anything,

If I work out the time implemented for a minute of orchestral music vs minimum wage in my country it ends out probably not sounding appealing to agdg anyway lel.
>>
>>175560685
looks like margerita
>>
>>175572351
Is anyone even developing without hardware acceleration? I just kind of assumed that everyone is using opengl, directx, or vulkan.
>>
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>>175571743
Areas are just for test. I'll make the final areas to the game once I have all mechanics down.

>>175572131
Maybe?

>>175572132
Thanks!
>>
I mean how I am supposed to understand godot node hierarchy other than trial and error?
for example it's obvious a sprite is going to be a child of a kineticbody but how do I know if I should put a raycast on the body or sprite? how was I supposed to know an area2d needs a collisionpolygon?
>>
>>175571585
Looking really good.
Will this be in Demo Day 14? I'm looking forward to playing it.
>>
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>>175572001
There's that thing called taxes anon. It's a really nasty concept were the state comes in and takes quite a bit of your cash. Sometimes according to a range of income, sometimes as a flat percentage.
In some places up to 50%.

Hey and in France they had the great idea to make a 75% tax for the "super rich" (whatever that means). It was so successful they had to stop it after two years.

Just as a heads-up, why you shouldn't ever vote for commies or self-proclaimed socialists.
>>
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Fixed my frame-rate drops and tweaked my debug code. Also added a new pattern.

Probably gonna focus on the system that generates different waves of patterns/enemies/etc. this week. I have a feeling it might be too easy of a game, any suggestions for making it harder besides making the objects coming down the lane faster?
>>
>>175571416
The same way but with 50% more sides
>>
>>175572732
solid as fuck! drop your twitter or blog so I can follow its progress pls
>>
>>175572980
the music is loud

the kids are so young

all over the world

they wanna have fun
>>
>>175572732
That's some good art, m8.
>>
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>>175572557
>I understand at the agdg level games are more about "passion" (or gay furry porn patreon jealousy apparently) so I'd rather work for cuts on the final """profit""" if anything,

That's not how business works anon.

>If I work out the time implemented for a minute of orchestral music vs minimum wage in my country it ends out probably not sounding appealing to agdg anyway lel.

Throw out a number. Go ahead.
>>
>>175570235
>>175572557

>when some nigga posts his mixtape in AGDG but it's actually lit

Can't say anything but I like it, keep it up.
>>
>>175572732
What are you making this in?
>>
>>175572931
By reading the manual.
http://docs.godotengine.org/en/stable/learning/features/physics/physics_introduction.html
>>
>>175573243

Because if I'm making 2d I can draw my placeholders in 20 seconds as opposed to actually needing a total rig and model for 3d.

Plus 2d better fits the project I'm going for.
>>
>>175573408
and when it isn't in the docs?
>>
>>175572968
I know how taxes work. I'm talking about $25k in income before taxes. That's a very low tax bracket in the US, and after deductions you end up paying something like 5% in federal income taxes.
>>
>>175573268
in general, about a minute of fully slick, finished orchestral music is gonna take me 3-5 hours, sometimes you can do it in 1, sometimes it takes way more etc.

So at the absolute very minimum I'd need to charge at least $60-80 a minute.
>>
>>175572980
Faster isn't necessary, just more objects so there are only really one or two (3 if youre skilled) viable paths on harder levels

If you've played Rolling Sky on mobile, an aesthetic and playstyle like that will suit this well and possibly net you some cash if you have nice visuals
>>
>>175573637
All classes have their own documentation pages, some of them are lacking so you will have to ask around in the discord but the more basic stuff is explained well enough.
>>
>>175572701
If your graphics are simple enough, you can get away with 2D software rendering. But anything beyond moderate complexity should probably be done with OpenGL instead.
>>
>>175573694
Oh.
Yeah that would be like 4-6k sales probably
Still a hefty amount if you have zero audience
Depends on your game I guess.

>http://www.homph.com/steam/

Sales figures of agdg games are pretty different from game to game, but if your work is solid I believe 5k should be managable.

You gotta keep in mind though, that probably by june the market will change quite a bit with steam direct and in the worst of all cases you gotta consider between 1-5k dollars for actually getting your games out there.
>>
>>175573243
Because 3D modeling and rigging is hard as fuck.
Teach me, and I will make 3D games.
>>
>>175554424
Which engine is better for Shoot em ups/Danmaku games? I have been using touhou danmakufu but I want to change to a "real" engine but not sure if unity is very well optimized for 2D games with high number of sprites.
>>
>>175572732
one man army or are you working with a team?

also what do your map files look like? post example pls? i'm interested in understanding how you have implemented these tiles along with entities like the tree i'm guessing.
>>
dang, what's an artist gotta do to hook up with a programmer around here? heh
>>
>>175574260
Will the market change for the better after they get rid of greenlight?
>>
>>175574427
O-KA-NE
>>
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>>175573243
But I am.
Or I was before my GPU fucking killed itself
>>
>>175574427
take initiative and post portfolio
>>
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Made a modular wire fence BP asset, just set the width and height and it takes care of the rest. It helped in testing the teleport stab. The shadow effect for the sword still looks a little boring, but I'm done working on this element for now.
>>
>>175573243
Because 2d games are better.
>>
>>175574509
That's what you get for using too many polygons
>>
>>175574352
Your own custom engine specialized for danmakus.
>>
>>175572946
I'm not sure. I'd like to release demo but there's not much content and too many things are broken.

>>175573051
Not yet.

>>175573239
thanks

>>175573363
GM:S

>>175574359
1MA. Maps I do with GM:S' own editor, which kinda sucks.
>>
>>175574263
>>175573426
No excuses you could be making a simple 3D game with cubes like >>175560685
>>
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>>175573779
$70 sounds reasonable.
If someone pays less they're probably cheap bitches.

I might need some stuff. But I'm not sure. My current musician might back out of the project because of time management reasons/other deadlines.

Is there a way to contact you?

>>175574489
It will definitely be better for the consumer when there's way less garbage on steam.
Probably not for the devs though.
>>
>>175574665
That's no fun
>>
>>175560685
that geometry is dissappearing before it's fully submerged. maybe you should move/alter the mesh's origin, root, bounding box size or whatever causes shit to be occluded in unity.
>>
Is there a specific term for simple line environment sketches?

I just need someone more artistic than me to design things for me to make, but 'concept art' seems to have connotations of being more like digital paintings than simple designs.
>>
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>>175574718
If you've got an email I'll send you one from mine.

I don't really have an email handy without my real name in it and unfortunately I'm one of the few retards left who believes in a little separation of 4chan and real life.
>>
>>175574881
Concept sketches?
>>
>>175574489
Valve let it get to this point and haven't done anything for years, I don't have much hope for it.
>>
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>>175574665
But I wanna make cool robots
>>
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Someone help me through my plateau, please.
I'm developing in C++.

I currently have my game set up so that I have a Map object that has a member variable which is a 2D array (every tile in my map) of dynamic arrays (basically vectors) that hold Entity objects. This allows me to have as many entities on one tile as I want. (Everything in my game is an entity; air, wall, doors, player, etc.)

All Entities in the map are dynamic. They can be removed, moved, created, and interacted with.

Whenever I want to move an entity (such as the player), I call map->MoveEntity(id, pos), which basically just iterates through every Entity in the whole map (possibly thousands) until it finds a match for the ID, and then it clones the Entity to the new position and deletes the old one.

I'm obviously doing somehing retarded here, because I can't be iterating through thousands of entities every time something moves a single tile. But I'm not sure how I should be doing this instead.

Plshelp
>>
>>175555885
What game?
>>
>>175574938
So your name is not Steev Mike?
>>
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>>175574636
I'm making a half-decent shmup in Unity.
You just gotta know which tools to use ( spline movement, bullet patterns engine, whatever goes into a shmup), or make your own tools for that inside the engine.

I know some people won't agree on this one, but I'm forever grateful to Unity for its ease-of-use especially in 2D. I've had a hell 6 months making a shmup in C++/SFML, so switching to Unity was like heaven to me.
>>
>>175574881
It's still concept art. It's just line art instead of digital painting.
>>
>>175574938
Presumably you're going to end up exchanging your email address with someone when you end up replying to them, right? You can always use a guerilla mail address as a temporary means of contact with someone instead of playing the "no YOU give me YOUR email!" "noooo, YOU give me YOUR email!" game.
>>
>>175575172
I meant to quote >>175574352
>>
>>175575251
My wife doesn't allow me to have additional email accounts
>>
>>175575251
I just remembered I have one for my motorcycle channel anyway.

>>175575142
>>175574718
[email protected]
>>
>>175575407
oh cool good luck thanks but not interested
>>
>>175574718
But won't having less shovelware trash to compete with be better for devs too?
>>
>>175575561
If you think you're in competition with shovelware trash then you're probably producing shovelware trash.
>>
>>175575119
Store the 2D array coordinates in each entity and update it when it moves. Then you can just look at a specific entity and go straight to the tile you want.
>>
>>175575561
You're making the dangerous assumption that good devs have $1000(?) to blow, while shovelware devs don't.
>>
>>175575119
Make the map have two parts. The first part is a vector of entities, where each entity contains its own current position. The second part is a 2D array of vectors (or hashsets) of entity IDs, indicating which entities are currently at which position on the map.

Then to move entity `id` to position `pos`:
(1) Look up `entities[id]` in the entity list and get its current position. Call that `old_pos`. Update the entity's internal position to `pos`.
(2) Look up `entities_at_pos[old_pos]`. Remove `id` from the list, since the entity is no longer at `old_pos`.
(3) Look up `entities_at_pos[pos]`. Add `id` to the list.
>>
>>175575720
So it only kicks out poor devs?
>>
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Is there a way to have a scene where your player encounters a pair of rather intimidating characters with rather dramatic entry, without the player trying to shoot them in the face?
Without taking away the control and with no prior text/voice clues.
I'm stuck on it...
>>
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collab with me agdg we can make beatiful western animu girls
>>
>>175575713
>>175575832
Cheers, m80s. Knew I was retarded.
Here's hoping I get my motivation back now.
>>
>>175576126
Okay, I'm the ideas guy.
>>
>>175576096
>too many rathers
>not enough details
sorry can't help you familam
>>
Why hasn't anyone adapted Machine Learning to game AI yet?

Like imagine a grand strategy game like CK2 where the AI could pull from hundreds of thousands of actual games as a test set, and learn to emulate shit actual people do.
>>
>>175576264
for AI to work in vidya context it needs to be dumb.
what fun is a game you can't win
>>
>>175576264
Maybe they do

This is neat though.
https://www.youtube.com/watch?v=Ul0Gilv5wvY
>>
>>175576096
Just put them in an unreachable spot where they can't be shot.
>>
>>175576126
I'd love to, but I can't.

On a slightly-related note, what's the average price for indie pixel artists to draw fancy sprites for you? What about CGs? On average, do they charge more or less if you contribute your own character design for them to work off of?
>>
>>175576096
There are countless ways you can concoct a situation in which the player is introduced to characters that they're intended to find intimidating without being able to simply kill them, but most or all of them are "Obi Wan gets killed in the laser wall hallway" tier hamhanded. You could have the characters behind bulletproof glass, could introduce them to the player through recorded footage, could have the player see them doing bad shit through a pair of binoculars (leaving them out of practical firing range), could create an excuse for why shooting them in the face immediately is a game over (they're obviously evil but the player meets them in circumstances where other parties present would attack the player for ruining a meet), the list goes on.
>>
>>175576187
>>175576126
What is the actual breakdown of skills in agdg?

Like, i assume there should be a lot that can at least do a bit of all the roles to make game themselves,
but are there actually faggots here that ONLY know how to code or ONLY know how to art?

For me, I can't into 2D art or sound, but I can do about everything else, especially 3D.
>>
>>175576264
>>175576365

https://www.youtube.com/watch?v=ngZ0K3lWKRc
>>
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>>175557676
----[ Recap ]----
Game: Neon Knights
Dev: bokchoydev
Tools: Unity, Pyxel Edit
Web: http://bokchoydev.tumblr.com/
Progress:
+ AI Bugs Fixed
+ Trade/Shop System implemented
+ Started work on saving and loading
- UI work is a nightmare
>>
>>175576479
*Qui Gonn Jin gets killed in a laser hallway
>>
>>175576363
Dumb but realistic is the goal.

Shit like Civ is why AI needs to improve. There, the AI is just buttfuck retarded, and the computer just gives them free resources and units to make up for it.
>>
You can now resize the window and toggle fullscreen to your heart's content.
>>
>>175576496
>but are there actually faggots here that ONLY know how to code or ONLY know how to art?
you know there are, don't pretend to be an idiot for the sake of a passive aggressive insult
>>
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>>175576496
https://docs.google.com/forms/d/e/1FAIpQLSdz0nFLuGKsDE7sssvZGEvP6GWZq0zLcH1yuvHw7dfeUCNk_A/viewanalytics
>>
>>175555217

That's actually good OOP practices. The child class is benefitting from inheritance. Consider the situation where you have several listeners, but all listening for the same event, it would be better to abstract that out into its own class
>>
>>175576695
I've never considered what would be necessary for a feature like this. Are you constantly checking window resolution and having the game adjust accordingly, or is there a way to check whether the window is currently being fucked with?
>>
I really have trouble with positionning stuff in godot

I'm trying to make a character that can shoot out a hook from someplace juste in front of him that goes in the direction where the mouse was when the hook launched
I set my hook spawn point about 45 pixel in front of my character,
but if it spawns in the right place, the direction it goes in is calculated using a point(let's call it 'c') 45pixel from the left of the screen

If I change my code so the hook go in the right direction(ie to the mouse) then its spawn point is set relative 'c', making it so that sometimes it spawns offscreen if I'm far from 'c'

On top of that the position of the hook once it's in the air is relative to my character/character's camera and thus move with it

I don't understand what's the problem because I mostly re-use code from a tutorial I followed and things worked
>>
>>175576462
I'm an indie pixel artist, but I've got enough money coming in that I could work on something for free. What's your game about? What engine, how far are you, etc
>>
>>175576856
I don't get it, why are there so few people over 30? You pretty much need to be at least that age to have gained enough life experience to make a worthwhile game.
>>
IS GODOT 3 EVER COMING OUT
>>
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>>175576990
There's probably a cleaner way but it checks every frame for "if window_size != OS.get_window_size():" and then does the necessary adjustments.
>>
lads

how the FUCK do you compose music

every time i try and do it i spend like 4 hours putting 30 seconds of sound together and it just sounds like bleep bloop music that goes nowhere and is repetitive and annoying and simple how the fuck did toby fox do it how the FUCK
>>
>>175577071
I don't use godot but this seems like an engine-agnostic issue. Post code. It seems like it should be pretty simple to make the hook always spawn in a certain position relative to player position and movement/facing direction.
>>
>>175576126
Cute!
>>
>>175577272
Are you aware that many people have spent a considerable amount of their lives getting better at composition?
>but I just want to click around and have good music happen wtf shit's retarded
>>
>>175577262
have you heard of events?
>>
>>175577262
I see, thanks. I'll have to check out the performance impact and see whether I can get away with this in my game.
>>
>>175555938

First, make illegal states unrepresentable. Oftentimes, people try to make a general "state" class that contains information in it, but the problem is that sometimes that state class holds information that is unneeded or worse, information that shouldn't be available in the first place.

For example, if you have a "connection state" with the user's connection status, and that connection state stores the last ping, you're doing it wrong. Because one possible connection state is the state in which a user has not connected at all, ergo you shouldn't even have a variable for last pingtime in the general connection state class.

Now, more practically, you can handle finite state machines with methods that call upon each other. For example:

stateA(int foo) {
stateB(char bar)
}

stateB(char bar) {
stateA(int baz)
}

And each method has some piece of logic that knows which next method to call
>>
>>175575119
use a hash?
>>
>>175577132
I'm 19 and I believe I'm making a better game than most of what I see posted here in agdege.
Not to make you jealous but you're assuming age has anything to do with knowing your way around making games
>>
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>>175567206
>>175566027
Hows this?
>>
>>175577132
>have gained enough life experience to make a worthwhile game
I think you meant
>have gained enough life experience to do something more worthwhile than make a game
>>
>>175577493
>I'm 19 and I believe I'm making a better game than most of what I see posted here in agdege.
It's true what they say
Youngsters are retarded
post your game faget
>>
>>175577282
this is the player-side function that spawn the hook with the "HookStart" being the spawn:
func HookLaunch():
var h = PlayerHook.instance()
add_child(h)
h.Launch(get_node("HookStart").get_pos())


the is the hook-side function that set the position and direction of the hook:
func Launch(pos):
var MPos = get_global_mouse_pos()
var vecx = MPos.x-pos.x
var vecy = MPos.y-pos.y
set_pos(pos)
HVelocity = (Vector2(vecx,vecy).normalized())*1000


this code have the right spawn point but not the correct direction and more or less the right direction but If I move my character then the direction become fucked up
>>
>>175577132
You're assuming people start at the same age
>>
dev'ing in the park today
feels like I'm on a date with my game :)
>>
>>175577623
Looks so-so for a first modelling attempt
>>
>>175577071
You can use get_global_pos() to get the hook's global position instead of its position relative to the parent.
>>
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>>175577623
>this is what bokudev makes when he's not ripping off nintendo games
wew
>>
>>175577690
Fug that last sentence should have been:
this code have the right spawn point and more or less the right direction but if I move my character then the direction become fucked up
>>
>>175571585
The HUD is cool but those lines and readouts cover a ton of the screen.
>>
>>175577642
Well now I won't for obvious reasons. I don't want to come off as cocky. I just found your statement retarded.
>>
>>175577493
I'm not talking about the skills involved in game development. I'm talking about the fact that you haven't experienced enough of life to be able to express original ideas in your work. Anything you make will be derivative of something else that already exists. Sure, that kind of game can sometimes become "successful" (see stardew valley) but you're not creating anything original or pushing the medium forward in any way.
>>
>>175577807
>>175577732
What does it need senpai?
>>
>>175577972
>Well now I won't for obvious reasons.
You bragged about it and now you can't show it? Hmm, maybe it's because you were lying?
>>
>>175577780
Yeah but that's what make my spawn point random instead of in front of the character
>>
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>>175577623
>>
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>>175577262
Use signals.
get_tree().connect("screen_resized", self, "_on_screen_resized")
Now _on_screen_resized() will be called whenever the screen is resized and you can do whatever you want there.

Also it looks like you could just use the built in viewport stretch settings. In the project settings under display there's these options. Try 2D and Keep. I think it should have the same effect as you are doing now.
>>
>>175577262
>There's probably a cleaner way
There is, you should be using SceneTree's screen_resized signal.
>>
>>175578012
I don't know how can you assume so wildly.
My personal philosophy in gamedev is to play with structure. I despise even the veterans in the field for the trash they make, it all feels more of the same.

God I sound very cocky but seriously get over it, age has nothing to do with it.
>>
I got an unconditional offer for a
>game design course
at Abertay uni lads. I'm actually considering taking it.

Anybody have any experience with similar courses? Tell me about them.
>>
I need spiritual succesors to the following games:
Morrowind
Baldur's Gate (1,2)
Quest for Glory series
HoMM3

Thanks in advance
>>
>>175572039
underrated/
>>
>>175577623
looks more like a bat
>>
>>175570235
Nice work dude!
>>
make call of duty
>>
>>175578067
Maybe I don't want my game to be associated with this retarded exchange?
>>
>>175578321
>God I sound very cocky
you do and it's completely unsurprising that a teenager is acting like a cocky know-it-all
>>
>>175578510
So why did you start it?
>>
>>175577690
Child nodes always follow the parent nodes position.
So if you add the hook as a child of the player all positions will be relative to the player.
>>
>>175578323
Basically, they're all scams.
>>
>>175573243

I am, although technically it could be 2D since it's just a simple first person dungeon crawler. The enemy sprites will be 2D though, since I want variety and 3D modeling and animating all of them would be an uphill battle for just one person.

The environments will be 3D modeled of course.
>>
>>175578523
Well I apologize then. I hope you'll realize some other way that just because you're 40 years older than a 19yo brat doesn't mean you'll make better games.

>>175578573
see >>175577132
>>
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>Emojicode
>>
>>175578256
I tried the built in resizing first but the screen space shaders didn't play well with it and I would have to change the camera's zoom anyway so I made it manually.

Thanks for the signal tip, I tried searching for keywords like "window" and assumed all window stuff would be handled by the OS class.
>>
>>175578321
You're not being particularly cocky and the guy you're arguing with is a dumb faggot.

>>175577132
>>175578012
Doom was released in 1993. Carmack was born in 1970. Anyone who thinks you have to be 30 to push a medium forward has absolutely no idea what they're talking about.
>>
>>175578323
>making offers to people so they can give you money
WEW GOY
>>
>>175578802
I asked why you started the retarded 'I'm 19 and my game is super ultra better than yours but I'm never going to post it :^)' retarded conversation.
I mean, you made a claim but you don't want to back it up so why make it at all?
>>
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I'm making a godot juggling based game controlled with a dualshock4 joystick

thoughts?
>>
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Making some new character portraits.

Sassy mama golden jackal.
>>
>>175579012
I'd play it
>>
>>175578947
>Applying the principles of American higher education to Scottish Higher Education
Not quite. Wouldn't even consider it if I had to pay for it desu senpai.
>>
>>175579034
Vomit
>>
>>175554424
>shitty forced meme pic
>source
>butchered OP with removed content
>"just let it die because I'm miserable and hate myself and can't make games but want agdg to suffer for it"
Why are you still doing this?
>>
>>175578916
Industry has changed a lot. Standards are higher. A better person to use as an example would be J Blow.
>>
>>175579034
>nice tits on a dog.

Welp time to kill myself fuck this gay earth.
>>
>>175578916
Carmack is a code monkey. He had very little to do with the actual concept or success of the game.
>>
>>175577303
thanks
>>175576496
i am shit at everything
>>175576462
>I'd love to, but I can't.
what is stopping you anon?
>>
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>>175578916
Doom "pushed the medium" because the medium was in fucking diapers back then.

today you can't use is a benchmark for anything anymore
>>
>>175579070
Game design courses aren't exactly "exclusive" ventures, so his assumption that you'd be paying money despite being the one receiving an offer wasn't an application of the principles of American higher education, it was an application of the principles of being a dumbass.
>>
>>175560051
>>175561157
>bitterly mumbling shit about unity to yourself again because you can't make a game
Fucking kys
>>
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>>175579112
john carmack is literally not a fucking human being. He is an alien sent to accelerate human technological development.

He is the once in a generational talent, a prodigy.
>>
>>175579178
>Carmack is a code monkey.
K
Y
S
>>
>>175579012
Looks neat. But would this be any more than just a minigame? Will you be adding any goals, or other mechanics?
>>
>>175579150
The problem with furries is the cancerous face style they've settled on. Other than that, like anything, there is good stuff among a sea of shit.
>>
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Remember that time john carmack ported the Id tech 5 engine and a level from rage complete with megatextures to the iphone 4 because he was bored or whatever?

https://www.youtube.com/watch?v=91sSHISTA3Y

remember how shit phone games were in 2010 compared to this?
>>
>>175579112
There are innumerable examples of people who've released worthwhile games before the age of 30 throughout the course of the medium (in both the professional and indie sectors), but I don't feel like getting into an argument where I provide them and then the guy says "lol you call THAT advancing the medium?" precisely the way he does here:
>>175579227
>"pushed the medium"
Yeah, Doom unarguably pushed the medium so you can go ahead and nix those implicated laden quotation marks. Whether the industry was in its infancy or not, an under 30 year old obviously had enough "life experience" to create a revolutionary iteration of the medium.
>>
>spending hours again on the most simple code
I can't even make enemies flash a different color on hit.
>>
>>175579665
>The problem with furries is the cancerous face style they've settled on.
You mean the face with whiskers and animal noses and animals features because it's a fucking animal?

What you want human faces with animal bodies? That doesn't make you any less of a faggot that just makes the furry look even more grotesque and wrong.

>there is good stuff among a sea of shit
No there isn't. There are good artists in the furry community but anything furry is shit.
>>
>>175579726
neat but phone apps aren't gamedev
>>
>>175579523
of course I am
I'm gonna add as much depth as I can into the game to make it fun.

No, it's not gonna be much, it's just my first godot project and I wanted to test the engine, so i'm gonna make this.
>>
>>175579227
If you want to massively push the medium today, it's not going to be in the areas of graphics or technical code. All of the easy progress there has been mined out, and it's not surprising. Technical areas are very easy to make progress in. Games are still "very undeveloped in two areas: storytelling, and mechanical game design. There is still room for a massive breakthrough along one of those axes. Note that it almost certainly won't be both in one game, they tend to pull in different directions.
>>
>couldn't even make a level in garry's mod
>>
>>175579891
not him but good luck anon. I already love the motion and everything. a bit of polish and a set of rules for the player and this will be enjoyable as balls.
>>
>>175580127
thanks man
>>
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Remember how john carmack was the lead engineer of an aerospace company he founded just because he was bored or whatever?

https://en.wikipedia.org/wiki/Armadillo_Aerospace
>>
>>175571915
I ended up implementing that shit in .NET code instead after trying to make that shit work for hours. Just kill me.
>>
>>175578591
I added a basic node and added my hook as a child of this node and it solved my problem

Thanks a lot
>>
>>175579726
>remember how shit phone games were in 2010 compared to this?
And phone games are still shit, so what's changed exactly?
>>
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----[ Recap ]----
Game: A.S.S.
Dev: crabowitz
Tools: GM:S 2
Web: crabowitz.tumblr.com
Progress:
+ Tooltips for skills
+ Better tooltips for enemies
+ Descriptor for multiple enemies
+ Character customizer
+ Cool new player character art
- The new art downsizes terribly
+ Started some adventure card art
+ Started pathfinding system UI
>>
>>175580307
they were even shittier in comparison then, which makes what he did more impressive considering he apparently just did it because.
>>
>>175577132
Aren't there just proportionally fewer people over 30 on 4chan in the first place?
>>
What is your favorite town in a 2D sidescroller game?
>>
>>175580682
Is this related to the development of your game?
>>
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>>175579112
How has Jonathan blowhard moved anything in the industry but the money of pretentious idiots into his pockets?

He's pretty regular as a game dev. And kind of a bitch from a personal perspective.
>>
>>175577108
post art
>>
>>175581429
>lol you call THAT advancing the medium?
>>
>>175581429
The Witness is groundbreaking.
>>
>>175581429
braid was the genesis of the modern indie game.
>>
>>175581794
Braid was groundbreaking.
>>
>>175581429
>He's pretty regular as a game dev.
No. Most people calling themselves game devs do one thing as part of a team. Code, art, design, publicity stuff.

Blow designed and coded Braid and did much of the publicity. The only thing he didn't do was the art and music. He is not an average game dev.

Also he has a game design sense that makes eurotrash like Molyneaux look like posers.
>>
My game will be groundbreaking.
>>
>>175576126
What are you looking for exactly?
>>
>>175581670
Well yeah...
Maybe he opened a flood gate for numerous pixel retro indie shit knock offs. But any man with the right game at the right time could have done that.

The mechanics or technology or story of braid aren't really anything special, aren't they?

Neither is it revolutionary with regards to game desgin.

The only thing about it is really that it was the right product sold at the right time resulting in a massive success.

Just like Gone Home. And now look at the Walking Simulator "Genre" these days. It's not even stagnant.
>>
I'm always surprised by how little potential employers care about indie game development stuff during job interviews. Or maybe it's just me.
>>
>>175582173
>he opened a flood gate for numerous pixel retro indie shit knock offs
You are talking mad shit.
>>
>>175582173
>The mechanics...of braid aren't really anything special
>Neither is it revolutionary with regards to game desgin.
lel
>comparing Braid to Gone Home
lel

Can't tell if you're shitposting or if you're just a fucking idiot who knows nothing about the chronology of the industry and medium, but this reply chain obviously isn't going anywhere.
>>
>>175581794
>>175581932
How?
How is any of this groundbreaking?

What are we here? The video game class of 2013?

Have you even played Riven?
No element to Riven (or even The Witness) is anything new or extraordinary.

>>175581984
So he's a 1MA? So what?

What about Dwarf Fortress?
That's fuckin amazing.
But does the guy get credit?
Nah... not nearly as much as JB.

Is his game a bigger accomplishment than some 2D platformer and an adventure game? Well fuck yeah it is.

It's all about moving product anon. Make no mistake.
>>
>>175582173
>braid
>pixel retro
what did he meme by this
He opened the floodgate for "platformer... WITH A TWEEEST" indie shit, not pixelshit.
>>
>>175582509
I don't compare Braid to Gone Home
I compare their respective impact on the genres they were in.

But go ahead. Tell me what's so revolutionary about Braids gameplay.
>>
>>175581984

>Also he has a game design sense that makes eurotrash like Molyneaux look like posers.

in your dreams pal
>>
>>175582318
I had an interview with a pretty big 'serious' company and they seemed happy with the game dev stuff.
You just have to talk about it in a way they understand. How it teaches you to project manage, timetable, work in a team, self motivate.

Then I said that I didn't particularly want the job and that I'd rather be making video games I didn't get offered the job
>>
It always amazes me that people who know so much about games and how to sell them and what makes them popular would rather be talking about how to do all that instead of actually DOING all that themselves xD
>>
>>175582517
>The video game class of 2013?
Hey kiddo not everyone here was suckered into "game design college". You're talking shit.

>So he's a 1MA? So what?
I actually explained that he isn't 1MA. Pay attention. He is more versatile and accomplished than most game devs with his skills alone.
>>
>>175582659
>spoiler
kek, I did that too once
>>
>>175582643
That's not an argument.

Molyneaux picks his butt for conceptual ideas. He isn't an actual game designer.

Blow designed all gameplay mechanics, all levels, and the story.

And he can fucking code.

He is 10x the game designer Molyneaux ever was.
>>
>>175582517
>No element to Riven

No element in Braid i meant of course.

>>175582557
Gonna give you that one anon. It's not really about the graphics. That's true.
>>
>>175582643
>>175582838
moly poo is an idea guy. That's why he is a meme.
>>
>>175582623
>I didn't compare Braid to Gone Home
>all I did was compare Braid to Gone Home
>>
>>175582838
Molyneux invented godgames and tycoons.
Blow invented... nothing. He made a polished platformer and a Myst clone.
>>
>>175581984
>The only thing he didn't do was the art and music
So the most important parts of game development.
>>
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>mfw braid has actually become more significant and important with time thanks to what came after

I used to think it was overrated.
>>
>>175582696
Is that it?

He's versatile?
Is that your argument?

Hey man lot's of people out there are pretty damn skilled and I'm not even saying JB isn't but he's not a fucking prodigy. Get real man.

As I said. The right man, the right product, the right time.

And beyond that he's a little bitch that's whining that The Witness hasn't made a tenfold of the money he invested for it.

There are better people than him, that actually do something for the medium other than rubbing their ego over it.
>>
>>175583196
How old are you?
>>
>>175583109
Still waiting to hear what's so revolutionary about Braid anon.
>>
>>175582838
>Molyneaux picks his butt for conceptual ideas
your butt seems to be your main source of knowledge on the guy, so I wouldn't dismiss it so lightly

While I personally do thing that Molyneux is a bona fide ideaguy, he can code, he did code for decades actually, before he pretty much became the Euro Kojima and made so many games he could kill John Blow with his fucking wallet

so shut your whore mouth
>>
>>175583142
>significant things become more significant by their lasting impact
whoah dude mind blown
>>
>>175583142
I mean it still is but that doesn't make it any less important or significant.

Most important and influential pieces of art are overrated because liking it becomes a status symbol and a meme. Look at OOT: It was an important game in many people's childhoods and was a lot of fun, people who don't understand games took a lot of people's fondness for the game and turned any and all praise into THE ACTUAL BEST GAME EVER.
>>
>>175583315
see
>>175583402
>>
>>175583123
>Molyneux invented godgames
That's convenient.
>this idea everyone else was having is actually mine
Ideaguys are fucking cancer.
>>
>>175583527
So like 14?
>>
>>175583539
Name one relevant godgame that came before Populous.
>>
>>175582041
honestly i am just looking for someone with some willpower,i can focus on art if you are a coder or focus on coding if you are an artist but scope has to be small
>>
>>175583139
Keep telling yourself that faggot.
>>
>>175583196
>Hey man lot's of people out there are pretty damn skilled
No they fucking aren't. The only people who believe exceptional things are ordinary are ordinary people. You are an ordinary mediocre person talking down great accomplishments by talented individuals because that is what ordinary mediocre people do.
>>
>>175583592
Old enough to know what's been done before.
Unlike you apparently.

Still waiting btw anon. Bring in the arguments or fuck off.
>>
>>175583435
He is an idea guy and that is all he will ever be remembered for.

John Blow coded Braid, designed the levels and puzzles, wrote the story. That's a game developer.

Idea guys are not game developers.
>>
>>175583496
Except OOT is still being played by millions of people all the time, got a remake a few years ago that sold millions more copies, and is still objectively considered one of the best, if not the best game in its genre.

Meanwhile, who still remembers, let alone still plays Braid in 2017?
>>
>>175583786
>No they fucking aren't. The only people who believe exceptional things are ordinary are ordinary people. You are an ordinary mediocre person talking down great accomplishments by talented individuals because that is what ordinary mediocre people do.

And you are an easily impressed chimp that sucks up to those that regard themself as high and mighty, probably because you hope that some of their success might rub off on you.

Still don't know what the accomplishment of Braid was other than its financial success.
>>
Braid suffered from HL2lization, it was groundbreaking at the time but it was copied so much that it feels mundane nowadays.
>>
>>175584065
Man everything you say is so fucking mainstream and forced.

Can you just fuck off? If everything you're saying is a cliche then trust us - nobody fucking needs to hear it. Your opinion might as well not exist. It is that unoriginal.

Now fuck off.
>>
Jblow is a competent game designer, certainly among the top 50 or so operating today. He's not some brilliant genius at game design, though. His real skills are in public speaking and just sticking with projects and finishing them.
>>
>>175584214
>REEEEEEEEEEE NORMIES GET OFF MY BOARD
>>
This isn't the first time some faggot is dislocating his jaw fellating John Blow here.
Are you his fucking boyfriend?
>>
>>175584065
>Meanwhile, who still remembers, let alone still plays Braid in 2017?
You sound like a fetus.
>>
>>175584065
>Meanwhile, who still remembers Braid in 2017?
Everyone who gave a shit about The Witness coming out, since Braid was the reason anyone gave a shit about Jblow in the first place.

So like a lot of fucking people.
>>
>Today on agdg: indie oldfags vs. indie newfags.
>Afterwards, Phil Fish with the weather.
>>
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>>175584282
>Jblow is a competent game designer, certainly among the top 50 or so operating today

You have no fucking clue how many people are involved in professional game development today, are you?
>>
>>175584065
>Except OOT is still being played by millions of people all the time
It was a significant part of people's childhoods and is memed to death as the best game ever. Of course it does.
>got a remake a few years ago that sold millions more copies
It also had the backing o a multi-million dollar company.

>and is still objectively considered one of the best, if not the best game in its genre.
First of all
>Objectively considered
ob·jec·tive·ly
əbˈjektivlē,äbˈjektivlē/
adverb
in a way that is not influenced by personal feelings or opinions.

It isn't even the best game in it's series. It's by no means a bad game and to deny it's importance is contrarianism but I sincerely hope you don't both hold that opinion and intend to make games. There's so much we have learned about that genre since the holy cow that is OOT, to hold it up as the best example of it's genre is to ignore all that.
>>
>>175584345
Nigger you are saying stupid things. Just stop.
>>
>>175584430
Yeah, but are they really remembering the game, or is it just Jon Blow's celebrity status that helped it sell? I bet more people know of him from Indie Game The Movie than have actually played Braid.
>>
>>175584605
>I bet more people know of him from Indie Game The Movie than have actually played Braid.
what the fuck how old are you
That documentary is only relevant because of the games attached to it.
>>
>>175584282
>he's in the top fifty best game designers but he's definitely not like a genius at game design or anything

>>175584605
How about you tell me how many people you think have actually played Braid so I can fully qualify how far up your ass your head is?
>>
>>175583631
I'm a coder but not exactly the smartest cookie around, and although I won't bail for no reason, I'll be a bit slow in implementing more "advanced" features.

If you're fine with that, I'd be more than glad to collab. What sort of game did you have in mind?
>>
>>175584605
Why can't you stop? What disease is this?
>>
>>175584815
gogem disease
>>
>>175584729
>That documentary is only relevant because of the games attached to it.


Fuck I wish that was true.
Then Fez would actually be a good game.
>>
>>175584815
It's called "getting shitfucked so hard in an argument that you pretend to yourself that you've been trolling all along in order to salvage your ruptured ego".
>>
>>175584941
ok, Fez doesn't count
>>
>>175584742
You're right actually, The Witness sold only about a third of what Braid did, so people just don't seem to give a shit about Jon Blow altogether anymore.
>>
>>175584941
Fez was okay.
>>
>>175585165
How about you tell me how many sales you think The Witness got so I can fully qualify how far up your ass your head is?
>>
>>175584605
>Jon Blow's celebrity status
>>175585165
>people just don't seem to give a shit about Jon Blow altogether anymore.
WHO FUCKING CARES ABOUT "PEOPLE" OR CELEBRITY STATUS KID you started this entire argument based off game developer merit implying Blow was nothing special.

Fuck OFF gogem 2.0
>>
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Jesus.

Fucking John Blow Groupies.
>>
Anyone got some guides on proc. gen in Unity? Found this on the asset store but I'd like to be able to know how to code something like this myself
https://www.assetstore.unity3d.com/en/#!/content/67195
>>
>>175585310
Hi Jonathan, didn't know you posted here.
>>
>>175585545
>I'm an 18 y/o senior in HS and I resent that people existed before I did
Sorry to hear that buddy.
>>
>>175585620
>free
Download it and just like read the code.
>>
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>>175585246
Yeah sure but I mean it's pretty representational of the indie hype in general.

It's a game that implemented ideas that were already around for quite a while and beyond it's financial success it didn't really move anything.

Yet the dev (literally) thinks he's a fucking genius and idiots believe it.

Everyone else was like "meh..."

This is why nobody is like "Oh boy I wish Fez II would still come out!" Nobody gives a shit about it really.

Now I saw carmack being mentioned above somewhere:

Just imagine id had announced Doom 2 and then cockblocked their audience by fucking off.

Now THAT would be an actual loss for the industry.
Let alone the modding scene. Holy fuck.

I mean the impact of Doom was so crucial that even Doom 4 was mostly inspired by a fuckin Doom 1 mod.

And it sold tons because of that. Now that's fucking groundbreaking.
>>
>>175585647
>Nobody cares about Johnathan Blow, as evidenced by the sales of his newest release!
>Oh yeah? How many sales did it get?
>Uh...uh...["humorous" deflection]
>>
>>175585757
Oh hey, it's dogposter. No wonder this conversation has been completely retarded. That's a relief, I thought we'd picked up a new, additional village idiot.
>>
>>175585757

sure enough, but i'm sure the Fez dev wasn't out to make the next groundbreaking video game though. and i honestly doubt he really thinks of himself as a genius for that game.
>>
>>175584749
>I'm a coder but not exactly the smartest cookie around
same dont worry we can be slow together
>What sort of game did you have in mind?
i would really like to work on something like a sidescroller(probably i need to change style for that) but i am up to any kind of game that can be done in a month,if you already have something specific in mind tell me otherwise we can brainstorm on discord/skype/email/using hand-written letters
>>
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>>175586023
I don't know what it is with this dog posting shit but I sure as hell know that you started this nonsense long before I did.

I just like doggos.
That's all.

Im' still waiting faggot >>175583402
>>
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demo soon, fellow stalker
>>
>>175586238
Eh... maybe. You never know. Phil Fish might be regular fella in private.

But I also heard he's a little bitch just like on twitter so yeah, who knows.
>>
>>175585889
It didn't really get that much though. Looks like it sold less than 500k copies on steam. Meanwhile a literal nobody makes a harvest moon clone and it becomes the top selling 1MA game of all time.
>>
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>>175586295
Don't just stand there, come in!
>>
>>175586295
ayy mate cant wait
>>
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>>175557676
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Moved a bunch of my bitmap font code into a separate library
+ Did some work on a Truetype to bitmap font conversion tool
+ Improved the logic for when the player ship is spawned
+ NPC ships (with no AI, for now) appear in nearby star systems
+ Ships have health (again) and can therefore take damage and explode
+ Bullets won't collide with the entity that fired them
>>
>>175586470
>~500,000 sales equates to "nobody caring"
>He sold less than Stardew Valley therefore nobody cares about him!
Hrrrrrmmmmmmm
>>
>>175586470

it just goes to show you what unique opportunities the indie scene presents to the present day dev.

do you believe ?
>>
>>175557676
----[ Recap ]----
Game: House Cleaner
Dev: Shotgun Anaconda
Tools: Clickteam Fusion 2.5
Web: https://twitter.com/ShotgunAnaconda
Progress:
+ Made a leve editor for myself... it's not perfect and might have been a waste of my time.
>>
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>>175586238
think again
>>
>>175586245
Mail/Discord is fine with me. Strawman#7961 for discord, and I haven't thought of anything in particular myself, so shoot away with the suggestions.
>>
>>175587005

can you imagine what it must be like dealing with all the schmucks on the internet once a little fame comes your way ?

Surely you can imagine the temptation of wanting to rub somebody's face in it.

Sure, it's a dick move, but hey, i won't hold it against the guy.
>>
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>>175587348
>>
>>175586470
>Looks like it sold less than 500k copies on steam
Even if most of that was on sale, that means it's already pulled down twice the revenue of Braid.
>>
>>175587348
Fish is a humongous sore bellend of the highest caliber and absolute hulking majority of hate he received is the direct result of his insufferable cunt personality
>>
>>175587501

context

just imagine the bitter asshole who spends his free time copypasting together a little smear factoid like that
>>
>>175571438
Even Toby had people helping him, I wanna say he had something like seven other artists and animators on the project? Besides that he did make most of the game by himself though.
>>
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File imports make content not suffering. Now I can just add 50 of the same crate for box puzzles.
Prop interactions / scripting is next, then dialogue and UI.
Half tempted to keep my shitty artstyle.
I still have the music/shader stuff written. I need to try an experiment for it, like making certain colours grow more grey/muted on certain frequency bands in the song for a kind of "Noir space nerd PI office"
>>
>>175587501
This pic speaks more about the jap's lack of entrepreneurial spirit than anything else, the fucktard literally let random third-parties do remakes of the game for peanuts.
>>
>>175587901
>that syntax
>no parentheses around argument lists
Is this some kind of concatenative magic?
>>
>work ethic of a jap
>morals of a jew
>>
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it keeps happening
>>
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>>175557114
Hello.
I made a game recently.
I hope you find it an enjoyable experience.

https://selfish-dream.itch.io/unkindled-serenity

Here is a trailer:

https://youtu.be/VBf9S1F5Lbo
>>
>>175587942
>how dare he make a game because he wants people to enjoy it and not to make money
yeah fuck him
>>
>>175588127
Mount and Blade is your competition when it comes to satisfying thrown weapons. Don't forget that oh so necessary impact FWOCK when it comes time to add sounds.
>>
>>175587942

but you also have to remember that cave story was made long before steam and greenlight and todays buzzing indie scene came into existence.

back then trying to monetize on his game probably would have been the death of it
>>
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This guy dashes towards you. Thinking about giving him a flame after affect to his dash.
>>
Anyone around here looking for an artist?
>>
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>>175588127
RIGHT BETWEEN THE JIGGLEJOGGLERS
>>
>>175588461
I am,
>>
>>175587348
Fish is a bitch
Don't kid yourself.

Wasn't he even thrown out of a wedding, then going on a hissy fit over it on twitter?

Oh yeah and what about that Indiecade stuff that was going on?

There's a lot about that fucker that makes him absolutely insufferable. Way more than just his stupid face.
>>
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>>175588029
It was mainly designed to be used for content dialogue which relied a lot on concatenative properties.
I was kind of upset with writing XML for content so I decided to implement it here too.
>>
>>175588461
maybe... I am just starting out been mostly working on some GM tutorials, and have some ideas for a space strategy thing.
>>
>>175587841
>there is a context where it's ok to say any of these things
wew
>>
>>175588662
that guy is shitposting. there is a routine that goes
>artist here
>i need art
>what engine do you use
> [anything]
>not interest good luck!

watch it play out now.
>>
>>175588561
Oh? Do you have a game? Care to talk about it at all?

>>175588662
Hey right on, gotta start somewhere man. Unfortunately, I'm not willing to work with Gamemaker at this time. But good luck
>>
>>175588431

he also seems to be swinging his sword ineffectively.

the second swing he takes at the player he starts swinging the sword clockwise, meaning he has to swing almost 360 degrees to actually hit the player.

had he swung the sword counter clockwise, he'd have hit the player by swinging only a couple of degrees.

maybe you should alter the rotation direction based of the players position relative to the enemy
>>
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I am an artist
>>
>>175588775
How is it shitposting to have a preference for the toolset you work with?
>>
>>175588341

and the pitch shifted screaming naturally.
>>
Is it lazy to use the same boss several times or is the sense of rivalry and continuity worth it?
>>
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Amazing artist for hire for only $50 an hour.
Send me a PM ;)
>>
>>175589070
your shitposting but this style with a little refinement is nice, early hussie
>>
Remember when you were a kid and you were always fantasizing about making your own game?
What was that game about?
>>
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>>175589067
you tell me
>>
Does anyone know where I can get my hands on loomis? I want to get good at character design.
>>
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>>175589136
Thanks. I'm exploring how to adapt it to my specific artistic disabilities.
The vote of confidence means a lot. Here's something random from a while ago when someone pointed out I barricaded a sliding door.
>>
>>175589304

go to /ic/ and find the links in their sticky
>>
>>175589252
I was too busy playing video games to fantasize about anything when I was a kid.
>>
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>>175589067
you tell me
>>
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>>175589252
>>175589431
I bought my first computer with my first salary.
>>
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How does Gamer Maker Studio 2 compare to Game Maker Studio 1? Am I missing out by not using it?
>>
>>175589317
work on cleaning up your forms
make sure straight edges are straight
avoid small details and lines
>>
>>175589067
Good games that use the same boss several times have the good sense to change it up each time. Hollow Knight was one in recent memory that did this well.

Using just the same boss fight over and over without any changes is pretty lazy to be honest, it's possible to have the floaty benefits like narrative stuff and a sense of bildungsroman while at the same time just making something that works on a more grounded level. Hell, bildungsroman works even better if the rival grows along with you.
>>
>>175589451
>>175589286
I asked first.
Tell me.
>>
i did that unity ball roll game tutorial and then put off doing anything else. i want to make 3d games but unity feels kinda shit in every aspect. what should i do?
>>
>>175589896
use ue4, duh
>>
>>175589738
I'll do my very best senpai.
I'll do my very best every day until you're proud of me.
I'd attach a motivational doodle or something but everyone is deciding my office is the hip joint today.

>>175589896
Practice more until you can make what you want or face some limitation to concern you to learn something new.
>>
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>>175589843
No, I demand that you tell me.
>>
>>175589730
The only worthy features added are a better sprite editor/animator and generally better performance (things compile and run twice as fast).
Unless your game is resource-heavy, don't switch.
>>
Looking for ALL the artists
Post art!
>>
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>>175590243
>>
>>175590382
but like REAL art
>>
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>>175590243

here's a pretty lady for ya
>>
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>>175586748
I'll probably miss another demo day though
>>
>>175589805
It is a tricky question actually. If a game wants you play it multiple times with different characters (any good rpg) or different difficulty settings (PoE, Diablo 2), does it count as re-using the boss (and all the other content)? It is true though that re-doing a boss in the same playthrough (DMC 4) is annoying.
>>
howw does cry engine manage to be free and open source?
>>
>>175590243
Why? Do you have a game? Are you looking for an artist or just curious. Asking because I'm looking for a project.
>>
>>175590563
no, that's an ostrich
>>
>>175590578
>getsa
I shouldn't like this as much as I do
>>
>>175590859
By being bad
>>
>>175590478
Any art. REAL, UNREAL SURRRREEEEEAAAL

>>175590382
Trippy, glitchy

>>175590563
Cute and has personality
>>
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Does this look good? I have to buy a new devstation also for games maybe soon
>>
Listening to vidya music helps me ideaguy game environments

https://www.youtube.com/watch?v=XjmEr8QfBdk
>>
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>>175557676
----[ Recap ]----
Game: PROJECT MURDER PARTY
Dev: HueDev
Tools: Unity
Web: brazileirobr.itch.io/pmp
Progress:
+ Made Models for all 125 Items in the game
+ Worked on some Optimization
+ Fixed problems with lots of items
+ Fixed gravity on throwable itens
+ Fixed the hitboxes on items to work with new models
>>
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>>175590938
>>175591018

yeah i posted her on /3/ a year or so back.

Needless to say they didn't approve.
>>
>>175588795
Shit you're right. From now on all of my enemies are canonically retarded.
>>
>>175590819
When talking about anything to do with art it's important to keep in mind that there are always exceptions to the rule and ways you can always do things to break those rules and make something better for it. Many people like the boss rushes at the end of megaman games for instance but even then I'd argue that it's changed up by the nature of the fights being in tandem. With that being said:

Generally speaking a game, in this context, is one playthrough. Having a focus on replayability is less a question of how to correctly implement reoccuring bossfights and more on just that: How to make replayability interesting. It's a similar question but not the same one. You're not reusing a boss on multiple playthroughs in the same sense as you aren't reusing the pause screen every time the player pauses, it's just the pause screen. Similarly: The game is just the game.
>>
>>175591414
They made her cuter alright but the little mouth is what gave her personality
>>
>>175578802
good "sorry not sorry" apology. keep it up, I've almost got a full row in "dumb shit teenagers do" bingo

>I hope you'll realize some other way that just because you're 40 years older than a 19yo brat doesn't mean you'll make better games.
I hope you're realize shit like "my personal philosophy in gamedev is to play with structure" and "I despise even veterans in the field for the trash they make" make it obvious that you're a pretentious faggot nodev
>>
>>175579034
I never thought I'd see you branch out into female furshit
>>
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>>175591675
Imagine making posts like this at 30+ in response to a 19 year old.
>>
>>175580682
>that pic
desu I like the towns in faxanadu a lot
>>
I'm having a big of difficulty wrapping my head around gdscript. It's quite different from what I'm used to. Does anybody have any good resources for it?
>>
>>175590563
> tfw your waifu is a shit-eyed anorexic 15yo.
>>
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>come up with an idea for an avgn game many years ago
>game has early nes style sprites and color palette
>create some concept "art" and put a pitch together to email to james and mike matei
>never even get a response from them
>they release a game anyway a few years later
>feelsokman
>>
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I thought it would take a couple days for interactions but I can just reuse the script objects for that too. I could add a #COMPILE_EVENT later to break it down into a list of calls and instructions but a couple string checks per event step aren't particularly horrible.
I guess I need to do text rendering now. :(
>>
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>>175591414
>>
>>175592093
It's basically Python with a custom library and a few keyword changes. Assuming you've already looked at the official GDScript documentation, take a look at this https://docs.python.org/2.7/
>>
>>175592235
Why does everything look like its wobbling when the camera moves?
>>
>>175591627

thanks. i liked some of the quirky elements of the character design too, although admittedly looking back there are some things i could have done better.
>>
>>175592093
It's pretty straightforward to me, what's confusing you about it?

>>175592403
The game's assets are being scaled by a non-integer factor
>>
>>175554424
>OP is completely butchered
>OP has fucking Source in it
Uh oh. Looks like the LITERALLY INSANE SHITPOSTER is back. What a fucking stupid cuck. The fucking dogposter probably brought him back with his rituals again..........
>>
>>175590994
what's bad bout cry engine?
>>
>>175591896

have you ever been 30+ ?
>>
>>175592664
It's just a bit different to what I'm used to is all. It's not bad by any means but it requires a bit of adjusting, at least for me. I'm probably just going to do what the other anon said and work through python for a bit. That'll help me out.
>>
>>175592680
Why are you posting about yourself again?
>>
>>175589070
>Gale Dribble
Hwat
>>
>>175593010
You don't have to learn python if you don't want to, but this page will explain some of the syntax like scope being defined by indention, duck typing, and the format for if/elif/for/while/for-each loops

https://docs.python.org/2.7/reference/index.html
>>
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>>175592403
I use Nearest Clipmap / Linear for Texture filtering. This gives a Nearest N resize with a couple of linear benefits and it's the only way to make my horrid art look tolerable.
There are tons of combinations of how to do the texture filtering, to try to solve this problem
>>175592664
I haven't really explored them all yet. Or drawn anything. So it's an open problem for me. I kind of like the look but developer bias. Adding a border to all the assets would help with the boundry jumping, but I just don't think it looks good with a linear filter. Too AA looking.
>>175593142
It's the god damned galactic government I tell ya. Here's what, I'll TAKE your case if you think you can take the truth!
>>
>>175592859
2.4. Restrictions on Use: Crytek reserves all rights not expressively granted in this Agreement. Without limitation, Licensee shall not:

distribute, sublicense or exploit in any other form:
the CryEngine (except for the Redistributables), e.g. as a stand-alone development engine;
the CryEngine Documentation;
the CryEngine Tools;
use the CryEngine for the development of any product other than Games, including without limitation:
military projects
gambling;
simulation (technical, scientific, other);
science;
architecture;
pornography;
Serious Games.
use the CryEngine for the development of any Games which are harmful, abusive, racially or ethnically offensive, vulgar, sexually explicit, defamatory, infringing, invasive of personal privacy or publicity rights, or in a reasonable person's view, objectionable;
remove any technical safeguards from the CryEngine (if any);
copy, replicate or mimic Crytek’s games;
remove, modify or substitute any trademark, copyright or proprietary notices from the CryEngine,
infringe or violate any intellectual property or proprietary, personal, moral or other rights or the privacy of Crytek or any third party;
use CryEngine for applications that are unlawful or offensive under applicable laws;
use the CryEngine to develop cheats, hacks or similar applications;
transfer or assign the License or this Agreement.
>>
>>175591675
Where is your game? Did the orbs of light take it away from you?
>>
>>175592217
That looks like something someone pieced together in photoshop or paint in half an hour (even if it took much longer than that). If I was james or mike I'd probably add it to the list of 5000 children fanmail they get every day.

You should've waited until you got some gameplay and sent them a video.
>>
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>>175554424
>source in OP

is THIS what you really want here? Fuck, op. Delete this thread and try again.
>>
>>175593323
>copy, replicate or mimic Crytek’s games;

Meanwhile UE4 literally gives you all their assets for free and don't mind if you use them, so long as you do it in an UE4 game.

Why do people still use CryEngine?
>>
>>175593540
Nah I would've lost interest in it pretty quickly. The concept of an avgn game sounds kind of entertaining at first, until you realize it's just a gimmick and could never really become a good game worth playing. Even the real game they released was pretty terrible.
>>
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After a couple of days trying to get Mixamo working with my Blender modeled stuff and Unity for non trivial stuff I just gave up and I'm back to regular animations, a shame as mixamo had some pretty good stuff, but it's not worth wasting more time trying to get that to work.

>>175590578
What's the change in your story mode that you mentioned on twitter?

>>175589070
Looks pretty weird but if you manage to keep the weirdness consistent you might have a decent style. I definitely prefer things like that to Sanic tier drawings.

>>175588431
Haven't seen you before, what's the game going to be like? Game boy Zelda?

>>175588127
You know the next step man, to be able to impale others and make a human brochette.

>>175579034
How close are you to release? Is your game already 100% playable and being refined or do you still have a bit to go?

>>175579012
Cool

>>175577623
Looks a bit like a bat, the first one you posted looked more dragonish. Maybe give it a tail, claws and change the color to something that isn't like Zubat. Pretty good for a quick modeling though.

>>175574615
Good progress.

>>175572980
Interesting. To make the game more varied you could use modifiers that affect your player every now and then on when you pick them up. Examples: Temporarily invert controls, restrict movement on a particular direction, speed up, slow down, the world gets rotated 45 or 90 degrees, etc.

>>175572732
>>175571585
Looks pretty good, the health number in the middle of the screen seems a bit obtrusive though, I wouldn't mind the little arrow being there and the number on top or at the bottom of the screen however.
Wow responding to progress was easy today.
>>
Anyone got a link where I can download photoshop without viruses?
>>
>>175593438
where is YOUR game?
>>
>>175594578
You know the rules, faggo. He who asks first must receive an answer.
>>
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>>175557676
----[ Recap ]----
Game: Shmoop 2 (working title)
Dev: shmoopdev
Tools: gms, photoshop, aesprite
Web: shmoopdev.tumblr.com/
Progress:
+A bunch of polish and bug fixing
+Some test patterns for level 2
+All of the placeholders sprites replaced
+Sound rebalanced to be less shit
-Not much actual new content
-Still nervous about dd14
>>
>>175594658
yeah, and I asked you first
>>
>>175594434
https://www.adobe.com/products/photoshop.html
>>
>>175594434
https://www.photoshopwithviruses.com
>>
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>>175593323
>military projects
uh ok
>gambling;
fair enough
>simulation (technical, scientific, other);
what the fuck?
>science;
what the actual fuck?
>architecture;
what the actual actual fuck?
>pornography;
fair enough
>Serious Games.
WHAT?
>>
>>175594434
https://krita.org/en/
>>
>>175594434
https://krita.org/en/
>>
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PROGRESS!
I got some textures on the newest building, and I added a setup for the backdrop to act properly, able to scroll left and right with the camera but unchanging when moving the z or y axis.

Still using some textures/things that will definately have to change, but I think the area altogether is starting to look nice.
Still dreading doing the big middle building though.
>>
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>MonoDevelop
>>
>>175594052
does ue4 have crazy royalties though?

>>175594989
military and gambling are for liabities, as is science and architecture. serious games are training excersises (ie forklift safety vr)
>>
>>175595495
>5% is crazy
i guess
>>
>>175592403
It's caused by sub-pixel movement.

>>175593295
There is still some flickering. If you care to fix it then only move things in whole pixel increments. You can keep sub-pixel movement and fix the problem by changing how you render. Round up the image position to the nearest pixel when you render.
>>
>>175595495
>does ue4 have crazy royalties though?

5%
If you wanna call that crazy for providing you with probably one the best game engines since idtech 3
>>
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>>175595350
>photoshop
>>
>>175595097
i hope the development of your game goes smoothly and you end up with a finished product you're satisfied with
>>
>>175595097
Hello,

This is Nintendo of America (NOA here forth). We request the immediate termination of all projects using copyrighted Nintendo assets and the termination of all code stemming from said projects.
>>
>>175595604
I'm going to keep it simple GL code for now. I could always add an AA routine into my ztest and smooth the outer edges. For now my shaders are stuck full of audio math though so I'll add your advice to my roadmap to look into.
>>
>>175595097
it looks like mario bros
>>
>>175594170
Looks cool. Shame about the mixamo animations but I have heard some horror stories before so no surprise.
>>
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>>175590243
I'm not an artist but I'm trying to make programmer art.
>>
>>175593323
Does this mean that Crytek would sue anyone making anything in the list, or is it to cover their asses?
>>
>>175596065
i liked your last direction better

regardless, you should look at an actual walk cycke ref and copy the poses
>>
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>>175557676

----[ Recap ]----


Game: Dregs


Dev: Fleech


Tools: Uinty


Web: @fleech_dev


Progress:


- i broke everything again.
>>
Can someone kill whoever keeps putting Source in the OP? This has to stop. NOW.
>>
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----[ Recap ]----
Game: Harmon:i:c
Dev: AWK
Tools: Godot, Ableton Live
Web: https://awk.itch.io/harmonic, https://awkgamedev.tumblr.com/
Progress:
+ Added a map so the player can see areas that have been visited
+ New sound effects for rewinding and toggling the map
+ Tweaked the main menu to hopefully stop players from pushing the quit button by mistake so often
+ Resizeable window and fullscreen toggle
+ Worked on Level 07
- Not happy with Level 07
>>
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----[ Recap ]----
Game: Project K2
Dev: Anon
Tools: Unity, Maya, Photoshop
Web: https://kr0s.itch.io/project-k2-alpha
Progress:
+ The robot can now aim.
+ Made a simple HUD - it has coin count, life count, and health progress bar. Coin count also has a progress bar (coins found out of total).
+ Polishing the Demo Day 14 build, squashing any retarded bugs.
- Since the robot can't be harmed atm, health is always at 100%. Lives, however, are those weird rock things scattered throughout the level. The wrench is supposed to restore health, but that ain't happening either.
>>
What is /agdg/'s opinion of the TIGsource forums? Are they a good place to promote your game while you're developing it?
>>
>>175593323
you're devving on a clock now
>>
Why does UE4 have such fanatic and aggressively vocal cultists? They all speak like viral marketers but I know they're not. What's up with that?
>>
>>175596528
If you are networking, yeah.
If you're just shilling, no.
>>
>>175596327
I dreamt you were a psycho and wanted to kill me but I couldn't ask the police for help because I was a criminal so I had to balance robbing the town and hiding from you and escape the jail before you found me there
>>
>>175596528
Why shill your games to devs when you can shill to people who will buy your game?
>>
>>175596742
But what else are the devlogs there if not shilling?
>>
>>175594989
It has already been used for architecture software (by a French or German company iirc)
>>
>>175596809
Good point. I guess non devs have no reason to browse those forums, so it must not be very effective to promote anything there.
>>
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>>175557676
----[ Recap ]----
Game: Metal Slug vs. Double Dragon
Dev: RadFred
Tools: GODOT, Photoshop, GraphicsGale
Web: radfred.itch.io
Progress:
+ Made that whole block-your-progress-until-you-kill-all-enemies system.
+ Completed the 2nd enemy's AI
+ Changed my test level to include both enemies
+ Cleaned up some code
- Death animation of the new enemy doesn't sync up with its flykick, need to go from preset animations to tweening.
>>
>>175596736
>every engine user ever
>>
>>175595097
Good progress, can't tell if the buildings are yours or borrowed but I like the paper Mario style combined with the scenery.

>>175595894
Yeah they even have an FBX for Unity export option, but It's so painful to set everything up that you are better off using Unity's default stuff and completing it with homebrew animations. They seem to be in a super alpha state, so hopefully it will get better later.
>>
>>175596148
they'd likely c&d. Plus for pornography how can you tell if it was made in cry when its a rendered video? they have no incentive to sue either, just an ass cover

>>175596602
what?
>>
>>175596742
What's the difference?
>>
>>175557676
----[ Recap ]----
Game: Chronospira
Dev: dbiton
Tools: Godot, Aseprite, Famitracker
Web: -
Progress:
+ Rewrote dialogue system from the ground up
+ Animations for dialogue (portraits)
+ Added acceleration on jumps' horizontal movement, created animations for jumping
+ A lot of camera work - snapping to platforms when landing on them instead of following player, added "points of interest" code which smoothly moves the camera to a position, works with screen shake. When player is running to one of the side, the camera drags a bit behind to allow more area visible in the direction the player is running to.
+fixed minor bugs
+made (pretty bad) main menu music.
+created main menu and intro splash screens for it
>>
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Which one?

I'm autistic. Help me!
>>
>>175597421
wats dis
>>
>>175597731
B on both sides
>>
>>175597731
B except the top join is also like the bottom one
>>
>>175597889
This!
>>
>>175597731
AAAAAA
>>
>>175597421
show me gameplay or something. your title screen interested me
>>
>>175597992
no those are N's
>>
>>175597421
I agree with >>175598051, stop being a whodev and show us your stuff
>>
>>175598101
He's just deathly afraid of the letter N.
>>
>>175554424
how much does it cost to hire an artist for pixel art or some other art for a full game?
>>
>>175598412
i'll do it for $5/pixel
>>
>>175598450
>not doing it /hr
l2jew
>>
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>>175597173
>can't tell if the buildings are yours or borrowed
Everything in the scene minus the npcs were made from scratch.
The models are all my own, though really they're nothing fancy. All the textures are small (like 200x200) repeating textures I made in photoshop to try and look more Paper Mario-y cause those fuckers were damn masters of spreading and reusing small texture assets apparently.

I still have to make the last building and then add some details (grass blades along the sidewalk, flowers, etc.), then I'll finally be able to move on to more code foundation stuff again.
>>
what's a better way to code bosses? random movement and attacks? input reading? having multiple checks (view field, range...) and complex behaviors to emulate a smart ai? simple reaction rules?
>>
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>source users
>>
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>>175598051
>>175598224
>>175597834
I'm no whodev you bullies, im on discord all the time :^(.
also, you can shoot, throw granades and there are 2 bosses currently in game. Hopefully it will be in demo day
>>
>>175598872
cloud neural network
>>
>>175598872
different patterns for different health (healthy boss, injured, third phase) and nicely telegraphed moves
>>
>>175598872
any of those things or none of them

post genre you dense fuck
>>
>>175599074
Oh it's you, I didn't recognize it from the main menu.
>>
>>175554424
Does anyone know the logical way to go about getting light rays similar to https://youtu.be/4_Iq2RPDQ-M?t=2m57s

I'm using Unity, and I'm unsure if I should be using a point light, or just a shader to achieve the effect.
>>
>>175598412
are we talking 8 or 16bit style? 8 is pennies, 16 ill do it for commission depending on the job
>>
>>175594170
4:3 games from the 90s had an fov of 90 as a standard so Please make your fov 90 or above thanks
>>
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im making a waifu simulator™
>>
>>175599074
oh you're maga hat dev, I hereby rescind your whodev status

for what it's worth your title screen doesn't fit the rest of the game at all, based on what I've seen of it. a suit of armor doesn't make me think of a man in a baseball cap with a handgun
>>
>>175599461
thicc
>>
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>>175599461
>>
>>175599461
i always wanted a chicken lady simulator
>>
>>175599461
My fucking sides
>>
>>175599461
its only a few edits away from a quality horror monster
>>
>>175599461
Harpy monster jam
>>
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>>175599409
The video was recorded using Unity's built in editor. The game scales to whatever you want it to.

>>175599074
>outsmart your enemies
Your title screen doesn't match your game anon.

>>175598731
Great, looks good, keep it up.

>>175599461
wow
>>
>>175599461
BIG SMOKE
REMEMBER THE NAME
>>
>>175599560
I thought about making the backgrounds chage according to who you meet in the game.

since the first npc you meet is the dude with the armor I made a detailed background of him, but it may not be such a good idea. I think ill keep it for now.
>>
>>175599978
>>
>>175594170
I was going to post about how much has changed since last demoday, but your giant post trying to get attention back to you is the height of faggotry.

>>175579012
>Cool
Really?
>>
>>175579034
finally furshit that isn't gay in my general
>>
>>175599074
i get triggered every time with that jump sprite, the way he's spreading his legs doesn't look good at all
glad to see more godot projects tho
>>
>>175600731
delete this
>>
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>>175600352
>I was going to post about how much has changed since last demoday
You just did, thanks anon.

On your second point, I don't do it for attention, I try to give acknowledgemente and feedback to devs who care to make progress and show it here. There would be no AGD in AGDG without them.
>>
>>175572204
> to get used to the engines
> to not reinvent the wheel and get straight to the point
> both
> not having time
> not having skills to do it from scratch

I am taking the long road tho, I started with ASCII roguelike in C not C++, moved to C++ later on, and then to SDL with sprites and actual 2d textures etc. that was 7 months ago now I am re doing it with pygame and python, much easier, especially when I know my way around classes etc.

Thinking of moving to some sort of android platform and actually deploying my game to the store later on, just dont want to be Java, probably C++ or some wrapper with it.
>>
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gimme ideas for Monster Jam pls
>>
>>175601181
POKÉMON
>>
>>175601181
Simcity but after 5 years your town always gets destroyed by a kaiju. There are no ways to defend yourself.
>>
>>175573243
scope, skills, payout for effort.
>>
>>175601181
a game with one or more monsters
>>
Pokemon but with procedurally generated pocket monsters.
>>
>>175601181
like gta but you're a magical troll and gang warfare is about capturing areas for farming
>>
>>175600731
That's kinda hot!
>>
>>175601181
A game where you get eaten by a giant monster girl and fight the various elements of the insides of her body who are slim girls/acid girls etc.
>>
>>175601548
I think this could be cool if you do a good job with the generating.

None of that No Man's Sky shit
>>
>>175601548
>Gotta Catch'em all!
Oh fuck
>>
So in godot is a scene pretty much just a game object? Would my player character and enemies all be scenes? I don't feel like I'm getting it.
>>
>>175600039
that's fine, but I wouldn't make the armor dude the default title screen that shows up when the player first starts the game. You'd definitely want that one to be something immediately representative of the game as a whole.
>>
a general tip.
don't get a job in game dev.
>>
>>175602096
please
>>
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>>175557676
----[ Recap ]----
Game: Rune Revolver
Dev: Monchop
Tools: GMS/Aseprite
Web: ---
Progress:
+ Actually came back
+ Bullet impact effects
+ Bullets also aren't consumed by the void once they disappear anymore
+ HUD Icons
+ A bit of code cleanup
- After like 3 months it's still barren as fuck
- Won't have anything ready for demo day again
>>
>>175601181
tetris
>>
At what point is it acceptable to make a patreon/kickstarter for your f2p online game.

Asking for a friend.
>>
>>175601940
Yeah, it's just a saved node, basically anything you want to instance around should be a scene.
>>
>>175601783
I'm having this problem now. So you want to give your players a checklist, right? How do you do it?

Do you check off the "purebred" monsters? Design all your monster parts in sets.

Do you check off individual monster parts? Like what spore did kind of. You'd have to avoid having two very similar parts.

Maybe you unlock purebreds but one part at a time. Once youve collected monsters with all the parts to make a purebred, you unlock it, and maybe get a free one?
>>
>>175602251
For me to back a project I'd have to get my hands on something playable and solid before even considering it.

After that point I need to see commitment to both the project and dealing well with your backers. Rewards are something that is less required but things like being committed to communication with your backers and the integrity not to fuck them over is a dig deal.
>>
>>175602251
If you mean f2p as in literally free to play, use patreon. As soon as you have a playerbase large enough. Just multiply your playerbase by some % to account for who is willing to pay. You do have a server cost to justify it.

If it's f2p as in jewish , there is no way you can also get away with a patreon, and unlikely that kickstarter will work.
>>
>>175602251
If people were willing to pay, patreon is the best model to fund an online game. You get monthly payments proportional to playerbase and server cost.

Kickstarter is the opposite of that.
>>
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>>175602251
Wizmud is that you?

I'd say after you get a decent enough userbase. The good thing is that if your game is fun it won't take too long to become popular as it's f2p.
>>
>>175602827
https://www.patreon.com/wizmud
>>
post a good software toolbox for an aspiring ideas guy
>>
>>175602962
Awesome. You have some big shoes to fill with club penguin going offline but I'm sure you've got what it takes.
Godspeed anon.
>>
>>175603146
i mean tool set
>>
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Im making a starfox clone. What features do you recommend?
>>
>>175603146
rpg maker
ideas.txt
internet browser
>>
>>175603336
Please no furry characters
Make the pilots anime girls instead
>>
>>175603336
waifus
>>
>>175602962
What am I supposed to do?
>>
>>175603336
cumboi beepboop
>>
>>175603336
>>175603454
Please no anime girl characters
Make the pilots hideous slime monsters instead

also if that webm shows on-rails stuff then don't make the on-rails path so twisty and windy, gets disorienting
>>
>>175603454
This, no furries, just cute girls.
>>
>>175603336
pls remake this
https://www.youtube.com/watch?v=j2dBvJongq4
>>
>>175602631
Plan is to release a free alpha by end of next month for people to mess around in. How mature do you think the project needs to be for you to be confident in the dev? This is my first public game and I'm only releasing it cause literally everyone I've shown it to told me it's a good idea and they like the direction.

>>175602669
It's not f2p as in you have to spend money to beat certain levels or avoid waiting for stamina or shit. The only money being spent is to get unlockables earlier than usual. But until I have an actual (at least beta) game that will be disabled and I'm just giving out shit. And even after then I'm going to avoid having them spend money to get shit, I hate that.

>>175602827
>popular
Good thing it isn't developed with __VR__ in mind. If it gets enough interest I could make it playable on the PC pretty easily and cross "platform", but that's a dream.
>>
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>A studio is already working on a gameplay mechanic somewhat similar to yours except they have an actual game
>>
>>175603454
>>175603530
Thats a given

>>175603721
Your taste is shit
But yeah I was just testing my cute spline system I can see I need to make the path mostly straight to make aiming easy, I do plan on implementing a free mode later on.

>>175603883
This looks awesome
>>
I promise to not abandon you guys when I get famous, but only if you don't hate on me too much.
>>
>>175603336
>>175603336

One of the gamecube Starfox games made it so that you weren't always locked into your Arwing, but could instead walk around with tradition weapons, or get into one of the tanks.
Interestingly enough, if you got out of an Arwing while it was in level flight, you could continue to stand on top of it while it raced forward.

Some of the most fun I ever had as a kid was when me and a friend would basically joust each other: We'd both hop out of our planes, then try to snipe the other player while perched on the cockpit before the two planes crashed into each other.
If you can recreate anything half as cool as that, I will 100% buy your game.
>>
>>175604371
I think anime girls make for really boring characters but hey, it's your game
>>
My characters will only speak in emojis.
>>
I promise I will never get famous
>>
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Can someone sue me if I rip off their open source code and adapt it for my game?
>>
>>175604424
You'll know you've made it when you have a dedicated AGDG nodev religiously hating every time you post.
>>
>>175578012

>I'm talking about the fact that you haven't experienced enough of life to be able to express original ideas in your work.

lets get our heads out of our asses now, ok?
>>
>>175604682
post code
>>
>>175578012
>you haven't experienced enough of life to be able to express original ideas
Holy crap, get a load of this guy. If anything, the older you get the more locked in you are.
>>
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>>175604424
>when I get famous

>>175604626
you should program your game in emojis too

>>175604682
the answer to "Can someone sue me for ___" is always "yes"
>>
I only want to make
the greatest game ever made
>>
>>175605308
Me2
>>
>>175605161
left arrow is assignment
1234 is int or float
peace is bool
notepad, folder, and flag are all variable names
thumbs up and down are true and false
moonmen are parentheses?
>>
>>175604682
Yes, if you don't abide by the license
>>
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>>175605462
>tfw they can't sue you because you didn't read the license
>>
>>175581887
>what is cavestory.jpg
>>
>>175605595
What if the license says they can sue you if you didn't read the license?
>>
>can automatically tell when a game is made in unity
>can't automatically tell when a game is made in gms

hmmm
>>
>>175605730
You don't fucking need to because ignorance is not a valid defense.
>>
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>>175557676
----[ Recap ]----
Game:Kick-in'
Dev:Kickindev
Tools:Gamemaker Studio 1.4
Web:kickindev.tumblr.com
Progress:
+The ability to create a custom control scheme has been fully implemented, so players are no longer limited to the control schemes i came up with.
+Pause menu implemented! You can now pause the game and quit back to the main menu at any point.
+ESC now brings you back to the main menu from the enemy intro screen, too.
+Baseline functionality for player KO state implemented.
-Right now if you've fallen, you can't get up. Still needa implement that part.
-Options menu within the pause menu is currently not functional.
-STILL NO PROGRESS ON THE ART FRONT and it's making me a very sad dev.
>>
>>175605862
Why not? It works in most cases
>>
>>175605996
Not legally, no. Unless you're a woman, in which case it might net you a reduced sentence in a criminal trial.
>>
What is the greatest game ever made? In your opinion
>>
>>175606093
skyrim
>>
>>175606093
Alpha Centauri
>>
>>175606093
mine tbqh
>>
>>175606093
pong
>>
>>175606093
Wario Land 4 or Alien Soldier
>>
>>175606069
>legally no
It works legally too. You can use it to avoid being considered an accomplice
>>
>>175606093
Minecraft
>>
a game from the monster pov, objective is avoid getting captured, freeing your kind, surviving the harsh nature (getting food, fighting other monsters), kinda like rain world but in a top down view and humans are among the threats.
a lighthearted version would be playing as a pokemon and level up your stats to be chosen by a trainer and live a comfy life.
another one is about DNA infusions, you consume other monsters and you get enhanced yourself in a rogue rpg
>>
>>175606093
Call of Duty
>>
>>175606282
That doesn't constitute "most cases", but I hadn't thought of that, I'll grant you.
>>
>>175593047
This.

>comes back 8 hours later to see his shitty OP got the exact kind of (You) he craves
>makes pitiful shitpost to top it off like he's "winning"
He can't help himself, it's an impulse.
>>
>>175606093
F-Zero GX
>>
>>175599074
Wait is that GODOT? How did you handle camera like that? Are you changing the drag margins each time an action happens?
>>
new thread
>>175606863
>>175606863
>>175606863
>>
>>175606897
>not letting little mr. I-can't-even-make-a-level-in-garry's-mod make the new thread
Oh you'll pay. You'll all pay.
>>
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>>175606093
All the games that I'd consider "the best games" have large modding communities and they wouldn't be a fraction as good as they are with mods as without them.

>minecraft
>mount and blade warband
>skyrim
>oblivion

Morrowind is great even without mods. I love EVE Online. I really liked Final Fantasy XI too and thought it was the best themepark MMO.

>Chromehounds is super good but only online.

I really like Bioware's core games
>KotoR
>Jade Empire
>Mass Effect (even 3 was good imo) I thought the idea of a trilogy that carried over save game data was fucking awesome. The first time I played through mass effect was like a month ago and playing through every game back to back was fucking awesome.

I fucking hate arcade-like games. That meaning platformers, shumps, metroid games, most 2D sidecrollers in general.
>>
>>175605595
usually EULAs have some stipulation that says that using/installing the software means you implicitly accept the terms of the agreement
>>
>>175607452
mountainblade is fucking great w/o mods
>>
>>175607452
your definition of "arcade-like" is spurious at best and retarded at worst
>>
>>175606093
JSRF
>>
>>175607498
EULAs contravene laws all the fucking time and are frequently not enforceable in court.
>>
>can't even circle-spin a gui texture in Unity
What the fuck is this shit?
>>
>>175607452
>minecraft
>skyrim
>bioware
>hates arcade games
Hello red.dit!
>>
>>175612279
I also don't like arcade games, and I have no idea why /agdg/ is 90% people trying to make them
Thread posts: 774
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