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/agdg/ - Amateur Game Demo, Guys

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 773
Thread images: 151

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Just like hurry up and make game!

> Next Demo Day 14 (May 5th)
itch.io/jam/agdg-demo-day-14

> Upcoming Monster Jam
itch.io/jam/agdg-monster-jam

> Helpful Links
Website: https://tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg

> Previous Thread
>>175606863

> Previous Demo Days
https://pastebin.com/KUSDs9vt

> Previous Jams
https://pastebin.com/8DFkkce3

> Engines
GameMaker: https://yoyogames.com/gamemaker
Unity: https://unity3d.com
UE4: http://unrealengine.com
Godot: https://godotengine.org
LÖVE: https://love2d.org
Construct 2: https://scirra.com/construct2
Your Own Engine: I don't know, google it

> Free Models, Art, Textures, and Sprites
https://opengameart.org
https://blender-models.com
http://mayang.com/textures

> Free Audio
https://freesound.org/browse
https://incompetech.com/music
https://freemusicarchive.org

> Chats
IRC: https://webchat.freenode.net/?channels=vidyadev
Discord: https://discord.gg/invite/0g6DnnHCw7KsRvNA

> WebM Resources
OBS: https://obsproject.com
Webm for Cirnos: https://gitgud.io/nixx/WebMConverter

[Embed]
>>
>>175673974
Don't stir coffee with a pencil you stupid anime
>>
What board game should I recreate that hasn't been done brefore?
>>
>>175673974
>Chats
NO
>>
>>175674316
i think that's a straw, anon
>>
>>175674338
YES
where do you think the yesdevs are?
>>
Free product shilling
http://impactsoundworks.com/product/super-audio-boy/
Authentic Gameboy sampled instrument for your musics making.
>>
>Accidentally design my game with a similiar gameplay approach to Etrian Odyssey

I've never played it. Should I be concerned with my players having expectations?
>>
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Looks like the sprites break on really 3d-wide objects like The bed. Not surprised.
I guess while writing dialogue and UI I'll add an Effect item for sprites to render directly on top of them and skipping all that fake-3D bullshit.
Already wrapping away the Shader API, allowing me to do some pretty nifty things with colour highlights. All this will probably come together at once as I try to write a flexible UI system. Won't be fun.
>>
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guys:
I'm tracking the number of mentions of the following keywords in since the last 20 threads:
Unity
GMS + Gamemaker
Godot

I'm gonna graph them and post them every few threads, including this one. Tell me more keywords to track and I'll do them if they're reasonable, not too much memey shit please. a little bit is fine though.
>>
>>175674727
How about you wait until your game if past its formative stages before you worry about whether people will unfairly compare it to some other niche series?
>>
>>175674680
Reddit.
>>
>>175674712
>requires kontakt
>400 dollaridoos for retro samples instead of just using a synth
for what purpose
>>
>>175674727
What exactly is similar?
It's not that the game was super original, just very good. There's plenty of shit dungeon crawlers out there so people won't expect anything special from yours.
>>
>>175674797
Serious question: what's the point if it's not memey shit? The entire point of word graphs is throwing the shit of a thread/board back in its own face.
>>
>>175674797
please leave us in peace
>>
>>175674680
When I peek into discord I sure don't think "yesdev"
>>
>>175674797
Bored of poals?
You should make a game instead.
>>
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>>175674797
but why
>>
>>175674797
LOVE/love2d
Godot
UE4/UE
nodev/yesdev
mixel/rixel
demo
jam
poll
>>
>>175674680
>where do you think the yesdevs are?
Working in their IDE of choice.
>>
for every (you) i get on this post, i will yesdev for 10 more minutes
>>
>>175675290
Enjoy your b&
>>
>>175675103
you see way more progress and way more actual discussion of things being developed in #dev on Discord than you do here
>>
>>175674913
Well obviously Kontakt is used for a lot of things besides this. The purpose is if you want the authentic sound of the sound chip in a well-designed instrument with good presets.

I didn't realize it required full Kontakt until you mentioned it. Usually they have a Kontakt Player version but they have to actually pay licensing to release in that format so it makes sense that there's no Kontakt Player version of a free product.
>>
>>175674946
First person dungeon crawler that breaks into random battles with turn based combat utilizing front row/back row mechanics. I'm not aware of other dungeon crawlers that do that.

I'm just wanting to avoid expectations of features that others might consider genre standard.

DESU I'm working more towards a first person phantasy star 2 type game.
>>
>>175675393
That's because of namefag accountability. If I want that I will go to reddit. Chatrooms are just really really gay and on top of that cause issues in every community they form around.
>>
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Some fresh progress. I remade the encounter system - it used to be random encounters in certain areas, like wild Pokémon in grass, now it works like Pokémon trainers. Random encounters make the player feel like they should be avoiding them, which I don't want.

Also a character picking start screen, and a new weak enemy for the tutorial.
>>
>>175675393
You would think so, that's why I checked it in the first place. No such luck though.
>>
>>175675487
This
>>
>>175675393
That's a lie, I lurk there all the time and it's just nodevness all day.
>>
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good luck on demo day everyone
>>
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>>175675290
>>
(at)175675290
have an ultra-you for an entire hour of devving
thank me later when you become the next tobyfox
>>
>>175675492
>Random encounters make the player feel like they should be avoiding them, which I don't want.
I feel the exact opposite. If I see the enemy in an rpg like that, I feel like the game wants me to avoid them if possible.
Random encounters are more endurance test and expected.
>>
>>175674963
ok, memey shit is officially in, suggest shit
>>
>>175675487
how so?
>>
>>175675463
I'm not hugely into the classic dungeon crawler genre but Wizardry does all that shit aside from the first person view and it's old as sin. I sincerely doubt that of the many, many dungeon crawlers that have existed over the years, EO is the first or only one to copy the Wizardry formula (which basically set the standard).
>>
>>175674797
jonathan blow
peter molyneux
toby fox
clone
artist looking for
>>
>>175674797
dumb shit you're not supposed to reveal this until the experiment is over

Unity
Unity
Unity

Unity

Unity

Unity

Unity, Unity
>>
>>175675991
>Unity
>Unity
>Unity
>
>Unity
>
>Unity
>
>Unity
>
>Unity, Unity
the discord in a nutshell
>>
>>175675825
That just goes to show my knowledge on the genre. I also realize expectations are set by marketing but since this is amateur dev marketing is essentially non-existant so screenshots/video might lead the player on to different expectations.

Thank you for the feedback.
>>
>>175675991
He's not doing shit, he's just trying to create chaos. he's literally a dev goblin, trying to keep nodevs occupied with bullshit and to turn yesdevs into the dark side

also:

YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS YESDEV YESDEVS
>>
>>175674797
>how to bias a study 101

gratz anon
>>
>>175651761
>>175651865
>>175652008
so which is it really?
Are 2D games good for progressing fast with or no?
>>
>>175676231
>>175676084
>>175675991
>>175674797
>>175674963
Bring back the word clouds
>>
>>175676250
GMS can also do 3d also. It may not be very great but it can do it.
>>
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God help my title screen
>>
How often does LD happen? I wanted to do this one but I missed it.
>>
>>175675781
Yeah that's something to consider. I'll keep that in mind for level design and enemy placement. I think if an enemy is unavoidable the player should be able to tell right away.
>>
>>175676250
gms if you want to make game quick
godot if you want to make a better game quicker
>>
>>175676532
fucking google it jesus christ
>>
>>175676516
ahaha funny worde xD booty butty!
>>
>>175676516
>Ass
What did you mean by this?
>>
>>175676647
I was planning on making it lewd eventually
>>
Redpill me this: is there a 2D engine that's flexible and easy to pick up?

GMS is easy, but it feels like I'm playing with Legos. Trying to make anything substantial takes forever and feels clunky as shit because you're working with plastic nails and squeaky hammers.

Is there anything that's more fluid at the expense of a little difficulty?
>>
>>175676748
godot if you want to make a better game quicker
>>
>>175676748
godot
>>
>>175676425
>>175676614
is gms game maker?
>>
What a horrible thread. Fuck off agdg.
>>
>>175676748
use scripts you fucking ass
>>
>>175676748
don't fall for the godot meme at very least until 3.0 drops as it will destroy your existing project, trust me on this
either stick to gms or move to unity
>>
>>175676884
GML is also clunky and limited as fuck.
>>
>>175676939
>implying 3.0 is a forced update
>implying 3.0 won't and doesn't have tools to import 2.1 projects
>being this uninformed
>>
VR card game. Besides not hearthstone, not same mana curve, no bullshit rng, and yes spectacles (monsters in 3d yo), what should be done to take advantage of the platform?

this is the one time an actual dev is asking for idea guy help you shits, so make it count
>>
>>175676939
When will that drop?
>>
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>>175676939
>>
>>175676748
I'm enjoying Godot so far, learning more complex stuff really wont do you much harm. Might want to avoid working on anything too hefty with it until 3.0 drops mind but the practice will do you good and you'll probably be able to import with tools.

It's honestly really confusing to me how game maker markets itself as an easy lego-mode engine but gets needlessly clunky to even implement movement where you don't move faster by doing diagonally. Other engine that are more complex on the surface level are much less clunky on that regard.
>>
>>175677070
You can look over your opponents hands
>>
>>175677180
Yeah, that's how I felt. Baseline stuff was basically built-in, but trying to expand outside the box at all felt like trying to claw my way out of a muddy hole.

I'll look into godot. When does this new big update hit?
>>
>>175673974
Hey guys, I want to use the /agdg/ logo in my game. Is there anywhere with an .svg format of the logo?
Maybe it should be in the OP? I mean we have chats and webm resources, surely a logo resource would be good to have too.
>>
>>175677398
several months still
>>
Demo day is in 3 days!

Keep yourself accountable, what are your goals by then?
>>
>>175677398
Months at this point from my understanding, though hopefully I'm wrong.
>>
>>175677504
https://pastebin.com/iafqz627
>>
>>175677158
Fuck off Unity is better!
>>
unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity unity
>>
What are the current /agdg/ games with the BEST pixel art, palette or aesthetic?
>>
>>175677520
>Update environmental art a little
>new backgrounds
>Better tiles
>Add a boss battle
>Make Dialog less rigid feeling
If time:
>Improve Pause UI
>Animate Title Screen
>>
>>175677070
real answer? vr is fundamentally the wrong platform for a card game

working with what you have, make the board have some spatial gameplay, which many tcgs lack. a small grid would probably be fine.

enchantments / equipment / whatever modifiers that are played on monsters can be displayed floating above their heads.
>>
Why are there other engines in the OP when Unity is the ONLY way to make a game?
>>
>>175677618
Good effort, this deserved a (You).
>>
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How to improve, what would you change?
>>
>>175677634
>>175677734
>>175677814
/agdg/ in 3 posts
>>
>spend a day slapping together movement and some quick art assets rendered in a minute in gimp for wall textures
>post this progress and garner lotsa (you)s

>spend a sleepless week designing/coding my menu with working inventory/equipment/status screens that remembers selections and is entirely navigatable via controller
>no one will even give a shit to notice this huge amount of critical progress once they see it if it works properly.

Programming is a thankless role. Also point and click menus are garbage.
>>
>>175677993
/agdg/ needs more code shots, I always enjoy those.
>>
>>175677158
>WIP
I don't see an issue with this at all.
Not. At. All.
>>
>>175677876
It's okay for a certain style. It has a very basic look to it. If you're really looking to improve, post it on the Work in Progress forum at www.pixeljoint.com

There are people getting feedback on shit that's much worse than yours, so yours shoud go over fine
>>
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>>175677993
here, anon

have a (You) on me
>>
>>175677993
I feel you man. Making things like menu movement sometimes feels like lack of progress, cause even we (devs) can't see them visually.
>>
>>175678051
3.0 is not even in alpha yet, of course it's going to be WIP.
>>
>>175677876
The palette is quite offensive and the darker gradients are too dark and formulaic. They're suppose to suggest lighting, but yours seem arbitrary.

Average on the whole, though.
>>
>>175678072
welcome, jonposter
hope you enjoy your stay
>>
>>175678051
Are you just pretending to be retarded? Because it's still being worked on, there's going to be more 2.1.x versions with better and better 3.0 export support until 3.0 is finally stable released.
>>
>>175678072
Now where could my progress be?
>>
>>175678148
>offensive
>>
>>175678051
Work in progress implies they are actually working, which is a breath of fresh air coming from Unity.
>>
>>175678280
Do you not know what offensive means? You can always look up the definition.
>>
>>175677786
Wouldn't vr be a better implantation of a card game compared to pc or mobile? Considering the direct 1:1 comparisons of card handling?
>>
>>175678054
I'm going into mix between gameboy games and pixel psx games, so it shouldn't be really complicated (especially that i'm not good in drawing, so it would probably turnout as random pixels fest instead of nice looking art).
I'm not going to post it on other sites, /agdg/ is enough for me. Thanks for suggestion anyway.

>>175678148
What do you mean by offensive? Like too much of contrast between colours, or too bright/saturated as a whole picture?
I don't care much about if shadows are realistic, if it will look good, it will be enough for me.
>>
>>175678450
I just thought it was a funny word choice, please forgive my intrusion.
>>
>>175678527
I'm Irish.
>>
>>175678524
>/agdg/ is enough for me
Fair enough. I guess my only comment on it is that it looks fine for now, seeing it animated will probably yield more critique
>>
>>175678615
I'm so sorry.
>>
>Godot
It's like one anon once said, 4chan breeds all sorts of hipsterism
>>
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>>
>this thread alone already has more IPs than agdg games
makes you think
>>
>>175678510
Only if what you care about is shuffling cards. The actual strategy half is more effectively expressed on a 2d screen.

The novelty of a card game in VR will definitely be enough to sell your game, don't get me wrong. It's just not the best medium to express the strategy game.
>>
>>175677070
Could always have a focus on effects that require the player to split their attention. I'm a fan of digital card games that do things you wouldn't be able to do on the tabletop effectively. Perhaps a card that, when played, requires the enemy player to look at it or take damage.
>>
how do i get on the frontpage of itch
>>
>>175678853
>game maker studio
fun to play with and stimulates you
>unity
toy that helps you to forget your parents are filthy hoarders
>godot game engine
tool for autistic neckbeards that won't achieve anything important in life
>unreal engine
boss fires you and gives your project to an immigrant
>>
>>175679250
>>175677070
It might be too memetic for what anon is aiming for but the joke sets in MTG have some kek-worthy cards that could be translated into VR.
http://gatherer.wizards.com/Pages/Search/Default.aspx?sort=rating-&set=[%22Unglued%22]
>>
>>175678853
The whole GM is for babies meme to me seems pretty stupid

Yeah drag and drop is literally for children, but GML, while specific and limited in abstraction, is enough to do a shitton in 2D and can be retooled and manipulated really well. Greg Labanov's tutorials and techniques for Wandersong are a pretty inspiring example. Unless you're making a heavy management game that NEEDS super complete inheritance than GM is solid for 2D. Even that can be achieved by making your own system
>>
How is Unreal for 2D?

I tried Unity's 2D and it's seriously, truly terrible.
>>
>>175679808
no one ever talks about it so I assume it's even worse
>>
>>175679808
>Unreal for 2D
Motherfucker you better be making Unravel or some seriously graphical 2.5 D shit
>>
>>175679786
At least as many people perpetuate the "GM is for babies" meme in order to trigger people like you as those that perpetuate it because they're ignorant of the capabilities of the engine.
>>
>>175679808
Actual 2D, why.

A 3D game played on a 2D plane, fine.
>>
Someone here once said to me that 3d is not "art"

I'm wondering what on earth they meant by that
>>
>>175679786
You can retool lego blocks into actual functional machines but that doesn't make lego less of a toy.
>>
>>175679808
Thanks for giving me a good laugh, anon.
>>
>>175679941
>trigger people like me
fair

It's jus seeing some actual shit people can do in it is pretty cool, it's a shame it's such a prominent meme
>>
>>175678972
I meant the actual handling and transition of cards. Aka instead of dragging a card to battle you actually pluck it from your hand and place it down. As far as "battlefield overview" goes, a copy of all cards in play will be on a play board in front of the player in the podium with them. And I've taken special care to allow players easy and fluid ways of inspecting cards.

>>175679250
>>175679678
Maybe as a sort of arcade game type lol. I'm not going for a "srs mechanics only" type of game but that's a little too meme for "standard"
>>
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>>175678049
Here you go you filthy harlot
>>
>>175680076
Charm is what will sell your game, you need to make the player feel like xe's in a Yu-Gi-Oh episode, things need to feel grandiose.
But for that you will need some serious art and audio skills.
>>
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Assume I'm too stupid to make my own engine from scratch (I am).

I am familiar and comfortable with Unity but have only used it to make small scale (mostly word) puzzle games (pic), to familiarize myself with the interface and work on my C#.

My interest is to make games similar to classic RPGs like Ultima, or Avernum, or similar in ways to Roguelikes. On a much smaller scale. Basically just digital tabletop RPG adventures.

Point being, grid based movement and actions. I know this is not what Unity was designed for, it just happens to be what I am most familiar with. The correct way to use Unity has been made apparent to me that you should leverage its GameObject and Component systems. In reading up on people trying to make tile based games in Unity I have come across many saying that a GameObject per tile (and more in my case, if an object is dropped, or layered objects in one tile, such as a wall tile with a painting object on it), the GameObjects add up quickly and this becomes an inefficient load on the engine because for each GameObject it stores data that it may not necessarily need in this context, but would if one were to use Unity as intended, or solutions are suggested that don't necessarily pertain to the type of "tile-based" game that I am interested in, where I do want information about a tile to be stored in the tile (information about the tile, such as how much it hinders movement, as well as any objects, animate or otherwise, occupying the tile's space).

Alternate solutions have been suggested but appear more work intensive and counter-intuitive to the intent of the engine to the point where it seems more reasonable to simply adopt a new engine. Has anyone approached this sort of game using the Unity engine before, and what are your findings? I know that there is a lot of contention about which engines people like anyways in here but is there one that might better suit my interests, preferably one that uses C#?
>>
>>175675463
>I'm not aware of other dungeon crawlers that do that.
All of them do nigga what the hell
>>
>>175680828
I didn't read all of that, but the reasonable solution would be to have one gameobject/model for the static map.
>>
>>175680828
>unity for 2d
square peg in a round hole etc etc
>>
>>175677876
Pillow Shading
>>
>>175680828
unity's engine philosophy is actually to implement the bare minimum and let the asset store take care of the rest.making your own "engine" inside unity is an intended use case.

on to specifics - 2d or 3d? either way there are ways to avoid using a gameobject for each tile. tracking the game state in a separate array that doesnt use MonoBehaviours is pretty easy, the hard part is rendering only what you need.
>>
>>175680312
Thanks for the advice anon. Yea I'm taking special care to make sure everything feels satisfying, and models/animations will be the hardest part for sure.

>make the player feel like xe's in a Yu-Gi-Oh episode
Ill be sure to have VOs that explain the effect of a card every time it's played
>>
>>175680026
>lego
>toy

>video games
>not a toy
>>
>>175681584
making games is not a game
>>
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Another few transitions.
>>
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>>175681978
>squareman has a body now
>>
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>>175676748
Got you covered senpai.
>>
>>175681978
Wait so is this for your LD game or is this legit canon?
>>
>>175683262
Ohhh shit boys, we've got a question about the Tender Arms canon!
>>
>>175683409
enlighten me
>>
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>Tender Arms
>characters have no arms nor tenderness
>>
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>>175678853

so with unreal 4 you need a team of 50 people to make a half finished mess?

sounds about right.
>>
>>175673974
She looks almost as tired as I feel.
I wanna make her a bartender in my game.
>>
>>175683664
Quality post.
>>
>>175683614
having a team is the only way to make game
>>
>>175676293
your prayers shall be answered anon

I will return with my word clouds
>>
>>175683262
I'm afraid to give any of the plans away as every time I do, something forces me to change them within a week. But this is connected to TA, that's guaranteed.

>>175683486
The story is about finding the sorceress, which is actually someone of importance to you.

Script I got for the first/optimistic ending:

As you enter the room, you are immediately blinded by the endless beauty of the great Sorceress Etyliv.
You stand there completely stunned for some time, then remember what you came here for and nudge yourself to move.
As you stumble around without any senses there to assist you, suddenly you feel like you have once felt before.
As her tender arms wrap around you, you feel . . . home.
>>
unity!
unity!

unity! unity! unity, i say unity!

its unreal
>>
>tfw got tired of my game and I don't know if it's fun anymore
>>
>>175683982
Make a demo for demo day and we'll tell you
>>
>>175683982
post it and i will critique

t. expert game critic (15 years experience)
>>
>>175683936
And then what? You still have to leave the dungeon or whatever.
>>
>finished with everything for grad school
>have a whole summer to work part-time, dev, and hang out with friends
I'm gonna do it this time, /agdg/. I'm going to finish a game instead of just making a demo and calling it quits.
>>
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>>175683838

no.
>>
>>175684221
Then you play again and get the real/melancholy ending, where you find the the sorceress but she's not what you needed/wanted/expected, feeling unfulfilled you delve deeper on into the dungeon.
>>
>>175684564
but you already found the sorceress before
why is she different
>>
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For fucks sake I have just spent 4 hours debugging my new animation code without success.

Instead I decided to scratch the project and start a new one and suddenly the animation code works.


Fucking fuck fuck hell
>>
Reminder that the creator of a shitty, buggy-ass, pure drag-and-drop game made in GMS that two people have played and nobody's played for more than an hour is more of a game dev than some enginedev with incredibly elegant code but who's never finished anything.
>>
>>175684532
Lets see your game
>>
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Will no-fap help me dev?
>>
ayy time to shill myself again.

If anyone needs an OST i'd be interested in working on it. I have some sample shit to listen to. unfortunately only one song
>>
>>175684760
And a Unity dev with a Perfect Game is more of a dev than both of them.
>>
>>175684803
Meditation will help with both
>>
dont have a job, someone pay me to do your graphics
>>
>>175684829
You've done one song and you're ready to commit to a whole soundtrack? Keep writing
>>
>>175684856
Any dev with a very good game, whether they were an enginedev, used Unity, used GM, or whatever else, is more of a dev than someone who made a buggy mess or didn't make anything.
>>
>>175677736
p-pls respond
>>
>>175684963
i mean i had more but unfortunately i lost them due to irresponsible reformatting a while ago.

made me learn my lesson real quick
>>
>>175684936
>Trusting artists
No.
>>
>>175684936
Gibs me dat portfolio
>>
>>175684829
Why do people do this without posting their songs/profiles? I want to hear, man. I love hearing what musicbros have to offer.
>>
>>175684963
>>175685092
Forgot to mention, currently working on more, too.

>>175685124
https://soundcloud.com/agdgost/sample2
>>
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>>175685113
https://soundcloud.com/cyclophobia/sets/mythophobia


3D assets / animation / Music /
>>
>>175684532
>>
>>175674330
You just gave me a neat idea anon, thanks.
>>
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The wife (male) finished another background for the VN thing.
>>
>>175674330
Checkers.
>>
sorry if someone has already posted this, but I just saw this
https://kotaku.com/a-new-jet-combat-game-for-the-pc-1794819914?utm_campaign=Socialflow_Kotaku_Facebook&utm_source=Kotaku_Facebook&utm_medium=Socialflow
>>
>The wife (male)
What did he meme by this
>>
>>175685653
Pretty good font options.
>>
>>175685653
That's a cool background.
>>
>>175685245
I really enjoyed that. I'm working on a scifi game and I might be interested in your music. Send me an email so I can have some way of getting in contact with you later on.

Keep writing.
>>
>>175686203
Presumably saying that he was a dude to clarify in case we assumed that anon was in a lesbian relationship?
>>
>>175684936
>someone pay me to do your graphics
kys, doing graphics is piss easy and relaxing. I would pay to do graphics
>>
>>175686335
ok
>>
>giving (him) indirect (you)s

My husband (meme-kin) is laughing at you right now.
>>
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what sounds the most fun to you lads, in a 2D multiplayer shooter

>selecting your weapons before spawning (modern shooters)
>spawn with default weapons, find weapons on the map (classic arena shooters)
>pick a class/character with their own weapons (class based shooter)
>>
>>175686572
number 2
>>
>>175686572
arena shooter style is the rarest nowadays so go for that
>>
>>175686572
Class based default weapons, map weapons change depending which class grabbed it.
>>
>>175686572
arena shooter
>>
>>175686572
Load outs are more fun than class/arena shooters in my opinion. I also unironically like grinding for unlocks too so maybe I just deserve to be put in a mass grave.
>>
>>175686446
My fucking dog (female) is sleeping right now.
>>
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>>175686826
>fucking dog
>>
>>175686572
Class based shooter
>Dev already balanced the loadout for me
>Don't have to run around the map looking for the best weapons
Basically I am lazy, and there are a lot of people like me
>>
>>175686572
2. It also gives you more control over pacing of your levels and provides the option of putting your player through the grinder if they want access to the best weapons
>>
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>>175686826
>>
>>175686769
If you want I can come kill you or something.
>>
>>175685653
A male wife is called a husband, anon. You are welcome.
>>
>>175686862
>SINGLETONS
>>
>>175686826
>having a dog specifically for fucking
>>
>>175680828
>Unity has been made apparent to me that you should leverage its GameObject and Component systems

Meh

I don't even use gameobjects all that extensively, only when i need a visual component. So what I do is I keep a pool of gameobjects and have a set of regular c# objects to hold the game data, then when I need to show something on the screen I apply the object data to a free gameobject
>>
thank you boys. my game already has an arena shooter based weapons system but I'm experiencing a bit of a block because i didn't think it was fun, but I think my map design skills are just shit
>>
Is it worth upgrading from GameMaker Studio to GameMaker Studio 2? What does GMS2 add to the table to be worth a $100 price tag? I can't even get a discount to upgrade since I already have the previous one.
>>
>>175685653
Really cool art, can you show any more?
>>
>>175687574
no
slightly faster and that's about it
>>
>>175687642
Jesus.
>>
>>175687574
They charge you for a version bump?

Defend this, GMcucks.
>>
>>175687805
It's like a whole new program~!
>>
>>175687574
There are some quality of life changes, like the editor live tracks your variables and their scopes, new workflow, and the new tiles and layer systems. It's nothing gamechanging, but try out the beta/free version. I'm not upgrading
>>
>>175687805
YoYo really fucked up, they made the free version absolutely useless and removed all traces of 1.4 while literally the entire competition is going for the "free with royalties" model or just plain free.

They want the "kids who will never manage to release a game but still throw money at stuff" audience and it will bite them in the ass.
>>
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I'm using tables to store my variables, are you happy now? Just need to figure out how I can do what I was doing before with just variables
>>
>>175685653
>lcd screen
>retro pc with a floppy disk reader
>retro keyboard
he fucked up good
>>
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why the hell is this crashing my memory?

>string randomString = new string(Enumerable.Repeat(chars, random.Next()).Select(s => s[random.Next(s.Length)]).ToArray());
>>
>Video tutorial
>Accent that makes everything he says unclear
>...Uuuuh
>Not editing the video so the lesson is clear and concise
I wish I took in information from text better
>>
>>175688149
Tbh I had a PC with a flat TFT panel and floppy reader in the early 00s. Though that monitor is obviously modeled after a modern Benq screen.
>>
>>175688273
I would say something but you don't take in information from text so this reply is useless.
>>
>>175688215
random.Next(s.Length) is inclusive? Meaning you're indexing one past the end of the array
>>
>>175688149
You must not be a mechanical keyboard enthusiast.
>>
>>175680828
I'm not a Unity expert but wouldn't one GameObject Instance() of a prefab per tile-type not be that expensive? You'd have a transform per GameObject, the rest of the data would just be a reference to the prefab data wouldn't it? I'd try it and profile it rather than assuming that it will be inefficient.
>>
>>175688426
I have no idea, I got it from stack overflow.
I put it inside a 200ms timer, but it always crashes after a few strings.
>>
>>175687471
Really simple map might have the best weapons in the centre and progressively weaker ones further away. Long ranged weapons up high, short range ones in tunnels or enclosed spaces. Weapons that can make shields or are designed for defending at doorways. Ammo and and armour on corners sometimes. Lines of small health/armour pick up guiding the player towards a larger health/Armour. Spawning areas with some kind of overhead barrier to prevent lobbing weapons used in spawncamping.

Mirroring half a map can work for overall balance but sometimes looks obvious and ugly unless artistic variation is added with non-intrusive props or other elements. Look at examples of particularly well known and iconic maps like Quake 3 The Longest Yard, UT's Facing Worlds or even something like TF2's 2Fort (despite its retarded sniper gallery)
>>
aggy daggy is shit, tigsource is where it's at, thank me later
>>
>>175688889
I can't answer their questions in the register page.
>>
>>175688736
try random.next(s.length-1) then senpai
>>
>>175680828
>Alternate solutions have been suggested but appear more work intensive and counter-intuitive to the intent of the engine to the point where it seems more reasonable to simply adopt a new engine.
It's not.

You should look into how some developers (and tutorials) cover making tesselation games which are entirely procedural.

If you want Unity to just be a C# IDE that lets you more easily browse assets and set up scenes - it can do that for you. You don't have to use the engine in any particular way but the gameobject and component system is where Unity's power lies. Yes you may as well use another engine if you don't utilize it but you won't unless you're trying to prove something to yourself or be hardcore.
>>
>>175689108
Just don't call that if s.length is zero unless you know how random.next(X) handles negative X.
>>
>>175688889
TIG is depressing and dead. Nobody is there.
>>
>>175688889
>Spamming your game. If your first 1-3 posts are advertising your game, it may be considered spamming. To avoid this, make a post in the Obligatory Introduction Thread before advertising your game.
what did he meme by this
I want to use the forum for devblogging and I don't give a fuck about replying to other threads, are blogs considered advertising?
>>
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>>175689108
Well it basically didn't work
>>
>>175689549
>I want to use the forum for devblogging
So you want to talk to yourself? Seriously tig is dead. You are teh meme.
>>
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Godot is honestly really close to perfection as long as 2d is concerned.

I challange one (((1))) of the meme lords shitting on godot to post their game.
>>
>>175689740
but i wanna be like notch
>>
>>175689704
Oh. It's the first random.next call. You can't just allocate an array of random int size without a bound.
>>
>>175689780
>granades
LOL godot
>>
>>175689740
>>175689549
>>175689487
>has current successful game devlogs
>people actually show progress
>tons of games you can learn from (art and code wise)
>dead
what did they meme by this?
>>
>>175690030
nice game :^)
I do need to check my spelling though, im not a native speaker.
>>
>>175689959
Yep, that was it. It was probably trying to create strings with 10k length or something.

thanks
>>
>>175689704
>>175689959
This, don't call enumerable.repeat with Random.Next(), because it returns a number from 0 to INT_MAX, which will be way too big for a random string.
>>
>>175689780
how did you handle text boxes?
nice metal slug explosion
>>
>>175690210
where u from bb
>>
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>>175689780
>>
why does botw look so good?
>>
>>175690404
hopoop is using unity (lel) now and making a 3d game
>>
>>175690421
Both TWW and SS look better
>>
>>175689780
Google "The Witness"
>>
>>175690404
isn't that GM?
>>
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What is your contribution to the future of games?
>>
>>175690724
>1997
sea of brown no contrast
>2007
sea of green no contrast
>2017
gameplay elements are clearly demarcated in a visual hierarchy of form and color
>>
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LATE recap, not enough progress, but I can't kill my streak!

----[ Recap ]----
Game: Legacy Code
Dev: legcodev
Tools: GMS, Photoshop
Web: legacycode.itch.io
Progress:
+ Minor clean ups and fixes
- Finals week :((((
>>
>>175690075
>has current successful game devlogs
If you say so.
>>
>>175690873
*tips gamedev college degree*
>>
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>tfw retro game console developer
>tfw firing up unreal engine for the first time
Is this... the power of the Gods?

How much texture memory do I have? 20 MB? 24 MB? Holy Jesus
>>
>>175690998
>Finals week
Brother I could not feel you more on this

Fucking sucks that finals is right on Demo Day for me
>>
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>>175690404
I don't belive it's actually your game.
>>175690317
I swear, I made it by myself. it isn't even done yet. to be honest, the entire game is "nice metal slug -----".

for the text box, ive got a function for question input and a regular text, it deals with the speed of the text, the color, protrait etc. All the data of one "line" goes into a queue that advances each time the player presses z.
>>
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>>175680026
>You can retool lego blocks into actual functional machines
https://www.youtube.com/watch?v=2CYIxlp4e6A

lmaoing@urlife
>>
>>175690873
>>2017
>gameplay elements are clearly demarcated in a visual hierarchy of form and color
almost every object is a different color
>>
>>175690489
>pixel shitters already salty
>>
>>175691032
>what is rain world devlog that spanned 5 years
>>
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>great game idea
>start devving
>having a great time programming
>eventually need art
>even passable placeholders take a fuckload of time
>progress slows to a crawl
>energy and interest sapped
>slowly dev less and less, eventually just stop

>months later
>great game idea
>>
>>175691291
let's see this great game
>>
>>175691291
Just buy them on the Unreal Engine marketplace.
>>
>>175690873
>gameplay elements are clearly demarcated in a visual hierarchy of form and color
Is the sun a gameplay element? Is that giant colored ball in the distance a gameplay element? Are the red hearts gameplay elements? You're full of it.

Pickups literally glowed and flashed up until the late 2000s. That's how you highlight gameplay elements with form and color.

>visual hierarchy
Nah nigga that doesn't even make sense re: that screen.
>>
>>175691196
who
>>
>>175690998
i've played the demo, did you improve level generation and enemy placement? frogs keep jumping on top of the only gap, and those homing satellites are like laser guided missiles they're hard asf
>>
>>175691196
I don't know, what is it?
>he actually thinks people share his interests
kek
you'll learn
>>
So about my anime horror game.

I guess since I'm pretty shit and can't make a game worth damn, I'd take the easy way out: make basic gameplay and break it up with "moments". For example, after reaching the exit of the first maze, the protagonist is caught by one of those gay animes and has to cut of her own leg to get away.

The moment after the second maze would be rape. The evil girl loli protagonist is strapped to the bed and slowly stripped by the main lolicon otaku antagonist. Just about as things reach index'd levels, a bunch of dudebroes storm in, give the lolicon a wedgie and say bro a lot. They get turned into those gay animes as the protagonist makes her getaway.

AM I A HORROR WRITING GENIUS OR WHAT
>>
>>175691736
>anime
stopped reading there
>>
>>175691109
are you using a table of strings? parse a text file? simple scripting language? using gdscripts itself? these kind of stuff always overwhelms me, i'm struggling with conversation box and cutscenes
>>
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A small update.
Water, sky, and the sun gets occluded by the clouds.

I also broke the light shafts somehow, and they're not working anymore. Send help
>>
>>175691775
But the whole point of the game is that anime is gay and gross and creepy, anon

You're, like, my primary audience
>>
>>175691826
is there a game attached to this title screen?
>>
>>175691826
so is this a game or a wallpaper
>>
>>175691826
SO DID YOU GO WITH A B C OR D
>>
>>175691571
>devlog has actual helpful tips for special pathfinding, dynamic sprite rendering and other problems you encounter if you're actually making a game
heh
>>
>>175691853
>is gay and gross and creepy,
sounds like the game is about (you)
>>
>>175691853
The idea is kinda self-defeating when you realize it's just going to be an anime game about creepy children.
>>
>>175691853
an anime game for people who don't like anime?
>>
>>175691736
This just sounds like some hentai fetish shit, not 'anti anime'
>>
>>175692571
A horror game anon.
A comedy horror game, to be precise.
>>
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>>175691882
>>175691897
Not yet. Just making juice for the sake of it

Come up with a game idea for me
>>
>>175692779
google "the witness"
>>
>>175692779
how good can you make characters
>>
>>175692998
google "the witness"
>>
>>175691291
You don't need art, just render the collision boxes and capsules, optionally with color if you want to get fancy. If the gameplay ends up good enough you can find an artfriend.
>>
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*blocks your progress*
>>
>>175693016
Depends on the character, I guess.
Why?

>>175692998
>>175693085
no u
>>
>>175693085
>>175692998
this shitpost never gets old
>>
>>175693141
Steam is the only reason why I'm even making a game.
>>
>Unreal Engine dropdown menus stop working
ENGINE DEV IT IS
>>
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>>175691812
It currently looks like this, but I may change it. I call the _text and _question functions on the text interface engine a bunch of times and it queues it all. There is actually an other "godot text interface engine" project you can download, which is pretty good and I used originally, but I wrote one myselfbecause I didn't like it. You might find more use in it.
>>
>>175693246
If you're stumped by a dropdown menu, maybe enginedev isn't for you
>>
>>175688889
Not anonymous
>>
>>175693350
Posting your game automatically makes you not anonymous.
>>
>>175692779
Hey do you like ss13? We have an open space for a "lead" artist on our ss13 clone collab
>>
>>175693336
>Not wrinting a dedicated rigidbody-based physics engine just for realistic dropdown simulation
Never gonna make it
>>
>>175693445
Not really
>>
>>175693129
It bugs me. I want to show off my epic 'meplay, but all anyone focuses on is the lack of art.
>>
>>175693628
Not really
>>
>>175693296
i'm trying to implement it using coroutines, i'll check that project to get some ideas,any reason why you don't have a set_text_speed function? or 25 means something else?
>>
>>175688427
that still doesn't explain the monitor
>>
math for games is pain
>>
>>175694407
games about math are a pain, too
>>
>>175685245
fuck that was really nice

10/10 would pay extra for game + soundtrack
>>
>>175693619
Really.
>>
A game where you
>>
>>175695237
play
>>
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>>175695237
make a game
>>
Unity
>you have to pay to remove Unity's logo from your game

UE4
>you need permission to put UE's logo in your game

makes you think
>>
>>175695668
not very hard
>>
>>175689780
I guarantee most, if not all, of the shitposters hating on Godot are nodevs or Unity/Gamemaker shills.
No yesdev actually cares about engine war bullshit.

Keep up the good work. The gameplay is looking good.
>>
GUYS, THE DROPDOWN MENUS WORK AGAIN
>>
>>175695223
https://www.youtube.com/watch?v=gAg3MDKb2hI
>>
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>>175688215
good pepe
>>
>>175688087
>They want the "kids who will never manage to release a game but still throw money at stuff" audience and it will bite them in the ass.
This is so weird, though. Game Maker WAS that program for so long, and then GMS came around and it was much better and people actually made solid stuff with it. Why go back to being the MS Paint of game development?
>>
>>175696260
>Why go back to being the MS Paint of game development?
that's RPGmaker
>>
>>175693154
>Why?
its the only thing that matters, thats why
>>
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>>175695668
Godot
>you need to go to "project settings" to remove Godot's logo from your game
>>
Is there a good open source alternative to GMS that's roughly as easy to use (I don't use drag-and-drop for anything but placing items in levels)?
>>
>>175689780
Have you tried Love? I think it's pretty great for 2D, but I've never tried Godot.
>>
>>175697285
see
>>175697235
>>
>>175697235
You can't change the executable's icon without resource hacking tools though.
>>
>>175697367
s-shut up
>>
>>175697367
That's actually considered a bug. And they're working to fix it. Although it's low priority.

You can just build the engine from source with whatever icon you want if you really want to.
>>
>>175697794
>3.0 Fixes It™
REEEEEE
>>
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>at least 2 or 3 devs in the discord's offtopic channels have openly admitted that they've considered suicide recently
>they're all for similar reasons
>there are probably more in here who don't bring it up

don't give up, anon, i believe in you. i believe in your game and your future.
you may be going through hard times now, but hard times come to pass and i know in my heart that you'll go through it!
>>
>>175694843
thanks man, appreciate it
>>
>>175697794
>That's actually considered a bug.
Hahah, sure it is.
>>
>>175698135
https://github.com/godotengine/godot/issues/1211

it sure is
>>
>>175698196
Yup, a "bug" that they are surely working on "fixing". It's listed under "issues" so they must be sincere about fixing it!
>>
>>175698332
If it matters that much to you why don't you submit a patch fixing it?
>>
>>175698332
>boo the open source project isn't working fast enough on the issue that i care about
>>
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post /agdg/ games from devs who don't know what the fuck they're doing
>>
>>175698393
>How about you just do the work for them?
No thanks.
>>
>>175698485
>>
>game is so bad you want to kill yourself over it

I hope you never get to share it with the world
>>
>>175698467
>T-they're definitely working on the issue, guys!
>>
>>175698653
>being this bitter
>>
>>175698393
>points out a legitimate issue
>"lole it's open source fix it on your own"
godotfags everyone
>>
>>175698728
>his game makes him feel like dying
>wants others to feel this way
>>
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I don't know what happened to me, before I was always thinking about ideas although they were shitty at least I was thinking of ideas

So I spent the last three weeks just working on C#, C++ and unity so I could make game. But suddenly I can't think of any ideas and just massive writers block

Help me please AGDG how do you overcome writers block?
>>
>>175698995
That isn't writer's block, that's you evolving from an idea guy into a game dev and realising that those ideas, and 99% of ideas, were always worthless.
>>
>>175698995
>he doesn't have 8+ notepads full of ideas to go back to
>>
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>>175698995
Stare at this picture until you hear him say something.
>>
>>175698995
creative block doesn't exist
your brain just got bored and gave up without asking you for permission
>>
>>175698038
If I hung out in discord I would want to self destruct myself too.
>>
>>175698038
What were the reasons?
>>
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Monster jam game idea:
A Boy and His Blob but the Blob is that Blob from the movie The Blob.
>>
>>175699419
Unity
>>
>>175699541
>homer.jpg
>>
>>175699259
You're right Peter, you do catch too much flakk for being a dreamer. You honestly believed your games were that amazing and if you believed it then that doesn't make you a liar. Players literally could do everything you said they could.

Fable truly was a great game and so was the sequel
>>
>>175699641
This but unironically.
>>
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It's... not really as scary as I hoped
>>
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>>175699746
>>
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I-I'm ready for DD14...!
>>
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My first ever animation, made in Spine. I can't believe how easily Spine and GMS work together, it's such a breath of fresh air
>>
>>175700581
Pretty decent for how non-cubic that gelatinous cube is.
>>
>>175700581
That's one smug slime
>>
>>175695402
>>175695396
>play make a game
But we're all already pretending to make game.
>>
>>175699419
In broad strokes, feeling like they've been wasting time chasing a dream that they will never attain and having passed opportunities over the years that would've allowed them to do things differently or followed another path entirely
>>
>>175700916
Such is the life of the nodev.
>>
>>175700916
>take the opportunity
>only think about how much you want to make games
we were made to suffer, anon
there is no escape
>>
>>175700763
>>175700741
Thanks
>>
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Where's the progress?

Next progress post gets a fanart.
>>
>>175701642
I just opened/agdg/, that's a start.

Draw something cute for me.
>>
>>175694089
25 is the millieseconds per letter, so there is no need to use set_text_speed. every line can have a different speed and it's easy to use, which is nice. The main major drawback is that you cant add effects like shaking, having a word be a different color etc (or I just haven't figured it out yet, would love some tips)

also, jesus christ recaptcha is just horrible, what happened?
>>
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>>175701642
PROGRESS: the mid-round options menu won't be done before demo day so I've marked in Not Yet Implemented. Working right now on the "player-is-KO-and-trying-to-get-up" state at this very moment..
>>
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>>175698038
>try not to give up
>miss my father
>>
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>>175701836
>>
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>>175702146
>>
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>>175702359
>>175702750
truly the hero /agdg/ deserves
have a fanart
>>
>>175702359
Thank you.
>>
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I have no progress for the last few days and I've run out of spite which was my balance to motivation. All that remains is sadness tied with disappointment, which is poor for driving development. Long story.

Anyway, what's frowned upon when it comes to demo day? I've posted progress here and there but I'm hesitant to make the demo jump.

I need something new to drive me.
>>
>>175703170
Do it for her.
>>
>>175703170
Well when hate, sadness, and hapiness fail there's always fear.

Give me your address anon.
>>
>>175703170
Literally anything that isn't a virus or a whogame is fine.
>>
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>>175702750
You're the best.
>>
>>175703170
Fuel the spite again and remind yourself that without completing game you will have let the reason for spite win.
>>
>>175703326
That bitch gets enough of my time and dedication as it is, no thank you.

>>175703342
sent :^)

>>175703387
Fair enough, I'll bite and ask what exactly a
whogame would be though.
>>
>>175703170
I don't think you have a game. And if you do it won't be anything remotely playable in the next 3 days.
>>
>>175703607
>whogame
game from a whodev
>>
>>175703694
What is a whodev? Someone who makes whogames?
>>
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>>175703595
While possible it's complicated. I won't go into drama but if I do this on my own I'm risking a good friend.

>>175703617
I don't think you have a game, buddy.

>>175703694
So a guy like me, huh?
>>
>>175703763
someone who never posts progress here
>>
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>>175703887
does microblogging count
>>
Has anyone ever done a 'Whodev in Whoville' Dr Seuss comic?
>>
>>175677786
I dont know about you, but a VR Yugioh holodeck styled game would be fucking amazing
>>
>>175698485
bad day, anon?
>>
>>175703943
nice polycount, shitstick
>>
>>175677993
Have another (You).

I gave up on my first game because I wanted to get the back end working first with Google Play and Facebook before working on any actual "game".

I actually got GP fully functional for what I wanted and could log into Facebook in-game, but thats where I never picked it back up
>>
>>175704741
If you have to subdivide a cube more than twice to make a photorealistic cat like that, you're never gonna make it
>>
>>175703870
>>
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>>175704854
I needed this.
>>
>>175699426
Posts like this kill braincells.
Why does this place exist?
>>
>>175679808
Im actually trying it. I want to make a 2D game, and I want to brush up on my C++.

The only problem so far is the lack of a single fucking tutorial that isnt 2+ years old, and things have changed since then.
>>
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>get a month into development
>start to doubt your project

why does this always happen?
>>
>>175704996
Bully go home
>>
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>>175703943
>>
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>>175704607
nah this is how i usually work
i honestly have no idea what i'm doing right now
>>
All I've done today is fix my camera AGAIN, then make a tree in like 3 minutes of modeling and 20 minutes of drawing textures.

Anyone know why my webm's have been coming out really bloated filesize-wise?
I'm just doing what I assume is the normal workflow of
>record it
>compress it without audio in Handbrake into mp4
>convert to webm using online converter
Is there a better free mp4 to webm converter I'm not using?
>>
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>>175702146
>>175702750
And as promised...
MORE PROGRESS!
You get knocked down, you get up again.
>>
>>175706443
I record with OBS and convert with webm for retards and it works fine.
>>
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If you were to play a game where there are only 4 buttons to control (accept, decline, movement), what combo of keys would feel most natural to you?

I was thinking only on things like:
- arrows + Z, X
- wsad + J, K
- wsad + J, L
- arrows + enter, esc
- arrows + enter, space.

Anything I'm missing? What combo feels most natural to you?
>>
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PROGRESS

Refactored my map system. Now I tell entities to move, instead of telling the map to move entities. Way better this way.

Refactoring also resulted in consistent performance on movement (etc.), instead of having the performance become steadily worse the newer/further away the entities were.

Shit's still unoptimized. Gonna get to that soon.
good to be back
>>
>>175706586
What kind of dance is that
where's the new art
>>
>>175706865
An option menu that let me decide what keys to use.

by default arrows, Z, and X
>>
>>175706865
Why not all of them?
>>
>>175706865
arrows + z, x.
dem emulator days got me used to that shit.

wsad + k, l is 2nd
wsad + j, k is 3rd
wsad + j, l is shit
arrows + enter, space is shittier
arrows + enter, esc is shittiest
>>
>>175706898
Something cobbled together from sprites I already had before old artist quit.
And as for art...I don't know. New artist is busy as fuck and hasn't made a single sprite so I'm tempted to seek other venues...
>>
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>>175706773
Yep, that was my problem.
Not sure how I forgot that program when I got my new computer, but it does convert things way better.
Maybe I really am retarded.
>>
>>175706998
Actually that's what I'm planning, but I wanted to made some default preset at start, that anyone would be able to grasp easily.
Thanks for help.

>>175707023
As I wrote above, just making one default preset with option to change.

>>175707028
Thanks for help and precise description.
>>
>>175707336
But the whole Z, X routine always fails on QWERZ keyboards

have a heart, man
>>
>>175707336
Why not support both wasd and arrows at the same time by default? It's what I do and I will let the player set several keys per action when I implement rebinding.
>>
>>175707540
>not having rebindable keys with sensible defaults
>>
>>175707693
I'm the end user, I don't have to do shit
>>
>>175707540
I will make it so probably both Y and Z will be set as default. Thanks for pointing that out!

>>175707649
Seems like really simple, yet really great idea. Thanks for sharing, man.
>>
>>175707846
>I will make it so probably both Y and Z will be set as default. Thanks for pointing that out!
Thank you game dev Jesus
>>
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>tfw you thought the dayz money train had crashed years ago
>>
>>175708024
Not dried up until the AAA industry says so. We are just getting started.
>>
>>175691291
>great game idea
>start deving
>having a great time programmming
>having a great time making art
>eventually burnout and don't want to look at it anymore
>no fault at the game just get tired
>>
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>>
>>175709070
I don't need the complexity of that design pattern for my project.
>>
>>175709070
But I am... I think. And it's implemented horribly inneficiently.
>>
>>175691291
>>175693628
placeholder dev went about a year without art and his game is still highly regarded around here because the gameplay is too fucking good
it wasn't until a couple of months ago that he put actual art into his project
>>
>>175709070
Because I dont know what that is ;^)
>>
>>175709070
wuzzat boss
>>
Reminder to ignore all programming patterns and systems and code what you want things to do as simply as possible.
>>
>>175709070
Because all tutorials are OOP
>>
>>175709070
Too much boilerplate to do simple things.
>>
>>175709274
Are you telling me to use assembly?
>>
>>175709535
Binary
>>
>>175709070
literally what is it
>>
>>175709070
I don't know how to handle animations and google isn't telling me how
>>
>>175709070
It makes everything harder to understand
>>
S-should I post mobile game progress? Not literal shovelware, just a game on mobile.
>>
>>175710297
Sure! :D
>>
Reminder that level design is what makes or breaks a game.
>>
>>175708024
You could easily make millions if you made a survival zombie game with a full city. Like New york or something.
>>
>>175710573
If persona 5 can get critical and commercial success with horrible level design then I don't think that's true.
>>
>>175710297
Yeah that's fine.
I like playing games on my phone, it's just unfortunate there's so many shitty ones.
>>
>>175709070
>implying I'm not
>>
where's the memeword counting guy
he promised a graph
>>
give me an idea for a html5 multiplayer game
>>
>>175711819
reddit's place but forever
>>
>>175711819
Snake, but multiplayer, but with a twist
>>
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What's the hardest part of gamedev?
>>
>>175712167
My dick
>>
>>175712167
Naming your game
>>
>>175712167
Remaining polite while answering questions from people who play your game despite the answers to said questions being clearly signposted in multiple locations
>>
>>175712167
Planning how to program stuff
>>
>>175712167
Waking up in the morning.
>>
>>175712383
>planning
stopped reading there
>>
>>175711819
Rewrite Ace Attorney Online in a competent manner.
>>
I love setting values wrong, accidentally.
https://a.uguu.se/Enho28SjvATL.webm

>>175712383
This
>>
>>175712452
I wanna see if you wanna see what it takes. To be the man with the master plan. Are you the man now?
>>
>>175709905
i have an idea how to handle animations using entity component system. but since my game works off of texture atlases it won't really work for you i think? if you want to know my idea, just say so anon i'm here for youuuu
>>
>>175711114
they have a fan base that will literally eat the trash from the studios garbage if it has persona scribbled on it.
>>
>>175712827
https://youtu.be/zlptO0axoP4
>>
>>175711114
>80 hours in
>The last palace in the game
>The difficulty of "puzzles" never gets higher than obvious vents

L E V E L D E S I G N
>>
>>175712167
I'm going to say level design so far.

Programming is a tough puzzle, but you can get really quick results and it's fun to figure out the solutions.
Animation is the same way, the setup takes a while, but afterwards you can have fun moving things around and seeing an immediate result
Making a level is the thing that takes the most time through either modeling or making tilesets, along with actually having to figure out the DESIGN of the level itself, and whatever other assets are needed. And it doesn't really give you much feeling of accomplishment till late into it when things start coming together.
>>
Anyone got any info/tips/guides on how to design 3d platforming levels?
>>
>>175713285
Anon if you want puzzles, a 3d AAA RPG is the wrong place to look.
>>
>>175713382
Verticality and horse shoe shapes.

This is what I learned from John Romero.
>>
>>175713440
Why did they even bother then?

The game would be better off without these "attempts" at puzzles
>>
>>175713540
That is correct.
>>
>>175712167
3D modeling and rigging
3D math, especially transforms and quaternions, I usually just pray they work how I want because I don't know how to use them.
>>
>firmly stand by the thought that all the code beyond what is provided by the engine should be made by the devs, as well as any and all assets used in it
>friend tells me this is a very closed-minded ideology and that there isn't nothing wrong in borrowing a wheel from time to time instead of reinventing it from scratch
>maybe he's right
>decide to give it a shot on something i'm having issues with
>follow the tutorial to the letter and barely understanding it but finally get all the things i need to overcome this one obstacle
>test the game with the new addition
>it doesn't work
>i don't know how it works so i can't fix it by myself

back to the stone tablet it is then
this wheel won't invent itself
>>
>>175709070
because i code in terms of data not for the sake of the code itself
>>
>>175714683
>anon is incompetent and barely understands the code
>blames others
>>
>>175714683
I'm gonna steal all the assets and there's nothing you can do to stop me
>>
>>175714683
The biggest problem I have with "borrowing a wheel" is when they stop maintaining shit. I've never bothered buying assets, but I can see how detrimental it can be if the updates stop; the comments in the asset store go from "wow this is gr8" to "HELP I CAN'T DEVELOP ANYMORE AND THE SKY IS FALLING. FUCK YOU CUNT I PAID GOOD MONEY FOR THIS" etc
>>
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Why do people in /agdg/ focus so much on amateur sprites, 3d models, art style, and animations when they don't even have finished level designs or game code? If you make a really good game and stop wasting time on your shitty attempts at programmer art, you can use your FINISHED PRODUCT to entice real artists. And if you do finish the game while making your own art, you'll still want to replace it all with artist art in the end anyway. So why bother? Whenever I see demos or screenshots that aren't using placeholders or ripped/public domain assets, I instantly take them less seriously, and assume they have a tenth of the chance of ever getting finished. (Unless the art is actually professional, and let's be real, none of it is).
>>
>>175714971
were's is u're you air game?
>>
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>>175714971
Bitch, my art is amazing
>>
>>175714971
[spoilerIt's fun][/spoiler]
>>
>>175714843
i blame noone but myself
i don't have any issues with making shit from scratch but i generally don't understand the thought process that goes behind other people's code, specially if i'm unfamiliar with certain methods they use

it's much more comfortable for me to work with things i've written myself because i know exactly what i mean when i write something and i can edit it on a whim
>>
>>175714683
Tutorials aren't borrowing the wheel. Don't follow tutorials, they do more harm than help.
>>
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>>175715138
>>
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>>175714971
you're talking to a guy who made this to be used this as his player placeholder and used it for less than a week

clearly, time and effort aren't a concern for me
>>
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>>
>>175714971
>you can use your FINISHED PRODUCT to entice real artists

its not technically finished if you have to replace all the art now is it m8?

if only it worked exactly like that anon.
Nobody is gonna want to gamble on your games simply because you think it's "enticing".
>>
>>175715460
I like buttons but my mobile phone too few of those
>>
>>175715460
It should be easy enough to port my game to mobile, simple controls and shit graphics are pluses in this day and age.
>>
>>175715460
kys
>>
>>175715551
I feel like AAA P2W skinner boxes with licensed franchises have pretty much cornered the market at this point.
>>
>>175715460
My friend who was going to collab with me is dying and I don't know what to do
>>
>>175715690
meant for >>175715460
>>
>>175715690
They've cornered the top sellers chart, but if you have a decent PC game then your premium mobile port can do well.
>>
Nice, click-to-move is super easy with navmeshes, and it works with multiple characters! I have a feeling that selecting / deselecting units is going to be more of a pain, but I guess I need to do it if I'm going to make anything worth being called a game.

https://aaaaaaaaaaa.itch.io/protorts?secret=9yWgc0wPQVCxEE8SqbIGQ90MPk
>>
>>175714971
>/agdg/ focus so much on amateur...
Because it's in the title of the general, you stupid cunt.
If we weren't amateurs, we wouldn't be here.
>>
>>175704996
Name one thing wrong with my quality post.
>>
>>175715928
don't click it it makes mustard gas
>>
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>>175714971
>amateur game development general is full of amateurs

hmm really boozles my bambles
>>
>>175715527
>its not technically finished
If the gameplay and progression are finished, they're finished regardless of the art.

>if you have to replace all the art now is it m8?
There's no real art to replace if you just use placeholder boxes or ripped models... Reading comprehension m8.

>Nobody is gonna want to gamble on your games simply because you think it's "enticing".
What the fuck? An artist is 10x more likely to want to work on a game if they know it's guaranteed to ship once the art is done. What artist wants to put in days of work on something and then have it all go to waste because the gamedev hits unexpected coding issues, or runs out of free time?
>>
what's your favorite agdg meme?
>>
>>175717034
ure game lmoa

the placeholder sword
>>
>>175717034
peterposting

It's family-friendly and gets the noggin' joggin'.
>>
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>>175715138
that's a big kitty
>>
>>175717034
20 seconds to explain

it never fails to get at least half a dozen replies
>>
>>175717249
*blocks purr path*
>>
Does monster island still post here?
>>
>>175714971
>you can use your FINISHED PRODUCT to entice real artists.
I unironically fell for this meme. Made literally the whole game, then asked around if anyone wanted to contribute art.
No sane artist wants to spend a month or more following directions off a design document without being paid first, and if you're going to pay an artist anyways, then you don't need a finished project in the first place.
>>
>>175717034
the fake games that only exist so someone can have a high score in the recap
>>
>>175717312
Nopepe
>>
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Almost done with retopo, baking and rigging for this!
Had some horrible seams because I'm mirroring the UVs to save texture space, but I managed to smooth the worst of them out in the end.
>>
>>175717367
Is that a thing?
>>
>>175717358
>if you're going to pay an artist anyways, then you don't need a finished project in the first place
Enjoy wasting your money on needless art revisions.
>>
>>175717582
Is this for a porn game? If not, why did you sculpt a full vulva on a grandmother?
>>
>>175717625
wait for the recap youll know them when you see them
>>
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>>175717582
Got her down to 2100 tris, while still having some good edgeloops in the face for facial animations. It took forever, but it finally looks decent (I think?)
>>
>>175717493
Fuck!! I remember one day he posted his old models before he got good. I need that to motivate myself right fucking now
>>
>>175716671
enjoy your ideologies coolguy
>>
>>175717721
What would you need to revise? Once you've finalized your design document, it's just a matter of brainlessly doing it.
You do write up a verifiable design document first, right?
>>
>>175717728
I've had the same lighting artifact show up in my own models where I didn't intentionally model anything
>>
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>>175717759
Test of some facial animation

>>175717728
I didn't - That's one of the bad seams that remain in the normal map. Will work on it some more.
>>
>>175717759
Looking forward to the release of Puffy Vulva PAWGranny Quest, anon.
Keep up the good work
>>
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>>175715460
Because I already made one and realized no one will play it for more than 5 minutes. Pic related is Win32 version that never got released.
>>
>>175717871
A design doc is good to have, but if you don't change anything at all during your dev cycle, you're doing something wrong. The dev process is one of experimentation and figuring out what works and what doesn't work. Therefore, if you pay for art assets right in the middle of your game development, you are at a much higher risk of having to pay for later revisions.
>>
>>175717941
Th-thanks
>>
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Why is 3D so hard?
When will someone make a proper 3D modeling program?
>>
>>175718039
>I am so radically incompetent when it comes to programming that I am unable to verify a design document before finalizing it
>my inability to code is so deeply ingrained in my workflow that I'm not even sure if I can implement something before I physically try to do it
>>
>>175717965
That pig is horrifying.
>>
>>175718181
Imagine making this post in an amateur game development thread.
>>
>>175718181
>Muh waterfall
You are literally an autist if you don't see how iteration and revisions are important to all software development. Almost the entire software industry abandoned your awful, slow methodology. And it's pretty much impossible to predict what will really be fun or not in a game. That's why you have to experiment and change things.
>>
>>175718358
/agdg/ ain't amateur anymore
We big boys now
>>
>>175717582
>>175717929

that is frightening
making a horror game are we?
>>
>>175717965
your aesthetic is displeasing. and your game looks derivative. what were you trying to accomplish with this?
Did you fall for the "just make a mobile game" meme? I'm being serious
>>
Question. Blender animates at 24 fps and I have unity going for 60 fps. When I animate a fast sword swing in blender; following animation rules theirs some frames where the sword would move ALOT more to convey fast motion.

In Unity if I attached a collider to the sword would it still detect things in the swing's arc? If not what could I do?
>>
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Procrastination Progress to stall from doing real shit
>>
>>175718698
Animate in blender at 60
>>
>>175718358
Shouldn't you be "experimenting" with for loops before you post here? Have you even figured out if you know how to post?

>>175718401
There's no prediction needed. You know exactly what your capabilities are because I can only assume you're not a drooling knuckle-dragger who's incapable of even basic introspection.
>>
>>175718712
C U T E
>>
>>175718698
That's why you should do sword swing detection with traces rather than a collider
>>
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>>175718498
No matter what I make, that always seems to be among the first replies I get.

It's just meant to be a story character for a cutesy arcade block-breaking rocket game.
>>
>>175718793
You're autistic. Sorry.
>>
Whats a quick easy to make game, that will also make lots of money?
I'm sick of being a neet
>>
>>175718992
Your dream game.
>>
>>175718992
Furry-pandering h-game, doesn't matter what kind.
>>
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>>175718845
I can't help but think of this when I look at >>175717582
>>175717759
>>175717929

It's not necessarily bad, it's just unnerving in a way I can't honestly place.
>>
>>175718767
Whelp, that just made it play at hyper speed. So id have to re do all my anims. Thats a no go.
>>175718835
The problem I have with traces is, can I make it cover a certain arc and only effect things as the weapon hits it?

Its a third person game.
>>
>>175719258
Thanks, I guess

What was the name of that stopmotion thing again, by the way?
>>
>stopmotion

has any game used fake stopmotion?
>>
>>175719524
i like the idea you are going for. I recommend that you revisit the appearance of the character. if anything don't try to model in the appearance of wrinkles. save that for textures and such. i imagine it would look alot less uncanny and it would be easier to make the person look older through texturing.
>>
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>>175718273
Wait till you see the vampire.
>>175718689
I don't need a cause to just like make game.
>>
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Worked on some lobby stuff today. might make a menu tomorrow so i can launch a new version for demo day


also rate my new chainsaw and possible logo of the game since i cant draw for shit
>>
>>175719524
It looks like The Mysterious Stranger - from the Adventures of Mark Twain:
https://www.youtube.com/watch?v=BpaRouocBes
>>
>>175719865
If you mean 3D animation that isn't interpolated, I know Guilty Gear did that. But it was specifically going for a 2D sprite animation look, not stop motion. But it's the same process, just have 3D animation with many key frames and no interpolation between them. Or maybe artificially lower the framerate of the animation.
>>
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>>175720068
Old one for comparison
>>
>>175720215
I meant artificially lowering the framerate and maybe applying some other effects. Like Laika Studios
>>
>>175719895
>I recommend that you revisit the appearance of the character
A bit late for that now, I think.
Will make more characters, though.

>if anything don't try to model in the appearance of wrinkles. save that for textures and such
Not sure if that's a good idea. I hope to make the diffuse texture's wrinkles line up with the normal map.
Will consider it once I have made the diffuse and tested this properly.

Thanks for the advice.

>>175720082
Thanks!
>>
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Shitty scene transitions are in
>>
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>>175720334
The Deadly Tower of Monsters
>>
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I now have a functional hand cards, and CC counter.

I do however need to flush the hand card that's used

and now I need to build a deck shuffling system, and figuring out how to make sure cards in the hand don't get overwritten or go past 7 cards, and make you discard a card
>>
>>175676250
Depends on the game. Some things can be done faster/easier in 3D.

Anyhow there are tradeoffs to using an game making tool or using a programming language.

If you don't want a job in programming later / don't care if your game's performance is shit / want to create a game as fast as possible, sure, go for the game making tool.
>>
'gress?
>>
>>175721030
I swear to god keep those goblins
>>
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>>175723218
I fucking BUILT this game around those goblins.

I'm working on an eyecatching gif for my itch.io page, what does /agdg/ think about this?
>>
>>175722978
Amateurgress
>>
>>175723437
upturned mouth
>>
Name your studio.
>>
>>175723837
Libbycuck Studios
>>
>>175723837
Dikorkox Studios
>>
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>>175723393
I actually really like this one
>>
>>175723837
"I'm bad at naming things studio"
I'm hoping this will help alleviate my inability to name my games.
>>
>>175723837
No Games Studio.
>>
>tfw cant dev without an iv drip of meme music
>>
>>175723837
stud.io
>>
>>175726192
this is good but a lego modeling program of all things has this domain
>>
>>175726297
>implying i'm not Daniel Jezek, founder of bricklink
>>
>>175684532
do it, bitch
so will I
>>
Can someone recommend some good 3D model guides from thrash to thicc
>>
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Late-night PROGRESS:

Because this is the first enemy you'll fight in the game, I've added a QTE-like prompt to them to give the player directions on how to get back up once they get knocked down.
>>
Just curious. I was looking at footage of someone remaking Ultima Underworld in Unity which is really neat.
https://youtu.be/xbQXgwO-70o
I noticed something was off but it took a while for it to occur that it was the smooth lighting. Is this something that is possible to remedy in Unity? If you're making a game that uses lower resolution textures, is it possible to make the lighting match their resolution a bit more so you don't have a smooth gradient over chunky pixels?

This from someone who is pretty unfamiliar with Unity.
>>
LATE reply
>>175691524
No, not much changes to those things for this demo day. I want to improve level generation and tweak enemy difficulties for sure. I think we should have time for some enemy changes before demo day.
>>
>>175727229
Get human 3D model
Select edge loops around hips/thighs
Turn on Proportional Edit (in blender, I don't know what it's called in other programs)
Scale that loop up until it's as thicc as fuc
>>
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FUCK YEAH.
Nothing feels nicer than getting something done that looks good/works good.
Simple code that deactivates my camera script, repositions it AND Mario so that the player's axis remains consistent (up is still local Z forward), but it at least somewhat solves the major problem I was having of not being able to see behind big ass buildings.

Currently it only takes in a stationary position and doesn't follow Mario, so I can only use it to create more cinematic angles, but I think If I just change up the main camera script to be local based, I may be able to have it so I don't have to deactivate it to do this.
Still, the effect looks decent and has a lot of uses even stationary.
>>
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Fuck yeah late night progress
Run cycle for the Wizard character. Official name is The Great Zuff
>>
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>>175727497
>>175727659
>>175727823

Productive night tonight it seems
>>
>>175719865
Double Fine made a prototype of a monster-hunter clone inspired by Ray Harryhausen films where the monster has a jerky stop-motion look to it.
>>
>>175727823
Looks good, nice job
>>
>>175720058
>hlth
>not health
>or hp
>or life
>>
>>175727545
sight..if only it was that easy.
>>
Anyone here used PyGame?
>>
>>175720068
I would change the vent to a few grate slats instead of the mess you've got there. Besides that it's okay.
>>
>>175728241
Thank you!
>>175727981
It's good to get shit done, I've been slacking on this animation for a while
>>
>>175716615
>hmm really verbs my
I always stop reading here. It's a good reflex to learn.
>>
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tfw you will never write truly efficient code because
>high level language with a garbage collector
>using a game engine
>using someone else's libraries
>haven't read my CPU's manual or my GPU's manual
>Don't know the physic's involved in hardware design to minimize calls to the physical ram on the motherboard LET ALONE THE DEVILISH HDD.

I'm a cuck shit programmer who eats dicks, fucking pajiit faggot I hate myself.
>>
>>175714971
You make a valid point. I believe many devs here are just artists who have never made games.

The only true devs are programmers. And rarely are they enginedevs. You have to be a good coder and manager of assets and project management skills etc. All things an artist would have to learn painstakingly which some do with enough time. Most don't.

That being said artists have their place. Art and music are the crux of many great games.
>>
>>175729375
Never say never
>>
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----[ Recap ]----
Game: HACK the F.B.I.
Dev: Vestigial
Tools: Unity
Web: @vestigialdev
Progress:
+ Submitted storefront to Steam
+ Super cool reflection code for command line switches and getting input
>>
>>175715527
>its not technically finished if you have to replace all the art now is it m8?
Not that anon but replacing assets takes a miniscule amount of time next to programming the game. If your game is 98% finished with code, it's 95% finished. Just poke an artist for $50 if necessary and you're done.

:^)
>>
:
^
)
>>
>>175729375
>Don't know the physic's involved in hardware design to minimize calls to the physical ram
google "cache miss"
>>
>>175729618
Imma firin mah lazzzur xDD
>>
>>175729618
Can you hack the patriarchy?
>>
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>>175730015
One of the subplots is about the nasty things people are capable of when they think they're on the side of right

>>175729950
>>
>>175729882
Do not do that please
>>
>>175730551
(^:<
>>
>>175730641
I'm warning you...
>>
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I made the game way too hard now
>>
>>175730846
.

^ )
.
>>
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>>175730846
>>
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Would it be stupid if I made the weapon types handle their unique aiming and firing animation and overlap them over the player sprite?
>>
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>tfw a spaghetti coded bug fix comes back to haunt you weeks later and you have to rewrite a little bit of everything
>>
>>175732089
>not abstracting your code
You deserve this pajeet
>>
Should I use game maker studio 1 or 2
>>
>>175732187
Whichever you're more comfortable with. If you learning it for the first time go with the newer one. Each iteration is objectively better. The problem is that it's hard to switch once you've gotten used to an older version.
>>
>>175731645
how do you do screen shake? is everything just a child of that box?
>>
>>175732350
https://gist.github.com/ftvs/5822103

Just set the duration to something whenever you want.
>>
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How many enemies will your game have?
>>
>>175732660
ah the health bars fooled me into thinking it was just the game field being shaken not the camera
>>
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Got an inventory system working; inventory is a component that attaches to an actor so it can be slapped on a player, chest, npc, or w/e else to give it an ability to hold items.
Item collection set up so 'loose' items in the world will rush to you if you're in range and get added to inventory if there's room.
Inventory UI updates itself with some convoluted as fuck blueprinting to monitor an inventory component of choice.
Bottom description panel needs to be wired to update its information based on the selected item and I need to get item stacking working + ability to drop items out of inventory back into the world before I can move on to more interesting things.
>>
You guys remember zeldajam right?
no?
good, I can reuse my assets.
>>
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Drawing another dude.
>>
>>175729618
Vesitigial check your twitter messages I asked you a question and I'm cuuuurious
>>
>2 months left 'till I'm kicked out of my parents house and forced to look for a job because I was too incompetent to make a finished game and money off it in my years of college

I can still dev while working 8 hours a day, r-right?
>>
>>175731209

Do you indicate damage on the enemy in some way to show it's near death?

Shield popping animation/fire/smoke etc?
>>
>>175733632
That's enough time to shit out some shovelware and get a wicked ~$10 / month for it.
>>
>>175732151

>Abstracted too early
>have to change everything class interfaces with

there is no winning here, just different flavors of loss
>>
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>>175733428
believe in urself my dude
>>
>>175733632
Get a job as a security guard, bring a laptop with you, dev at work.
>>
>>175732871
for what purpose are you using an array?
>>
>>175733735
This, but applied to gamedev in general.
>>
>>175733735
oh
I apologize for calling you pajeet

At least it's better than if you didn't abstract
>>
>>175732871
My game that has a fuck ton (not-procedural) only has like 200 monsters.
>>
>>175733880

Not the same guy, I'm just pointing out how abstraction can cost just as much time if applied incorrectly.
>>
>>175733896
Actually running that code would try to allocate like a million gigs of data or some shit.

1,000,000,000 * 256 * 4 bytes.

>>175733794
You want to know the reserved size of memory, duh.
>>
>>175734047
correction, it would be roughly a terrabyte.
>>
>>175734047
>he doesn't have a TB of memory
>>
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>>175730846
>>
I'm thinking about making it emit smoke/debris
>>
>>175734473

Would add something I feel is missing. Just kinda feels like nothing is happening, yanno?
>>
>>175734562
Yeah I see what you mean

Would be frustrating to players not being able to see some form of damage
>>
idea guy here

educational video game that teaches you about the trail the pioneers took from Missouri to Oregon
>>
>>175735205

idea guy here

educational game where you play raiders assailing pioneers on the trail from Missouri to Oregon
>>
idea guy here

educational game where you shitpost on AGDG and never make game
>>
>>175735298
that's no educational

unless you count teaching kids how to be an asshole education

in which case ur probably american
>>
>>175735438

Everyone knows about the pioneers, they'd be learning about the other side of the story, the people that preyed on them.

But yeah the idea is a bit gratuitous, but there's an opportunity for some pretty sweet gameplay.
>>
>>175735387

Has there ever been an AGDG game made about being a NEET and trying to make game?
>>
>>175735713
There were at least a couple. They didn't get very far though.
>>
Professional Art guy here, will make free art for you
>>
>>175735792
Saw your portfolio.

Haha nevermind, thanks.
>>
>>175733756
motivational as hell, thanks for sharing anon
>>
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>>175733756
Hmm
>>
>>175736330
>flipping between perky hugetits and droopy hugetits
>>
>>175733756
if you look at this as a narrative rather than an art progression it's much more interesting
>>
>>175674330
Trump: The Game
>>
>>175736330
>gradually got worse with time
>>
>>175736491
nah, definite progression, not sure what you're on about
>>
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Starting to believe I should add mouse aiming
>>
>>175736330

How anon got rich the movie
>>
>>175733756
fucking pedo
>>
>>175736580
i want to fuck that space ship
>>
>>175736580
https://www.youtube.com/watch?v=L2n2O06r1RY&t=0m10s
>>
>>175736580
player model looks sweet, mouse movement looks helpful though
>>
>>175736374
lmao
>>
>>175736580

player model is yougottacarrythatweight/10
>>
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Some new level progress.
The canons are really fun to use

heres Greenlight if you want to help
http://steamcommunity.com/sharedfiles/filedetails/?id=877722790
>>
>>175736884
See you space nodev...
>>
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>>175733756
man that's fucking depressing
if you knew what you're doing, you could get a gorilla to make more progress in eleven fucking years
>>
>>175737090
Who do you expect to play that?
>>
>>175737261
I just hope those 10 pictures are only things he ever did in those 10 years.
>>
i'm new what does yesdev mean?
>>
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I'm still just messing with random ideas but I'm starting to work with the idea that instead of one action per turn like a lot of RPG's have. I've been messing with the idea of having a "part" of the character be like an up-gradable brain that has a certain amount of multitasking abilities. You pop tasks onto the "Cerebral Core" like a you would a computer and those tasks come off in a certain amount of turns.

I also want to mess with ideas about modifying those tasks, like you use a certain "spell" for lack of a better term and you can extend the duration of a buff, or decrease the casting time of some process that requires buildup or whatever.

Not really super exciting progress most of what I've been doing is thinking ideaguying. I also made a debug textbox window thing that can dump to a text file and can take in commands for run time debugging.
>>
>>175737368
an anon who makes games

this does not describe most posters here. in fact, the most prolific posters have the least game
>>
>>175737368
someone who makes games.
>>
>>175737368
Nothing, it's a term used by shitposters and nodevs.

You're either a dev or nodev. Saying yesdev is like saying you're "reverse racist" for being racist against whites. It's still just racism.
>>
>>175736374
>'99 to 2004
>regular life, normal portrait of regular people
>2005 hits
>fucking WAR. Foreshadowed in 2000
>2006 onwards
>human-animal hybrids incapable of basic self-care
>"human" eyes grow 50% due to radiation
>males begin aging rapidly after their teens, as evidenced by gray hair.
>world military mostly becomes android jet fighter girls
Its a horrible dystopia. The Great War hit hard.
>>
>>175737473

can confirm
>>
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Is this a good way of creating a tile map or is there a fancier way of doing it?
>>
>>175733756
This is why you don't take artistic notes from Anime
>>
>>175737274
people who like it
>>
>>175737967

noice
>>
>>175737736
Well ideally you'd have an editor so you didn't have to type that shit out by hand, and also you'd want to save them as files instead of baking them into the binary, but what you're doing does work and it shouldn't be too hard to switch later if you want.

>if
>if
>if
use a switch
>>
>>175737090
I voted for you Squirrel anon, it looks fun and I like the minigames you've made. Best of luck
>>
>>175738185
But switch is more bloat
>>
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>>175738325
>he fell for the "AGDG is my competition so I need to spread misinformation to bring them down" meme
>>
>>175721151
I watched my brother play this game and its a pretty fucking weird game. Its also odd that the soundtrack loops a like 6 second clip for 30+ minutes at a time. My brother didn't notice until I pointed it out and once you notice it the pain never stops.

The games funny narration pulls you through I guess.
>>
>>175738803
But it's literally true, switch means more to type than if statements
>>
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>new to gamedev
>want to make a fade-in splash screen in GameMaker 2
>all the resources for splash screen fade-ins/outs are GameMaker 1 so syntax is no longer the same
>hours later give up and post on /agdg/
>>
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this has been bothering me for a while...
the middle 2 images should be switched in sequence to best convey the pacing of disgust with the revelation. also the speech bubbles are completely redundant, text on the mask and face is all you need.
>>
>>175739435
I think you still kind of need the first speech bubble
>>
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Monthly crisis about future and why I picked this stupid career inbound.
>>
>>175735761
Such realism!
>>
>>175739043
>better organization
>easier to read
>may even be faster due to compiler optimizations
"bloat"
okay
>>
Is there any reason to make a P2P game rather than a client-server (where one player acts as both a client and server)?

It seems a bit easier to do client-server but I don't know how to do host migration (with lidgren) which seems really important.
>>
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What AGDG games you want to play on next DD?

Also are you going to make it?
>>
>>175739702
I thought many "p2p" games still have a host/client architecture behind the scenes. p2p is in contrast to central, neutral, company-run servers.

True p2p like you want probably also exists
>>
>>175739690
>>better organization
>>easier to read
no
>>
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>>175733756
>>
>>175739881
Not an argument, unfortunately.
>>
>>175690724
The game on the right is fun as fuck and has amazing music
I will FUCK you up if you are making fun of it
>>
>>175690724
left and middle are the same shit with no new features except muh lighting
>>
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>>175733428
Ok, time to move onto other factions (if you were wondering why everyone was wearing purple, which you probably weren't!)
>>
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>>175741352
Oops, left eyebrows retarded.
>>
>>175740513
much better than that entitled bitch who wants everything handed to her because she was drawn pretty.
>>
>>175741994
[x] lookin great
[x] feelin great
[x] boys goin crazy
Googum just salty cuz he ain't got all this
*motions to body*
>>
/noobdev/ here, using Unity.

should i learn and use the Unity UI features to make my buttons instead of just making them gameobject and coding them my way? what are the advantages?

my buttons will need to be:
-pixelperfect and pretty
-move around the 2D scene
-have "drag to target" properties. Think Heartstone targeting system.This mean i will have to differentiate between clicking and releasing elsewhere.
>>
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>>175741994
>>
It took Stardew Valley guy four years to make his game, how long is it taking you?
>>
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>>175742961
>>
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>>175742436
>>175742961
>>
>>175743134
1 year passed so long. Made about two dozen prototypes and completed 3 other small games meanwhile.
>>
>>175742961
what's the font in this pic?
>>
>>175735713
literally babby's first attempt at originality on /agdg/
>>
>mandatory 15 minute credits after your 5 hour game

dont do this
>>
>>175743316

so attempting a title that fits that bill is compulsory coming of age nodev story?
>>
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>>175743402
what in the satan's fiery dickhole would you even put into your credits, to make them 5 minutes long?
>>
>>175743134
Half a year. But it also didn't have nearly as much content as SDV.
>>
>>175743478
Space out the few names you have among cinematics. List every last playtester, etc.
>>
>>175743402
it would be a miracle if my credits sequence lasted longer than a minute, let alone fifteen
>>
>>175743198
>Can I be smart to?
>to
hrk lol
>>
>>175743402
>>175743510
Special thanks to:
[Dynamically generated list of the steam usernames of everyone that bought the game]
>>
>>175743686
hahahah
>>
>>175743402
I plan to have literally one fade-in-fade-out credits/thank you for playing screen up for 10-15 seconds and that's that
>>
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http://www.strawpoll.me/12872086
>>
>>175743821
Risk of Rain: Game Maker
Deadbolt: Game Maker
Cash_Out: Game Maker
Cavern Kings: Game Maker
Spaceman Sparkles: Game Maker
Uncanny Valley: Game Maker
Pixel Star: Game Maker
VA-11 HALL-A: GameMaker
Way of the Red: Game Maker: Studio

Skyrogue: Unity
Catmouth Island: Unity
Megabyte Punch: Unity
Xenoraptor: Unity
Stormworm+: Unity
Social Interaction Trainer: Unity

Vagante: C++
Lethal League: C++

Painter's Guild: Flash
Restricted-RPS(Client): Flash

Aviary Attorney: Construct 2
Dreaming Sarah: Construct 2

Vampire of the Sands: Java
Restricted-RPS (Server): Java

Aerannis: LÖVE

Tier 1: C#
>>
why the fuck did i chose gm over godot
>>
Is "int *width, *height, *leftOffset, *bottomOffset = 0;" not valid for declaring a bunch of pointers to a default value in C++?
Using leftOffset is fine but I get a segmentation fault when using bottomOffset.
>>
>>175743926
more users
more documentation
more target devices
>>
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>>175743856
are you telling me nobody here ever actually finished a game in UE4?
>>
>>175744012
That got onto Steam, at least.
>>
>>175743402
How do you stretch one name for 15 minutes???
>>
>>175744176
Do that ever so funny joke:

Designed by: Your Name
Programmed by: Your Name
Art by: Your Name
Tested by: Your Name
1000x other bullshit job titles: Your Name
>>
>>175744176
Make your credits a hangman game
>>
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>>175744176
dance scene with all your characters going through an entire bee gees greatest hits collection
>>
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>making a UI in code instead of an editor
now I see why everyone uses an engine
>>
>>175744436
Code an editor
>>
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>>175744436
>not using a UI framework/library
kys wojak
>>
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>spend weeks/months on your "game"
>didn't even start making the game yet
>merely setting up the basics
>>
>>175744591
>framework/library
unless i'm missing something you still have to make the ui with code, i've never seen one that comes with a complete visual editor
>>
>cant skip cutscenes youve watched already

dont do this either
>>
>>175745005
>having cutscenes in the first place
>>
>>175745174
>not having anime cutscenes in your game
>>
>>175743926
it's an actually tested solution with proven results
>>
>having a game
>>
>>175745378
>disrupting the gameplay with cutscenes
You are making a game, not a fucking movie.
Cutscenes are only ok for intro or outro, or a few very small cutscenes.
>>
>>175745548
You're making a VIDEO game. It needs VIDEOS as much as GAME.
>>
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>>175745629
>>
>>175742961
It was great until the last part...
>>
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>>175745629
Enjoy your cinematic garbage then I guess.
>>
>>175745809
t. salty pajeet
>>
What's the best library to use for loading in textures for OpenGL?
I'd just use libpng but I need HDR textures as well.
>>
>>175745809
Agreed. I would have ended it with a simple "rape me, fuck me senseless" or something
>>
>>175745976
SOIL?
>>
You're not making a procedurally generated game, right anon?
>>
>>175745993
"Fuck me senseless", yes, "rape me", no.
I hate the rape fetish, as much as I hate rape.
But either way, let's make game instead.
>>
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>>175739435
>>
>>175746708
how do you even do that?
can those things be set up with... I dunno, arrays?
>>
Sidescrollers still sell, r-right guys?
>>
>>175747097
lol
>>
Idea guy here:
A completely randomly generated game. Every time you boot up the game you have no idea what sort of game it will be.
>>
>>175739435
Huh, true. Artist fucked up.
>>
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>the last game that created a new genre was minecraft in 2011

time flies huh?

i wonder when the next new genre will be revealed
>>
>>175747365
Is nogame a genre?
>>
>>175739763
I wont make it
I planned to make a demo for this DD but these have been a rough couple of months for me and my game
I'm back on track again though, so maybe next time, just like last time

t. Rune Revolver dev
>>
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How has nyaa's demise affected your game development /agdg/?
>>
>>175747365
H1Z1 spawned the whole massively multiplayer arena survival type of genre.
>>
>>175747365
Genres don't just come from nothing. They're evolutions of previously explored concepts. For example roguelike-inspired games have become a new trend in the past 5 years (I'm guessing spurred on by Binding of Isaac).

>>175747496
I'm guessing you mean DayZ
>>
new agdg
>>175747631
>>175747631
>>175747631
new thread
>>
>>175747463
Today I wanted to download a how to draw manga type book from there for better game art but it was down. Its temporary right?
>>
>>175747645
>I'm guessing you mean DayZ
Yeah you're right. I couldn't remember what the first one was.
>>
>>175747463
Wait what nyaa is down? What the hell?
>>
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pls help
>>
>>175746708
I am procedurally generating my game so every time I open my engine a different game comes out
>>
>>175747463
>>175747885
nyaa is shit
half the torrents on tt take you to nyaa page isntead of being the download url

so when you copy the link from tt and paste it into your bittorrent it downloads fucking nyaa download.html instead of the file

nyaa is some gay newfag reddit shit

real /a/tards only use tt and xdcc bots

that said i dont download anime anymore anime is stupid
>>
>>175747943
are you calling isdigit?

probably you gave it a NULL pointer, a non-null terminated string, a bad pointer to invalid memory, or the exact byte sequence is triggering a windows unicode bug

but maybe it is a destructor being called and try to do something with memory that no longer exists / has already been freed


destructors run after atexit functions and in non-predictable order
>>
>>175749038
>reddit spacing
>calling anything reddit shit
top kek
>>
>>175749038
Sounds like a lot of user-error shit to be honest
>>
>>175749668
>implying i wasn't doing it only ironically

lmao newfag you fell into my trap
>>
Are you making your dream game or not?
>>
>>175753154
Not yet
Thread posts: 773
Thread images: 151


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