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/agdg/ - Amateur Game Dev General

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Thread replies: 785
Thread images: 131

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You can do it edition!

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

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

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

> Previous Thread
>>175673974

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com
mayang.com/textures

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
>>175747631
i like that pic much more than the stupid anime shit
>>
blurst for doing your best each and every day
>>
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Demo Day is almost here!

You are gonna make it this time, right?
>>
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>>175747695
no, it's gone for good this time

>nyaa sukebei died
>hundreds of obscure japanese dlsite porn games lost forever
>can't steal assets from them anymore

truly a sad day
>>
>>175747780
No, but mostly because I'm having really hard time making the level generation system of my game.
>>
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pls help
I think I fucked up
>>
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I'm thinking of making a visual novel with some token "gameplay" tucked in to attract the kind of people who don't normally play VNs, à la Ace Attorney but with a high school setting. Should I go forward with it?
>>
>>175748053
How about some clues as to what the fuck your problem is?
>>
/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.
>>
>>175748358
Segmentation fault
>>
>>175748392
Gonna need more than that.
>>
>>175747631
I don't know if you're the only one making OPs but please remove the "mayang.com/textures" link because it's a dead domain.
>>
>>175748347
definitely not
>>
>>175747695
>>175747885
The owner removed the site for good because he's scared about a recent law change in EU where the server is.
Some people are building mirror sites based on old database snapshots though.
It's a sad day.
>>
>>175747715
I'll be making anime OP threads from now on just to make you mad
>>
>>175748347
Ace Attorney's gameplay is still quite fundamental to its design, more so than it might seem in a casual look at the games. They're not just VNs with gameplay thrown in.
If your gameplay really is just token then it's not going to attract anyone. Just make a VN if that's what you wanna do.
>>
>tfw finally working on my gdd
>suddenly my game starts to become an organized concept that follows a structure instead of being a pile of notes behind a tech demo

Huh
>>
>>175748417
I've commented out my whole main func body and that shit still shows up.
>>
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>>175748672
you shitting me right?
and I've been refreshing the fucking pages like an idiot whole day
fuck where am I supposed to get 2ns season of Oregairu?
and this shit happens right as I get hooked on something after fucking years of not watching anything...
>>
>>175748828
Sounds like it worked before. Try restarting your computer.

If you're still having problems, you may have some corrupt system files and need to repair them (look it up) or format / reinstall.

But I don't know any specifics. Get googling those error messages / .dll files, don't download anything shady
>>
>>175748417
>>175748828
Shit works fine when I run it though, it's just the debugger spazzing the fuck out.
>>
>>175748904
just go to the irc channel of your sub group you've been downloading and get it from their bots

if you don't know who is subbing the 2nd season of the show just check the channels of some of the groups they will have it in the join message what they are planning

or just ask /a/ on a thread
>>
>>175749332
>irc
Gross
>>
>>175749332
remember the bubs group, gonna try looking it up myself first
damn this is shit, that site was good
>>
>>175749445
>not-irc
gross
>>
>>175749002
Oh, weird. Also you should have said that from the start (not that I can help you).
>>
>>175749504
4chan is not IRC
>>
>>175749453
>>175749445
well when I used mirc it wasn't much slower to type xdcc send #1, read the .txt, then xdcc send the number i wanted, let it wait in queue and dwonload when ready because mirc auto-accept transfer requests, not much worse than go to website in web browser, search the show, copy the torrent / magnet url., and paste into torrent client. except that with irc download you can watch it while it downloads because it isn't in random byte order, back when internet speed was only 512kb adsl1 that was useful
>>
0-4 - opening menus/design
5-9 - work on camera transitions
>>
>>175750016
hah, fell for the boring shit
>>
>>175749791
Can you set up an RSS feed that automatically downloads the shows you want as soon as they come out on mIRC?
>>
0-1 - anime
2-5 - shaders
6-9 - drawing
>>
0-4 work
5-10 fap
>>
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Currently working on some HUD stuff

+ Icons for cores, husks and shards. They're a little boring, I'd like to make them dance/bounce a little bit, but I have to see about doing vertex animation on the actual UI material because hand-keying the animations every time I use an icon will be nightmarish.

+ Save system updated to remember the "actual on-hand counts" for Cores, Core Husks, and Core Shards. Where before we only calculated world totals collected, now we also have the current count available TO the player (for opening worlds and for synthesis). There's also an HUD display for this which updates whenever one of the Core components is collected.

+ Implemented the Core Synthesis "mechanic". It's not actually an active process; basically, 20 shards + 1 husk becomes a core. I wanted a way of making that process clear to the player without them having to go talk to some NPC or engage in some pointless button-pressing task to actually "craft" the fucking things, because I hate games with crafting systems. There's a little animation on the HUD that makes it clear what's happening, so the numbers hopefully don't feel like they're arbitrarily changing when you collect a husk ("wait, why do I still have zero? Didn't I just get one?")

I still have to do some edge-case testing with this; the increment/decrement mechanics are all done via bluff numbers and the final on-hands are updated simultaneously at the end of the count, so even if you yank the power cord out of your system mid-countdown, you shouldn't be able to "lose" half of the materials. The issue is what happens if you collect a shard/husk, the countdown starts, and you quit; you'll have all of the parts to make a core but the process won't be triggered.
>>
>>175750391
:(((
>>
>>175750420
Please take a look at how to mix colors
>>
0-9 i'm actually only shitposting and never had any intention to do anything, that's why i put in options not related to dev
>>
>>175750464
Where to start?
>>
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>>175750589
>>
>>175750315
yeah okay, not exactly but if you were going to do that you would script it except you wouldn't use rss

becasue most channels irc bots send an automated message like

>[email protected]> added [Weeb]IWantMySister.Ep12.DEADBEEF.mkv send /msg weeb XDCC SEND 432 to get it while its hot

so you'd just write an mirc script that scrapes those messages and sends the command, and have mirc auto-accept send requests, and you'd get the same effect as the rss feed torrent so long as you left your pc on all the time to catch the message

if you can code a video game you can code an irc bot
>>
>>175748383
>Unity
>pixelperfect and pretty
>2D
no
>>
>>175750715
I'm somewhat familiar with color theory, I thought you meant something else by "mixing".
>>
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>tfw I realize we are all procedurally generated beings
>>
>>175750715
color wheels are fucking terrible
literally set back color theory by a hundred years
>>
>>175750940
Let's see your color.
>>
>>175750923
wow...
gamedev
>>
>>175750940
They strike me as a sort of "circle of fifths" for colors; a thing that's moderately interesting for a few specific uses but that people insist on treating as a compositional answer key, and producing absolute dogshit as a result.
>>
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>>175751016
muh color schemes
>>
>>175751048
>tfw the color wheel and google's material design shit and boner for pastels ruined graphical design forever
>>
>>175751604
literally my mom's analogous colors
>>175751746
unironically fuck material design
>>
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>It's a low poly/pixel graphics rogue-lite with procedurally generated levels built using Unity
>>
>>175750923
For the longest time I only knew that as a fractal. Shit blew my fucking mind when I saw it in person.

HEY ITS THAT FRACTAL WHAT THE FUCK
>>
>>175751867
You getting enough sunlight, Anon?
>>
>>175751867

The "I'm only here to make a quick buck" starter pack
>>
>>175751915
Fractals are a great way to generate a lot of content with just a little bit of code aka DNA.
>>
>>175751867
set in space!
>>
>>175751867

Procedural content is the biggest scam and for some reason players still see it as a feature and not a massive red flag for low effort and repetitive gameplay.

Pros:
>INFINITE LEVELS
Cons:
>None of them are good
>>
>literally just came out of a fractal and you guys are talking about this
>>
>>175752284
The trouble is people use it because it's less effort.

If someone put as much work into their generation than they would have had to put into designing a suite of levels, it might actually be good.
>>
>>175752284
Idea for a game: a ten-level game with 40 levels, and every time you play a new save each level is randomly selected from one of 4 possible options.
>>
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>get in contact with artist I like to get some art for my game (backgrounds)
>doesn't care much for bartering, the same fixed price for every individual commission regardless of complexity
>ask if I could get 10% off the whole thing because I'm commissioning 20-30 pieces
>"lol no"

Why are artists such jews?
>>
>>175752538
There is no guarantee you'll actually buy all 20-30 pieces (because knowing indie devs they'll drop the project within a couple months) so what incentive is there to offer you a discount?

As an artist, the only way I would accept that deal is if you were paying for all 30 up front.
>>
>>175752420
No it wouldn't. Procedural content almost entirely can't have anything interesting in it because the most interesting aspects of any game's level design are the moments when something unexpected happens; when a component that has a single function gets repurposed to have a secondary function, and the player in that moment suddenly sees the piece in a new light.

A procedural system can't ever generate something like that because in order to do so, the designer has to test it and make sure it actually works. A procedural system has to be guaranteed to generate finish-able levels without testing each unique layout, meaning it has to play it safe. It can't "think outside the box" because it can't think.

Procedural generation has a place in the level design process, in that it could allow designers to quickly generate the bulk of a level before fine-tuning the output to make something unique. That would mean more content could be created in the same frame of time. But it seems like nobody wants to use procedural generation except as a part of the finished product.
>>
>>175752538
>bundle discount in anything other than simple commodities
I don't hate on you for trying since that's the nature of making deals but you're silly if you think that not accepting it makes him a jew.
>>
>>175752538
>how about you just give me some work for free?
I would lol no you too stupid frogposter
>>
>>175752538

Not an artist, but I can see why fixed prices for pieces makes sense for them. Anyone who's worked freelance in any field has had those clients who insist that what you're doing isn't actually complex, regardless of what they're asking or how much knowledge they actually have on the subject.

It's usually easier for me to find someone else who won't make it difficult to get paid, than it is to fight you and justify my value for the privilege of working for you.
>>
>>175752538
>Hey Tom, it's me your manager. Since you're working 20-30 hours this week how about you come in for another 2 or 3 unpaid?
>>
>>175752671
I giving him half now and the other half after I get half my backgrounds.

>>175752792
>>175752704
I dunno man, he does regular one-time commissions to other people for the same price, just feels a bit economically unfair for me to buy a large batch(which ends up at a lotta money) and pay the same.

Maybe there's something wrong with me, but that's what I learned in economy class.
>>
>>175752950
It feels unfair to you why? Because it's a lot of money to you? Are you 14 years old?

>that's what I learned in economy class.
What exactly did you learn, what principle is at play here?
>>
>>175752950
Buying wholesale nets a discount in industries where it saves labor; when you buy a whole case/pallet/batch of something, you cut out the labor of sorting/stocking/breaking down that batch, and so you can negotiate a lower price.

In what way does having more pieces comissioned save him effort?
>>
>>175752950
He will still have to draw every single one of those pieces, he's not a factory that bumps out a billion pictures per day where the most expensive part of the process is the transportation.
Economy of scale doesn't apply here and any discount wouldn't be economically sound but rather just a "nice gesture".
>>
>>175753035
>>175753089
Bulk purchasing.

>In what way does having more pieces comissioned save him effort?

You really see no time/effort saved in making 1 commission for 30 different people as opposed to 30 commissions for a single person?
>>
>>175752685
>the designer has to test it and make sure it actually works
Depends on the game.

Yeah a linear one needs boundaries, but something like No Man's Sky would be much more interesting if some generated planets just happened to be quite impossible to explore because of mega gravity or the planet being sentient or unending asteroid strikes.
You can design the game around that sort of thing, have lots of gameplay elements to allow for emergent gameplay, let the player decide and figure out what is and isn't a good idea.
>>
>>175752538
Im a professional artist, i will make it for free
>>
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>>175753237
>>
>>175753089

Not him, but it's not only physical goods which offer discount for large up-front payments. Almost any subscription service will offer a lower per-month cost if you pay for a larger amount of time up-front.

The guarantee of a lot of money 'now' is typically worth a lot more than a possibility of more money over a large period of time. That may be his mindset. 30 pieces being locked in and paid for now may be more valuable for the artist than the risk of not getting 30 pieces commissioned by others in the same period of time. It was worth asking IMO.
>>
>>175752946
Ironically, people who are paid per month get less moneys per hour than those who are paid per hour for kinda the same job.

Because when you're paid per month you're also paid for the time, that you'd otherwise spend waiting for a contract.
>>
I'm handing out free (You)s, respond to this comment to get one.
>>
>>175753173
>You really see no time/effort saved in making 1 commission for 30 different people as opposed to 30 commissions for a single person?
Not really. Assuming the commissions are coming to him regardless, you aren't saving him the time of hunting them down. Why would he take 90% pay for 30 drawings when he could take 100% in the same time-frame?
>>
>>175753237
>that portfolio
Haha nevermind, thanks.
>>
>>175753387
great gamedev post
>>
>>175753174
Designing a game in such a way that theoretically all of the content is optional is creating a really bad game for an entirely different set of reasons.
>>
>>175753414
see
>>175753349

It's not always guaranteed that he'd be able to fill his time with the same amount of commissions. In this case, maybe he can, or maybe he just really doesn't like anon. Who can say. But it's not unreasonable to ask for bulk discount, and anyone who would get offended over that is being silly.
>>
>>175753349
>>175753513

But they aren't being paid for 'now' is the problem. I assume maybe if he did offer full payout up front then they might negotiate but offering half now half later doesn't guarantee the artist anything at all if anon flakes on him. Also I didn't read the artist being offended but maybe you were just making a one-off general comment.
>>
>>175753414
>Assuming the commissions are coming to him regardless
That's a big strong assumption. But yeah, under that case, it would make sense for him to just say "fuck you" to anything less than full price.
>>
>175753439
Fuck off, you're not getting shit.
>>
>>175753349
It's not about the time preference, it's about the fact that subscription services ALWAYS have vacancies and therefore are always looking for new contracts; you are saving them the labor effort of hunting for contracts by buying up-front.

You won't get typically a discount on your monthly rent if you sign a 2-year lease versus a 1-year lease. You won't typically get a discount on your hotel room booking for 5 days instead of 3. Why? Because in those cases, you're depriving the property owner of the ability to lease/rent that space to someone else, who would be paying full price.

Same with an artist; if he's doing a commission for you, he isn't doing one for someone else in that time. His labor is limited; he's going to make it available to people paying full price, assuming those people are currently coming to him. He's got the leverage.
>>
>>175753684
>Ultra (You)
Woah. Cheers Anon!
>>
>>175753610

That's certainly a good point. "Half-now half-later" shouldn't be the approach with a bulk discount.

>Also I didn't read the artist being offended but maybe you were just making a one-off general comment.

Mostly talking about the comments like
>>175752792
>>175752946
>>175753035
>>
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How do I make my RPG last longer than 10 minutes?
>>
>>175752284
>tfw you writing and improving your procedural dungeon generator over a half year already and it have more code than all other parts of your game combined
And I wouldn't stop until at least in 50% cases output will be on par with zelda dungeons.
>>
>>175753867
repeat 100x
>>
>>175753414
>Why would he take 90% pay for 30 drawings when he could take 100% in the same time-frame?

Because, again, it won't take him the same amount of time. Not in the real world anyway, maybe in some fake world where every human being is as efficient as they can be.

I've commissioned artists before, and it always takes a while to iron out how you want things to look. Sometimes they'll make sketches or several different versions and ask which direction you like more before continuing. It's not unusual to trade emails back and forth, depending on the complexity of the piece or how vague your own description is. And I can only imagine that this takes even more time if the one commissioning is unprofessional or not completely sure on what he wants. Put this together with the fact that there's 30 different people with different personalities and timezones, and you can see how it would take more time than it would if you were to make closely thematic pieces for the same person.

Giving the discount or not is his decision, I'll respect that, but it'd be silly to claim that bulk purchasing doesn't offer any advantages to the seller.
>>
>>175753867
GRINDING
>>
>>175753867
this is what you have grind and excessively long cutscenes for
>>
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>>
>>175753867
More content
Procedural content (this triggers the Anon)
If not procedural, linear shit can ensure the players will be seeing everything (therefore you can make less)
More difficult gamepay
>>
>>175754038
I wish I had gamepay
>>
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>tfw you have a full time job code monkeying for a massive corporation but all you want to do is make video games
>>
>>175753904
>>175753979
>>175754010
Yeah, I already increased the time for mining and woodcutting. Might as well slow down the walking speed too
>>
>>175754117
>gamepay
is this the birth of an epic new monetization scheme?
>>
>>175754120
A full time job still leaves free time.
>>
>>175754147

Make mining/woodcutting take extremely long times, then let players pay $0.99 to speed it up
>>
>>175750759
>i dont know how to use 3 lines of code to make my game pixel perfect
>>
>>175754038
I have a tilebased map but the sprites have some randomness to them and the AI does whatever fuck it wants just wandering around picking flowers


>>175754197
;^)
>>
>>175753910
True. But discounts are a way to attract customers and make sure customers return. If the artist already had that contract in their pocket and wasn't interested in this customer returning, then makes sense to not give a discount. If Pepe does not like it, he should just chose a different artist next time.
>>
>>175753867
Take a page from JRPGS:

- Add animations to EVERYTHING: picking up items, opening doors, etc
- Make these animations as long as possible: if you're opening a door, it makes sense that the character would be careful. Open the door slowly
- Make sure these animations are unskippable and can't be sped up
- Add short, repetitive cutscenes for scene transitions (for example, after the long door opening animation you'd then have a short, unskippable entering cutscene where the screen fades while your character enters, then fades out. Maybe your character will then have another unskippable animation as he enters and looks around)

The important thing is to add these animations to actions that occur frequently.
>>
>>175754368
As long as the game is more than 2h so people can't refund it everything is good, right anons?
>>
>>175754038
Also, reuse same content for different difficulty levels.
>>
>>175754368
this shit fucking annoys me with persona 5

i'm sure half my """"playtime"""" is waiting for animations and cutscenes to finish
>>
>>175754120
Same. Feels bad, man.
>>
>>175753867
Every attack animation should be long as fuck
All fights should start with a long, obnoxious swirly effect for every single encounter, and end with a gigantic and superfluous stat readout for the fight results
Fights should be spaced in such a way that encounters tend to occur JUST below the frequency that would cause a player to quit the game entirely.
Shitloads of fucking dialogue.

Gameplay should also be repetitive and unengaging, but you should cover that with lots of big numbers that keep going up so people feel like they're achieving something.
>>
>>175754526
>Gameplay should also be repetitive and unengaging
What's the advantage of that?
>>
>>175753867
https://www.youtube.com/watch?v=DCfGT-oapL4
>>
>>175753867
Take your simple gear/inventory system and leveling system and explode them out into two dozen subsystems with their own unique currencies. The player won't notice how little content the game has when they spend hours upon hours in a menu turning mana gems into mana crystals or finding the right balance between the HP+ helm, the HP+ sword, the HP+ perk, the HP+ passive ability, and the HP+ auto-use item.
>>
>>175754368
>>175754526
And here I am making an rpg with fast battles, fast travels and minimum annoying animations. Drawing different enemies. Writing many dialogues(also short and skippable). Making mini-games with rewards.
While someone just add grind.
Go to hell, fuckers.
>>
What if someone made an RPG with a lot of numbers and stats but all these numbers are invisible and the player has to figure them out by general feel and visuals.

The complexity of an RPG without the boring spreadsheet reading.
>>
>>175754741
Enjoy your 30 minute game.
>>
>>175754606
makes the game take longer if every moderately interesting element of player interaction is stretched out to 100x the number of uses it takes for it to wear out its welcome.

Making engaging gameplay means doing unique and interesting things. "Unique" is just another way of saying "not long enough" when you can copy-paste it three dozen times.

Sure, it's more boring that way, but nobody will care if each time you do it a bigger number pops out.
>>
post your code
>>
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Stop.
Your game doesn't need to be artificially long to be fun.
>>
>>175754903
++i;
>>
>>175754827
>Sure, it's more boring that way, but nobody will care if each time you do it a bigger number pops out.

Just because there are idiots willing to put 100 hours into cookie clicker, doesn't mean "nobody will care".

AAA games can afford to pad their shitty games with those sort of things because the assets are high quality, good luck making shitty generic JRPG#34843 as an indie dev actually sell though.
>>
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>>175754903
>>
>>175754914
I want my game to be really long but without a big team it's not feasible to do that without using some tricks.
>>
>>175752284
>never played Diablo
You guys don't even play games. Almost everything you say here is always wrong.
>>
>>175754746
If I don't know the numbers, I cannot really plan my leveling. Even casual rpgs like Skyrim give you some numbers.
>>
You have 10 seconds to sell the first game idea that comes to your mind
>>
>>175755042
google undertale
>>
>>175755170
Pay me money for a shitty game.
>>
>>175755082
>I want my game to be really long
What for? ~10h game is already great for indie.
>>
>>175754914
that a seamless bg?
>>
>>175755170
I can't develop a full idea and start selling it on steam in 10 seconds.
>>
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Anyone here released a game on Steam? I need your experience:

How much will I make from a game there if I suck at marketing and charge about 7 dollars for it?
Or how much income do games that have 15-40 reviews on Steam make?
>>
>>175755170
Just make a THPS game which isn't terrible, people will buy it
>>
>>175754608
is this fitzthistlewits?
>>
>>175754746
I actually don't mind that.
>>
>>175755240
There is a certain feeling that can only be achieved when long things come to an end. You should know what I'm talking about.
>>
>>175755253
Looks like a nebula to me.
>>
>>175755112

Typically people here are making games for fun, so we talk about things that make games fun. If we're talking about what makes money, then of course what you read here is not applicable, because often the most garbage, unfun, repetitive games make the most money. Blizzard is the reigning king of repetitive grind, it's been their money printer for the last 13 years. But talking about how to manipulate players into wasting time in your game so you can get more ad impressions, or so they will gamble more on your loot boxes, or spend money to speed up the grind doesn't make for a fun discussion.
>>
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That's all for today anons, implemented a tilemap from a file and sidescrolling movement.

Thanks for the entertaining shitposting
>>
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>>
>>175755270
Check steamspy
>>
>>175755338
i know what it is showing, i wanted to know if it is seamless...
>>
>>175755476
no, it's just a phone wallpaper
>>
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>>175754903
>>
>>175755270
www.homph.com/steam

Anyhow even if you suck at marketing you at least need a decent video for the landing page and some good screenshots or you'll probably not get too many sales.
>>
>>175752538
This entire reply chain is cancer.
Find another artist who's willing to play ball.
It's true that that artist can't guarantee he'll get 30 different commissions to fill whereas you're giving him the opportunity to gain the money as though he were even though you want a slight discount.
Also that artist should recognize that you may end up being a return customer who will want even more commissions for another game.
The people who replied to you just can't grasp those concepts so why bother arguing with them?
>>
>>175755370
Diablo 1/2 weren't developed by Blizzard. If was a separate company bought by Blizzard.
>>
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the actor stays in place at all times and you control the environment instead
>>
>>175755475
>>175755627
Thank you guys. I really hope I'll be able to make around $10,000 in the first year.
>>
>>175755664
If he likes that artist enough to commission assets from him chances are that artist is popular enough that either than CAN guarantee those 30 commissions (and regularly have to turn some down) or they are successful enough working commissions that they can AFFORD to turn down anything they want.

tl;dr Unless we can confirm they are a starving artists or on hard times we can't really generalize in either direction.
>>
>>175755845
t-that's how i made my sidescroller
>>
>>175755319
relief
>>
>>175755869
try $4000
>>
>>175755845
That's how shmups do it. Otherwise you'll end up with a fucked collision accuracy
>>
>>175755042
>Just because there are idiots willing to put 100 hours into cookie clicker, doesn't mean "nobody will care".
The kind of people that care aren't playing RPGs, because that's the foundation of RPG gameplay.

Either embrace it or make a different kind of game.

All RPGs are fundamentally watching numbers go up on spreadsheets with a shitload of narrative and window dressing. The amount of player skill involved in your typical RPG rarely stretches beyond learning an elaborate rock-paper-scissors web of advantages/disadvantages for gear/spells/attacks against enemies.
>>
>>175755954
Not true at all. Yes, the play field stays in place over a scrolling background, but you still move the ship around the play field.
>>
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about to implement an upgrade system where the player is forced to choose between two upgrades for the enemies at regular intervals

for example choose +1 enemy hp or +1 enemy damage or something

wish me luck
>>
>>175756127
no
>>
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>>175756121
pls anon. that's what I meant
>>
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>>175756182
>>
>>175756121
>not true at all
>true a little bit
>>
>>175756127
This is kind of interesting.
>>
>>175756486
Jon is the most uninteresting cartoon character alive.
>>
>>175756393
He's saying that the background moves, the field does not move, and the ship moves.
This refutes the poster he's replying to; it doesn't agree with it.
>>
>>175756393
But the player doesn't control the play field's traversal over the environment. It happens constantly and automatically. The player moves the ship around the field, and that actually DOES move the ship.

We're talking about
>the actor stays in place at all times and you control the environment instead
Which is not how any shmup works. You control the actor, and the environment moves constantly irrespective of how you control the actor.
>>
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>>175756543
leave
>>
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Saving the galaxy, one shitposting planet at a time.
>>
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Implemented some whirlwind columns that reflect projectiles back at you, still setting up all the attack patterns
>>
>>175755925
It's similar but also opposite to it.
>>
>>175756805
Is it even possible to jump to clear that column?
>>
>>175756595
I'd do that when I'll be in need of accurate collision detection for when your coordinate system can't accommodate large position values.
Kerbal Space Program did this. The ship you're building is the center of the world axis, while the moon and everything else moves.
Like I said shmups also do it but with the minor difference that the whole playfield is static
>>
>>175756705
3DPD
>>
>>175756721
This is kind of interesting.
>>
>>175756874
I guess in a way almost all modern open world games do this, since they periodically reposition 0,0,0 to avoid accumulating float errors.
>>
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>>175753867
>noon
>tfw 32 word essay due tomorrow and I haven't even started
>>
>>175757152
>32 word
>>
>>175756127
Sounds like too much clicking.

Perhaps consider a way to let players choose with either exactly one click. You might be able to streamline it further.
>>
What's your opinion on completely top-down 2D games (like hotline miami)? I'd prefer the angled approach (like enter the gungeon/nuclear throne/etc) but I don't like the look of it when you only have one direction animated which is what I'd end up with since animating 4-8 directions takes way too long.
>>
>>175754608
Interesting.
>>
>>175757231
controls are all keyboard based, 2 keys correspond to each upgrade
>>
>>175757247
I call it the Newgrounds Look.
>>
>>175757326
I meant click/press.

When you say 2 keys you mean... you have to press two keys to confirm an upgrade? That'd already be too much!
>>
>>175757247
You can animate 3 directions(up,down, side and flip for other side) and it still will look passable.
>>
>>175757247
I prefer angled. Completely top-down looks weird.
You could make a 3D model and use that as a base for the sprites.
Or just use the 3D model and render it at a lower resolution in-game to fit whatever art style the 2D parts of your game has.
>>
>>175757247
>>175757524
Oh, almost forgot - you can go even with 2 directions animated and still be above the line. Diagonal up and down - and flip them to both sides. That used in Paper Mario and it looks ok.
>>
>>175757247
Straight down is the fucking worst perspective. Humans don't ever really see shit from that angle. Everything's harder to parse, and it's kinda impossible to ever make it look "good".

You can get "kinda alright I guess, whatever" at best.

Nuclear-throne-esque however is perfect. If you do some simplifications, you can still nail 8 directions without it taking too long. Depends what style you're willing to go with.

At the most extreme end, all characters are balls, and all you have to move are eyes.

Or you could do some skeletal animation and lessen the amount of overall work you have to do.

Very simple cartoony characters / low character count could let you do 8x easily as well.

Much more than that though... and you're in for some shit.
>>
wtf is http://www.homph.com/steam/ actually for real????

Someone on this Taiwanese knitting forum actually sold 100k copies of their game?
>>
>>175757524
3 directions is still way too much work -- triple the work, in fact
>>
>>175757152
>2048bit essay
>>
>>175757806
>Way of the red
When was this? I don't think I recognise it
>>
>>175757806
i am the owner of steam of course i would
>>
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UI Elements are working, as well as sprite effects.
Need to clean up the internal references and content loading though, because I'll be loading several rooms at once in the background to give a "no loading screen" feel and I want to be able to reuse sprites and have some smarter ownership over them.
>>
>>175756020
>The amount of player skill involved in your typical RPG rarely stretches beyond learning an elaborate rock-paper-scissors web of advantages/disadvantages for gear/spells/attacks against enemies.

Except this part can be entertaining. (See Tactics Ogre, etc.)

Watching artificially inflated opening door animations, attack animations and the such, is not.

>>175755208
Has none of those things, and it barely even qualifies as an RPG.
>>
>>175757806
It's based on Steam Spy stats.

"Owners" is a complete shot in the dark.
"Players" is better but is still kinda way off.

Steam Spy dude says it's a lot more accurate when your total is high? I don't know if I buy it, but he said something like that.

Oh. But yeah, Risk of Rain dev is a literal millionaire now. Dunno about the others. Also Risk of Rain dev also made Deadbolt, which managed to get high on the list too...
>>
a sidescroller where you control the milankovitch cycles
>>
>>175757806
I don't know how many of these I'd actually include as agdg games either.

I don't think posting a couple times counts.
>>
>>175754741
People nowadays don't appreciate that.
They want best bang for their buck, even if 90% of the "bang" is totally redundant.
>>
>>175758330
do you want your name in credits
>>
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it's a sidescroller but it's not a platformer and it's not procedurally generated
>>
minecraft but not procedurally generated
>>
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Anyone who gives me a ("You") right now will have a place in the "Special Thanks To" credits part in my game.
>>
>>175758330
Nah. All of them are solid AGDG games.

You have to live in AGDG 24/7 to know this, though.
>>
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>>175756854
You can switch powers to get more jump height to clear it or you have to jump over it before it reaches full height.
>>
>>175758553
my mom
>>
>>175758553
>("You")
Call me asstits
>>
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>>175758584
>>
>>175758553
ill take a ("You")
>>
And special thanks to: (You)!
>>
>>175758875
Nah, you gotta quote specific post numbers in your credits.
>>
I saw the other day there was a recommended tutorial series for getting into Blender

Anyone know what it was, or have some recommendations? Preferably video tutorials
>>
>>175758651
I'm currently looking for an artist. Ready to provide my credit card information, social security number, political compass results, internet browser history, birth certificate, pictures of my family, and detailed sexual history.
>>
>>175759374
Just try it yourself first
>>
>>175757881
I think he occassionally posted up to maybe half a year ago.
>>
>>175759489
I've spent about 20 hours in it, but I dont know what im doing
>>
Hey

any of you artists have videos of your animated models uploaded anywhere that I could make sounds to for my portfolio?

post a link and thanks! I'll post my portfolio with them on here when I'm done
>>
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>>175747631
please help Im trying to look into the best practices for character select.
>>
>>175759680
accidentally tripped

my name was meant to be ironic
>>
>>175758003
>Steam Spy dude says it's a lot more accurate when your total is high
Basically it works on percentages and extrapolation, those estimates get thrown way off the smaller the numbers are.

If you check 100 random profiles three times and see 49, 50, and 51 of those own a game, then you can guess ~50% of steam users own the game.
If you do it and get 0, 1 and 2, then your guess is 1% with a margin of error +- 1%, which is useless.

I think the owner said anything under 30,000 isn't accurate.
>>
>>175759682
>enter a screen
>it says SELECT YOUR CHARACTER and shows a list of characters
>you cycle through available characters in the list using directional buttons or point them with mouse cursor
>press confirm button on a character you want
>start game
>>
>>175755081
>All those pointers
What language are you writing that shit in? If you say C/C++, I may have to puke.
>>
>>175758584
>>175759391
tumblr/twitter/blog?
>>
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Reminder to eat lunch, /agdg/!
You can't dev to your fullest potential without fuel.
>>
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>>175759951
thank you anon
>>
>>175759682
>>175760041
are you this clueless. character selection screen is the easiest to devise
>>
I need a new game to make
>>
>>175760183
No, silly.
>>
r8 or h8
>>
>tfw you feel like making story-based singleplayer games are a waste of time
sure undertale was a success but it seems most successful games these days have multiplayer or replayability through procgen

not to mention how much longer it takes to make a long enough singleplayer experience
>>
>>175760457
I r8 fur/b8.
>>
>>175760481
Yeah, who ever heard of a walking simulator being successful.
>>
>>175760457
Honestly not a fan of these types of combat games so I can't really tell if it's good or not.
Also the characters are way too furry for my tastes.
>>
>>175759961
C++, while not perfect, is much better than the alternatives.
>>
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>>175760457
This makes me FURRYOUS
>>
>>175760562
walking simulators aren't games
>>
>>175760457
At least change the filename next time.
>>
>>175760575
I'm not saying you should be using a different language. I'm saying all those pointers are unnecessary as shit. Integral types should be passed by value. If you need to modify external varaibles, pass by reference. Passing them as pointers and de-referencing them is unsafe as all hell.
>>
>>175760620
Do you not like DARKNESS SCREAM?
>>
>>175760724
Ref is gay as fuck.
>>
>>175760720
>he changes the filename to HIDE the fact that its not his work


I don't even want anonymous credit for that. I also very specifically didn't say "r8 my battle screen!"
>>
Anyone using game maker can explain me how to use ini?
I've tryed what the docs said in multiple ways, but I can't get anything to work...
>>
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>>175760934
>>
>>175760898
Spoken like someone who isn't going to make it. Have fun when your game ker-fucks itself because a variable your pointers were expecting to be there just happened to be cleared by some other behaviour. If you're going to program, maybe you should actually learn how to use the language you chose.
>>
>>175758553
Call me Bungus McFungus
>>
>>175761073
>geralt is a pole
nice meme
>>
>>175761229
Yeah, no one ever made anything until some flaming homo invented refs.
>>
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Y'know, this may just end up making more work for me since I can now do multiple angles, but fuck it.

I now have a script that can rotate the player and camera while keeping the camera follow active, meaning now I can actually have places where the camera rotates, like the places in Rogueport when you went into alleys.

Not sure currently where I'll use it besides this zone's wonky shape, but it'll certainly be useful.
>>
>>175761384
Not an argument. References are a core feature of the language and you are not writing good C++, nor using it to its full effect by obstinately choosing to ignore them. But fuck it. I'm probably getting b8'd anyway.
>>
>>175760572
>Honestly not a fan of these types of combat
REEEEE
>>
>>175761789
Half a bait.
>>
>>175753867
wel aside for all the lame annoying things all the other devs have pointed out:

once you have your game coded and content creation tools setup you should be able to create more content at a reasonable pace, just make sure that once in a while the player experiences something new.
>>
>>175748383
It'd be pretty dumb not to use what is arguably the best feature of unity. Just learn how canvas and anchors work.

Slightly related, how do I unfuck the canvas sorting order situation I've gotten myself into. The player has their left arm covered in UI elements so I used the sorting layer to make sure they overlapped correctly. But now the arm UI is displayed behind every other fucking canvas in the scene if they ever overlap, which looks wrong and is disorienting as fuck.

Idk if I'm describing this right but basically if their arm overlaps a canvas that holds say, a sign, the arm ui is displayed "behind" the sign even if the the arm itself is in front of the sign. And I can't just make the sign canvas always the last layer, because it's possible for the player to have the sign between the camera and the arm, too!
>>
>add const correctness in a few places you forgot
>build error
>clean solution
>rebuild solution
>literally over 10x FPS boost
>ihavenoideawhatthefuckisgoingon.png
>>
>>175762310
the ways of the compiler are infinite and mysterious.
>>
any books on game maker 2 yet?
>>
>>175762567
Just read the gms ones.
>>
>>175760575
You are not supposed to use pointers in 2017 you stupid fuck
>>
>>175762310
>>175762463
>function call now passes object by const reference
>no mutable fields so fields can't be modified by the call
>previously loaded field values are no longer getting invalidated
>calling function can reuse them instead of reloading after the call
>function is now smaller
>gets inlined when previously it wouldn't
>>
>Wanted to work on game for demo day, having to start filing for divorce instead

Never get married lads.
>>
What simulator ideas have not been done yet?
>>
>use delta time in GM just like agdg taught me
>set room speed to 9999
>the whole global.delta = (60/1000000*delta_time) thingy
>multiply it with velocity when moving character
>everything's going fine

>activate v-sync to lock the game at 60 FPS
>everything moves a shitton faster

This is the exact opposite of what was supposed to happen, what the hell?
>>
>>175762310
C++ const isn't strict enough to provide any guarantees (e.g thanks to const_cast<>), so C++ compilers actually cannot do any optimization based on const

const is only useful as a checking tool
>>
>>175763164
The majority of them.
>>
>>175763264
Sure smartass, now name me five.
>>
>>175763146
>all that upcoming dev time
Sorry tho
>>
>>175763164
Sysadmin simulator.
>>
>>175762779
When I follow gms guides in gm2 shit don't work. But when I do it in gms it does.
>>
>>175763231
You are either not updating global.delta every frame or forgot to use delta on whatever is moving fast.

Also >60/1000000*delta_time seems like it would output such a tiny number that it would lead to rounding problems, just multiply everything by delta.
>>
>>175763146
>>175763324
Divorce Lawyer simulator where you have to defend the husband and his property and win.
>>
>>175763253
i knew that fps boost was just black magic.
>>
>>175763005
Why do you hate fun?
>>
>>175763324
Concentration Camp manager
Live Abortion Sim
Vore Sim
Cryptid Sim (Bigfoot/ETs/Mothman/etc.)
Jackie Chan
>>
>>175763545
The IVAN of simulator games.
>>
>>175763146
Why not just get an unofficial marriage if you want that gay wedding shit? At least you won't lose half your shit and get cucked for 18 years if she gets pregnant
>>
>>175763253
>C++ compilers actually cannot do any optimization based on const
this is the most incorrect thing I've read on this thread
>>
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>>175763615
>Concentration Camp manager
>>
>>175763231
>GM
There's your problem. Have you ever wondered why 99% of gms games are tied to FPS? It's because gms is shit at handling delta time.

Just tie your game to 60FPS, or use an engine that actually has proper delta support.
>>
>>175763717
She meme'd me into it despite knowing better. Women will erode you down
>>
>>175763615
>Cryptid Sim (Bigfoot/ETs/Mothman/etc.)

Delete this right fucking now
>>
>>175763845
I'm not a Game Maker user can someone explain what's its issue with delta time? I see lots of devs complaining but I can't make sense of it
>>
>watch a GDC about some EA game
>show trailer
>wow this looks like shit
>"Raw Data may be VR's first 1M game"

Am i just out of touch or are video games and the new market's taste, shit?

https://youtu.be/OTgvqfHWMGM?t=1m36s
>>
>>175763615
>Concentration Camp manager
Imagine all the negative media attention, it would beat Hatred.
>>
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>>175763772
You can be boring and choose to turn it into a death/work camp.... or go a different route and make a summer camp, a training camp for your own Militaires Sans Juden, your own theme park.
>>
>>175764251
Both.
>>
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PROGRESS

Time based movement, instead of SANICPROCESSORAT100%MVMT.
Now that this basic stuff is out of the way, I think I'm pretty close to implementing actual game functionality.

feelsgoodman.png
>>
>>175764292
Can you make soap from body fat and lamp shades from jews skins to boost German economy?
>>
>>175764220
It's the time passed in microseconds since the last frame, it's a good idea to make all animations and movements rely on real time instead of frames since it stops your game from speeding up and slowing down if the FPS changes.

It's still only an issue today because GM is horrible at dealing with delta time and basically forces the user to use frames to calculate speed instead.
>>
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>>175764292
>death camp
>>
>>175764421
>wasting valuable wartime resources

If that's wrong, I don't wanna be reich
>>
>>175764523
>muh holohoax

yeah yeah, jews lied, get on with your life
>>
>>175764523
>Fictional game features fictional events

No friction over fiction my friend
>>
>>175764251
If you spent $700 on VR then you're probably going to buy any half decent VR game
>>
>>175764435
well I know what delta time is, but I'm curious how is it an issue with GM. Delta time is fundamental in any game loop, so I don't understand how can Game Maker fuck it up
>>
>>175760457
>akuoreo
>Google image search
Welp.
>>
>>175765093
The biggest issue is that GM has no subpixel precision so any fraction of a pixel is floored when moving something, which makes it a terrible engine for basically anything dealing with precise physics and this problem is multiplied with delta time.
You could save the remaining fraction and add it to the movement every frame but that's another band-aid fix to GM's stupidity, even the NES had subpixel precision.
>>
>>175763005
Why? I love pointer arithmetic.
>>
>>175765387
Pretty sure you have to go out of your way to floor your pixels in GM:S via GML or you end up with distorted pixels after they (or the camera) has moved.
>>
>>175765387
Dude, what the fuck are you talking about? I know you must not be talking about actual display pixel rendering, so you must be talking about world coordinates, in which case GM absolutely has "subpixel precision". What a load of bullshit.
>>
>>175763005
There's nothing wrong with using them if you know how to do it correctly.
>>
>>175766132
There's no reason to use pointers if you know what you are doing
>>
>>175766213
References are pointers. Shared pointers are also pointers. Arrays are pointers. Variables, under the hood, are pointers. That's how computers work. Stop pointer shaming.
>>
Gimme a name for a villain whose in-universe title is "The Tyrant".
>>
>>175750420
Add glow to collectibles for them to stand out more.
>>175750589
https://color.adobe.com/
>>
>>175766213
You're probably using them without realizing it. Just because your language protects you from misusing them doesn't mean you aren't using them.

>>175766343
Dang he beat me to it.
>>
>>175765816
>>175765931
I just tested it out and it actually does, but something as simple as adding 1.1 to x every frame eventually led to nonsense fractions like .99

So yeah their subpixel movement is very shitty and you are better off doing your own if you want precision.
>>
>>175766354
Tyrann
>>
>>175766354
Cornelius Winklegruber
>>
Victor Feltman
>>
>>175766490
And Views don't support floats either, whole pixels only.
>>
>>175766531
>>175766354
>>
>>175766490
I just booted up GM and added 1.1 to an object's x position every frame and the engine never returned any value ending in .99 so you continue to be full of shit.
>>
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How do I learn Github?
>>
>>175766354
Tyrone
>>
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>>175766821
>>
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>>175766936
>>
Where can i find instrumental medieval music?
>>
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>>175766354
SHRALD ZUMPF
>>
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idk what to do for music help me
https://strawpoll.com/7c4edgw
>>
>>175766354
Excarn (from the Latin word "excarnifico", which means "to torment/torture" or "to tear into pieces")
>>
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>>175767008
>>
>>175766926
Read one of the hundreds of guides on GitHub and about GitHub.
Or are you interested in learning Git specifically?
>>
>>175767443
if GM uses floats for that, surely they'll get the arithmetic errors that arise from using floats eventually

try waiting until ~800 like >>175767008
>>
>>175767443
let it get to the 800s
I gave it a quick test too
>>
>UE4 resets control rotation when possessing new pawns

This is why you don't use prebuilt engines.
>>
>>175767443
>>175767574
>>175767591
I noticed how much higher he'd gone than I did and so kept going.

I eat crow on this one, you are correct and I was wrong.
>>
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>>175767716
forgot this
>>
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>>175767716
>>175767867
someone not being an asshole?
on MY /agdg/?
>>
>click the play button in UE4
>mains switch gets tripped
uhh agdagtards?
>>
How much do you think it would cost to license tom Hans Zimmer music to my game?
>>
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>>175767926
FUCK OFF JON
>>
>>175766354
Crasius Helm
Herald Dorn
Marcus Acadius
Alex Alsword
>>
>>175768000
For a couple million you might get one of his apprentices.
>>
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>>175768053
>>
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>>175768172
>>
>>175747780
I already made it this time, the question is if I'll *really* make it
>>
>>175747780
But I'm a whodev, anon
>>
>>175768445
So post a screenshot of your progress here and you won't be a whodev anymore.
>>
>>175768000
Limiting to movie composers turned game composers...

Danny Elfman > Harry Gregson Williams > Zimmerman
>>
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>>175768570
I only made audio progress up to this point. This evening I'll stea- err, write a maze generator.
>>
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>>175747780
No, again.
>>
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>>175746935
> "rape me", no.
That's the spirit! Can't have rape witout refusal
>>
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>>
>>175768894
what happened to plok3d
>>
>>175747780
Not yet
>>
>>175768894
>>175769104
ded devs ;_;
>>
>tfw my game is unfanartable
>>
>>175768172
For some reason I start to regret having made this rule 34 sh*t...
I mean I see it in something like half the threads.
>>
>>175769248
if tender arms of all things can get lewds, your game can
>>
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rpg game where your party consist of programmable actors with limited slots for instruction (aka memory) which can be locked by class specific ones, you as the leader start with simple instructions, with every level you gain new and more complex instructions, enemies can be little puzzles that needs a tight programmed party to beat, 1st lvl enemies can be just repeat attack and use heal to win, you as the leader/controller can have special abilities (like overclock : make an actor faster but gain a debuff after some time).
the same idea can be used for an rts where you build actors roles the same way and let your horde of minions act on their own.
story : hive mind alien race/magical automaton/primitive machines with a single alpha/queen, goals are survive and evolve, may compete with other of the same kind or anything.
bonus idea : they achieve sentient mind and go 2deep4u philosophical bs about existentialism and what is life
plot twist : they're human ancestors
code name : b
ultimate instructions : || (or), ! (not)
ultimate buff : double trouble : double your race
>>
>>175747780
Its likely I won't have the desired gameplay working in time due to personal issues arising suddenly.

Should I release my demo anyway despite the current condition?
>>
>>175769327
programming games are old news, make the actors program themselves instead
>>
>>175768841
I have hard times understanding some people might like that sort of humor...
>>
>>175769383
yes, or are you worried santa will put you on the naughty list?
>>
>>175747780
Not this time. But Demo Day 15 is 100% guaranteed. And it's going to be good hopefully.
>>
>>175757909
> FPS: 10
>>
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>>175766354
Jackie Armstrong
Woody Johnson
Wang Hunter
Buster Dickens
Steve Michaels
Huey Stroker
Hogarth Rust
>>
>>175769554
More like I don't want to waste people's time and garner a bad rep.
>>
>>175769428
it'll be subtle like the gambit system of FF
>>
>>175769248
>forgetting rule 34 of the internet
>>
>>175750923
:)
>>
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>>175769434
How about this sort of humor?
>>
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Day 1 done.
>map loading from file done
>side scrolling done
>GUI done
>mirroring/directions done
>animation system done

I almost feel like a real dev now
>>
>>175769697
Somehow, better.
>>
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Trying to put in "better" sprites before demo day. Probably not gonna make it though.
>>
>>175769669
cry
me
a
river
>>
>>175769732
ehm anon I think you uploaded an upscaled version of a downscaled screenshot.
>>
>>175769248
Post game
>>
>>175753439
Heres your (You)

>>175753684
Suck it
>>
>>175769828
People aren't memeing when they say Unity is bad for 2D, you know. Turn back while you're still young.
>>
>>175769881
it's called 8x8 pixel-art ;_;
>>
>>175767008
Use doubles for physics then.
>>
>>175769428
>>175769327
I'm starting to think trying to separate an RPG with some meme mechanic is just trying to avoid directly competing with other titles on what makes an RPG an RPG. Its like "maybe people will pay attention to my game if I do this crazy new thing like reactive, emergent, AI" or "procedural generated skill trees" or something like that. The reason people go to RPG's hasn't changed though.Games like KotoR, Jade Empire, Morrowind etc are memorable because of the settings and the stories they told that made you want to adventure more in the world.

I'm not saying anyone is going to give some RPG-maker game the light of day because it claims it has an amazing story or anything. I'm more saying that RPG's are a genre that takes a lot of work to create something that's worthwhile and inovating the actual mechanical gameplay probably isn't nearly as important as other genres because its the tool for the story/exploration instead of the story/exploration being a tool for the gameplay.
>>
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>>175769926
>>
>>175754120
Full time is nothing, if youre not working weekly overtime with an hour+ commute, stfu up
>>
>>175770097
>game maker
>doubles

Enjoy your all purpose generic "var" for every type.
>>
>>175770225
You win
>>
>>175769945
Unity is the only way I'm gonna be able to make this game within a decent time frame. Also, half of it IS memeing.
>>
>>175769582
Actually for your information it's 16 fps.
You act like the human eye can see above 12 fps
>>
>>175770225
Challenge accepted
>>
>>175770360
Both GM and Godot would let you make it in a shorter time frame AND make it better.
>>
>>175770225
looks like a benis
>>
>>175754741
I would return their pile of shits, but keep your game. Grindy rpgs are the most flooded market ever
>>
>>175768841
https://www.youtube.com/watch?v=3rS6mZUo3fg

>>175769434
Because you have a vagina.
>>
Is the Disney "look" copyrighted?
>>
>>175769248
>>175770225
>>
>using a ~5gigs bloated engine to make a """2d pixel game""" that can be beaten by anything made over 30 years ago
>>
>>175770527
I don't have a vagina.
>>
>>175770574
No, but anyone can sue you. It's a question as to whether or not they'll win. They probably wouldn't. Keep in mind, though, that Disney has a massive warchest.
>>
>>175770574
No, as long as the character is different the style isn't copyright as far as I'm aware. Why, are you a good enough artist to emulate it?
>>
>>175770445
I don't want to seem arrogant but Unity just has a ton of useful stuff for a amateur coder.

-free easy to implement pixel perfect script

-in depth dialogue asset (yes you have to purchase) you can use to build your own quests and such

-stronger documentation (in my opinion)

-subpixel movement

I really did try game maker for a while.
>>
>>175770574
There are companies you just don't want to fuck it. Apple, MS, Disney, etc.

Just don't test it anon.
>>
>>175770116
> Games like KotoR, Jade Empire, Morrowind etc are memorable because of the settings and the stories they told
Because their mechanics are casual. Now have a look at PoE, which has rudimentary story and instead attracts players (among other things) with elaborate mechanics and character development.
>>
>>175770679
I wouldn't use their characters or IPs obviously. I'm just wondering if their art style is copyrighted.

>>175770715
My art sla- I mean girlfriend is

>>175770834
Bendy and the Ink Machine has basically ripped them off and Disney hasn't shut it down
>>
>>175770801
Why don't you just use Java like any real dev?
>>
>>175770836
And then loses them because hardly anything changes with each expansion.
I feel like if PoE focused more on expanding the stories instead of making you re-do every act 3 times it'd be a much better game.
>>
>>175768841
I just don't get people that don't like sluts
what's hotter than a woman pleading with you to fuck her hard?
>>
>>175770836
Action RPG's are different than RPG's.
>>
>>175770584
Impressive.
>>
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Do I have hope as an artist?
>>
>>175770574
all i know is that the law isn't about being in the right

it's about having money
>>
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>>175770097
but I can never get doubles
>>
>>175770902
>Ever using Java if you can help it
>>
>>175771045
If you progress.
>>
>>175770801
Godot has all that (well except documentation), plus better performance, plus less bloat, plus it's free, plus it's actually 2D instead of fake shit that requires fixing.

Also
>literally paying $65 for a simple dialogue tree system that can be coded in 30 minutes
>>
>>175770225
I love the "refocus" effect
>>
>>175771045
Where's your game?
>>
>>175770885
how the fuck do you copyright art style for fuck's sake?
anyway, anime literally started as a Disney art knockoff, and they made money with it, so don't fucking sweat it
>>
>>175771045
That looks fine, but you also have to get good at integrating your artwork into a game (unless you have someone else to do that for you)
>>
>>175770574
you can't copyright a style
>>
>>175771382
Copyright is complicated. With the right lawyers the case could be made that the "look" of the characters is just as much a trademark as the characters themselves
>>
league of legends: definitive edition
>>
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Is there any way to quickly see all the images in a thread? I don't want to scroll the whole thread to see all screenshot. I'd like a catalog of all the pictures.
>>
>>175771382
trade dress applies here
>>
>>175771507
its just a rootkit
>>
>>175771508
get 4chan x
click the picture icon in the top right
>>
>>175771508
hit g and use arrow keys
>>
>>175771508
get 4chanx
>>
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>>175770225
>>
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>>175770584
Thank you anon, now I have two fanarts. I lied about it being unfanartable.

>>175771271
I'm glad you liked it anon, I tried to fill the game with shader juice since I have no art skills.
>>
>>175770116
A more subtle point is that most game stories and settings are shit, and you should be honest with yourself about that. If you wanted to tell a good story, you would write a book. If you're making a game, where the story is central, you're actually catering to the audience that would appreciate any kind of crap if it is accompanied by spreadsheets, visuals, memes, furries or some faggot franchise (pick those that apply to your game).
>>
>>175770915
Uhm, PoE still earns quite some money by (selling skins lol), while you earn 0.
>>
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>>175771385
Yeah, it's not game-related art yet, just assignments from my art teacher... it requires a lot of study and practice to make walking humanoids and fancy backgrounds.

>>175771293
>love this meme
Here: http://epiplon.itch.io
And here: http://gamejolt.com/@viniciusdevelops/games
>>
How's Source for making games?
>>
Who makes more money p/h?

>programmer
>artist
>musician
>ideas guy
>>
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>>175771731
oh fug
>>
>>175772317
idea guys, for sure
>>
>>175770927
Or take EVE, WoW, or any other good MMO for example. They do have some backstories, but who the fuck cares.
>>
>>175772268
Why are you even asking this? Where is your game?
>>
>>175772317
Bobby Kotick
>>
>>175772317
You got the order correct in your post.
>>
>>175772317
usually programmer
>>
Any good tutorials for 3D animation??
>>
>>175752685
It's not like procedural generation for video games can't get any better than what we see in low-budget games currently.
>>
>30 second youtube video of a tech demo
>provides neither tutorial, project files, nor sells the finished asset
>>
>post simple prototype
>get some attention
>feelsgood.jpg
>never touch it again
>>
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>>175773264
>20 minute video about addon
>explains everything in detail, the features, how to use them etc
>no link to it
>no nothing
>people in the comments ask for link, no responses
>video uploaded 8 months ago
WHY DO PEOPLE DO THIS
>>
>>175773335
Are you me
>>
>>175772317
Programmers have the highest income cap on top of job security on all levels, but artists make way, way, way more in the indie scene.
>>
>>175764389
>reinventing the wheel
>>
As a C++ programmer with zero game dev experience, which engine would be the best to use?
>>
>>175773764
your own
>>
>>175773764
i think unreal engine uses C++
>>
>>175773656
Indeed. Quite observant of you.
>>
>>175773764
Try them and see what you like.
>>
>>175773764
Source
>>
>>175773764
Depends on the game.

If I wanted to make an RPG, top-down action game, visual novel, or point-and-click adventure, I'd sooner turn to RPGMaker or Ren'py than literally any other option.
>>
>>175774153
>>175773978
>>175773909
>>175773886
>>175773798
I'm looking to do a side scroller.

Is Godot a real thing or just a meme language? It looks kind of interesting.
>>
>>175774273
a lot of people really hate godot because >le meme but its actually really good imo

ignore the people who say "wait until 3.0" because using 2.1 is still valuable to learn the fundamentals of the engine
>>
>>175774273
Godot has its own pythonlike language but in 3.0 you will be able to use C# natively plus there will be an API that lets you add bindings for any other language.
>>
>>175774273
it is a thing, don't listen to people who say wait for 3.0 , the stable version is already good and i've seen some pretty nice projects (only need polishing, nothing engine related)
>>
>>175770801
What the other anon said, Godot is both free and made specifically for noobs so it's worth giving a try. From what's I've seen the worflow is pretty similiar to Unity, only less rigid (for example, there's no difference between an object and a component - it's just objects on top of objects).
>>
gdscript is far better than game maker script, i knew python before and it took me less than 10 minutes to learn everything about gdscript, you have no need to go low level there's nothing overly complicated, you can use multithreading and coroutines to get the boost you want
>>
>>175769697
What's that? Did they fug?
>>
>>175770801
godot has UI, astar, navegation mesh on both 2d and 3d, good physic engine, all the basics and more, there's a point'n'click template and other stuff
>>
>>175774967
both are special-snowflake languages with minimal support though
>>
>>175775226
itwerks.jpg
>>
>>175775095
Shino-chan. Nah they're just joking around.
>>
Im learning Paper2D in Unreal to become a hobbyist /gamedev/.

How crazy am I?
>>
>>175770574
need to be 18+ to use this site
>>
Not that I have anything against godot (I haven't tried it yet) but why are there so many people shilling it all of a sudden?
>>
>>175775550
Nigga this is a website for anime.

Fuck off.
>>
>>175775659
because it's goodot
>>
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Long before Godot there was Polycode and you heard about it all the time on agdg
>last updated on 2015
Promising engine, too bad it was abandoned
>>
>>175775503
There's very few Unreal 2D games, so people might play it for novelty alone.

If you make it something family friendly/quirky/cute/funny, you might even get Epic to advertise it for you.
>>
>>175775835
Godot has 10x more contributors
>>
>>175775835
the stable version is already complete (for 2d), at this point they're just adding features
>>
>>175775835
Polycode wasn't exactly abandoned, the creator is revamping it (but in semi-secret for some reason which completely goes against the idea of it being open-source).
>>
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Can I make a real, production ready game in godot that could be sold on steam?

Or is it like every other open source project?
>>
>>175772942
Bump
>>
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reminder
>>
>>175769104

Gave up on devving and just made a fansite instead. I might start again, but every day without devving makes it harder to go back.

>>175773764

Unreal and OGRE are all I can think of. It would be easier to just learn C# or JavaScript, which is more widely supporter.
>>
>>175776174
That's what I will find out, I haven't hit any roadblocks yet and it seems unlikely that I will since I've already dealt with most of the technical stuff.
>>
>>175776356
I will never understand the fascination with this dress
>>
>>175775746
no you
>>
>>175776356
that woman(male) is fucking enormous
>>
>when you open so many tabs about a problem that you forget what you were working on in the first place
>>
>>175776383
If I were to learn C# or JS, which engine would be best for a 2D platformer?

Ideally something I don't have to pay a ton up front for to just noodle around in.
>>
>>175775881
Thats good to hear.

As an absolute beginner, Ill probably only be making flash-tier size games to start. Ill probably post to someplace like Kongregate first rather than trying to monetize.

The goal is small, but very polished and comfy to play.
>>
>>175775881
https://www.youtube.com/watch?v=cgRNQRaKnLk

This got a $14,000 Epic grant
>>
>just discovering substance designer, painter, marvelous designer, and all the other 3d programs

amazing tools that we have available to us. it fills me with a kind of joy mixed with dread. there is this mountain of work to get good but the potential results that are possible now are incredible. makes me want to dev again
>>
>>175776501
Unity is C#
>>
>>175771045
You're literally worse than Hitler.
>>
what are some good original dual themes like? scfi vs magic, pirate vs ninjas...
>>
>>175776559
Surely these grants are just a carrot-on-a-stick scheme and they pick shitty games on purpose just to attract more hopeful devs looking for ez monies.
>>
>>175776685
Isn't that 2D only?

Also I assume they have restrictions against porn games.
>>
>>175776559
>half the video is basic commands being the features
>>
>>175776516
UE4 games are ~70mb minimum, doing them as browser based might not be the best idea
>>
>>175776356
Thank you
>>
>>175776501

There's Construct 2 ($100, original is free), Unity 3D (free) or Game Maker (unsure of the price, and it uses its own language).
>>
>>175776559
looks like a polished newgrounds game
>toilet tyco
>>
Show me ONE good game made with Godot and I'll switch over.

I'm waiting.
>>
>>175776501
Godot 3.0 of course.
>>
>>175777017
>haha waiting for godot lmao
>>
>>175776559
Wow. Im not planning anything near that scale yet, but thats encouraging for the future after I get some experience
>>
>>175775765
Then why do all the successful agdg devs use Gamemaker?
>>
>>175777017
https://github.com/Algorithmus/DiasporicCrypt
it's getting there
>>
>>175777017
>waiting instead of being the first to make the one good game
>>
Is anything worthwhile made in love2D?
>>
>>175777234
Because Godot is about 2 years old and the 2.1 update that made it actually good for realsies came out last august.
>>
>>175777273
Or there's a reason there are no good games made in it yet.
>>
>>175776802
>Isn't that 2D only?
Its not, but the post I replied to said "2D Platformer", so that wouldnt change my answer.

No clue about the porn
>>
>>175777481
"shitty documentation"
>>
So is the Waiting for Godot play any good?
Where do I watch or read it?
>>
>everybody is shilling Godot
>google it

>"Waiting for Godot (/ˈɡɒdoʊ/ GOD-oh) is a play by Samuel Beckett, in which two characters, Vladimir and Estragon, wait for the arrival of someone named Godot who never arrives, and while waiting they engage in a variety of discussions and encounter three other characters."

Holy fucking shit is this Game Engine Kino?
>>
>>175777017
Show me ONE good game made in your own custom engine.

I'm waiting.
>>
>>175776826
Thats good to know. They advertise the ability to publish HTMl5 games though, isnt that for browser based?
>>
>>175777632
google "the witness"
>>
>>175777747
>good
You fucked up.
>>
>>175777614
Imagine being such an unrefined slackjaw that you have to look up Waiting for Godot.
>>
>>175777264
I meant a GOOD game that is RELEASED.
>>
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>>175777614
does anyone really not know waiting for godot?
>>
>>175777017
>show me a good game made in Godot
>show me a good game made in LOVE
>show me a good game made in [insert other less than popular framework]
they're not popular so they don't have a lot of games made for them, and most games (like most of everything) are not that good
therefore, anything that's an unpopular method of creation is going to appear shitty until a bunch of time has gone by or someone breaks the ice and makes a good example that inspires others
that's just how it works
>>
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Since I'm not going to make it for Demo Day, I want to make a game for Monster Jam.
I'm looking for ideas that aren't super generic because all I'm coming up with now are either sidescrollers or top down games and I don't like it, I want something fresh.
>>
>>175763324
alright, your name is Five now
>>
>>175776767
Unreal only makes money if the Dev can pull in $3000+ per quarter. Itd be kind of pointless to specifically target shitty Devs
>>
>>175778025
thanks papa
>>
>>175755270
It really depends on how shitty your game looks.

You can get like 500-1000 copies sold just with what visibility you get through the steam store if it doesn't look like total garbage.

Through the trailer and first few screenshots you need to assure the customer that 7$ is worth it for the game.
>>
show me ONE good game
>>
Reminder that the only people who participate in engine wars are nodevs. Not a single one of these people can make a game in any of the engines they're arguing about. Meanwhile yesdevs are making games in whatever engine they enjoy the most.
>>
>>175763717
in some areas a good lawyer can still make you legally required to give up shit if you make her move out of your house, especially if you have kids together (ever heard of "palimony"?)
>>
>>175777829
>>175777891
>Godot babies unable to cope with the fact that they got bamboozled.
>>
>>175778086
black & white
>>
>>175777732
Yeah, and it works just fine, but if your game is that size then offering a compressed zip makes more sense to me than having players with bad internet wait a couple of minutes while a nondescript loading bar fills up.

And then having to do that again if they want to play your game tomorrow.
>>
>>175778086
I-I can't...
>>
>>175778086
Pong.
>>
>>175778097
Enginedevs never have any progress to show so they have no choice but to try and bring down everyone else
>>
>>175777972
Bottom up
Center scroller
>>
/agdg/ has no devs
>>
>>175778402
you have no balls
>>
>>175777972
Bigfoot stalking game where you have to take a non-blurry picture of him.
>>
>>175778441
correct ;3
>>
>Tfw ive literally been saying it as go-dot
God-oh sounds so awkward.
>>
>>175778460
>him
Dropped
>>
>>175778531
I thought it was guh-dough?
>>
/agdg/ has nodevs
>>
>>175778603
(/ˈɡɒdoʊ/ GOD-oh)
>>
>>175778591
Monstergirl stalking game where you have to take a lewd picture of her.
>>
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>>175778737
Now we talking
>>
>>175778734
it's GODOT, fuck their french
>>
where's word cloud guy
>>
>>175777972
cooking with tracy except its a slimegirl and you feed her shit and she changes colors
>>
>>175778228
I can look into doing both since itll be free either way. Ill try to keep the suggestion in mind when it comes time to publish way down the road. Or, since I plan on posting progress here after starting, someone here could complain at me to and ill do it.

I still have 3 more hours of tutorial video to make it through first though, and Im currently stuck phoneposting from work.
>>
>>175777972
Energy drink tycoon
>>
rate my game idea

Bogdanoff Brothers: The Quick Rundown
>>
>>175779349
kek
>>
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>>175778460
you can call it the 'joe rogan experience'
>>
>Everyone making all these games about monster girls and things
>not one game devoted to cute boys
Shotajam when?
>>
>>175779579
Go start a gamejam on >>>/hm/
This is cute GIRL territory, only.
No sissyboy faggots allowed.
>>
>>175779579
make a monster boy game, nothing is stopping you. the theme is just "monster"
>>
>>175779725
Hmm, maybe I will.
Seems like a good enough idea.

I just wish I could into art.
>>
>>175777972
strategy game a la Fire Emblem or Advanced Wars, except you control a squad of kaiju and you must destroy the city.
Human military units will attempt to destroy your monsters.
>>
>>175779720
Cute girls (male) are allowed.
>>
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What's the best way to deal with collisions on more complex objects?
I know how to make box colliders and shit for buildings/floors, but stuff like this fountain where it's an odd shape that doesn't work with a sphere, square or plane.
Mesh collider seems really wonky especially with slight curves.

Should I just make a pipe shape in maya that matches the fountain, bring it into the scene, and have it be the collider while I turn off it's renderer, or is there a better way?
>>
>>175779725
>nothing is stopping you
The police.
>>
>>175778531

Getting a discussion started about how to pronounce 'Godot' is guaranteed_posts.jpg

It's like pronouncing 'gif'. Two different sides yell at each other, with neither side having any real points other than "No, *you're* wrong".
>>
>>175779579
>>not one game devoted to cute boys
Of course, there is no thing such as cute boys.
>>
friendly reminder that if you're using update functions instead of callbacks, you're a subhuman
>>
>>175779890
The creator of gif itself said it's "jiff".
>>
I hope you know how to pronounce fresnel and euler
>>
>>175779579
Would you play as an overbearing onee-chan with maximum tits?
>>
>>175780020
No, *you're* wrong.
>>
>>175779783
1 month is enough time to become proficient at low poly 3d modeling, even if you're only putting in ~2 hours a day
>>
>>175747631
How hard is it to dev a game with next to no coding experience whatsoever?

I was thinking of making a little double dragon clone, complete with the part where your partner betrays you.
>>
>>175780076
>maximum tits
care to explain? do you have any visual examples?
>>
>>175780061
No, *you're* wrong.
>>
>>175779830

Mesh collision is the standard approach there. Per-vertex is usually the quickest, and with a low-poly object like that it might not even be worth creating a lower poly collision mesh.

>>175780008

Callbacks are executed as a response to an event happening. An "update" function is usually like a callback for the 'next frame' event. I don't really understand what your point is.
>>
>>175780020
It was already an English word before he was born. It's pronounced "yiff."
>>
>>175780106
Deving a game is easy, as long as the engine you use is popular. The hardest part is just that you will be never finished.
>>
>>175780247
i'm talking about bullshit like checking for input each frame instead of subscribing for the event
>>
>>175780106
It's always going to be harder than you imagine. Get Gamemaker or another easy engine, watch and read tutorials, make pong, then keep moving up from there.
It's going to take you a year or longer of daily practice before you can make the game you want to make. You will be able to make the game. But you must not give up.
>>
>>175780398
it doesn't matter as long as it works
>>
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Still have room for 2 more shitty monster designs. Keep it within 128x128. Provide a name and short description or else I'm giving it to them

Also need more music guidance
https://strawpoll.com/7c4edgw
>>
>>175780061
frez-nel and oiler
>>
>>175780106
A game's success is inversely proportional to the dev's programming skill; just look at Undertale or Minecraft, technically horrible games but hugely successful because ideas are what truly matter.
>>
>>175780551
might i suggest getting original music? your game is far enough along that someone might bite
>>
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>>175779863
they haven't mattered in years
>>
>>175780620
A game's success is inversely proportional to its audience's IQ
Games for retards sell while games for smart people flop
>>
>>175780106

It's pretty easy to make a game these days with the wealth of free entry level tools like Unity or GameMaker. Undertale, for example, was made by a musician who has no programming knowledge. The hardest part is going to be content/asset creation.

Most engines refer to their code as "scripts" because that's all you really need to do with them. They've abstracted all the programming away from the user to a point where you can write simple scripts that call their engine API and you only need to worry about calling transform.translate(10, 0, 0) to move 10 units to the right.

>>175780398

Input polling and input listeners don't always serve the same purpose. For example, something like "always move right when 'D' is pressed" is a lot simpler and easier to implement with input polling than input listeners. With a polling you just "if key pressed(d) move()". With listeners you may have to set a flag that the key is pressed on key down, then move on the update, then reset the flag when the key is up. And you're going to have to check if that flag is set on every frame anyways.

Being dogmatic in programming is never a good thing. Use the right tool for the right job.
>>
>>175780418
>It's always going to be harder than you imagine.
That's not true. When I had no idea about deving, I actually thought coding was way more complicated than it actually is. I thought it was something you have to study years to make a game with it, but in reality any retard can make games nowadays without any practice at all.

Sure, it takes some getting used to, but the internet is so full of tutorials and documentation, that anyone can make a game nowadays, by just simply following tutorials.
>>
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Turns out I was absolutely 0% prepared for text rendering.
But I think I at least did my first implementation of it correctly. On loading I compile each Glyph in the ASCII encoding into a texture buffer on the GPU, and a transform for the glyph advance position.
Then to render a string, it will simply return a collection of these buffer/offset objects and draw each one in a chain. Slightly more math than making a new image for each string, but much less texture memory used.
of course now I have like 100 VAOs on the GPU and it'll only get worse. I could possibly compile all the glyphs into a single spritesheet but that sounds difficult for my meek mind.
I guess I'll integrate text alongside the GUI interface and give you various min boundries and clips. I don't think it can handle control characters yet though, and I should at least figure out newline.
>>
>>175779890
To be fair, the .gif argument DOES have a correct side.

And then there is also the creator's side.
>>
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>>175781001
>>175780020
>>175779890
>>
>>175780656
I'd like to, but I don't think I could get a bite in time for demoday.
Unless you are a musicbro and just being shy anon.
>>
>>175780880
I'm sorry for interrupting but there are easier ways to make a game.
>>
>>175780880
Have a look how SFML does text (sf::Text). It is not exactly simple, but nothing too hard either.
>>
>>175776802
Nigga there's at least a dozen furry porn games on patreon that use Unity and they don't care at all.
>>
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>>175781427
Looks like they implement it the exact same way I was debating. I could probably replace the Texture reference for each Glyph with the Megatexture and box coordinates.
Interesting that they allocate Glyphs on the fly. Maybe not as expensive as I had concerns for. ( I really shouldn't have concerns when most text rendering I see allocates textures for whole strings.. )
Maybe I'll generate ASCII on loading, and open it up to allocate more exotic characters as it needs them.

>>175781384
If I wanted to make a game I'd use Unity.
I am become engine dev, devourer of content.
>>
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>>175780205
Not him but I feel I should post this
>>
>>175781982
WHO /lv5/ MASTER RACE HERE
>>
>>175781982
Lv2 with Lv4 assets
>>
>>175781982
>all realistic human variation is in levels 0-1
>>
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If whatever you're using to make a game isn't in this list then cease development immediately and hand over your dev license.
>>
>>175782131
Look lv0 closer anon
>>
Yeah but also game development
>>
>>175782131
I've seen quite a few Lv5's.
>>
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>>175780551
>>
>>175782271
3/4ths of those are trash.
>gamebryo
wwwwwwwwwww
>>
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>>175777972
>>
I need some 3D models, if I commission a 3D artist would they usually do sketches for my approval first or should I get the sketches done beforehand?
>>
>>175781982
>No cowtit Patchouli

Anon...
>>
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>update to new unity version
>character controller isGrounded is always false now
I'm tired of this shit
>>
>>175782271
>Unity listed under 3D only
Proof that 2D Unity fags need to move onto a real 2D engine.
>>
So what software do you guys use to make pixel art?
>>
>>175782823
and yet youll keep letting unity cuck you
>>
If you use an engine then you aren't a developer, you are merely a customer.
>>
https://www.youtube.com/watch?v=u-sbypLOjZM

I didn't even realise this was a thing, might be useful for people doing potentially dead multiplayer games.
>>
>>175782979
I use the native GM:S 1.4 sprite editor
>>
>>175783059
Post your game to prove you're a developer
>>
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>>175780551
>>
>>175780848
>With listeners you may have to set a flag that the key is pressed on key down, then move on the update, then reset the flag when the key is up. And you're going to have to check if that flag is set on every frame anyways.
Why?
>>
>>175782823
Not to worry anon! Just purchase the Character Controller Fix on the Unity Asset Store™!
Always make sure you have all mandatory assets purchased so that you too can just like make game with the Unity Engine.

Unity is the ONLY way to make a game.
>>
>>175783301

A listener function is only called in response to the event. When a key is pressed, some sort of "on key down" callback is fired exactly once to respond to it. It's not called again until the key is pressed again. If you want to continue repeating an action for the whole duration of the press, you need to handle that outside the callback somehow.
>>
>>175783147
google "the witness"
>>
>Epic is so confident about Unreal they give it away for free and only make money when their devs make money

>Unity knows 99% of their devs will never produce anything of value, so they charge to use the engine instead. They have so little confidence in their product they also require a full year commitment lock-in because they know people will never pay for a full year after using it for more than a few months
>>
>>175782979
Aseprite.
>>
>>175783508
>>175783012
I get the point anons, but I was forced to use unity for the class I was taking, and now I'm trying to finish the game I was making. Give me a break.
>>
>>175781898
I don't think it is that expensive. When they update the texture, they update the data for only one glyph and don't re-upload the whole texture.
>>
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>>175783802
Post your game

>>175783508
you too
>>
>>175784006

Sorry, I'm using Unity
>>
>>175784041
Post your game
>>
Got mouse support and some other quality of life things working for the menu again (like holding down directions). All that's left for the immediate demo-day-to-do list is fixing the first 3 tutorials and figuring out why fullscreen makes my FPS go to 30.
>>
>>175784006
Do you have a monstergirl art stash that you're not sharing with us, anon?
>>
>>175784121
he just said he uses unity
>>
>>175784221
probably auto v-sync
>>
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>>175782438
no you didn't
those are Lolo Ferarri tier natural tits on a perfectly slender girl
such a things doesn't occur in this reality
>>
>>175784221
vsync?
>>
>>175784356
yeah the girls are ugly and fat but those tits really exist
>>
>>175776428
It's cute (frills)
It's classy (tidy clean uniform)
It's exotic/foreign (Europe)
Implies female servitude (Patriarchal society)
>>
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>>175784236
Maybe I do, maybe I don't.
I just wanted serious monster jam ideas

>>175784273
He hasn't posted his game
>>
>>175782131
Hitomi is a level 2.5
>>
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>>175780551
am I too late??

post "thanks mr skellie" or bad posture will haunt you
>>
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>>175784363
>>175784338
Wow hey that that right. Needed to use display_reset();. This was driving me nuts, thanks anons.
>>
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damn, how can unity even compete?
>>
>>175784650
More like 1 tit is 2 and the other is 3
Oh how they mightits have fallen
>>
Would anyone here be interested in a simple dialogue system for Unity? I'm working on a game for which I need to build one and haven't decided whether I should make it a separate API or not.
>>
- having a successful game that took years to make (2-5)
vs
- having multiple semi-successful games made withing a year each

i've seen a lot of successful indie games that took pretty long to get done, but is success/time ratio worth it? how much time are you willing to put in a single game before it starts being counterproductive?
>>
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>>175780551
>>
>>175784823

It depends on what your ultimate goal is with making a game. Are you looking to make it your job, or is it a hobby? If it's a job, then you should probably do some market research and learn about the demographics your game ideas would reach, and generate some target sales figures based on other similar titles. Some people are fortunate enough to have others support them, and won't care if it takes 2~5 years, it just depends on your personal budget and financial picture.

If it's a hobby then do what's more fun. Who cares.
>>
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Little bit of work today on asset design as well: Showdown Zones now have some decorative elements that make them look a bit more like a gigantic machine, especially around the sides (the illuminated hex-cell pillars on top conveyed it okay, but when they jutted out of the ground they looked like black plastic)

It's still a little incoherent visually, I think there needs to be more panel types in general (especially ones with vaguely mechanical/industrial lettering on them) to suggest their function as large generator-tower-harvester things.

It's a start, though, and it definitely makes the little platforming run up the side of this one far less boring.
>>
>>175784823
There's a GDC talk from a guy who hasn't made a hit game but has been working as an indie for 11 years.
http://www.gdcvault.com/play/1023432/The-No-Hit-Wonder-11

Ideally I would like to have a few small time semi-successful games to maybe fund enough time to make a bigger game.
>>
So I just got a box moving back and forth with the arrow keys in Love2D... I'm going to make it right?
>>
>>175785479
How do you script the change in axis of gameplay and camera?
>>
>>175785505
>google company name
>nothing but literal mobile-tier trash
>website looks like it came straight from 2005
This is how you don't get popular.
>>
>>175784823
>successful
>semi-successful

Wtf do these mean to you? If you're looking at it purely in terms of money, just do the math.

Some other things to consider:
The longer you spend on your game the better it will be, and the larger the POTENTIAL success can be. All of the indie megahits had years of effort behind them.
On the other hand, making many short games gives you more chances. If we assume there is some element of chance to success, then this gives you more shots at a megahit.

Maybe you've found a niche where you can keep making small scope games and make a living. That "11 years without a hit guy", patreon porn games, and small indie studios that serve a niche qualify here. Low but consistent profits, year over year.
>>
>>175785735
You're gonna just like make it, bro.
>>
>>175784823
I think there's something to be said for both. If you spend so long on one and it explodes, you probably get that second album syndrome hard, look at Notch.

I won't dignify that second question with a response because there are so many variables and assumptions.
>>
>>175786053
The goal IS to get a hit, though. You might not live up to it, but it buys you the freedom to either make more games or live comfortably.
>>
>>175785779
his visual novel style game was pretty populair tho
>>
>>175785779
>he's still made more money from gamedev than you ever will
really makes you think.
>>
>>175785505
>11 years
>engines, systems and graphical technologies keeps getting updated
>spend time updating your code
>can't keep up
>development hell
>>
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>>175785769
It's actually pretty complicated.

Unreal has a feature which lets you bind movement/physics to a plane defined by a surface normal. What I did early on was had an overlap box that, when you touched it, would bind your movement to its outward normal, and interpolate your camera rotation to be orthogonal to it. That part's easy (provided you set up a variable for how far out the camera collider should extend to make room).

Then you just have to flip a bool that says "is 2D" and disable the up/down inputs to avoid running in place toward the foreground/background, and to convert player camera control messages into 2D cursor messages.

The tricky part is getting the bends to happen, which is actually done using a spline (pic related). The spline spawns dozens and dozens of overlap boxes based on parameters that specify height, depth, density and overlap. Every frame, more or less, Dixie is overlapping a new trigger volume with a slightly different rotation (the angles are actually fairly sharp on the Showdown Zone tower, but they don't have to be) and it's updating her target 2D orientation and camera vector.

I was worried when I first cut this together that it wouldn't be performant versus arbitrary spline placement, but in the end it's more expensive to try and calculate a position on a spline in real-time than it is to put a box collider there and use ultra-fast overlap detection to do it... or at the very least the two are close enough that I didn't really notice it impacting the FPS.
>>
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>>175786179

If your goal is money, hoping for "a hit" is pretty naive. Every day you read about another studio shutting down because their owners wanted to make games for fun, and thought the money would just fall into their laps and make all their dreams come true.

That's not really how it works.
>>
>>175786619
Have you seen 95% of indie games?

I mean really
>>
>>175786619
what source is that?
>>
Reminder that demo day is to simply show what you have right now, it doesn't need to be a polished experience.
So stop being a bitch about "b-b-but it's not ready" "m-muh bugs" and just upload the damn thing.
>>
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>>175747631
trying to quickly make a level for a multiplayer minigolf game for demo day
>>
>>175786619
It's kind of stupid to go into games as a programmer, since you could be making twice as much with half the effort in a real programming job. But it might be worth it to try the games lottery and hope you get a hit.
>>
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>>175786857
fixed the jutter
>>
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>>175782604
>>175783198
>>175784701
Already have it, but thank's mr skellie
>>175785187

Man so many submissions and so few votes
https://strawpoll.com/7c4edgw
>>
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I know this will sound dumb, but is there any place where I can check out different game examples for each videogame genre and subgenre?
I want to expand my repertoire and explore different genres to see what I can do, but I'm often out of ideas so I end up going with the same 2-3 types of game.
I don't even need to play al these games, just some screenshots or videos with maybe some info on how they work would be enough.
Now don't get me wrong, I don't want to rip off or clone existing games, I just need some inspiration to come up with ideas that fit different genres.
>>
>>175785479
Make the protag twice as sexy and I would pay $5 for that for sure.

Good job.
>>
>>175786936
Success is not a lottery, you are far more likely to get a hit with an actually good game than little Johnny with his infinite runner mobile trash.
>>
>>175787049
Uhhh.... steam.
>>
>>175787037
>feet properly centered on pedestal
It looks even better than I ever dreamed in paint.
When can I play the demo
>>
>>175786539
Neat, a lot more complicated than I was expecting (I was thinking something like using the normals from raycasts).
>>
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do you guys think i'll need special permission if i want to make emma watson a character in my video game ?
>>
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>>175787049
>google genre
>get suggestions
I don't understand the issue here.
>>
>>175787170
Huh. This reply thread gives me a taste of how stock market players think. From the outside, it's incredibly obvious how deluded they are to think they can consistently beat the market. But there is still all of the knowledge to learn and it can make you feel like you have an edge in skill.

Not saying there is no skill in making games, there absolutely is.
>>
>>175787049
Giant Bomb has some good collections, there stuff like
https://www.giantbomb.com/concepts/

It also has some odd category lists which might help
https://www.giantbomb.com/functional-mirrors/3015-4618/games/

And each game has a Similar Games link
>>
>>175787049
https://itch.io/games/free
>>
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>>175787251
i had to check myself
>>
>>175787086
She's supposed to be cute, not sexy.

I actually don't think you CAN make the protag sexy in a game like this, if only because sex appeal is sort of predicated on proper human proportions (more or less), and properly-proportioned humans do not feel right in a collectathon-style game.

You should look and feel like a little toy running around a playset.
>>
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How would you make a game about stealing things, without making it a stealth game?
>>
>>175787446
Smart investors DO consistently beat the market. They don't beat it every single time but on a long timescale they come out above average on the aggregate.
>>
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>>175787543
But you can?
It's a matter of doing the proportions right, etc. Something can be both cute and sexy at the same time.
>>
>>175787591
Don't add stealth mechanics?
>>
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>>175787591
A game about stealing cars worth more than $1000
>>
>>175787591
Remake Smash n Grab / any non-zombie game with Dead Rising mechanics?
>>
>>175787797
bad example i hope?
>>
>>175787369
absolutely
>>
>>175787170

Quality never guarantees sales. That's why studios will spend 15m developing a game and then 65m on marketing so people actually buy it.

No game is too shitty to sell with good marketing (See: Bad Ratz) and no game is so good it sells without any marketing. If you actually look at those "underground hits" everyone talks about, you will find every single one has a large social media presence for marketing purposes.

Great games with no marketing just don't sell. Troika went bankrupt after developing one of the best RPGs of the 2000s.
>>
>>175787591
Side-scrolling platformer.

You are Dash.

You go to places like museums and shops and choose the shiniest thing you can see.
When you pick it up, cops swarm you and you have to run away to your hideout in hilarious cartoon fashion, each item has a certain value and weight which affect the amount of cops and your speed, respectively.

The game is called Mad Dash.
>>
>>175787797
Okay, well if you're going to take this into loli territory that's another matter, I suppose.

And don't tell me you aren't if you're posting Splatoon as an example of sexy characters.
>>
>>175787530
>there's a demo day
>discovered much too late for my project to be ready enough to submit
Serves me right for never reading the OP. How often do they happen?
>>
>>175787591
I would make a grand bank heist game. more strategy and planning than anything else.

I would love to make something like that, but I can't even get a HUD to work right
>>
>>175787369
18+ to use this site
>>
>>175787591

PAYDAY : The Heist
>>
>>175787591
Make a game about cracking and distributing games, movies and other intellectual property illegally. The gameplay would be some kind of puzzles needed to crack the copy protection.
>>
>>175787969
How is that a bad example?

Splatoon has excellent and attractive character design that manages to be both cute and sexy.

Just look at its sales in Japan. If it had generic cutesy people do you think it would have sold half as well?

>>175788051
I mean, it is a way to combine cute and sexy. Maybe you aren't targeting that market, but I'm just stating my personal preference in game protagonists.

But what do I know I can't draw for shit.
>>
>tfw trying to replicate a bug that happened once and never again

kill me
>>
>>175787591
Drill Dozer was about stealing diamonds, and it wasn't stealthy.
Well there was one stealth mission.
>>
>>175787995
I don't recall RoR having a large marketing presence in the traditional sense.

It's true that even the best products need exposure/visibility, but it's also true that, like it or not, 4chan is one of the largest social websites on the internet and by posting regularly on /agdg/ and /v/ you are potentially developing a following there.

That's probably a better "social media presence" than some hashtag-spamming Twitter handle could manage.
>>
>>175788185
Piracy isn't stealing.
>>
>>175787995
I don't think it's useful to compare AAA and indie in that regard.
AAA needs so much advertising because the core gaming market isn't sufficient to cover their costs, they need to attract the casuals, people so casual they don't even browse /r/gaming.

Meanwhile for an indie game costing less than a year's salary can easily recover costs with only the dedicated demographic.
>>
>>175788358
>implying
>>
>>175788358

no, it's copyright infringement
>>
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>>175788185
>Implying piracy is theft

>>175788307

Advertising your game on 4chan is obviously still advertising.
>>
>>175788197
I'm not leveling judgment, anon, I'm just saying I don't know how to make a little chibi character sexy.

Dixie's design is heavily inspired by Anarchy Panty who was obviously supposed to be sexy in the abstract but I never found the way she was typically drawn to be sexual in any way. She could literallly be having sex and it was just funny. That was what made it work.
>>
>>175787995
there are a few examples where this isnt the case tho think stardew valley RoR undertale.
>>
There's something that bothers me about people struggling with creativity. They tend to think their ideas are bad and that they're not creative enough to make original or new things, and this drives them to doubt their ability to create things.

I'm here to tell you that this train of thought is bullshit. Being creative doesn't mean you have to make new things from scratch - sometimes creativity means giving your own unique vision to things that you've seen done before. Maybe you think that you're doing a 1:1 carbon copy of something that's already done, but your direct input affects the outcome on a scale that you wouldn't even believe.

I've seen the same tropes being done over and over again, and yet they always have their unique flavor to them. Even if most of their elements are borrowed or are a direct reference to something that was already created, byproducts of these core ideas filtered through a new mind's filters make a world of difference among them.

What I'm trying to say is, don't beat yourself up because you can't come up with new things. Sometimes using things that were already done and building on them in your own way is enough for you to make a masterpiece. Keep it up!
>>
>>175788478
It's a patent violation.
>>
>>175786809
B-but im still learning tutorials, should I publish tutoial shit?

All you can do is can move and kill yourself, sounds about right for the average /v/ poster.
>>
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>>175788560
This is the closest I've seen to sexy chibi, and even then it's not great.
>>
>>175788680
yes
>>
>Today is a good day, time to do some developing
>Let me start up Visual Studio so I can get some code out
>Account verification required
>Enter phone number for security
>No phone number bound to the account in the first place
They are going through many lengths these days to get every single bit of personal information out of you.
>>
>>175788787
to be fair it looks much better in game.
>>
>>175788787
She's even got freckles. I like freckles. I gave Dixie freckles because she's based in some ways on a girl I used to date and that STILL isn't sexy.
>>
>>175788937
if your using unity just use monodevelop.
>>
>>175787369
Depends, are you Akubar?
>>
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>>175788787
>implying
>>
I would dump my sexy chibi folder but I don't want to get banned.
>>
>>175789226
mega it
>>
>>175788560

I find the ones in this game pull it off fairly well.

http://store.steampowered.com/app/415480/Hyperdevotion_Noire_Goddess_Black_Heart_Neptunia/
>>
>>175787591
Escape the room - type puzzle game, but backwards
>>
>>175789431
I don't think they're bad designs, I just also don't think they're sexy. They're adorable representations of characters who, in other Neptunia games, may have been sexy, and you're projecting that opinion onto the models.

Sexy outfits on characters like that just looks silly to me. Not even a bad kind of silly, it's kinda fun but it's definitely not something arousing.
>>
>>175789040
I find monodevelop to work like shit though.
>>
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>>
>>175789761
It's Haydee
>>
>>175788063
Every two months if I recall
>>
>>175788567
Have a (You)
>>
>>175789738
i have to agree auto sugest of vs has helped me more then i realised when i went to monodev
>>
Does anyone have any experience with creating multiple resolution options?
I just made some 16.10 options, the application surface scales ok, but the sprites on my gui layer go past the black bars.
>>
Can I still play the games in demo day even if mine isn't ready yet?
>>
The real irony is, the original design concept for Dixie drew a lot more from Daisy Duke and Christina Ricci's character in Black Snake Moan, but I toned it down because it didn't really make sense aesthetically in a game about a girl going off to rescue her sister from evil robots (where before it was sort of loosely based on a second American Civil War)
>>
>>175790270
Wow that is ironic!
>>
>>175790215
No, you must dev.
>>
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Here is another example of the cute but sexy thing I was talking about earlier.

It's pixel art though.
>>
>>175760009
Just started a tumblr for it today, don't want to really promote it until I fill it up with more examples and art.
>>
>>175790359
I guess not if you don't think those characters have sex appeal.
>>
>>175790215
Do NOT download my game you filthy nodev.
yeah you can
>>
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>>175787026
expanded map a bit
maybe one more layer of stuff then it'll be big enough for a test demo? :)
it probably won't, it'll probably need to be much bigger
>>
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>>175790408
but how is that sexy?
>>
>>175790552
Little girls are sexy if you're a pedophile
>>
>>175788802
Well I guess I better figure out how to export then when I get home.

Where / how do I upload it for D-day? Whens the deadline?
>>
>>175790668
>>175790552
Sorry guys I really didn't want to start this debate, I was just posting some suggestions for that anon.
>>
>>175790408
Nothing you have posted is sexy. Especially not little squid girls with boy hips. Neck yourself.
>>
>>175790713
in op
>>
>>175790792
uh oh, somebody has shit taste
>>
>>175790668
Not necessarily.
>>
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>>175790270
>Black Snake Moan
>you will never play a game where the bad guys are abstract representations of MC's insatiable sexual cravings that are ruining her life
>>
>>175790792
I agree that chibi characters lack sex appeal but I'd tone the anger down a squat, you sound like you're compensating for some uncomfortable feelings there anon
>>
>>175790857
no he doesn't those things werent sexy in the least, had you said 2B from nier maybe but thats the only example i can think of thats cute/sexy.
>>
>>175790857
Ogling children's undeveloped features and calling it "sexy" is hardly what I would call refined taste.
>>
>>175776383
>Gave up on devving
Why?
The game was looking fine. Why did you stop
>>
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quick reminder
>>
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I hope I can make enough progress for DD
>>
Pepe cousin cutting weight for upcoming demo day. Is he going to make it? Find out on the next episode of dragon ball z!!!
>>
>>175791209
>>175791231
and this is why you have shit taste
>>
Finally put all the different pieces together. Now pretty much every scene is in place, most of the work now will be making the whole thing look pretty.
puu*sh/vEIQ6/9e16a7c8a1*mp4
The subsumption engine is now functional, allowing players to write scripts in our own visual language to control their army (pic related).
>>
>>175791391
how long have you been posting
>>
>>175791391
who
>>
>>175791209
>I can only think of as example from [recent extremely popular game]
Pleb to the maximum, holy shit.
>>
>>175791391
Hi whodev
Fuck off whodev
>>
>>175790795
All right, I didnt realize it was a 72 hour thing.

That should be enough time to finish tutorial-ing and make a crude couple of levels to prototype the first small game I actually want to make
>>
>>175790970
In the abstract (I never developed the idea beyond pure masturbatory ideaguy bullshit before rebooting Mayhem League into the Rareware-esque Dixie that now exists) it was full of sexual puns and read like a bad PSG/Baka and Test episode.

Dixie was a super-human in an army of normal humans which gave her clout, so she was a lazy slob piece of shit who did what she wanted with no regard for protocol or the chain of command. Which, because of the kind of person I am, would have involved a whole lot of moments like pretending to rub one out to a piece of beneficial intel, or a million and one "Dicks" puns based on her name.

The Christina Ricci aspect was less "insatiable lust", and more "walking down a dirt road in your underwear and a confederate flag tee, and flipping off the tractor stuck behind your slow ass"
>>
>>175791469
posted for older demo day but not for this game
>>
>>175791589
What game did you post
>>
>>175791537
was it really so populair? i just know the charater from ehm differnt sources.
>>
>>175791362

looks like you're making tons of progress.

the game looks really nice. watching that gif already captures my imagination.
>>
>>175791362
I want to play this.
>>
>>175791698
>I can only think of an example from [game that is currently trending within hentai circles]
Irredeemable fucking pleb
>>
>>175791362
This is incredible.
>>
>>175791846
hey fuck you dude atleast i don't think underage squid girls are sexy.
>>
>>175791873
its good hes making progress but there's nothing incredible about that
>>
>>175791976
Its captivating which is more than I can say for most games here.
>>
>>175791976
Thank you for the honesty
>>
>>175791417
DDONOTSHITON2B
>>
>>175791961
exactly
plebbest of plebs
>>
new thread
>>175792124
>>175792124
>>175792124
>>
>>175791542
>>175791528
where is your game???
>>175791698
no I meant I posted progress and a game for a previous demo day...and no it wasnt popular. This game right there was laying around for a while so i never posted any progress
>>
>>175770279
Anyway, the .9 in the number is more like 0.995 than 0.90. Floats suck for decimal fractions, but they don't suck _that_ much.
>>
>>175792180
i believe you anon, but
you could have prevented this
>>
>>175792180
Post your previous game or fuck off whodev
>>
>>175791362
I hope so too, I'm looking forward to this.
>>
>>175792180
which game you fucking whodevving turd
>>
>>175784434
That's not lv5 though
>>
>>175791976

if anon thinks it looks incredible, then it's incredible to anon.
>>
>>175792095
Thank you for the honesty
>>
>>175792290
https://itch.io/jam/agdg-demo-day-4/rate/36131
>>
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>>175785735
I remember that day
you're gonna make it if you keep at it
>>
>>175793061
Thanks man.

I have an idea for a simple runner game to start, not sure if it will be ready for demo day, but it's something.
>>
>>175750923
Human DNA only has about 736MiB of data

You could almost fit onto a CD
>>
>>175759897
Ah. Makes sense.
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