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/agdg/ - Amateur Game Dev General

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Thread replies: 814
Thread images: 128

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Nearly ded edition

> Current Demo Day 14 (NOW)
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
>>176127745

> 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
>>
First for anime
>>
>>176194747
Oi, you missed some of the previous OP. Reflect on your failure, as well as your personal shortcomings.
>>
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grabbed a skinned mesh off the asset store to test my system with.
>>
>>176194946
its a useless area anyway.
>>
>>176195496

I don't think I've ever actually heard you say it but, what are your plans for all this? Are you making a game or engine or what?
>>
>>176195663

im making a bideo game yes.

a sword fighting game primarily.
>>
>>176195496
you didn't pay for that did you?
>>
https://gitgud.io/nixx/WebMConverter
op is a fag
>>
>>176195496
I have a feeling that agdg will turn on you soon. Watch your back.
>>
I'm in desperate need of that pic that's an edit of some trap hentai and the rewrite is roughly "crossdressing makes you a better programmer". I'm sure one of you fellow faggots have it.
>>
Isometric tactical games. Can you get away with not having the option to rotate the field of battle?
>>
>>176194747
>tfw no time to dev because my CE degree takes up all my time

Anyone else here who isn't a neet?
>>
>>176197024
Yes, but i would recommend making things see through if something is behind it, imagine an enemy quiet far "above" you behind a small building or such. You wont be able to see him, but if you make it see through when something is behind or has contours its fine :) GL with your game anon!
>>
Is the Chronospira dev around? You can double-jump while climbing up vines, but it damages your health. I'm not sure whether it's a feature or a bug.
>>
>>176196234
It was a free asset yea, i just wanted to see how it would look in motion on my rig
>>
Can the owner of the site update this site please? http://tools.aggydaggy.com

It's actually pretty handy to have around and it's sad to see neglect to it. Imma also send some feedback and hope for the best.
>>
>>176195496
This looks like it could be so much fun that the fanbase will completely kill it
>>
>>176197469
Hes MIA, probably not around anymore.
>>
>>176195496
>HELP I'VE FALLEN AND I CANT GET UP
>>
>>176197117
I mean, I'm a manual labor wage slave, but there is plenty of time to dev so its not really an excuse.
>>
>>176195496
That looks hillarious dude.

Give the cloth some cloth physics. That'll make it look even better!

Also. Got a demo?
>>
>>176195496
This is overcool!
>>
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Hi /agdg/, we are presenting our new project.
Do you like the fade in and fade out effect?
>>
>>176199218
too spooky for me but i managed to see it all. looks good! How many people are you that are working on that?
>>
>>176199350
Thank you!
We are 12, but we are about to hire 2 more artists.
We are 3 programmers, 2 musicians, 1 community manager, 1 writer and the rest artists.
We want to make it big and good :)
>>
>>176199218
>top down souls
nah
>>
>>176199605
You can move the camera around, its just this video that is top-down.
>>
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>>176196572
>>
It's like monster jam has become monster girl jam. Isn't anyone planning to make a game about monstrous monsters?
>>
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>making a shader, experimenting with shit
>have a line of code that creates a variable which is never used anywhere, by assigning it the value of a function that gets called
>comment the line out, and it breaks another part of my code which uses the same variables passed through that function
>despite the fact that function is literally just "return 0" and does not modify those variables at all
>can't print debug

n-nani
>>
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>>176200562
>change the values in the meaningless line's function to all be 0
>it now has literally nothing shared with the part of code that it breaks
>still breaks the code by commenting it out
>>
>>176200663
post code
>>
>>176200751
fixed lightAngle = 0;

^Removing that breaks the functionality of another section of code that does not use this variable
I've got no fucking idea what's going on
>>
>>176200883
I played with some other variables and it seems that by "break" I mean "changes the functionality of". I think I can work around it but I am completely lost as to how declaring a variable that is never used has any impact on other areas of the function
>>
>>176197117
I feel you mate, I'm wrapping up a thesis project and I also work. It sucks. I wish I could spend 10 hours a day on my game.
>>
>>176200663
Delete objects and rebuild
>>
>tfw all your favorite devs are kill
>>
missed a demo jam... again.
>>
what does /agdg/ think of making card games
>>
>>176201198
Why are you declaring a variable that's never used?
>>
>>176201760
I like a lot card games, but only if they are "diferent".
I didnt like that blizzard monster and I loved Scroll, for example.
>>
>>176201837
what do you mean by "different"
>>
>>176200883
I think he wanted the full code.
>>
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>>176194747
Had to take my demo day exe down since it had connectivity issues
But i really wanted people to experience the ending
So if people could watch this gif and listen to the ending song at the same time i would be very appreciative <3
https://www.youtube.com/watch?v=xViMh08IYRA
>>
Wanted to try doing something in maya, seems easy but HOW THE FUCK DO I MOVE THE CAMERA
>>
>>176202264
I figured it out, alt click
>>
>>176202115
kill yourself nu-dev
>>
it could be that the variable is actually used in an included file.
Unity hast tons of invisible shit in their shaders.
>>
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What 3 demos have you liked so far?
>>
What's a good tutorial for actionscript?
>>
>>176202424
im not new
ive been here for years :)
ive been here since steam chat days :)
>>
>>176201907
Like stategic positions on board,
not only to attack "the master" to win but attaking differents objectives. Scrolls do that.
>>
>>176201825
There was a point a few hours ago where it was used, then I changed things so it was no longer used and when it came time to remove it completely I came across the issue

>>176202091
not worth it anymore desu, it's working now without it even though I don't know how or why that single unused variable changed functionality
>>
>>176203213
sounds interesting, thanks. i forgot about scrolls.
>>
>>176199501
>1 community manager
>>
>be an "artist"
>wake up this morning after taking a small break from drawing and suddenly cant remember my "artstyle"
>keep trying over and over but everything comes out wrong
>has to study his old drawings and scribbles so he can remember his "artstyle"
what the fuck
>>
>>176203559
Yep, its very important to gain investors.
>>
>>176203616
Artist here
That's normal, you're an artist rather than an "artist" now, congratulations and welcome to hell
>>
>>176195496
You got some resources on how to make stupid physics systems like that? This is all really inspiring
>>
I'm also an artist. Wondering if any programmer needs some free work
>>
Is Rym9000 an /agdg/ game? I don't recognize it.
>>
Anybody ever get character concept art or portraits off of something like Fiverr? Is it a waste?
>>
>>176199501
>community manager
>>
>>176203801
yes
>>
>>176199501
>3 programmers
>12 liberal arts people
wtf is wrong with you
>>
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what genres of vgm do i need on my soundcloud to show i can write a lot of different styles of music? i was thinking i should probably do more orchestral stuff like this https://soundcloud.com/cesque/into-the-wild

also general comments welcome
>>
>>176203717
i am confused anon
>>
>>176203959
We need a lot, and I mean A LOT of art, their are overwhelmed and their are working all day.
Programmers (I'm one) are working hard but we are relatively on time.
>>
>>176203616
>be a "programmer"
>wake up this morning after taking a small break from development and suddenly can't remember how my program works
>keep trying but everything comes out wrong
>has to study his old documentation and comments so he can understand his code
what the fuck
>>
>>176204247
You are looking for more artists? What engine do you guys use?
>>
>>176204170
Another trait of the true artist
>>
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>Another demo day where I didn't submit a game
I will submit a game next time, I promise!
>>
>>176204394
Ah yes, the mantra of the neverdev
>>
>>176194747
>itch.io/jam/agdg-monster-jam
I promise to participate in the next Jam
>>
>>176204335
We are using Unity.
For 3D 3DMax, for 2D photoshop.
For music, no clue haha.

We are looking only for local people at the moment, but I will ask.
>>
>>176203801
I know Sonoshee, he's been a lurker here for quite some time. I encouraged him to start posting progress and participate in the Demo Days
>>
>>176204640
Don't bother, I'm not interested in working with Unity actually. But good luck to you
>>
>>176204640
What's your company name?
>>
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>>176204640
>Unity
No thanks
>>
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>>176205159
>>176205064
is hating unity a meme now
>>
>>176204680
Thank you for encouraging him, he's a pretty nice guy. :)
>>
>>176205064
>>176205159
Our artists are not touching unity at all.
>>
>>176204640
Reported your IP to autodesk for piracy
>>
I'm making a rougelike and storing levels in an array, serving as a grid. i.e. level[y*N+x] has y,x's information.

Is there an obvious counter to the various null tiles?
>>
>>176205537
I'm sorry but I'm just not interested in working with you or your team.
>>
>>176205270
>now

how new are you
>>
I am trying to learn how to make tetris but i stuck at rotation part. Why my code doesn't work can somebody help me please ;_;

here is the code:

https://pastebin.com/Y7CzrqQ9
>>
>>176205756
No, I'm sorry, we are only looking for local folks, specially folks without prejudice.
>>
Will/does your game have old school cheat codes?
>>
>>176205969
My game has hidden OP items and secrets
>>
>>176205912
Where are you located, I mean nationwise.
>>
>>176205797
Finally another Java dev :) I have never written a rotating function myself but shouldn't you need to use at least sin/cos/tan to calculate the new coordinates and draw a line between them?

Honestly just use a game framework instead of that piece of shit Graphics2d/JPanel
>>
>>176204320
Happens to me every morning because I code drunk and don't write comments. Have to drink some more every time to continue.
>>
>>176205797
Might be easier to make your pieces like this:
{{1,1,0},
{0,1,1}}
>>
>>176206045
Spain.
>>176205969
I implemented a console to cheat, but I think that it will be removed on release.
>>
>>176205912
Stop responding to me, I'm not sure how to be any more clear that I'm not interested.
>>
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>tfw can't enjoy indie games because you're jealous of their success and feel that playing them will contribute even more to their success
>>
From those engines, what is the one which create the most acessible games? (as in, easy to install/no install and can run in most PCs)
>>
>>176206275
What a pathetic sentiment, unsurprisingly from a stupid frogposter.
>>
>>176206312
For me, Gamemaker.
>>
>>176206441
Ah, sorry I forgot to add: from the free engines.
>>
>>176206312
>wanting to make "accessible" games

this is why games these days are shit. users are babied too much by devs. the user should be editing the controls through a text file
>>
>>176206102
>Finally another Java dev :)
it just works i have no problem with java for now also android.

>shouldn't you need to use at least sin/cos/tan to calculate the new coordinates
It is based on coordination you don't need any angle calculations. I think it is the simplest way to do this but in java you can make one thing in lots of different ways.

>Honestly just use a game framework instead of that piece of shit Graphics2d/JPanel
i will but i need to at finish at least 5-6 or maybe 10 simple games. I am testing my skills. After that i will go full libGDX.


>>176206168
yes, maybe, hmm thank you actually it is very smart. i will try this.


Any other advice for me guys. Why my code doesn't work?
>>
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>it's another topdown shooter with rotating guns
>it's another sidescrolling platformer with a gimmick
>it's another sidescrolling rpg with roguelike elements
>it's another room-based, semi-procedurally generated roguelite
>it's another metroidvania
>>
>>176206275
So pirate?
>>
>>176206464
Then, Love2D.
>>
>>176206506
Still, most new users don't care about that. The average user is pretty lazy nowadays. So if you want your games to touch the majority you need to make them simple.
>>
>>176206549
I'm still making the game popular by playing it. I don't want to enjoy it.
>>
>>176206538
>it's another frogposter
>>
>>176206648
Only if you talk about it...
>>
>>176206538
>it's another dumb frogposter parroting the weekly meme
>>
https://www.youtube.com/watch?v=bt0PdcEOxUg

godot is looking pretty good desu senpai
>>
>>176206693
>weekly meme
It's not a meme. Every game here plays the exact same. Remove the graphics and you wouldn't be able to tell the difference.

Is anyone actually unironically interested in any of the demo day games?
>>
>>176206867
>[meme] is not a meme
Oh (You)
>>
>>176206867
I will surprise you anon: I'm making a game without graphics. :^)
>>
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>>176206847
>it's another Godot shill post
>>
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>>176206867
>>176206538
>being this depressed
You should get some more sunshine, Anon.
>>
>>176206867
>you need to remove graphics to truly know a game's worth
Cant tell if nodev or enginedev
>>
>>176194747
how do I structure a tactical RPG like Fire Emblem?
>>
>tfw no game ideas
>>
>>176206969
>it's another nodev frog post
>>
>>176197117
I'm also in CE. The closest I got to gamedev this last semester was writing conway's game of life in lc3 assembly.
>>
>>176207062
> Can't tell if A or A
>>
>>176207272
You
I like you
>>
>>176207254
I can give you an idea anon.
>>
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>>176206969
>shill

>free game engine
>>
>>176202771
Yours was my least favorite desu
>>
Should I create a new Steam account before I buy the greenlight thing?
>>
>>176207796
I would do it. Looks more professional than buying the game from some random gamer with 2000 hours in Team Fortress or whatever.
>>
>>176207796
Dont bother with greenlight, its getting removed soon and unless you have a full game or at least early access tier game you wont make it
>>
>>176207891
Yeah I was thinking about that as well but apparently Valve lets you choose a custom name to display after being greenlit
>>
>>176207921
>valve deadlines
What marketplace would you recommend then?
>>
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-------- AGDG WEEKLY RECAP --------
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for at least the next 36 hours.

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

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy
>>
>>176207978
Wait for steam direct, or just use itch.io
>>
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>tfw can't get a job because never finishing something results in no references
just kill me please. I don't want to endure this torture anymore
>>
>>176207796
You're too late. Don't waste your money.

To answer your question though, Valve themselves suggested that you open a separate company account for your game.
>>
>>176208214
They promised a refund if your game isn't greenlit before steam direct, nothing to lose
>>
>>176208308
Oh. Neat.
>>
Jesus Christ some of you guys have no business being in the demo day.

What's the point in submitting some garbage that barely functions?
>>
>>176208360
wiyg
>>
>>176208360
Spoken like a true newfag nodev. Where is your game?
>>
>>176208360
Which games are you talking about?
>>
>>176208360
I would rather play a barely functional memegame than a polished whodev game.
>>
>>176208360
I'd lie if I said that there aren't several demos of poor quality but DD is also for receiving feedback on the game.
>>
who gonna stream the games
>>
>>176205782
Considering he uses emoticons and came here to shill his project, I'd say pretty new.
>>
>>176208405
>>176208413
>>176208437
>>176208460
>>176208464
There are games that barely constitute as games.

I just played some Konrad the Rocket. That's the kind of game that should be in demo day

>where is your game
Literally doesn't matter when demo day is about playing other peoples games and arranging feedback.
>>
>>176208854
Answer the question
>>
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>tfw spent all morning fapping instead of progressing
>>
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>>176206538
>tfw one of my games is a topdown shooter with no guns
>another is a sidescrolling platformer with no gimmicks
>another was a non-procedural roguelite

I can't even do meme games right or even finish th
>>
>>176208854
Toy think Konrad the Rocket is good???? It's the generic piece of shit platformer
>>
>>176208854
>WOAH DEMO DAY GAMES ARE IN DIFFERENT STAGES OF DEVELOPMENT WHAT THE FUCK IS THIS??
>>
>>176208854
>dev group demo submission event happens
>surprised when demos are in development

Really tickles my jamboree
>>
>>176208926
I hate the style of game, but at least it is a game.

>>176208931
>ES ARE IN DIFFERENT STAGES OF DEVELOPMENT WHAT THE FUCK IS THIS??

When your game is barely held together by duct tape and the unity engine, you should probably keep it to yourself. until you actually get somewhere.
>>
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>tfw making first game
>tfw people told me not to create an RPG
>tfw I AM CREATING AN RPG
>>
>>176209186
You can throw together a fun little game like the OG final fantasy in like a month.
>>
>>176206538
>it's another room-based, semi-procedurally generated roguelite
What does this mean? Something like Isaac? Specifically what does room-based mean?

I would describe my algorithm as room based but it don't have only one room at once on screen like Isaac does.
>>
>>176207796
>>176207921
If you get greenlit before the removal do you also have to release before the removal or can you release whenever as long as you've been greenlit?
>>
>>176209186
>>tfw making first game
>>tfw people told me not to create an RPG
why ?
>>
Has steam announced the pricing situation for the greenlight replacement yet?
>>
>tfw I've had the kerfuffle trailer theme stuck in my head for a few days now
>>
Making a video is going to be too much work. I'll post my feedback. For what I've played:

When it hits the fan.

This is one of teh games that actually seeems like it’s really close to being finished. It’s got some decent music and sound but I forgot to record desktop audio.

There are some criticisms I have mostly it’s stuff I hate, but game developers seem to love.

I absolutely cannot stand the way you get slowly pushed back when firing the shotgun. I find very offputting. It would be alright if the shotgun actually felt really powerful, but it’s basically just a contra spreadshot, so it feels like an excessive reaction to something rather normal. It’s the same thing with the machine gun, it feels totally inappropriate. If I had some massive cannon, knock back is fine, but not on guns you’re going to be using all the time..

Next is with the chainsaw. If you were going to leave the chainsaw as is I would strongly suggest changing your mind. When I pick up a chainsaw, I want to see gratiuitous gore. The zombies that try and run into you while you have the chainsaw out should be exploding in blood and guts. But right now they kind of just lazily fall over.

Right now the handgun has 000 as the ammo, I think it needs an infinity symbol, it’s not a huge deal, but

Otherwise, the animations are kind of boring. The enemies don’t feel very lively. Especially for larger ones it might be nice if when they took damage limbs blew off or some blood particle effects

The levels are pretty bland. I’m seeing a lot of tiles used over and over which is fine, but it feels very sterile. I like how the corpses stay after dying but

Props on implementing alternative controls, and having a very polished game. Twinstick shooters really aren’t my thing.
>>
>>176209439
Placeholder Title DD-14
Clearly it’s an action game.

I would probably flip X and Y for attacks. My understanding is that the Y the top button on the 360 controller is your “standard” attack, it builds the meter for your more powerful attacks and the ice thing. Almost every 2D action game I’ve played attack is the Blue button, X on 360 controller.

The combo system feels fun but without any enemies it’s difficult to accurately judge it. It’s pretty clear you want players to be able to execute cool combos. I would strongly recommend designing enemies around that. The last thing you want is enemies that don’t compliment that such as guys that block all the time, or you can’t juggle. I guess the different attacks don’t really feel much different. I assume it’s meant to be light vs. strong but it doesn’t feel that way.

A lot of games have “optimum” strategies, and it feels like people are just going to spam the light attack to fill the meter then use the stronger attacks until the meters gone. I’d just be aware of that moving forward.

I assume the ice pillar is going too be for platforming and potentially light puzzle solving.

Otherwise, everything feels pretty good. I like the wall kicking. Animations feel pretty good, even if the art is pretty typical indie stuff.


This has a lot of potential to be a really fun game. I’d like to see a more fleshed out level next time with some enemies capable of fighting back. Some sound would be nice, even if it’s just place holder, adds a lot.
>>
>>176208854
Honestly, I don't think it matters. At worst those games won't receive feedback or get some negative feedback. Devving does need commitment after all.
>>
>>176209418
No, but knowing Valve the new system won't happen for 4 years
>>
>>176209439
>>176209526
Next is Dim Reaper

There is some janky ass panning in the intro, you need to fix that.

I like the concept. Final Destination is one of my favorite movie series and this feels like it’s got those wacky kind of deaths.

I feel like it’s too difficult to execute some of the moiders.

The girl in the shower felt impossible. I assume I was supposed to lock her in the shower by pushing the cabinet over and then turning the boiler on but I could never get it to work. I didn’t try it but I would guess the other option was electrifying her with the hairdryer after she’s wet coming out of the shower.

It’s pretty polished. I think the players base movement speed should be faster. It feels to slow getting around, and while the sprint is good it feels completely necessary to move around.

I also think the objects you can interact with need a larger area. Some stuff like the ball, is just a bit too precise. If you’re trying to quickly execute someone like with the swords, it’s really a pain to miss because you couldn’t get there in time and the collision to interact with it was a bit too precise.

One of the big issues with these kind of games is they’re very scripted in what you need to do. I would love several different ways to kill individual family members. I hope that’s your intention because if it’s only one way it’s going to get boring, especially during replays and later missions. It’s likely you do some executions correctly, then someone gets out, and that forces you to have to redo everything, which is going to offputting to people, so keep that in midn while designing levels.

I hope you can come up with more creative ways to kill people. The cieling fan and the bed was fun and I hope more of them like that occur.
>>
>>176209608
>>176209526
>>176209439
WHHHImp the Bold.

X to advance text is terrible. Don’t have a dedicated key to advance text, just make it the jump button or absorb button, or any key, it doesn’t matter. I had to look up on your itch.io page to figure out how to play which was really annoying.

I see where you’re going with the mechanics, but the little “tutorial” area, I had trouble getting through it. I think that that is actually terrible. Things are too precise, I was getting hit by bombs left and right, and I’d miss my shot on the spectacles guy. It just feels wrong. It’s hard to articulate why. Things like the float, the trajectory upwards feels strange. You’re slow as molasses, even while sprinting. I would strongly suggest increasing your run speed AND sprint speed. Is there a reason you start with 2 health? Do you get more as the game progresses? Why have the empty bar there? If you’re going to have health, give me more than 2 hits, at least 3 probably.

Climbing cliff faces, where you shoot into the wall then float does not feel good. It feels rough, and unintuitive, and thats not at all what you want in a game like this.

It’s good good art. And the sound is really nice. I’m not sure I like the enemy take over mechanic. It has potential to be good, but when your base character, and movement isn’t fun, then it’s going to destroy anything fun you could do with it.

I’m sorry to say, I don’t really like it. The problem is I have a hard time finding criticisms to help you fix it.
>>
>>176206506
Nigger what is this meme you're trying to force? Fuck off.
>>
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>>176208002
----[ Recap ]----
Game: Neon Knights
Dev: bokchoydev
Tools: Unity, Pyxel Edit
Web: http://bokchoydev.tumblr.com/
Progress:
+ Finals are over so I got lots and lots of tasty progress done.
+ Moved from static world to procedural generation for worlds and levels
+ Moved from static NPCs to procedural generation for NPCs
+ Implemented procedural generation for sub levels
+ Implemented Save/Load system for worlds, levels, sub levels, and players
+ Started work on saving the state of NPCs

-There's a weird bug where sometimes an NPC will occupy the same tile as a player that's difficult to replicate and fix
- No demo because the game is not fun and doesn't have much meaningful content
- Really need to work on the rules for the procedural generation.
- Maymester classes are starting today.
>>
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>>176208002
----[ Recap ]----
Game: Bullet Hell Lane Shooter
Dev: ADMAN
Tools: Unity
Web: adamluttonblog.co.uk
Progress:
+ Fixed my frame rate issues
+ Made some code that reduces spawning times at will
+ Coloured the objects on the lane so I can see them better
- Still trying to implement systems that define what objects spawn
- Thinking about game modifiers based on feedback I asked for last week
- Art assets and music need to get made at some point
>>
>>176209687
>>176209608
>>176209526
>>176209439
Kick IN.

I mean it’s punch out.

Works out. Not a fan of the control scheme. I generally prefer to use WASD to emulate teh D-pad and the arrow keys to use buttons for these kind of games.

It’s really slow. Dodging is way too forgiving because you can just stay there for tons of time.

Small things, on third down in a round, don’t do a count, just do an instant victory via TKO.

Otherwise, looks like it’s solid in progress.

Final Note:
If you’re going to make a furry game, you should just commit to making it porn since furries love when you put their degenerate fetishes into games.
>>
>>176209687
>>176209608
>>176209526
>>176209439
thanks for doing this senpai, do you plan on reviewing any more games?
>>
>>176209186
You shoud use RPG Maker.
>>
>>176208460
That's because you have mental issues.
>>
>>176209791
Never, im making my own engine
>>
>>176197201
I can't really replicate it. what is you os and what version of the demo did you play?
>>
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Animations
I should make a better example though because this looks ugly.
>>
>>176206506
set "freelook "1"
bind w "+forward"
bind a "+moveleft"
bind s "+back"
bind d "+moveright"
>>
im gonna bind all actions to number keys. isnt 1234 easier to use than wasd
>>
>>176210438
Make 1 left, 2 down, 3 right and 5 up and it'll work fine for me.
>>
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Do these tiles look like cobble street? For objects behind environmental sprites would an oval cut out be enough to show whats behind?
>>
>>176210636
No, it looks like someone dropped their french fries on the road.
>>
>>176209708
Are you generating levels via object instantiation, like that unity tutorial video?
>>
>>176210636
cobble is pure gray
you have to abide by minecraft rules if you want it to be recognizable
>>
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>>176210636
It looks like carpet padding
>>
>>176210694
I haven't seen that video but that sounds like what I'm doing. I basically have a 2D int array and each int corresponds to a tile type the game manager instantiates the appropriate tile when the scene is loaded. I really don't have any idea what I'm doing so there are probably better ways but this seems to work for now.
>>
>>176209418
$5000
>>
>>176210957
https://www.youtube.com/watch?v=UXLgz3wH2n8
>>
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>>176208002
----[ Recap ]----
Game: Rune Revolver
Dev: Monchop
Tools: GMS/Aseprite/Sai
Web: ---
Progress:
+ Delta time added
+ Timescale added
+ Gun placeholders replaced with proper sprites
+ HUD icons to go with the new guns
+ Started a design document, game suddenly has a scope, identity and goals rather than being a pile of notes behind a tech demo
+ Various bugs fixed
+ Some minor logic cleanups
- Some issues prevent delta time from working 100% properly
- Gamepad controls suddenly don't work alongside KB+M controls for some unknown reason
>>
>>176211057
tfw recap man shows up earlier than expected and you barely remember your progress and issues throughout the week despite having a recap-ready pasta in a .txt back home
tfw you have to slap together a shitty recap image from a webm you have around and you get video compression elements out the wazoo because your impatient ass can't wait to get home to make a proper image
>>
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>>176208002
----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: GM: Studio, Paint.net, pxTone
Web: https://monolithdevs.itch.io/monolith, https://twitter.com/MonolithDevs, http://monolithdevs.tumblr.com/, http://steamcommunity.com/sharedfiles/filedetails/?id=803820311
Progress:
+ victory score screen done, ranks time, hits and exploration stats
+ floor 5 shop backgrounds and several more room background for floor 4
+ drew and submitted a bunch of stuff to steam store, pending approval for a "coming soon" page
+ seals... very mysterious
+ fixed honor guards from slowly nudging towards walls
+ expanded saving system in preparation for all the overarching game stuff
+ mimic hitboxes make more sense now
+ game now counts the total kills done on specific enemy types and subtypes
+ 3-keywords weapon spawns no long appear over vault keys
+ some new sfx
+ align no longer sometimes fires a bullet right behind you when you enter a room, very important fix
+ kleines overhaul. he'll finally get to sell stuff soon
+ ???????? drawn
>>
>>176211057
>Started a design document
What's the difference between this and just a pile of notes?
>>
I am collaborating with an artist. We made a shooter game and I found out she's not very good at "polishing" but she's good at drawing characters. She also mentioned that in her forum post.
I want to make another game with her, (simple web/mobile) but what kind of a game would you say fit to her talent better?
>>
>>176211412
piles of notes are very disorganized, and it's nice to have a standardized set of concepts pinned down that make actual sense than "abandoned city full of blind ghouls" written on a napkin

it has helped me define what i want, what's my scope, what are the elements i want to have in my game, it has also helped me realize things that work or don't work and systems i have to implement

maybe it's not everyone's cup of tea, but it has certainly helped me over my gorillion notes
>>
>>176211412
It's organized and ideally condensed to only say what's important in an efficient manner

Unless anon's talking about a bible in which case that's just a collection of notes
>>
>tfw inspired to gamedev again
how do i keep this good and calm feeling before the inevitable depression strikes back?
>>
>>176211672
just like keep feeling
>>
>>176211569
In other words it's just a pile of notes, but actually written organized. Congratz!
>>
>tfw finished the animation system code after 3 days
>>
>>176211672
you start devving and come back when you have something to show instead of blogposting

And I'm not even telling you this just so you fuck off, blogging really makes you feel like you accomplished something even if you didn't, and you will feel satisfied with the (You)s you get instead of actually making game.
>>
>>176211778
organic compound is just a pile of carbons and hydrogens but actually organized
>>
I posted about making a series of NES styled games the other day.

I wanna start the JRPG one right now.

What do you like in a JRPG? Fixed characters, or Classes/Class Change system?

I kind of want to follow the oldschool style to a T. Big old all caps for key items. Gonna start it today. Maybe make stuff that's intentionally broken just to emulate that old style.
>>
>>176211957
has nothing to do with this at all.
You are acting as if you made progress by not writing down your ideas like a fucking retard.
>>
>>176211778
at its core, pretty much
it's mostly grabbing said notes and writing actual paragraphs on them so i can pin down exactly what i want out of them in ways that express it better than what i can slap together in a note
>>
>>176212123
it wasn't me senpai, i didn't make progress today yet
>>
>>176212008
the music
>>
>>176212167
>>176211778
oh also one good thing about having a design doc is that once i'm done with it, if i ever want to get someone else to work with me i can make them read the pdf rather than having to explain everything from scratch, so it eases the process of integrating a new member to the game's development by a metric fuckton
>>
>>176212521
i see. makes it easier to steal the ideas.
>>
>>176212578
n-no
begone, nodev thief
>>
More feedback
Consecrated Rampage.

You’ve missed the point of an action game entirely.
Every attack has this insane windup which is the antithesis of what you’re apparently trying to do.

A style meter is meaningless when you can’t do cool combos. I mentioned it earlier in the video, but “effective” strategies are clearly present here. The stab attack has virtually zero windup. So why wouldn’t you spam it? You’ve clearly made an effort to balance it by making the damage low, but it’s still be far the most useful attack.

I would strongly suggest taking a look at the second game in this video. Combat in these kinds of game should be fast and loose. Making it slow and clunky is not the way to go.

I don’t like teh way you stick into walls if you fall. I assume that’s some unity collision garbage.

Unfortunately I can’t give much else. You gotta speed up every attack by a significant margin except the stab.
>>
>>176212689
Jack and Cassie

Nice art. Good music. That's about it.

Unfortunately, the gameplay is really boring.

It's unique, but it's pretty mindless. You just throw whatever comes up into the line and wait around. It may get more intense later on, but it's just so dull. If the entire game is just going from town to town automatically you're going to have a failure of an experience.

Parody is a fine line to tread. I think you're going to run into the very real scenario where your humor doesn't land. I see you posting in the discord a lot, and half the shit I see you suggest is absolutely retarded and not funny.

Since the gameplay is pretty dull, the main draws are going to be the story and writing, and I'm just not seeing it be successful based on those merits alone.
>>
>tfw too dumb for timers
I just gave lowered the players "attack points" to 0.1, locked the fps and show the HP as integers making it take several seconds to kill a monster
>>
>>176213454
This is literally harder and more involved than setting up a timer.
>>
>>176213528
But I can't figure how a good way of dealing with keyboard input, collision detection and decreasing NPC' HP
>>
>>176213454
>>176213528
it's
>tfw to smart for timers
then
>>
>>176213623
No it's still too dumb.

Dumb people often find retarded work arounds for things that are really easy to do.
>>
>>176210902
Rather than instantiation, you could use object pooling, especially with an independent representation. Rather than instantiating each time the scene is loaded, it does it once and simply changes the sprites. You'll probably have some consistency, where level 1 is 10x10 and level 2 is 10x10, so there's not much reason to instantiate 100, then a unique 100, etc.

It's more or less irrelevant, but you can use a 1d array instead. Memory is loaded into the cache in chunks by rows, so a 1d array is better. Just use return y*rowWidth+x as an accessor.

Rather than have a tonne of sprite objects, I just have a few representing the player's field of view. Whenever the play moves, I change them: this tile is playerPosition.x -1, etc. That's how rougelikes usually work, and you already have that int array to work with.

You can also use a BitArray for TileType to cut memory. 0 is a floor, 1 is a wall. If you have more tile types you just use an array/list of BitArrays. Similarly, if you want to have tiles shadowed until visited, you can just have a BitArray that mirrors it, a bit for each tile. That's pretty cheap.

Anyway, that's all I know that could be helpful.
>>
>>176213528
>>176213685
How the fuck would you do it then?

>button is pressed
>player.Attack()
>check whether distance between player and NPC is less than blabla
>decrease NPC HP

The problem is now how you deal with players holding down the attack button
>>
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Oh shit niggas it works.

Including networked attacks and animations I've implemented so far. And hp AND DYING.
>>
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>>176208002
-[ Recap ]-
Game: Project Hound
Dev: EXNDL
Tools: GM , Blender, Photoshop
Web: https://4oo.itch.io/project-hound
Progress: demo made
>>
>>176214210
man i can't wait to DIE

jokes aside though, nicely done on the networking side
>>
>>176213859
Sweet, I really appreciate it. I'll definitely look more into your suggestions when I have time.
>>
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>>176214210
>>176214352
Here's the DEATH. In the future I'm hoping to have much more of it. And less infinite respawning on the spot.

It's such a headache to work on a networked game though since I gotta be constantly building and checking to make sure everything works on multiplayer.
>>
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>>176208002
----[ Recap ]----
Game: MoGiSho (Moth Girl Shooter)
Dev: WRIT
Tools: GM:S
Web: http://thirdkeyofsun.tumblr.com/, https://twitter.com/thirdkeyofsun
Progress:
+ Placeholder animation for Sana's burst attack
+ Finished first pass 'rolling clouds' background
+ Finished first pass 'large city' background
+ Finished working on and implementing Arrange Mode
+ Balanced down difficulty of "Normal" Mode intro from first demo and re-implemented it as Original Mode
+ Added 'graze' SFX
+ Added 'explosion' SFX to large buster targets
+ Made it in time for DD14
+ Apparently (thankfully) Arrange Mode is fun!
- Blue wasn't ready in time for demo because she isn't fun enough to play as yet. Next time!
- Still tons of missing art/animation and sound/music assets that need to be addressed.
>>
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>>176210701
Like this?
>>
>>176215242
Do imperfect cobblestones.

Have a few variants with different sized stones.
>>
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>>176215242
regarding your roofs, pic related
>>
i NEED an idea
>>
>>176215876
c&c x wargame
>>
>>176215825
did you ever see a real house bruh
>>
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>>
>>176215876
A pixel platformer where you can jump on the heads of your enemies.
>>
>>176216175
I don't play them and I am not going to make a game for a genre or platform I don't play or use.
>>
>>176216175
I don't know how to code
I don't know how to art
I don't know how to DEV
>>
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>>176215876
monster girl metroidvania
>>
>>176216140
Doesn't look very comfy though

>>176216175
I'm not jewish
>>
>>176216175
The only mobile games which seem to get away with charging a price are ones which started as a PC game, so I'll do that first
>>
>>176216140
Different anon, but that's an unusual style, and harder to build with traditional materials. The entire point of a sloped roof is to keep precipitation from getting in, and exposing the joint where the roof meets the wall is a good way to get a leak. Having an overhang is the easiest way to avoid this.
>>
>>176216140
https://www.google.com/search?q=village+roofs&safe=off&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiKrJju1uDTAhXni1QKHYMcA8YQ_AUICigB&biw=1540&bih=835
>>
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>>176216140
You're showing a completely modern and industrial-looking house whereas the guy is clearly trying to go for an ancient look.

Take a look at old European villages, the roofs are almost always like I described
>>
>>176209608
Dim Reaper dev here, thanks for this!

You can actually "creatively" kill some people. Try throwing a ball into their face, killing them with chairs, setting them on fire (fire place), pushing them off the stairs, destroying TV. It's not an insta kill but you can make a chain event.

Slow movement is due to being more precise when selecting stuff, but I guess I could flip it (run speed first, then shift to slow down).

You can hold CTRL to more carefully select some items. Swords I think have a very precise mask, I can make it bigger. For the ball too.

All in all good criticism, thanks!
>>
>>176216862
damn, they already had cameras back in medieval times?
>>
>>176206441
Anyone know where to find it?
>>
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>>176208002
----[ Recap ]----
Game: Paper Mario Fangame
Dev: ---
Tools: Unity, Maya, Photoshop
Web: ---
Progress:
+ Finally started working on project regularly again
+ First zone being developed
+ 3/4 buildings made for zone
+ Various decorations made
+ Camera script redone to be more like PM's camera
+ Generic Motion script made as precursor to Cutscene Manager script
+ Remade text sprites so they weren't so pixelated

- Keep putting off making final building cause I don't have a design idea for it
- Noticed Mario's head sprite sometimes decides to randomly mess up it's rendering order so it ends up in front of every sprite on screen.
- Need to remake some of the zone assets later down the line cause they don't look good enough.
>>
>>176216962
in guguru
>>
>>176216950
Welcome to Europe where we actually have history 1000 year old buildings
>>
>>176217153
>welcome to yuropoor where we can't afford to rebuild old ass buildings
>>
>>176217217
Ehh Europe has a bigger GDP than amerishit
>>
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>>176208002
----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: SFML/C++
Web: rezydev.tumblr.com
Progress:
+ Changed HUD
+ Fixed sound panning
+ Changed tutorials so you can't skip them without reading
+ Reworked damage animation
+ Added death animation for frozen enemies
+ Added spike breaking
>>
>>176217305
*Europe under German occupation
>>
>>176216862

I wouldn't say that's "ancient" - medieval perhaps?
>>
>>176217217
Oh no
It's retarded
>>
so is it okay for composers looking to write for games to shill their music here or what? where do you guys generally go looking if you need music for your games?
>>
>>176217771
Yes, posting a soundcloud is the most common thing
>>
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----[ Recap ]----
Game: Harmon:i:c
Dev: AWK
Tools: Godot, Ableton Live
Web: https://awk.itch.io/, https://awkgamedev.tumblr.com/
Progress:
+ New joystick controls
- Demo Day confirmed that my level design sucks ass, luckily I will be revamping everything anyway thanks to the next Big Idea I had which will break most levels
- Nothing done since I released the latest version, I have been busy playing games
>>
>>176216175
shit controls
>>
>>176217771
You just have to prove you're actually a composer and not some jerk doing the "what engine are you using" meme
>>
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>>176217852
okay then:

https://soundcloud.com/tristanmpa

Bunch of tracks in a few different styles
>>
>>176217902
Yeah... your game was unplayable dude.
>>
>>176218181
For whatever reason musicbros don't have a problem with this and are always eager to show off their work.
>>
Where can i find a simple woodcutting and mining sound?
>>
>>176218295
Gitch yoself some foley son.
>>
>>176218262
Hey, two people managed to beat most levels, it can't be THAT bad.
>>
>>176218482
It looks like shit though
>>
How do devs even make game sounds?
>>
>>176218536
Depends. If you're going for something retro, just get any DAW with a random 8 bit VST and make some bloops with it to represent sounds.

If you're going for more realistic stuff, you can search the Internet for free-domain field recordings and sound effects, or record all of it yourself, if you have the equipment. That or get someone else to do them for you.
>>
>>176218536
bfxr so your game can sound like everything else on the market
>>
>>176218536
I just bought a pack with a shitload of sounds
>>
>>176218536
https://www.youtube.com/watch?v=C6x07mCWLKs
>>
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>>176216862
Muddled up the cobblestones with some stuff and added a little overhang. The style is old european villages and a sort of bucolic environment. A sort of not-france/italy look put through a Miyazaki filter in feel.

Soon to be fucked up by a hyperviolent border war between warring cities
>>
>>176218668
bfxr is the RPG Maker of audio, please stop using it.
>>
>>176217902
I got through the first level pretty easily, but got stuck on the second level.
I think the biggest problem I had was I didn't know when I fucked up. I didn't know if I had to rewind time to try something different, or if I already had the correct configuration and just wasn't getting the solution correctly.
>>
>>176206312
Godot makes portable executables, so there goes installation
>>
>>176209186
eff people.
>>
>>176206312
Pretty sure all major engines don't require an install
>>
>>176208104
>an indian not knowing how to use a toilet

no surprise there.
>>
Did anyone check if Xenko is a meme?
It seems to be like Unity, but without autism (like lack of nested prefabs), but without asset store and with gimp-level UI
>>
Hey, new to AGDG here.

I have some questions which might have already been asked but going through the archive is a bitch. So I'll try to keep it as simple as possible.

>Frameworks & Deployment
Already have some proficiency with Unity but I find that it's a bit inconsistent when generating HTML5 games and 2D feels somehow awkward. I switched to Phaser, which is 2D HTML5 only. Which would you recommend if I mainly want to target HTML5 but don't want to close the door to deploying on other systems. This is related to the following questions.

>Monetization
AKA, how to I make money so I don't starve to death. Where's the money at? Mobile? PC? Web? Also, what about making money from ads While I understand that some genres might have different targets, is there any catch'em most approach? When I release, I want to be able to target and experiment with different strategies.

What about ads? Do they work or not? What about ads on the game's page? Is Patreon viable for indie devs?
>>
>>176219249
Do you really want ads in your game? I find they completely kill any flow or atmosphere.

>Where's the money at?
Nevermind
>>
>>176219375
Well, I don't like ads either, but I wanna make a decent living out of making games.
>>
>>176219183
The editor somehow manages to be slower than fucking UE4 on my PC.

It's better about using a modern version of C# and coroutines and being idiomatic and whatnot than Unity. But I wouldn't use it over UE4.
>>
>>176219249
The big money in mobile is generally free games where you have the option to buy shit and/or need to buy things to complete the game.

Patreon is viable if you're going for things like dating simulators, from what I can tell. Don't really know about other types of games.
>>
>>176219249
>Frameworks & Deployment
https://html5gameengine.com/
I never devved on HTML5 but this might be useful.

>Monetization
This general hates ads for a good reason, mobile games are utter trash in this aspect.
I think your best bet would be making a solid game and putting it on every online store like Steam, and making a paid mobile version without ads.
>>
sup fellas, I recently started working on a website. Its gonna be about gaming and gaming development. I was wondering what topics you guys would want me to cover. I can do 3d modeling, programming, art, pretty much any development-related topic.
>>
>>176219590
>the option to buy shit and/or need to buy things to complete the game.
I'd like to avoid this route

>>176219590
>Patreon is viable if you're going for things like dating simulators
Is it unheard of having a patreon and release the assets (music/artwork) with an open license (like CC)?

>>176219779
>https://html5gameengine.com/
Gonna check it out

>This general hates ads for a good reason, mobile games are utter trash in this aspect.
Yeah, see >>176219439, I don't wanna one of those devs.

>I think your best bet would be making a solid game and putting it on every online store like Steam, and making a paid mobile version without ads.
This sounds more like what I had in mind. Just checking if I was going down the right path. Perhaps release some minor games in the meantime to start getting known.
>>
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>>176219249
>>176219590
Patreon is good for porn too.
>>
>>176219779
>making a paid mobile version without ads
I'm curious if this works out for people without an existing fanbase/PC version.

You look at This War of Mine. It costs £10, which is crazy for mobile, yet it has >100k sales.
>>
>>176220094
Yeah, but I'm not that good at drawing... Can produce unix porn though...
>>
>>176220206
That's text porn.
>>
>>176220307
Yeah, just noted I didn't read it properly. WTF
>>
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----[ Recap ]----
Game: When It Hits the Fan
Dev: @Trueyomic
Tools: Java + libgdx
Web: http://www.heartfeltgames.org/when-it-hits-the-fan
Progress:
+ Added all of Hell except boss
+ Added basic "shading" to levels
+ Fixed some annoying control issues
+ Added bugs, fixed bugs
>>
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>>176208002
----[ Recap ]----
Game: Ghost Knight Victis
Dev: Anomalous Underdog
Tools: Unity, Blender, Substance Painter, Photoshop CC
Web: hypertensiongamedev.tumblr.com
Progress:
+ Revised the particle effects for Phase Dash: shortened the trails and made it simpler.
- Some compile errors encountered when trying to deploy to Mac OS X, which prevented making a build, and took some time to figure out.
- Not much work done while preparing the demo day build.
>>
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>>176194747
I'm a complete beginner who's interested in making a 2D turn-based RPG. I'm willing to learn how to code. Should I use RPG Maker, Game Maker Studio, Godot, or something else entirely? I hear RPG Maker is the easiest to pick up and use, but the other two give you a lot more options.
>>
>>176194747

How do you guys do it? I'm struggling a simple ASCII with an @ walking around a room and killing a practice dummy. Do you guys read books or something? Or is this all there is to it? To keep cracking code until I finally got what I want?
>>
>>176219479
Pretty much the only reason I try to avoid UE4 is that there are only Blueprints, which are sluggish to work with, and C++, with it's absurd compile time, limited IntelliSense and no REPL.
>>
>>176220468
89 files changed, 422 insertions(+), 920 deletions(-)
>>
>>176221192
We are babies that use drag-and-drop engines that do everything for us, nothing but hacks.
>>
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>>176216989
>>
>>176221273
this is terrible. are you going to make just one commit or actually sort changes?
>>
>>176221192
I just follow tutorials and learn from them. It's a mix between following stuff others do and then making slight changes in it. The more you do this, the more you also understand shit and can come up with your own stuff.
>>
>>176221192
No shame in spending some good time on books to learn basics of data structures and language syntax.
>>
>>176195496
I really hope you're not going for a realistic art style like that though.
>>
>>176221192
>Do you guys read books or something?
Don't have time for that

>Or is this all there is to it? To keep cracking code until I finally got what I want?
Pretty much yes
>>
>>176221178
The engines are free to use so just try them out, in the end all that matters is how comfortable you feel with them.
I think GM and Godot are the most solid 2D engines but googling around will give you a lot of other options too like LOVE and libGDX, it really depends on what you want.
>>
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>>176195496
>>
>>176195496
at least keep this terminator mode model as a cheat or someting
>>
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>>176208002
Game: Autumn Vale
Dev:
Tools: UE4, Blender, Visual Studio
Web: autumn-vale-game.tumblr.com
Progress:
+ Stack size display fixed so it doesn't display 0 for every grid slot that lacks an item.
+ Items can be stacked and stacks auto-balance in the inventory when new items are picked up.
+ Bottom hotkey bar properly updates to display the contents of the first row of the inventory.
>>
>>176221178
Consider making a text-based RPG first, unless you know what you're doing
>>
>>176221178
>I'm a complete beginner who's interested in making a 2D turn-based RPG.
>I'm willing to learn how to code.
This might sound a bit harsh but learning how to code and making games could prove to be a little too much unless you have the time to do both. If you can then go for it.
As for languages and such, just check what recommendations you get for the framework
>>
>>176195496
OMG PHYSICS!!!! Pewdiepie will love this!
>>
>>176221192
It's always a good idea to see how other people do the things that you're struggling with
not neccesarily full code, the general idea might suffice
>>
>>176221192
Well, you haven't post what you're tools are using, so is anyone's guess how are you trying to do it.

>>176221192
>Do you guys read books or something? Or is this all there is to it? To keep cracking code until I finally got what I want?
It's a little bit of both
>tfw SE
>>
Why is pixel art so fucking hard? They're just pixels.
>>
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>>176221340
>Having a public contact
>Having a website
>having a facebook page

On top of my shit being so small currently it wouldn't be on their radar for years, if I just don't be retarded and post my shit on public spaces I should be fine.

Hell, if push comes to shove, I guess I can just put porn in the game and it'll become immune to C&D like Akabur's shit or Peach's Untold Tale.
I really don't get why porn never seems to get C&Ds
>>
>>176221974
little space to cram many details in, less room for error because a single pixel out of place is noticeable
>>
>>176221974
Art in general is hard.

Making something look like something is easy.

Making something look like something, but also GOOD. is very difficult.
>>
>>176221914
>Physics games are not allowed because memes
Fuck off. The only dev here who ever tried to make a pewdiepie game was gogem.
>>
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>>176208002
----[ Recap ]----
Game: Elements Torn
Dev: Arkbrik
Tools: Game Maker: Studio, Paint.net
Web: https://www.tumblr.com/blog/elementstorn
Progress:
+ Finished new encounter system
+ New characters and spells
+ Summoner type enemy
+ System for enemies with different attacks
+ Demo for demo day
>>
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>>176221969
I'm using purely Java since that is what I learned in my technological specialization courses.

This is my baby.
>>
>>176195496
This is a bad sign. You're getting bored. Hurry and finish the game before it's too late.
>>
>>176218735
If I were you id be drawing the roofs on a separate layer. You'll thank me later once you try to render these.
>>
>>176222287
>Physics games are not allowed because memes
who are you quoting there? i just think it's silly and a waste of effort, but to each their own
>>
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>>176222462
>java
>>
>>176222703
Well, what language do you suggest? And what is wrong with Java?
>>
i don't know what to do next. help
>>
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>>176222481

Some kind anons recently informed me that this looks like a fleshlight. It's supposed to be an alien gun. Top down.

I'm not seeing it.

Also, would it be wrong to shill by posting my game's tumblr here?
>>
>>176222819
>what is wrong with Java?
www (dot) tech.jonathangardner.net/wiki/Why_Java_Sucks
>>
>>176222462
You could try to piggyback on you programming knowledge and the fact that you know Java - which syntax is based on C, which many languages share - and switch to a proper framework instead of building everything from scratch.
Alternatively, post code and let's what wrong.
>>
>>176222481

its actually something i've had to make for a while. i planned on making a system to used skinned meshes with from the start.
>>
>>176222935
it looks like an alien fleshlight. id buy it
>>
>>176222935
A lot of things have phallic views is you struggle a little to see them. To me it looks more like a flask or a container
>>
>>176222819
(not the same guy)
>what is wrong with Java?
It's very verbose and hardcore into OOP.
>what language do you suggest?
Personally, Clojure and F#, but that's just me.
(F# has not many idiomatic (read - non OOP) libraries though.
>>
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>>176209526
4chan keeps thinking my post is spam, so I put my response in a pastebin. https://pastebin.com/5thPg2qS

Thanks for the feedback, anon.
>>
>>176222970
Not the same guy, but I don't think you really need a framework for a text-based roguelike.
>>
>>176222935
not really, you're getting memed
>>
How do model animu hair?
>>
have any of you done animated sprite characters? I have an inquiry.

Thus far, I've drawn frames of animation for walking and jumping that look pretty good played back at 10fps. (The sprite frames themselves play at 10fps, the game itself is 60+ fps)

I'm not an expert in this field, but I think at this point I should aim to make sure all sprite frames play at 10fps, that if I introduce characters or moving parts of the environment with substantially more frames and higher fps that my 10fps character will look bad. This is just what I think intuitively.

Have you experimented with mixing sprite framerates or having frames of animation that are way more smooth than other animations for a single character?
>>
>>176223319
Obviously consistency is important.

I would say have a "frame max" that you never deviate from.

Something like a bat flapping its wings may only realistically be 2-6 frames. You can always adjust the speed the animation plays at in your game.
>>
>>176223253
I have faith in you friend.
>>
>>176222819
what is wrong with Java?
Man, there are laundry list long of what's wrong with Java, but generally you don't see it used often outside enterprise.

>what languages would you recommend
I would recommend you C#, which very closely resembles Java but it's less verbose and Unity supports it.

>>176223282
True dat, but I assume that anon is going for Java because it's what he knows, hence text-based game seems like a good idea. Not gonna deny it, but maybe he's waiting something to expand his horizons
>>
>>176221689

i'm not sure i can legally use this model in game. the rights on the model page were very vague.
>>
>>176223015
Uh oh.
>>
>>176222684
>who are you quoting there? i just think it's silly and a waste of effort
That's just another inane insult. Stop acting like you were misunderstood ya salty bitch.
>>
>>176223319
what will you do if you have a character speed boost? make new animation skipping some frames to get it fit the new speed or just speed up the animation framerate?
>>
>>176223565
I'm babyrougelike dude.

I ditched the shell approach because Java doesn't have a native clear screen method. Also there is no (easy) way to press a key and then have an action just from pressing it, I need to press the direction that I want and then punch the Enter key.


>>176223076
Never heard of these two. Is it a good idea for a newbie to use languages that are not popular? Won't I find it hard to get some documentation regarding those languages?

>>176222939
This certainly is in interesting read, but like the guy said, I only know Java so I don't understand most of what he is talking about.

>>176222970
I have heard more than a few times that learning C / C++ just to make a roguelike is unnecessary. What are your thoughts on this?
>>
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>>176222935
>>
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>>176224127
>>
>>176224127
>it's arms are attached to the base of the spine
the artists here are something special
>>
>>176224127
10/10
>>
>tfw want to dev but have to do all these things instead
>>
>>176223848

why uh oh.
>>
>>176224519
>have to
Stop being a slave to the system and take the rains of your life.
>>
Imagine if your idea of gamedev was literally to just drag and drop images and wire up buttons. Basically webdev.

Oh if only we could lower our aims that much life would be so easy. No physics. No animations. No combat. Just menus and buttons leading to new menus with new buttons.
>>
>>176224673
google "gamemaker"
>>
>>176222684

exanima was a waste of effort?
>>
>>176224107
>I ditched the shell approach because Java doesn't have a native clear screen method. Also there is no (easy) way to press a key and then have an action just from pressing it, I need to press the direction that I want and then punch the Enter key.
So are you drawing everything by hand in a window or what? Just asking. I know Java can be kinda backwards from time to time. Fuck Android development for not supporting any other language than Java.

>I have heard more than a few times that learning C / C++ just to make a roguelike is unnecessary. What are your thoughts on this?
It really depends on what you call unnecessary. You could certainly write it in whatever language you want. But AFAIK nobody is using Java to do games today. Vouching for a language is hard without triggering flamewars, but learning C/C++ is never out of style. Again, if you don't want to go through the pain of doing everything at low-level, you could just go for C#. The transition should be nearly painless.
>>
>>176224107
>Never heard of these two. Is it a good idea for a newbie to use languages that are not popular? Won't I find it hard to get some documentation regarding those languages?
It's not that bad, I would be much more worried about available libraries. Clojure has access to Java libraries and F# has access to C# libraries so it's not as bad as it could've been, but using features of two different languages in code is not very pretty.
Of the two Clojure is more popular and it's very minimalistic so there's not much to learn, which is good if you're afraid of time commitment.
If you're going to try it out, I would recommend using Atom + proto-repl plugin for being able to interact with your code.
>>
>>176224768
Yes, it's not even out, it has been in development forever and they even scaled down their scope a lot.
>>
>>176224528
Depends. If you run a poll on design direction and listen to it , there will be no uh oh.
>>
>>176222042
>I really don't get why porn never seems to get C&Ds
Blizzard tried to shut down some on Pornhub.
>>
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>>176224756
Game maker games usually have physics and animations though.

I'm talking about making easy games in easy mode. Like gogem.

He has only ever had to worry about Flash and Unity UI stuff which is drag and drop and a few lines of code. Sure his games suck but what an easy dev life that would be. Too bad it doesn't work.
>>
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i made a 3 frame walk cycle to check if the new legs i gave her work properly and it looks so silly holy shit

but at least i know the new legs work fine
>>
>>176224927

and what does any of that have to do with it being fun.
>>
>>176224673
>webdev is drag and drop
Spoken like a true moron. There's a reason I earn 4.2k a month and it's not because I'm good at dragging pictures.
>>
>>176225283
there, you see. you earn 4.2k a month and you're not even good at dragging pictures.
>>
>>176224829

After ditching shell, I stopped doing any code and just following a tutorial. But I understand less than what I would like to know, thus my mini rant that sparked these posts.

>Again, if you don't want to go through the pain of doing everything at low-level, you could just go for C#.

I would think that doing low-level stuff is for people more experienced than I am. Is it reasonable that I take the dive? I may be inexperienced, but my drive for making a pet project roguelike is to learn as well. So keep that in mind if you reply to me.

>>176224857
What if I'm not afraid of time commitment?
>>
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>>176224980

i have an aesthetic design in mind. something like a combination of pics related.
>>
>>176225283
Nigger I am a web dev. In web dev menus and basic interactivity are piss easy and that's what those kind of games are. Just interactive menus with branch outcomes.
>>
>>176225283
> bragging about bottom basement tier programming pay
>>
>comfy runescape ripoff in unreal4
that's what i'm gonna do to practice my gamemaking ways, just getting this to the open to subconsciously accept that i have decided to make this

--No need to reply this post--

gonna go to update the engine ->
>>
>>176225443
are you going to make sublustrum
>>
>>176225508
He was even exact on the number. Kind of makes my skin crawl.
>>
>>176225508
I'd suck dicks (or worse, vulvas) for that kind of cash. It's all about perspective.
>>
>>176225443
>3A and also some other shit
uh huh okay right

Just hire ashley wood for your art
>>
>>176225443
Good taste, don't listen to the "make it a box memegame!!" fags.
>>
>>176225736
>ashley wood
>not just an irl box memegame
>>
>>176222939
>Use a modern programming language that doesn't require an IDE.

This is mind boggling to me. Why would not use an IDE? Don't IDE warn use beforehand that some trivial errors will make my code not working and thus I would have to spend more time otherwise understanding why does my code not work?
>>
>>176225535

no, but this looks really neat, ill give it a try. the setting would be a post human earth with the AI left behind keeping themselves operational for hundreds of years with scrap and unconventional power sources.
>>
>>176225420
>What if I'm not afraid of time commitment?
Than simplicity of the language is not going to be as important to you.
>>
>>176225443
>>176225728
Oh fuck I accidentally shitposted a good game.

Nevermind senpai go for the 3A aesthetic if you want, I trust your abilities.
>>
>>176225852
>>176225728

i agree i overrepresented ashely wood in this picture but i was leaning more towards the katsuhiro otomo aesthetic.
>>
>>176225736
>"make it a box memegame!!"
That's what it fucking is.

Not that there's anything wrong with that.

The real argument is to keep the MC a robot because it's the only way it works. I guess the dev is doing that. Nobody said to keep the MC made up of unity cubes.
>>
>>176208002
whats the font used in this?
>>
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New level. I also wanna thank all the feedback I got from DD14, it will definitely help me improve my game
>>
Has anyone here used Monogame before?
>>
>>176225420
>I would think that doing low-level stuff is for people more experienced than I am.
I personally believe this kind of attitude is kinda bs, but I get where you're coming from. By low level stuff, I mean that you're gonna have to write a lot of code for prebuilt stuff in other languages. Want a resizeable array for a custom object? Well, you'll have to write the object plus the code to handle allocations and deallocations. And this could be buggy. Also there's no garbage collector so if you miss a deallocation, you basically have a memory leak. There are libraries you could use, but you'll have to learn to use them too.

>Is it reasonable that I take the dive?
>my drive for making a pet project roguelike is to learn as well.
You could learn C/C++ on the side, while you learn game dev with a language you're comfortable with. I'd say, if you're already invested in Java, keep going for it and learn what exactly the code you're using is doing. Delete lines, and see what happens. Look for documentation on the functions/objects you're using. If I were you I would separate learning a language from learning game dev. Otherwise you might a complex and incomplete experience that would just frustrate you.

Bottom line use something you feel comfortable with but don't close yourself to other options.
>>
>>176225998

but you were right, im not planning on lifting woods style wholesale but i do like a lot of his designs.
>>
>>176225865
You don't need an IDE to inform you about bugs in your code.
>>
>>176226157
>rotating guns
>>
>>176226167
yes why
>>
>>176226167
It's just XNA. I've read it's just a less compatible version of FNA at this point, learn that instead.
>>
>>176226157
Looks pretty dam good
>>
>>176226114

>That's what it fucking is.

its not really up to me to assign the label the game gets from people but i was thinking i was making a realistic sword fighting game and that was going to be the main appeal.

>The real argument is to keep the MC a robot because it's the only way it works.

as i've just demonstrated i can use any skinned mesh. i'm polishing up the movement every day so it won't look wonky forever. i want to use robots because it's a setting i've wanted to do for a while.
>>
>>176226334
thanks anon
>>
>>176226309
I want to get into this but am not sure what the right path is, so just looking into stuff.

>>176226313
I'll look that up, thanks.
>>
>>176210002
Post progress I am your fan
>>
if i put my shitty ass bare bones project on github will others do the work for me?
>>
>>176225443
>expecting to do anything more detailed than untextured memepoly on Unity
good luck, you will need it
>>
>his game doesn't have rotating guns
>the reason for this is that he doesn't have a game to begin with

hmmm, makes sense
>>
>>176226830
No, nobody will notice.
>>
>>176226857
I don't like working on my game tho
>>
For 2D platformers, do you write your own physics or use some engine that has built-in support? Unity 2D physics are garbage for sidescrolling platformers, but it seems like such a chore to rewrite it to feel good.
>>
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why is it called UV unwrapping?
>>
>>176227010
>The letters "U" and "V" denote the axes of the 2D texture because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space.

literally look it up on wikipedia you dumb stupid idiot
>>
>>176227005
Use the physics engine for collisions but write your own gravity.
>>
>>176226410
>but i was thinking i was making a realistic sword fighting game and that was going to be the main appeal.
if thats the main appeal I must have missed a webm or two
>>
>>176226851

i have a guy working on some models already. i don't expect to get anything near this level of fidelity but it would be nice if i could.
>>
>>176227086
>dumb stupid idiot
Holy redundancy batman!
>>
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So now, two days later, my comedy horror game is in a somewhat demo-able state.

It's still pretty shit though. The whole run-away-from-anime-characters shtick kinda runs dry after ~5 minutes. The fact that you can hear them approaching by their theme music makes it kinda creepy when you run into a dead end though. You can't fight back, so you can only pray that they randomly decide to fuck off somewhere else.

What's still missing is some sort of sprinting for both the player character and the enemies. I want the enemies' music to become faster when they see you. Basically some nightcore shit to go with the anime aesthetic.

Since the whole thing is placed in a generated maze, I've been thinking about letting players put markings on the wall and the floor, though I don't know right now if mazes will ever become this complex. Kinda want to keep the meme game quick and simple, y'know

Maybe webbum later, so we can all figure out together how large a good flashlight light cone should be. It's shit right now. LIKE EVERYTHING ELSE
>>
>>176227212
sometimes a post is so dumb you have to call the poster dumb 3 times to get the point across
>>
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>>176227197

this is an older video.
>>
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>>176227212
>2017
>not Jerichoposting
>>
>>176209357
I guess because it is hard. Agdg likes platformers and gamemaker.
>>
>>176227362
Is this Die by the Sword 2017?
>>
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>tfw dreaded reworking dialogue system to not be shit
>process involved gruesomely dismembering the code block and throwing the gore all over the place
>it only took a few hours and was relatively painless
holy shit am i a real dev now
>>
>>176227475

Was that game any good?
>>
>>176227475

more or less.
>>
>>176227419
I wouldn't touch gamemaker after reading about them overwriting assets as a DRM scheme, including people that paid.
>>
>>176227718
Some people liked it apparently but I couldn't get into it. The combat system was innovative but clunky as fuck. You guided the sword with your mouse, basically.
>>
>>176227585
Why is perspectives in your game so fucked up? Sometimes it's sidescroller and sometimes it's like zelda, yet it plays like top-down shooter.
>>
>spend two days debugging misaligned structs in OpenGL uniform buffers

enginedev is FUN
>>
>>176227585
dont know about "real dev" but you have one of the realest games on here. keep it up mang.
>>
>>176227086
>wikipedia
whats that?
>>
>>>/v/376337228
>try to make a progress shill thread
>no one's around
>>
>>176227585

>umbrella warriors and monolith absent from DD14

you guys were carrying every demo day.

shmoop2 and showdown were pretty damn good though.
>>
>>176227585
Not yet. But you're only a few steps away from making it, persevere comrade.
>>
>>176227131
>tfw Unity doesn't allow collisions between kinematic and non-kinematic rigid bodies
So I have to rewrite collisions and movement physics. But all other engines seem to be pretty much the same way, so I guess I'll just stick with it.
>>
>>176227928
>Spend a day moving to Premake from a makefile monster and broken VS bug to clean as a whistle builds

Now that I can actually use the VS debugger again I expect to solve bugs in about 1/20th of the time it takes with GDB desu.
>>
>>176228230
>Unity doesn't allow collisions between kinematic and non-kinematic rigid bodies

Learn Unity please.
>>
>Mayhem League got cancelled and reworked into something completely different
Well now I'm sad. Why didn't anyone tell me?
>>
>>176228306
'Completely different' is a bit of a stretch
>>
>>176228306
It looks the same to me the only difference is that I can be the little girl now
>>
>>176228393
You don't want to be that little girl.
>>
How The Fuck Do I Make A Gif From An FLV
>>
>>176228292
I started to just write scripts instead of using a build system because stuff like this
>>
>>176228460
http://lmgtfy.com/?iie=1&q=flv+to+gif
>>
>>176228486
Yeah Premake still isn't quite as nice to read as I'd like and doesn't help with the problem of needing to download and compile libraries for Linux, GCC/Clang Windows, VS Windows, etc. which is also a massive pain in the ass. But all the package managers for C++ seem like meme shit desu.
>>
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>>176208002
----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite
Web: https://ogierdev.tumblr.com
Progress:
+Options menu done
+Made wall-kicking easier
+Fixed a bunch of minor bugs before demo
+Demo went better than expected
-Gotta go back to drawing things
>>
>>176227585
Nice. I keep putting off making a dialogue system, maybe I should finally just do it.
>>
>>176228303
I'm in the process of doing that senpai
>>
>>176228348
>>176228393
I only saw a couple of things in the archive, but it's gone from an arena cuhrayzee fighter with comic book aesthetic and Tony Hawk style scoring to a more Rare style game with somewhat similar combat, right?
>>
>>176228834
It was an undirected mess and had no hope of ever being finished, good on the dev for ditching it and making a proper game.
>>
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What are some good normie boards to shill your game?
>>
>>176229291
reddit
>>
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----[ Recap ]----
Game: Project K2
Dev: Anon
Tools: Unity
Web: https://kr0s.itch.io/project-k2-alpha
Progress:
+ Working on implementing a new movement and jumping system, since the one I have seems to be the worst problem people pointed out.
+ Fixed awkward camera rotation.
+ Implemented pause menu, still have to hook it up.
>>
>>176229291
/z/
>>
>>176229291
Make a good game. If it's good people will shill it for you.
>>
>>176229291
you don't have a game
>>
>>176229527
Sure, but you've gotta get the first few peoples' attentions somewhere
>>
>>176229582
i'll shill it for you. just send me an email with source code and all assets
>>
>>176229582
Depends: what's your game? What's your public?
>>
>>176207062
>being a graphics fag

kfc
>>
>>176229582
Worry about marketing once you actually have a game to show off.
>>
>>176229716
Well, it's a video game you see, independently developed without the support of a publisher... "indie" if you will...
>>
>>176229964
it's a video game i don't see, nodev
>>
>>176224980
>If you run a poll on design direction and listen to it
lol let AGDG design your game?

>>176225443
So you're planning a cute robot MC? That would work really well I think. I was a bit worried you'd try to make your MC human or something with that absurd movement but the wonkiness with a robbit character can be endearing along with the head-lopping action.

I think the only game I've seen that approaches the visual style you're suggesting is pic related. I can't imagine what it would take to pull this off in 3D. But godspeed.
>>
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>>176220805
>>176194747
>>176214912
>>176214309
Demo day 14 stream
twitch.tv slash literallywhodev

I'm about stream these game in about 15 minutes.
Project Hound
Chromatose (prototype demo)
Jack and Casie (demo 2)
Jim the Dim Reaper
MoGiSho (Moth Girl Shooter) [demo v_4]

plus if you missed me stream your demo just let me know and I'll do it again, also I'll be uploading the streams to YouTube tomorrow.
>>176227330
if you post the demo and I'll stream it as well
>>176227585
Why didn't you post on DD 14 your game looks fun.
>>
itch.io now has devlogs
https://itch.io/updates/introducing-devlogs
>>
>>176229964
Anon is right: post a screenshot of it.
>>
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>>176230032
Hidoi, anon-baka-kun!!
>>
>>176220094
How do I make a furry porn game?
>>
>>176220094
>literally THE most famous porn game in the internet
>a mere 28k per month
>>
>>176226410
>i was thinking i was making a realistic sword fighting game and that was going to be the main appeal
Holy shit really? You've been posting robots stumbling through obstacle courses for months now man.

I really hope you're not another delusional dev.
>>
>>176230160
I'm too afraid that I'll be bullied. Why not just give general advice if you know anything.
>>
>>176230141
I kind of wish there was a way to make a general devblog that isn't attached to any specific project. But it's still nice to have those project devblogs as well.
>>
>>176230280
can you draw?
can you model?
>>
>>176225532

dude i am working on the same thing on ue4

contact me [email protected]

i pray to guthix you see this
>>
>>176230490
No.
No.
>>
>>176230654
can you code well enough to hold down a collab?
>>
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Here's Project Wingman:
https://www.youtube.com/watch?v=deSygYng0eM&t=12s&index=3&list=PLQOFZ7Uvt6WwBcm5hjV3KwrK5U4jB8tOR
>>
can i use free songs available only for non-commercial use for my demos and then remove them when im ready to get commercial?
>>
>>176230429
Yeah, you will probably be bullied. Have you checked Steam reviews? Those are pretty nasty too.

But if you post just a screenshot people won't be able to steal your assets, which should actually be your worries.
>>
>>176229945
You're so wrong.
>>
>>176230718
How many games are you planning to review? pls do mine
>>
>>176230374
What's YOUR monthly income?
>>
>>176230079

>I think the only game I've seen that approaches the visual style you're suggesting is pic related.

primordia as well.

as far as cute MC probably something more endearing and unagressive looking than cute, like sir daniel fortesque or jailbot.

metanoia dev gave me some parts to mess with for this. it ended up looking more like an action figure.
>>
>>176230105
Have you streamed Legacy Code?
>>
>>176230079
>lol let AGDG design your game?
Namefag you are making posts intended to influence the dev that doesn't mean he is letting you design the game.
>>
>>176230901
yes but I can do it again
>>
>>176224980
>poll
>on /agdg/
>after loli jam fiasco
>>
>>176230836
I have 4 other videos still to upload and may make more. it just takes ages to upload each video.

What's your game?
>>
>>176231109
harmon:i:c
>>
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>>176208002
----[ Recap ]----
Game: Ironmash!
Dev: Norby
Tools: Unity, Paint.net, Inkscape
Web:
Progress:
+managed to submit a demo!
+finally added music and sounds (placeholder, but better than not hearing anything)
+played with another human for the first time. Got some feedback on how to make it more intuitive
>>
>>176231167
Literally just recorded a video of it.
>>
>>176231276
noice, I hope you didn't hate it too much
>>
>>176231091
Shut the fuck up already. It was just a suggestion.
>loli jam
That was an open shitposting poll.
>>
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----[ Recap ]----
Game: House Cleaner
Dev: Shotgun Anaconda
Tools: Clickteam Fusion 2.5
Web: www.twitter.com/shotgunanaconda
Progress:
+ level editor
+ effects
+ combo meter
>>
>>176230429
>>176230787
Cont, it really depends if you plan to monetize it or not.

If not people are usually more understanding. If yes people will be more rigid, but on the good side if you can please agdv you will probably please others.
>>
>>176230374
>mere 28k, for making like an event and a single page of porn a week
>like 336k dollars a year just writing porn
>>
>>176230819
No I'm not. If you literally have nothing to show off you shouldn't be trying to market jack shit. Get a rough prototype, just anything that shows off what you have in mind.
>>
>>176231605
You should be growing your followers while creating a game.

Or you can be like gogem and just keep assuming people will give a shit.
>>
>>176231091
There is literally nothing wrong with polls, agdg, lolis or jams.
>>
Trying to trigger an animation in my monster animation node at the second to last frame on my player animation node in godot. Can't find anything about it on the forums / internet in general. Any ideas? My sprite's hit frame is before the attack animation finishes, so an event listener on my player animation's finish signal isn't working.
>>
>>176229945
>>176231605
You can have a working prototype and something worth showing on day one. The sooner the better. The worst thing a dev can do in 2017 is sit on a game.
>>
>>176231894
Chances are that you won't grow any significant following until your game is pretty and fun enough, which could be near the end of its development cycle depending on how you work.
>>
>>176232126
>Chances are that you won't grow any significant following until your game is pretty and fun enough
A significant following starts with a small following. You can start growing whenever you want.

Arbitrary rules are just excuses to wait on doing necessary things.
>>
>>176231605

If you have "literally nothing", of course there's nothing to market.

But if all you have is concept art and some rough draft sprites, you can start marketing. People have gotten millions in kickstarter funding off less. Why do you think people come in here every Monday to shill their twitter/tumblr/etc.?
>>
>>176230718
you gonna do all of then?
>>
>>176232126
If you only start showing your game or looking for players near the end of your development cycle you might as well do no pre-release marketing. Nobody cares about a game that has been in development for 2 years and is coming out in 3 months.
>>
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Gogem makes instructional videos on marketing and is the lowest selling gamedev here with like 400 followers between twitter and youtube.

We would be amiss to have this discussion without his input
https://www.youtube.com/watch?v=dlD9K5mY5n8
Look how much support he's getting with his marketing now
https://www.youtube.com/watch?v=AzFggx8_5L4
https://www.patreon.com/gogempro
>>
>>176230374
>a 28k per month
> that crap!
>>
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>>176232716
>https://www.patreon.com/gogempro
>Currently focused on: A Presidency simulator and spiritual sequel to Whip the Vote
>spiritual sequel to Whip the Vote
>spiritual sequel to my own game I made last year that 10 people played
>>
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Ranch or cool ranch?
Needs lots of polish and environmental effects.
>>
@176232716
You know ironic shilling is still shilling googs.
>>
>>176232907
so another menu simulator
>>
>>176232716
how can you seriously be making $0, I'm making at least $10 and it didn't take any effort at all
>>
Isn't "spiritual successor" (not sequel) meant to describe something that honors or closely resembles the work of someone else?

How does a gamedev make a "spiritual sequel" of their own game?
>>
>>176232428
It would literally take a month to upload all the videos if I did.
>>
>>176233167
Its like all the "support" he has here wasnt real or something.
Weird.
>>
>>176233195
When someone else owns your ip.
>>
>>176231945
Anyone? Please?
>>
>>176233248
He has unironically claimed to have fans and followers more than once. Makes me wonder who out there was lying to him.
>>
>>176233195
SS doesnt have to be someone else's work, dummy.
>>
>>176230105
we're due in a month desu, finishing up things now.
(i also called the last demo 'final demo', gotta commit)
>>
>>176233240
so? Next demo day is at least 3 months away, you have time
>>
>>176229291
I saw your same post yesterday, good David Byrne big suit gif.
We have our dev/showcase threads on /v/, go there.
>>
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>>176194747
>yanderedev is replacing the unity asset model
Whatever will you whodevs squeal about now?

https://www.youtube.com/watch?v=AF3Tewss718
>>
>>176233195
Spiritual successor and spiritual sequel are the same thing.
As the other anon said, if the dev isn't legally allowed to make a true sequel or continuation of their old work because someone else owns the ip, they could make a spiritual successor instead.
>>
>>176232716
>$0 per month
Go away Gogem, your reverse psychology isn't going to work.
>>
>>176233195
"Spiritual successor" is basically a game that's mechanically based on another game to some extent but isn't a "sequel" in that the story/setting/characters/etc. are different. So a dev can make a spiritual successor to their own game.
>>
>>176231000
Yeah im watching youre stream now, thatd be cool
>>
>>176233564
>So a dev can make a spiritual successor to their own game.
Nah. Fuck that.
>>
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>>176232716
Anyone know the game?
>>
>>176233487
Anime probably, or his anoying voice
>>
>>176233794
I think it's Ultimate Evil by VirtuaWave.
>>
>>176233487
not /agdg/, look for your indie game general
>>
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>>176233794
Of course not. Gogem doesn't give credit to the games he steals from agdg. Don't believe me? Look at the description
https://www.youtube.com/watch?v=QVWAy2-1b_E
>>
>>176233487
>he's going to make the characters have long slender necks
hmmmm, who does this remind me of?
>>
>>176233794
Yeah, the guy that was making VirtuaWave made that for Gameboy Jam some months ago
>>
>>176233983
>don't talk about indie game devs that trigger me in here
SAAAAFE SPAAAAACE
>>
>>176233918
>>176234056
It is, cheers.
>>
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>>176233487
>he wants to surpass miku character expressions
oh god i dont have a laughing image strong enough for this
>>
>>176233487
>plays persona
>MY GAME WILL HAVE THIS ARTSTYLE!!
kek
ideaguying at its finest
>>
>>176234190
It's an interesting phase now where he has a company working with him who needs to reign him in. I bet they won't because of the kickstarter $$$ on it's way.
>>
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>>176233195
>>176233762
This actually outlines it perfectly:
https://en.wikipedia.org/wiki/Spiritual_successor
>>
>>176234353
Yeah he has over 30 minutes of ideaguying and studying Persona as his two most recent videos.

https://www.youtube.com/watch?v=leKus0jrbRQ
https://www.youtube.com/watch?v=XgRcu8eq6YI

The obsessing over e-mails and nodev shit was bad enough before. Yandere is way off the leash now I think.
>>
http://hopooo.tumblr.com/post/160452455554/devblog-1-our-next-project-weve-been-working

Hopoo's new game.
>literally risk of rain 3d
>>
>>176234494
Cant wait until he inevitably tries to turn YS into a TBRPG.
>>
>>176234717
God yes. Now if only the rest of you pixeltards would join him in the 21st century.
>>
Now that Hoopoo is doing 3D can we ban 2D trash from this thread?
>>
>>176234717
If youre a one trick pony, do what you did best.
Looks really jarring though.
>>
@176234852
As long as we can ban unity trash as well.
kill yourself
>>
>>176234717
>>176234862
>so butthurt that it's 3D you have to imply that there is nothing original about it
wew this is going to be a fun topic to keep revisiting here
>>
>>176234353
>>176234494
this. Its fucking embarrassingly shameless how devoid of creativity he is.

He reminds me of a 10 year old given their first creative writing assignment that when asked about it just parroted off whatever they had seen on tv last night.

Another thing it highlights is that he hasn't planned anything out further than the next tacked on feature screamed at by patrons.
>>
>>176235000
Is it Unity's fault that nobody is interested in your pixel game?
>>
>Unreal Editor crashes when your game crashes
That's some Extreme Programming shit right there

No seriously, how do I turn this off
>>
>>176235005
How am i butthurt? and why would dimensions matter?

Im just saying its kind of hackish to already be making RoR again.
>>
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>>176208002
----[ Recap ]----
Game:Shmoop 2 (working title)
Dev:shmoopdev
Tools: GMS, Photoshop, Aesprite
Web: shmoopdev.tumblr.com/
Progress:
+Tons of feedback from the demo. Thanks everyone!
+A laundry list of change and tweaks to be done
+Re-did around half the sound effects (before dd)
+Homing shot partially programed in
-Need to figure out a way to get players to press buttons that aren't shoot
>>
>>176235229
You should actually read about things before forming opinions.

Unless you're just knee jerk reacting to the fact that the top dev in agdg is 3d now. Which you are.
>>
>>176235353
Did YOU even read it?
>So here it is: DevBlog #1 for Risk of Rain 2.

Also he's been working on this for 6 months and hasnt posted shit here.
Hopoo isnt a part of /agdg/ anymore.
>>
>>176235472
>Also he's been working on this for 6 months and hasnt posted shit here.
For obvious reasons.
>>
>>176206394
Don't bully Pepe faggot.
>>
>>176235712
What reasons?
>inb4 he conveniently makes a post about why hes been gone and hasnt posted
>>
>>176235472
See? Hopoo knows that you shouldn't spam your tumblr with shit progress. Have something to show first.
>>
>>176235826
you're not hotpoo
you haven't made yourself a millionaire and nobody knows your name
>>
>>176235786
>>176235472
It's posts like these that make me want to drop this place BEFORE I get big.
>>
>>176234817
no
>>
>>176235998
leave now then.
>>
>>176235472
>>176235786
After making a million dollars you can't really be considered amateur anymore.
>>
>>176235786
>What reasons?
All of them.
>>
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>>176233487
>trying to match a huge development team with millions of dollars as some fag who can't even art and has been relying on the unity store since day 1
>>
>>176236093
Nothing says you still cant post here after you make money.
>>176236141
give me two.
>>
why are you guys getting so triggered over hopoo and who is agdg or not
I posted the link because I wanted to see some discussion about the game itself
fuck you guys
>>
>>176236195
>has been relying on the unity store since day 1
How is throwing some assets into the game "relying" on Unity?

Yanderedev is not the best dev but most of you aren't even yesdev enough to know why he really sucks.
>>
>>176236239
Whats there to discuss?
>>
>>176236345
He sucks because he is just making another GOAT Simulator clone. There are much better devs here.
>>
>>176236510
>GOAT Simulator clone
Are you a fucking moron?
>>
>>176236510
>goat simulator clone
it's a persona clone, get your memes right
>>
>>176219249
Ads are unrealistic because you'd need a userbase of millions to make money out of them and you won't because you don't have any reach.

Mobile is much of the same. There's too big of a sea of shit for anyone to find your game and you don't have the marketing budget to give it visibility.

I've no clue about web games but I don't think I know anyone who has ever paid for a web game. Unless you count Runescape back in the day.

Money is on PC and/or consoles. It's still going to be difficult but it's a market where the games require more effort to make so there are less of them coming out and it's easier to stick out from the mass of garbage. Even a small amount of publicity might snowball because of word of mouth and journalists/youtubers not wanting to miss out on views.

Finding an unfilled niche/genre is your best chance at making something more than a little pocket money. Cases like Cities Skylines when the newest Sim City was a disaster or remakes of old forgotten games.

As a side note Patreon is viable for weebshit, yiff and porn games.
>>
>weebshit, yiff and porn games
can we, combine these
>>
>>176236510
>There are much better devs here.
There really aren't. Not even the best devs (who I won't name) make progress like yandere did. Emphasis on did. He is now a game designer and doesn't have to make progress.
>>
>>176236808
sounds like pretty much what that anubis dude is doing
>>
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>People complain about all these shit games on steam
>Steam actually wants to make applying games to steam more exclusive and difficult
>People now literally just have less choice and less access to new games being released to them

I really wish people weren't so stupid and just learned to deal with the disadvantages of having more choice. Its the same way with most forms of regulation, yeah you might have to gain some knowledge, you might also have to be able to filter out the shit. Less choice is less choice though and people are LITERAL FUCKING RETARDS for wanting valve to filter more games from steam.
>>
>>176237120
>frog
>greentext complaining/crying/moping about something not dev related
kys
>>
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>when you revisit old content after a few months
>>
>>176237190
How is that non-dev related? Do you lack reading comprehension?
>>
>>176237120
>QA is bad
>getting rid of money laundering scam games is bad
>getting rid of trading card shovelware is bad

Also Steam's whole mantra now isnt a store for everyone to pick everything, its going to be everyone walks into the store and only sees what they might like.
>>
>>176237208
No you're not. You'll just shitpost in here when the discord is slow.

And no, we're not going to your chat. We already know it's bullshit.
>>
>>176237208
man i'm sure this post is genuine and not yet another drip on a mountain of shit
>>
>>176236974
The guy now literally wants to make a Persona 5 clone with the Yandere systems tacked on, I would hardly call him a game designer. When Persona 6 comes out he will do the same thing and never release the game.
It's likely that someone else will step in and do a proper, final design for the game and yanderedev will be the eternal ideaguy he already is.
>>
>>176237120
I understand and even agree with your general mentality but right now Valve's free market involves people running around naked and shitting everywhere. I'll take some regulation thanks.
>>
>>176237296
>all this TECHNOLOGY
Please dont get lost in feature creep, i want to actually play a cohesive version of this someday.
>>
>>176237208
>discord is where people who want attention post their progress
fix'd
>>
>>176237208
>discord is where people who actually talk about progress
lol
>>
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>>176237479
I'm trying
>>
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>>176237208
>frogposts
>anime posts
>nodev posts
>whodev posts
>shillposts
>dev hate posts
>engine posts
>language posts

These things are a part of reading agdg as much as progress posts. If you want a literal tumblr/helpgroup/progress feed maybe you're looking for a different type of environment. I don't understand why you would post on 4chan and complain about shit that happens on 4chan in literally any board that ever exists. Shitposts are shitposts but that doesn't mean shitposts are bad.
>>
>>176237208
Sometimes my progress is ignored or THICC meme'd but I have genuinely gotten good feedback and advice in the threads. I don't know how the discord is because I have never been there but AGDG is what it is and like most everything in life the good comes with the bad.
>>
1..1
>Shitposts are shitposts but that doesn't mean shitposts are bad.

its literally the prefix denoting the very quality of the post.
>>
>>176237519
wanting attention on your progress is literally the only reason to post here
>>
>>176238238
>is literally the only reason to post here
then just leave now.
>>
>>176238238
Then you are highly highly mistaken being here.
>>
And still, nobody can tell me how to stop the Unreal editor from crashing along with my game. That's what I get for falling for the Unity sucks meme.
>>
>>176238238
Jesus fucking christ
>>
>>176238238
agdg isnt your shilling central faglord,if you don't want to be part of the community fuck off
>>
>>176238059
The discord is impressively devoid of any meaningful discussions, people talk and talk but never say anything.

The top lads there are the ones who frequent both the discord and the threads, the rest are just circlejerkers that have nothing to say.
>>
>>176238428
>hey guys how do i fix my massive problem without telling you any specifics whatsoever

brainlets need euthanized.
>>
>>176238428
>That's what I get for falling for the Unity sucks meme
It certainly is.
>>
>>176238668
>The top lads there are the ones who frequent both the discord and the threads
By top lads do you mean top mentally ill shitposters with no friends or hobbies? Because I agree they are very frequent. Permanent even.
>>
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plane rotates to 0, 0, 0 if there's no movement
gonna work on banking/barrel rolls next
>>
>>176238674
For all I know this could be intended behaviour. Maybe sandboxing that shit would cost runtime or something, how should I know, the Unreal documentation is kinda meager on some parts.
>>
>>176238975
Does it also all crash in standalone?
>>
>>176238975
Did you try the top ten google results to multiple searches before asking here.
>>
>>176239059
Of course not
>>
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SCP simulator with procedurally generated SCPs
>>
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>>176234717
Looks Blunderborne-tier with all that rainbow puke flying everywhere. I don't think he'll be able to transition the gameplay to 3d without it looking horrid.
>>
>>176234446
is that the actual model used in game?
>>
>>176239385
A horror game that procedurally generates its enemies.
>>
>>176239409
yes, the entire game looks like that
>>
>>176239385
>SCP
Nigger why do you assume anyone knows what you're talking about?
>>
>>176239409
Looks pretty close, but you barely ever see it this zoomed in
>>
>>176234717
well, the primary reason i like that game was the music, if the music is the same quality then whatever
>>
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Im going to make Dark Souls!
>>
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>>176239564
>he doesn't
>>
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>>176239564
This information is not for you.
>>
>>176239671
>he's still a nigger
Can't be helped.
>>
>>176239409
https://www.youtube.com/watch?v=YngbHOz--oc
Make the bad guys cry like an anime fan on prom night.
>>
>>176239626
>he is going to make a clunky and slow sword game

sounds like something you could make
go ahead pal.
>>
>>176239736
anime fans aside

is this really that bad of a trailer?
>>
>>176239681
>information
You have no information.
>>
>>176239564
Enjoying your first day on the internet, friend?
>>
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>>176239824
You have no game.
>>
>he's going to double down and samefag while pretending everyone knew what he was talking about
>>
>>176239817
>lol so random narrator
>pizza explosions
>telling us what we should think
yeah, it is.
>>
>>176239385
>>176239671
>>176239681
>>176239839
>>176239923
>nodev chimp noises
Can you shut up?
>>
>>176239817
That style of announcer is very all or nothing, either you pull it off and achieve the "ironic 90's so awesome", or you fuck up and it becomes "how do you do fellow kids", and the anime comment shoved it into the latter

Also those explosions
>>
@176239987
Anyone whos been on 4chan for atleast a few years knows SCP. Shitposting about not knowing only demonstrates how new and frustrated you are.
>>
>>176240170
>Anyone whos been on 4chan for atleast a few years knows SCP
You are really upset that nobody knows what you're talking about.

Maybe you should consider that you're a nerd and it's you, not us.

Stop samefagging btw
>>
>>176240272
reddit spacing
>>
Hey agdg. I'm making an endless runner for the sole purpose of graduating from no dev status. So far Its fully functional and I'm having a lot of fun play testing it. I'd like to get it on the Google play store with a free to play model similar to robot unicorn attack. Anyone have any experiencing with publishing in the Google play store, or better yet, experience with publishing an endless runner at all?

I'd give more details about the game but I don't want anyone to steal my ideas :(
>>
>>176240310
Making a trash mobile game doesn't make you a dev.
>>
>>176240310
you realize people are gonna shit on you for the last sentence and ignore the part where you kindly ask for advice?
>>
>>176240310
I'd give more details about publishing in the Google player store, but I don't want anyone to steal my ideas :(
>>
>>176240170
>>176240297
>EVERYONE ON 4CHAN GETS MY SHITPOST
>REDDIT SPACING
wew
>>
>>176240439
I can't tell if this is some epik damage control meltdown or just good old funposting.
>>
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>>176240563
>>176240439
>>176240272
>>176240115
There is no reason to be upset.
>>
>>176240620
>meltdown
Oh, it's you. No wonder.
>>
>>176240297
>Any spacing is reddit spacing
People have been typing like that for fucking years, at least pretend you started browsing 4chan for longer than 3 or 4 years.
>>
>>176227330
you should make it so that there are times when the music doesn't play
>>
>>176240620
>damage control
?

Nigger you're the one telling inside jokes to yourself out loud and samefagging because someone asked wtf you're talking about.

Anything to avoid making a game I guess.
>>
>>176240762
Wouldn't that be too hard for the player? "You literally can't see anything except your flashlight cone" was what I was going for.
>>
>>176240897
>>176240697
were's is your are game?
>>
>the thread devolves into a pointless argument about something not even related to dev
I hate all of you.
>>
>>176240761
His retarded posts that nobody understood have backed him into a corner. Now he's claiming all kinds of 4chan cred and waving his sword at imaginary redditors. Sad shit.
>>
SCP-897 - Danny
>>
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Finished with the basic fear management for the human ally as well as surrendering and target sharing for combat. Here's what it looks like so far. They don't want to put their hats back on yet though.
>>
>>176240663
If I were you I would be very upset at my mental disability.
>>
>>176240563

>>176240761

>promptly stopped used reddit spacing after being reminded he's not on reddit anymore

really gets the noggin jogging
>>
>>176241149
Reminds me of Shadowman
>>
>>176241072
>my inside jokes that nobody gets
>my not giving (You)s because 4chan warrior
>muh memes and molyneux.jpeg
>my obsessions with danny
>still have no game
Yes nothing has changed. Did you have a point?
>>
>>176241149
>Farrows Undead Legion alpha
I like it.
Not enough games have enemies who fight amongst eachother.
>>
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Time to contain this thread.
>>
Can someone tell me why some shitter got triggered by the word SCP? He could have just googled it if he didn't know.
>>
>>176241072
>>176241223
>HEY YOU REDDIT SPACING
>HAHA NOT REDDIT SPACING ANYMORE
Oh my you are very off balance today.
I thought they put you on lithium after you had your 83rd mental breakdown about your inability to drag and drop half life assets into garry's mod?
>>
>>176241440
Its src/discord poster finding a new gimmick
ignore and report
>>
>>176241430
>>176241440
>hey everyone time to make the thread about me
Nah. Your shitpost was stupid and nobody knew what you were talking about. Now you're full on agitated about it.

Enjoy your 3 day chimpout we know you miss having them all the time.
>>
>>176241223
>reddit spacing
>>
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>added more versions
>only one
you forgot to make those available for people who aren't logged or you didn't set the os right? you should really check your page in incognito mode Chronospira dev
also thanks for you consideration
>>
>>176241440
>He could have just googled it if he didn't know.
But anyone who has been on 4chan "for a few years" is supposed to know.

We shouldn't have to google it. You are not in the secret club you think you are.

Is any of this sinking in?
>>
>>176241440
You could have just kept your banter in the discord with your pretend friend where it belongs you know.
>>
>>176240934
Hm, possibly.

I just think that in general, creepiness has a lot to do with ambiguity. If the player can easily pick up that music = character coming your way, there is still the ambiguity in the sense that there's still some hope the characters go somewhere else, but that's about it. And if you don't hear music, you know that everything's fine and there's nothing to worry about.

Having moments without music would increase the fear, because safety isn't guaranteed anymore. However, you probably should indeed have others ways to tell whether a character is coming up or not, then - maybe random light flickering, hearing other noises than the music, something.

I'd say try to find a good middle ground between the game not being unfair, but also being unpredictable enough that you're actually scared.

Just my two cents.
>>
>>176242040
because we told him to shutup there too
>>
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>>176242040
I'm sorry, Daniel. I won't shitpost again.
>>
Well the fucking ai is "fixed", i changed the raycasting to 3 coliders in front of the player. now if they have a item they will aways target the player

and i scraped the combat toggle and the objective system, got figure out other way to level up the character and unlock more health and perks
>>
>>176242002
I'll make sure to keep that in mind. I've been thinking about having the enemies glow a little, but the way they partially appear in the flashlight when they get close enough looks too nice to let it go.

I've been playing a few rounds (now that winning and losing a level is somewhat implemented) and it's actually kind of fun, if not a bit too basic.
>>
>>176242239
>I won't shitpost again.
You ARE shit. Stay in the septic tank you sad faggot. 4+ years of tagging along in agdg just chirping out loud so anyone in the world will pay attention to you

- zero games

- obsession with namefags

You're always going to be this. Don't lie, just give up and stay where you belong.
>>
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>tfw remembered to post to the recap for the first time in months

----[ Recap ]----
Game: Ancient Saga
Dev: Plessy
Tools: Monogame
Web: teamessell.tumblr.com
Progress:
+Attacks are started and are in a largely working, albeit rough, state.
+Particools.
+Did some enemy size tests using Bokube.
+Assload of misc fixes.
-Every desirable game in the history of man released, so dev has been to a minimum.
>>
>>176239385
>>176239681
>>176239923
>>176240663
>>176241430
>>176242239
Can you go back to posting your
>you have 10 seconds to explain why you aren't ______
spam again? It's easier to filter.
>>
two shitposters, locked in an eternal dance
>>
>>176242239
that didn't answer the question
stop coming to the thread everytime the autism channel slows down
>>
>locked in an eternal dance
You really wish that were true but I was gone for 9 months while you had daily spamfests.
You're just a wart on the ass of a thread that gets like ~100 views man stop playing yourself up and kill yourself.
>>
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>>176241245
Awesome comparison.
>>176241337
There's no racial priorities in their combat decision making- just friends when they're spawned, so anything can fight anything else if pissed off enough. Didn't want to make the game feel like its creatures were placed just to fight you.
>>
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>>176208002

----[ Recap ]----
Game: Kugelblitz
Dev: Pipedev
Tools: UE4, Blender
Web: ---
Progress:
+ Basic spline and pipe generation
+ Spline-based cylindrical coordinate system completed
+ Smooth motions along all positions on pipes
+ Forces and Impulse for all axes and rotations
+ World origin shifting
+ Pipe generation in runtime
- Ship model uglier than sin
- Transition between splines kinda buggy
- Nothing for demo :(
>>
Transcending history, and the world, a tale of nodevs and shitposters, eternally retold.
>>
>>176242901
>There's no racial priorities in their combat decision making-
Well im not sure what route youre going with this, but specific hostilities/behaviors for each would be pretty cool if you plan on doing lore.
>>
retweet: 176242876
its a state of mind, not a person. while you rested, others took up your sword
>>
>>176243050
>>176243179
You're not clever. You're not funny. You're not witty. This could be forgiven if you had once in your life made a game after 4+ years of this. KYS
>>
>>176242929
got any game play gifs/webms?
>>
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>>176243076
>but specific hostilities/behaviors for each would be pretty cool if you plan on doing lore
True, but I meant racial logic in the combat ideas themselves. Their brain can still have racial preferences in who they like though, which can instigate combat between races. But all it would take is a brain wipe to remove their rivalries.
>>
>>176243316
Neat, what kind of game are you planning with this?
>>
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how do you even fuck up this hard
>>
We all drink from the shitpost stream, on our way to yesdevving. Some drink shallow, some drink deep. When I am gone, another will replace me.
>>
>>176243451
>on our way to yesdevving
Are you seriously still pretending you're going to make games someday? kek
>>
>>176243451
I never shitpost and I've been here since it was on /v/. Get outta here with that shit.
>>
>>176243447
Jesus Christ, this is the scariest horror game I've seen in ages.
>>
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>>176243304
I live to serve. This is the state of the "game" (no gameplay yet lol) at the moment.
https://webmshare.com/aoRaz

>>176243447
How could waifus walking out of the darkness possibly be a fuck up Anon?
>>
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Did another pass on the title theme thing.

https://clyp.it/gzowhu4n
>>
>>176227330
>>176243447
i don't even watch anime and i think you're trying too hard
>>
>>>/v/376353178
Ride the RoR2 hype and go shill your game.
>>
>>176243424
Long term goal is an rpg crawler with AI parties, shops, magic and shit.
Short term goal is a simple and fun gameplay loop reminiscent of brogue with generated caves, allies, modular combat, and a single modal game state.
>>
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>>176243451
>on our way to yesdevving
You are either a gamedev or you're not. You are not and never will be.
>>
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Decided to learn to program and shit with a simple dungeon crawler, made the crawling part, combat next.
>>
>>176243772
well godspeed anon, looking forward to more progress.
>>
>>176243709
E... elaborate, this is important. It was made to appease to the "Pretending to be retarded" crowd, I hear it's all the rage these days.

>>176243625
>How could waifus walking out of the darkness possibly be a fuck up Anon?
It was more about the fact that all three of them got stuck in the same place in some kind of yuri horror harem.
>>
The wild card.

The dogposter.

Free from the eternal struggle.
>>
what about taking the chalice dungeons in bloodborne and making that a full game?

roguelike with souls combat essentially?
>>
>>176243915
Chalice dungeons were the shittiest part of bloodborne mate.
>>
>>176243915
Chalice dungeons were shit, it's all about good level design
>>
>>176240310
1. Pay Google $20 for a dev account
2. Publish your endless runner
>wow that was so hard
>>
>>176243848
thank you, anon
>>
>>176242901
Is that penis twerking?
>>
>>176244020
what if you could generate good level design?
>>
Do vn's go in agdg
>>
Remember to use singletons.
>>
Is there a good reverse engineered documented version of a minecraft clone somewhere ?
>>
>>176244557
Just use static methods and variables.
>>
>>176244551
As long as they're not porn, because this is a blue board.
>>
>>176244643
>reverse engineered
Theres a metric fuck ton of OS minecraft clones.
google is your friend faggot
>>
>>176244774
except that's not true, they're simulations, not emulations

also they're not documented
>>
Is there any appetite for an low-gameplay game?
>>
>>176244914
ALWAYS
>>
>>176244914
no
>>
>>176239527

Like shattered memories?
>>
>>176244774
The source of the java version of minecraft was accessible at least back in 2012 or so. I havent checked back since.
What's your goal, anyway? If you just need a voxel engine to add your own gameplay to, there are open source implementaions as well as tutorials out there for almost any engine. I don't see how knowing exactly how minecraft does it is valuable. It's not exactly a pinnacle of software engineering.
>>
>>176244643
Minecraft is badly programmed, you don't want a clone of it.
>>
>>176245090
meant for
>>176244840
>>
>>176245090
>If you just need a voxel engine to add your own gameplay to
Yeah that's about it
>>
>>176244965
>>176244987
Getting mixed messages here
>>
>>176245332
MINE WAS CAPSLOCKS
THAT'S WORTH TWICE AS MUCH
>>
>>176245332
>every person on the internet is the same and has the same tastes

also it depends on what "low gameplay" means. if you have poor gameplay your game better deliver on some other aspect: writing, art, music, etc
>>
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>>
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I want to make a million dollars.

What should I be cloning?
>>
>>176245548
Furry loli eroge VN.
>>
>>176245548
An old, beloved game, released roughly 12-15 years before your launch date, that incorporates the best that its genre has to offer.
>>
>>176243625
that's insanely cool. I look forward to seeing more
>>
>>176245548
Tony Hawks Pro Skater 2
>>
>>176245514
Like a fighting game without combat.
>>
>>176244534
You're welcome to try.
>>
>>176245548
Thief clone.

do it
>>
>>176245772
:thinking:
>>
>>176245772
I kinda like the idea
>>
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>>176245772
So just a couple of babes in skimpy clothing, moving around with breast physics
>>
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>>176245772
>>
>>176244534
This is a task that is equal in scope to actually making the game loop. It's certainly possible.
>>
>>176245772
That's just a VN
>>
>>176245674
You're insanely cool! I'll do my best to not disappoint.
>>
>>176245548
Furry loli eroge skateboarding combat game based on Tony Hawks Pro Skater 2.
>>
an anime fighting game where the focus is on building your character!
>>
>>176246059
haha...
>>
>>176246053
I'd play loli skateboarding without furry shit.
Do an ollie, get a pantyshot, shit would be cash.
>>
>>176246053
I'd play furry skateboarding without loli shit.
Do an ollie, get a pantyshot, shit would be cash.
>>
Stop skateposting, it will never become a thing again.
>>
>>176246548
It's almost time for 2000s nostalgia.
>>
>>176246053
I'd play furry loli without the skateboarding shit. Do a jump, get a pantyshot, shit would be cash.
>>
okay millenial. how about rover boards?
>>
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Artist from BCube Studios here.

We just released our Act 1 demo for a vn we're making.
>>
>>176246548
Why though

Has anyone even attempted it recently?
>>
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anyone else hate their game?
>>
>>176246643
Skateboarding is more 90's than 2000's motherfucker
>>
>>176246830
It died with real-life skateboarding, simple as that.
>>
>>176246867
emo sk8bois aint 90s son
>>
>>176246867
We're in 1997 right now.
>>
>>176246862
I would hate my game too if I made it in >unity.
>>
>>176246830
Mayhem League had skating elements
>>
>>176246781
post gameplay
>>
>>176247128
>vn
consider it already posted
>>
>>176246781
Who?
>>
>>176246781
What makes your game different from any other EVN out there. Hell, what do you want, are you posting here for publicity or feedback or what
>>
>>176246781
How moe can you go?
>>
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>>176246862
>Unity
>2D
>>
>>176247057
we're talking about games here

not failures
>>
>>176247459
I guess that's why we aren't talking about you
>>
>>176247436
2d Unity dev here
can confirm
>>
>>176247459
mayhem made almost 2 million though
>>
>>176247436
>>176247007
delete this
>>
>>176247436
then what should i use?
>>
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>>176247625
hey now
>>
>>176246862
Deeply
>>
>>176247636
Are you thinking of Lethal League? I always make that mistake
>>
>>176247636
Mayhem sadly never released. Are you thinking of Lethal League?
>>
>>176247831
>>176247883
you're right, my bad
>>
>>176246862
I don't think the word is hate but I do question myself all the time. Just have to push through the doubt and keep going. If you need feedback or something post progress and ask a question or put an updated demo out and ask for plays. Tough to keep going but if you want it bad enough you have to keep moving forward.
>>
>>176247727
I've heard reasonable things about GameMaker, never used it myself though.
>>
>>176247727
gamemaker or godot
>>
How would /agdg/ feel about a game that expects you to make notes while you play it?
>>
>>176248148
Add an in-game way to write/draw notes like in Thief, I like that sort of stuff.
>>
>>176248148
I'd find myself a paperclip
>>
>>176248148
I like it
>>
>>176248148
we think it's fine on principle, just don't make it tedious
>>
>>176248148
I'be okay as long as there's an ingame notepad
>>
>>176248148
If there's a way of doing it in the game then cool.
If you expect me to find a pen and paper or alt+tab to use notepad then fuck you.
>>
File: spr_ui_playerportrait.png (9KB, 110x78px) Image search: [Google]
spr_ui_playerportrait.png
9KB, 110x78px
----[ Recap ]----
Game:Kick-in'
Dev:Kickindev
Tools:Gamemaker Studio
Web:kickindev.tumblr.com
Progress:
+Demo day build went fantastically!
+Many small tweaks and balance changes as a result of DD14 feedback.
+Most feedback on the game was positive, which is very encouraging!
-Art continues to be a major stumbling block. I've been without an artist for over a month now...
-Still no sound, so I've gotta learn how to do that now...
>>
>>176248148
La Mulana did well
>>
>>176248036
>>176248002
gamemaker doesn't run on linux though
>>
>>176248148
Most people wont do it, and then they will whine and complain about the game wanting then to remember stuff
>>
new thread
>>176248367
>>176248367
>>176248367
>>
>>176248363
godot then
>>
>>176248363
Godot does.
>>
>>176206538
Ok then, what are the opposites of this that get you excited?
>>
>>176248235
>>176248291
>>176248302
Pen and paper is much more convenient for visualizing connections between pieces of information, drawing diagrams, etc.

>>176248280
>>176248253
Thanks guys.

>>176248239
I take it that means you approve?
>>
>>176248305
can you show the main goat's concept art now

>>176194747

also can any other dd participants share there concept art
>>
>>176248847
Convenient != fun
>>
>>176247315
We're not trying to make anything groundbreaking or the next big thing. We have a story and we want to tell it. Basically we want to approach topics of science fiction while staying grounded to a transitional stage of a college student's life. Near future is probably the best way to describe the setting. Not far enough for space travel, but during the midst of AR and AI. And within the conventions of VN's (admittedly I've only played maybe 3 VN's), it's more story/relationship based rather than date and fuck this girl. I think what sets us apart from at least the dating sim-esque VN's is that we have "bro" routes that aren't "bad endings."

As for what I'm here for, feedback, mostly. The demo can be downloaded on our website and there's a form for feedback. If I was here for publicity, I'd be advertising the full game.

>>176247369
K-on
>>
>>176248847
It's cool that you have some paper ready, but I'm not even sure a have a pen in my apartment.
Give me an ingame virtual paper where I can write shit or fuck off.
>>
>>176248847
It's not convenient at all, paper is the past and I hate to write down stuff for my technologically-impaired parents. Please an in-game notepad with drawing functions.
>>
>>176249029
>I'm not even sure a have a pen in my apartment.
I'm not sure I could function day-to-day without a pen or some other means of writing notes on paper.
>>
>>176249085
>Please an in-game notepad with drawing functions.
>drawing things with a mouse
>making a whole editor just because youre too lazy to get a pen and paper
"no"
>>
Can somebody help me? Please, I'm retarded...
Just trying too get a simple inventory system in unity. Problem is that my array is wiped after loading another scene. I already have a singleton pattern on it though.

https://pastebin.com/ai3LrDS4

pls no bully.
>>
>>176249135
What day-to-day task requires a pen?
>>
>>176249441
Generally if you want stuff to go from scene to scene you either need to save it somewhere outside the scene or use DontDestroyOnLoad
>>
>>176249473
Making work notes, game level design concepts, art sketches, arranging and co-ordinating NPCs and plots, shopping lists, writing checks
>>
>>176249473
Make a list of what I'm deving on today, drawing out trig stuff when I need it, making back of the enveloppe physics calculations. Tons of stuff.
>>
>>176248993
Well best of luck then, maybe try out 999 or Steins; Gate if you want to experience some other science fiction VNs. Fair warning though, if you don't post semi-regularly you'll get hate for being a whodev. But if you do post here regularly you'll probably get hate anyway. Enjoy /agdg/.
>>
>>176249639
>Making work notes, game level design concepts, art sketches, arranging and co-ordinating NPCs and plots, shopping lists
I do all that with computers.

>writing checks
lol fucking burgers, ever heard of debit/credit cards?
>>
>>176249441
make it static
>>
>>176226306
Its a turret, you dip.
>>
>>176248993
>admittedly I've only played maybe 3 VN's
Every EVN dev out there. Played 2-3 VNs and makes a generic as fuck thing Japanese already made 20 times.
>>
>Keep working on your game
>Jack off before you go to sleep
EVERY DAY

EVERY DAY THE SAME GODDAMN DECISION
>>
>>176250684
you can do both
>>
File: C6IQgXn.jpg (82KB, 605x672px) Image search: [Google]
C6IQgXn.jpg
82KB, 605x672px
>>176243831
Cool shit, brah.
why does it look like it flickers when you redraw the screen
>>
>>176252030
Because it does. It's not noticeable when I'm not recording, though.
>>
>>176252246
Ayo, imma reply to you in the other thread.
Thread posts: 814
Thread images: 128


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