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/agdg/ - Amateur Game Dev General

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Thread replies: 773
Thread images: 136

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Play those demos edition!

> Play Demo Day 14
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
>>176194747

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
You can do it
>>
There's no such thing as "skateboarding games".

There's only Tony Hawk's Pro Skater and Tony Hawk's Pro Skater clones that tried to cash in on the Tony Hawk's Pro Skater hype.
>>
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>year 1978
>has 55 enemies on screen at once
>destructible environment
meanwhile
>2017
>"2D pixel game" stutters on few enemies and static terrain
what did they(you) by this?
>>
Anime is the best material for inspiration
>>
>>176248527
Skate was bigger than Tony Hawk for a while.

Especially Skate 3. (for all the wrong reasons)
>>
>>176248569
What's a good dev inspiration anime?
>>
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>it's fucking broken
>looks like shit
>awkward to use
>not substantial to the gameplay
Yep, it's a new feature
>>
Making your own notes on paper is infinitely more flexible than having an in-game journal or notepad.
>>
>there's people dumb enough ITT to believe there are paid shills for godot
>paid shills
>paid shills for a FREE engine that has NO WAY of cashing from it's users WHATSOEVER
>paid shills for an engine that was made by a bunch of Argentinian poorfags
>>
>>176248561
This is actually a pretty funny comparison when you think about it.

Space Invaders required the dev to make his own hardware since nothing supported what he had in mind at the time, but even his own hardware ran like shit and the speedup that happens when there are less enemies in the screen is actually a bug.
>>
It's not a bug, it's a feature.
>>
>>176248934
What happens if the robot goes off the edge of the square?
>>
>>176248703
you should really work on fire and explosion particle effect, you use that a lot and it looks like plastic shit
>>
explain neural networks to me
>>
>>176248667
Nichijou.
>>
>>176248714
Only if you're ingame notepad is poorly done
>>
>>176249005
He falls down if running, flies away if jumping from his idle state.
>>
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>>176248904
By main goat do you mean the player character, or do you mean Pukey, the goat that's used for the tiling background and game icon?
>>
>>176249084
Drawing with a pointing device is much worse than pen and paper, unless you're using a drawing tablet or something
>>
>>176249258
No one is going to write down shit if you don't encourage them with in-game ways to do it.
>>
What other engines exist besides the ones in the OP in which an independent developer could release something with out being fuccked in the ass by their license?
>>
>>176249258
No it's not. Mouse > Tablet > Paper
I just wish my mouse had pressure sensivity fort art, but for taking notes that doesn't matter.
>>
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>>176248667
Stella no Mahou
>>
>>176248934
kek
>>176249210
I meant the main character

>>176248367
post your Demo day characters art to this post
>>
>>176249397
Maybe for you, but I can't draw with a mouse at all. For me paper > tablet >> mouse.
>>
>>176249347
>making your player's lives harder because you are too lazy to add a simple notepad
Next you're telling me to edit a text file to change the controls.
>>
Why does the player need to write things down? If it's something like taking a picture of the environment, or remembering a code, or anything like that, provide an ingame way to store the relevant info. Especially if there are only N pieces of information, you can even give the player a hint about how many they have found.

But a game like e.g. the witness, you need to write things down to puzzle out the solution, and you can't provide a consistent interface for that without spoiling part of the puzzle.
>>
>>176249210
>>176249478
>main player character
>>
>>176248367
>Webm
geforce.com/geforce-experience/share
obsproject.com
gitgud.io/nixx/WebMConverter
github.com/thetarkus/WebMCam
>>
>>176249359
Cryengine exists, no one uses it.
>>
>>176249671
It's gotten a lot better since 3 years ago but I think they alienated their audience so much that nobody will touch it.
>>
>>176249557
Different people prefer different methods of organizing and visualizing data. If you include a method for doing it in your game, you alienate all the players for whom it doesn't work well.
>>
>>176249671
I tried it out once, but the lack of tutorial is just too damn hard to get through. It's a shame, because I feel like it's probably fucking amazing when you get into it.
>>
It's nice to use pen and paper to take a break from a computer interface. Your brain uses different circuits for physical pen and paper.

A nice split is to use pen and paper for planning, and a computer for implementing. Even better if you sit in a different place while you're planning.
>>
>>176249359
Less worrying about the license and more making games.

None of the OP engines fuck you in the ass. You just think so because you've never actually finished a game.
>>
>>176249557
My game tries to detect whether the player is diligently finishing all their quests or just randomly fucking around, so that players who fuck around will get different roleplay options from players who try to be responsible.
>>
>>176249557
Because mini-maps are shit and im tired of seeing them.
Or a puzzle thats too complicated to keep in your head.
>>
>>176249805
I used it a fair amount just making levels and shit. It's fun for that and there are some very specific things it does very well, but I don't think it's anywhere near worth using over UE4.
>>
>>176249671
Tried it back when it was v3, made a nature environment but they broke the lighting with a 3.5 update, haven't touched it since. Also, bad documentation and virtually no community, so if you want to use it for anything other than a generic FPS, you are out of luck.
>>
>>176249359
If you really want to fuck yourself try to salvage released source code from games. Hardmode: It's a mmorpg (i.e. ryzom)

It's kinda interesting seing how they coded but also very hard to go through.
>>
If I wanted to use pen and paper I would be playing tabletops
>>
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>>176249816
That's right my fellow dev!
Unity takes care of everything for you, don't worry about it.
>>
>>176249797
And not including any will alienate everyone who doesn't give enough of a fuck about your little whogame to whip out a pen and paper.
Hint: that's most of the players.
>>
shamelessly posting my soundcloud again for criticism and opinions

https://soundcloud.com/cesque

what types of music should i write next? i always feel like writing stuff but i'm never really sure what and i don't have a game to compose music for so i gotta come up with something completely randomly
>>
>>176249797
It's the other way around champ, by adding an in-game method you give players more options and won't alienate the ones that don't have pens and papers around.
>>
>>176250085
This is /agdg/, every game here is a "little whogame".

The worst thing we could do is to churn out the same old stuff that every other game studio and indie developer does.
>>
>not making his own hardware
enginedev sure are pretentious fucks
>>
>>176250051
wow is this a jew meme
wtf i hate unity now
>>
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snake jumping is a little awkward but it at least works now
>>
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>>176249478
>>176249606

The concept art for the main character sadly didn't get far off the ground before the old artist had to leave, so no art, concept art or otherwise, of them actually exists of her from the front. The closest thing that I have that got made for them is her player health portrait I posted last thread. The current sprite set, aside from the player portraits, were quick images designed to be temporary things to use until we had the design finalized and ready to dedicate more time into making more detailed sprites.

...part of me also feels obliged to note that their race takes more of an inspiration from hyenas than goats. They just both happen to have horns and goaty ears in this case. The player character and the DD14 opponent aren't the same race. The PC race are closer to being gnolls with horns than they are goats.

Pic related is an icon of a female of the species that the player character is that I used in a tabletop back before their design was iterated into what it is now. It's probably the closest I can get as to concept art of a character of the PC's sex and species. Sorry I don't have anything more substantial.
>>
>>176250202
There's a perceptual issue.

>game suggests that you make notes on paper
>level playing field, no player feels excluded

>game provides in-game notes interface
>some players like it
>others struggle with it, but feel like they have to use it
>possibly get too frustrated by it and stop playing
>>
>>176250352
>His snakes aren't physically simulated spline-based procedural meshes.

Are you even trying?
Nice snakes Anon, where are you going with this?
>>
>>176250407
>game suggests that you make notes on paper
>it doesn't provide any way to write down stuff in-game
>most players get too frustrated by it and stop playing

You are seriously out of touch if you think an in-game notepad will somehow frustrate more people than not having a notepad would.
>>
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Here's your /agdg/ VG league post for today. Gonna go lowkey on this one so people can PLAY. THOSE. DEMOS.

I've created a discord to pile up any ideas / models anyone interested in this effort produces. It's not there to be a circlejerk, just to have a nice centralized dumping ground for ideas and heads as well as put up some generic FAQ stuff.

https://discord.gg/9P8GNW5

Don't feel pressured for time we still have weeks here. A friendly reminder that premade heads are absolutely fine to submit. If you know of some modeled heads steeped in agdg "culture" by all means host em somewhere and put em in the submissions folder.

Please use the word "4cc" in your post when talking about this so people who don't care about virtual divegrass can ignore it. If your more broadly interested in the concept I also suggest you to check out the 4ccg thread right here on /vg/!
>>
>>176250127
Consider maybe doing packs with a theme. Say select a setting like djungle and then different tracks for different moods. i.e. combat, relaxed, scary, time attack... whole point of game music is after all to help set the mood of the situation and having different styles for a change of pace in one setting seems more usefull than only one type for different settings.
>>
>>176248934
Whats your game about anon? I like robots.
>>
>>176250565
>You are seriously out of touch
Perhaps, I tend to play games from the 80s and early 90s.
>>
Another benefit of pen and paper: it adds more "screen space", you can have the game open at the same time as your notepad.
>>
is risk of rain 2 using unity?
>>
>>176250686
Adding an in-game notepad won't stop anyone from being able to use pen and paper, what the fuck guys.
>>
>>176250553
Zelda 2 and Terranigma's baby in 3d
>>
>>176250565
What keyboard shortcuts should the in-game notepad have? Should it be like vim? Should it support plugins or configuration files?
>>
>>176250760
yes

>>176250818
I'm not telling you to make a text editor, just a simple lore-friendly virtual piece of paper that lets you draw stuff and maybe some text boxes to type down simple text.
>>
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>>176249006
Wait, I don't remember implementing this
Did I have dementia all this time?

>>176249006
Explosions are placeholders from metal slug. Now that I'm dropping pixel art I should have easier time replacing them, and it might come with a cool glow.
Fixing fire will be pretty hard. I'm going to need some frame-by-frame animations on top of better particle movement. Maybe I can do some processing with noise map.
>>
>>176250936
>I'm not telling you to make a text editor, just a simple lore-friendly virtual piece of paper that lets you draw stuff and maybe some text boxes to type down simple text.
I wanted to make a game, not an image editor.
>>
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>>176250632
It's a 3d platformer with robots and basic story to tie the levels together. Gameplay will be similar to late 1990s - early 2000s platformers, like Bugdom, Shrek 2, Simpsons Hit and Run, Crash Bandicoot. Right now I'm just remaking the run/jump system since people pointed out it was one of the biggest problems (DD14 submission).
>>
someone give me the run down on animation. is it hard? got some blender hands and I need to do some basic animations for the guns reloading, switching, shooting, etc. and also just general things like grabbing.
>>
apparently multiplayer turns people from "it's another pixel shit game" to sucking the dev's feminine penis, be sure to learn that
>>
>>176251115
People without the necessary attention span to play single player games aren't my target audience.
>>
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fixed the weapon holstering.
>>
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----[ Recap ]----
Game: dung___
Dev: anon
Tools: C#
Web:
Progress:
+ started working on a game
+ implemented loading levels from file
+ made a minimap
+ made some sort of raytracing thing to draw first person dungeon
- have no idea what I'm doing
>>
>>176251104
It's more important that the motion/pose reads than it is realistic.

Don't worry about stretching or breaking some bones.
>>
>>176250768
I mostly agree, the only downsides to an ingame editor are:
1. Intention. With no ingame editor, it's clear that you should be using pen and paper. Including an ingame editor will unitentionally influence how players see the problems, they'll be looking through the lens of what your editor allows. This isn't a big downside.
2. Opportunity cost. The dev has to spend time on making a text editor instead of making a good game.
3. A shitty editor is worse than no editor. Pretty self-explanatory.

And finally, if games can require a controller, or a VR headset, or a high-end PC, it's legitimate to require pen and paper. It's a peripheral.
>>
>>176251261
>raytracing
Fuck I mean raycasting
>>
retard here again. Made the array a static.
public static HealthItem[] itemsInInventory;

set the value in start
itemsInInventory = new HealthItem[5];

now when I collide nothing happens. even when I set the value in the inspector.
>>
and my unity is Corrupted again

did they launch a new version recently?
>>
>>176250381
ok i'll probably use >>176249210
pukey or the enemy then.
>>
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>tfw you were cloning a popular agdg game and it's getting a sequel
should i give up?
>>
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>>
>>176250352
I am confused as to what this game is
>>
>>176250352
>>176251435
holy shit, nevermind. I didn't even see your character there balancing on the pole. I thought it was a rooster weather vane >>176251427
>>
>>176251425
ROR in 2d is a different beast than ROR in 3d. There still may be a niche for you.
>>
>>176251425
stop cloning games less than 10 years old ya dummy
>>
>tfw someone actually finished my demo and even found the secret
>>
>>176251341
Can you figure out what the lesson is here?
>>
>>176251727
That it is his soul which has been corrupted, not his game?
>>
>>176251727
Yeah, I bought the anti-corruption asset!
>>
>>176251727
that my unity stops working everytime they launch a new version?
>>
>>176251835
I was just going for
>Don't use Unity
>>
>>176251061
>Bugdom
I am truly home
>>
>>176251261
what engine?
>>
How to be motivated(
>>
>>176248667
Fairy Tail
no homo
>>
>>176252006
No engine, that's windows command prompt
>>
>>176252195
cool
>>
who gonna stream the games
>>
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Did anyone who played happen to catch the writing on the side of the final structure before the last boss? I always worry people won't find stuff like that because it is probably the last thing on their minds
>>
Is click to move ok for a 2d game
>>
>>176252173
masturbate

it works for me, i jerk off and then the only thing that could stop me from deving is done
>>
>>176252369
no
>>
Dev or rewatch Lain?
>>
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New NPC finally got her in game sprite.
>>
>>176252328
the chick on the left is a ripoff from that undertale spider milf and also from the evil qt from the short ME!ME!ME! by the same jap who made evangelion
>>
>>176252470
are her mammaries hitting an invisible table
>>
>>176252437
why not
>>
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Started working on a First Person Mystery Dungeon ripoff game cause I'm a hack fraud
>>
>>176251261
What function are you using to render the output, in C#? If you need the performance, you should be doing this:
http://stackoverflow.com/questions/2754518/how-can-i-write-fast-colored-output-to-console

(in C++ it would pretty much be a simple WriteConsoleOutput() call)

Good luck on the project, tho.
>>
>>176252552
Why don't you guys make a Grimrock clone with free movement instead of this grid shit?
>>
>>176252328
IMO it's poor form to draw attention to little secrets like this. Too overeager. Just leave it in and if someone mentions it, cool.
>>176252470
The ingame sprite is pretty good, nice use of 3 colors. Agree that the tits could use some more lateral movement, so they go in an arc opposite the tail.
>>
>>176252636
That'd be Arx Fatalis more than Grimrock

which is also a great idea
>>
>>176252651
You are correct anon but it is already out of the files. Any future demo won't have anything like it. I apologize
>>
>>176252636
yo, you just fucking made me realize Superhot is just a roguelike with free movement
>>
>>176252828
no
>>
>>176253019
yeah, it is.
i mean the "turn" based movement system
>>
>>176252606
I'm using Console.Write, this is literally my first week programming.
Thanks for the tip, that example looks complicated as fuck but I'll look into it.
>>
>>176253047
made me think
>>
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>>176253412
>>
>>176252514
>>176252651
Might give the tits more proper movement later. Already ended up using 4 frames for the tail wag anyhow.
>>
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>>176253203
Oh, well your project looks harder than what I would've been able to do at 1 week, so I assumed you had a bit more experience.
No biggie, tho.
Don't let that link distract you from glorious progress. I suggest focusing on progress, instead of performance for now.

Cheerio, good chap.
>>
>tfw my game requires the player to write down the controls he wants in a piece of paper and mail it to me
>>
>>176252328
Make a lewd patch with clothing damage, I want to see moth tits
>>
>>176254092
>>176252328
Solid way to get funding, anon. You'd only need one scene per update.
>>
>>176252552
first person pacman
>>
>>176254691
soon it'll be a quasi RPG about computer viruses
>>
Will your game be playable on Fuchsia?
>>
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Man, extracting normal maps right off geometry is honestly amazing.
>>
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A game that you can only play at the witching hour.
>>
>locally initialized STL containers in UE4 cause big bada boom during their deallocation
You little bitch, thought you could hide forever?
>>
so this is how agdg dies, with some mumbo-jumbo about ue4
>>
How would /agdg/ feel about a game that doesn't have a button to beat the game for you?
>>
>>176256283
I would refund it, you should give your casual players the option to still experience the whole game even if they aren't good enough to beat it.
>>
>>176256283
unplayable
>>
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why aren't you making a 3d game agdg?
>>
>>176256545
I think the important question is, which engine is hopoo using?
>>
>>176256630
unity
>>
>>176256408
Please ignore my other reply to you, I misread your post.
>>
>>176256545
is this really ROR 2
>>176256630
who is hopoo
>>
>>176256663
>tfw hopoop fell for the meme
>>
>>176256765
Some Indian that paid some people to make a game for him
>>
>>176256545
im not a millionaire
>>
>>176256852
what game
>>
>>176256283
>she's still this butthurt /agdg/ told him to get off its ass and make a controls setup screen
>>
>>176256972
>she's
>him
>its
Are you okay?
>>
>>176257186
Are you?
>>
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>>176256545
>Implying.
>>
>>176256545
My dream is to make a 3D game, but modeling is god damn hard, I can never make things look good.

Also RoR2 is lookin nice, but it looks pretty noisy. The XP flying to the player looks like enemy bullets.
>>
>>176255140
early 2000's MMORPGs shortly after their release.

playing at any other time resulted in a slide show
>>
>>176257326
I'm fine.
>>
>>176250601
alright i'll give that a try. thanks!
>>
>>176257372
make it faster already
>>
>>176257390
>I'm fine.
>fine.
>.

ANAL DEVASTATION
>>
>>176257372
I want this.
>>
>>176256545
risk of rain 3d is probably the worst idea they ever had

how are you supposed to see shit behind you without spinning your character around constantly?

someone should line up a 2d clone on the release date so they buy it after refunding the shitty sequel
>>
>>176257610
Saying I'm having period pain would have been funnier.
>>
>>176257638
you are retarded. sorry
>>
Who is gog*m and why is he an /agdg/ pariah?
>>
when have sequels to popular indie games ever been successful
>>
>>176257918
an attention whore that makes shitty games, he actually stopped posting lately so please never mention him again
>>
>>176257995
isaac?
>>
>>176257995
RoR2 can't be less popular than DEADONARRIVALBOLT.
>>
>>176257372
>Bobsledding in UE4 materials
>>
>>176257995
The Binding of Isaac
Super Meat Boy
Spelunky
Mount and Blade: Warband
>>
>>176258076
that got a sequel? I thought that was more of an expansion pack
>>
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>tfw you will never make a sequel to your yet-to-be-finished game that spawns multiple threads on /v/ and leddit praising the original and expressing excitement as if it was the best day of their lives
>>
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>>176257435
Be careful what you wish for.
>>176257636
Me too, that's why I'm making it!
>>176258237
Yup, pretty much.
>>
>>176258248
ah, it was a remake. it still looks the same for me so i thought it was a sequel or something.
>>
>>176258242
>Mount and Blade: Warband
Expansions aren't sequels and Bonnerlad will never be finished
>>
>>176258248
There was an "expansion pack" and then there was a remake.

>>176257995
Bit.Trip games I guess
>>
>>176258242
Super Meat Boy was turning a flash game into a full game.

Spelunky doesn't have a sequel, unless you count adding HD texture mod to Skyrim makes it Skryim 2
>>
>>176258369
holy shit you just made it cool as fuck
>>
>>176258047
Thanks. Who is rotatedev and what is their gender?
>>
>>176258369
Just add psytrance.
>>
>>176258248
trust me if you played flash!isaac then played rebirth!isaac you would not be able to go back, ever.

It's kind of a sad story though the dev who got left behind when edmund outsourced the remake later made a content update for the flash game that was hideously hard and very few enjoyed it.
>>
>>176258494
an attention whore who asks questions about himself on /agdg/
>>
>>176258415
If you're going to move goal posts at least move all of them.
The Binding of Isaac Rebirth was a remake of the original Binding of Isaac which was a flash game.
>>
>>176258648
I did not know that

I do not play flash games
>>
Is it possible to have an entity system without using a component reflection system or accessing other components directly?
>>
>>176258853
Yes.
>>
>>176258424
Can you pinpoint what exactly is cool as fuck? Your feedback is valued.

>>176258501
My music-bro is more in a synthwave phase at the moment, but I have a few levels planned where psytrance would be a better fit.
>>
>>176258947
Thanks
>>
>>176258853
It's possible to have one where component IDs are specified using bitflags or whatever. Beyond that, I'm not sure what you mean.
>>
>>176258732
The flash version was also on steam. People paid money for it.

It was actually worth it until the remake came out and make the old game look like hot trash.
>>
>>176258985
the speed
>>
>>176259006
I already have the component IDing down, my problem is that I have to create entities based on user input, but neither the player input component or input systems should care or know about what will be created.
>>
I'm sorry for interrupting but we received an anonymous tip telling us that there is an outlaw around these parts using our IP illegally to make a game.

Do any of you know anything about it?

Thank you for your patience.
>>
>>176258985
I love a good synthwave but that seems too chill for your dark & edgy visuals. What you need is full-on Dancing Colin.
>>
How many downloads did you get this DD?
37 here.
>>
>>176259520
Sorry, we only allow outlaws in these threads if they use Microsoft IP illegally. Everyone else is obeying the law.

Happy to help. Have a nice day.
>>
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http://thewhitereaper7.tumblr.com/post/160378232252/gifs-with-some-footage-of-all-8-world-themes-of

What do you think of these agdg?
>>
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WizMud.webm
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wip
>>
>>176259670
>even boku is off the grid now
>>
>>176259758
Do you have a version with higher resolution? Or is it locked at that?
>>
>>176259670
I'd give feedback but since you ignore any of it that you disagree with without so much as an acknowledgment I'd rather not waste my time doing so
visible character when
>>
>>176259563
Synthwave gets pretty edgy too!
https://youtu.be/xNUzpMiixzo
Although I guess stuff like Pertubator probably fits better in darksynth.
Fukin dancing colin, that's a name I haven't heard in a long time

>>176259758
Are you fishing wizard dude?
>>
>>176259809
u dont wana see that
>>
I just recently switched from Godot 2.1.1 to 2.1.3 and now my android export is broken. Like the game just flickers forever on the splash screen. Any idea what may be causing this? If I revert back to 2.1.1 it works fine.
>>
>>176259670
>>176259758
bokuwiz crossover when
>>
>>176259670
>that file name

Fuck you, you piece of shit YOU'RE the nodev here I hope that kickstarter fails nintendo knockoff trash.
>>
>>176259863
https://www.youtube.com/watch?v=6sNzSscxKY8
>>
>>176259965
Did you try making a clean install?
>>
>>176260073
How do I do that? I just downloaded the 2.1.3 zip from their website, extracted it, and opened my project from the launcher.
>>
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OOD fags on suicide watch
>>
>>176260198
I don't know if these are the only two folders Godot uses but try moving
C:\Users\[username]\AppData\Roaming\Godot
and
C:\[editor folder]\editor_data
to clear the editor.

Also try exporting another project to see if it's an editor problem or a project problem.
>>
>>176260363
People don't OOP for the performance. They OOP for the maintainability and scalability.
>>
>>176259670
Wow you really got the 8 world themes done, what a madlad. You're doin it Boku.

>>176260030
Smells like middle-school. And I love it.
>>
>>176260551
Thanks, I'll try that out.
>>
OOP is my daddy
>>
>>176260590
>They OOP for the maintainability and scalability.
Good one, would laugh heartily again
>>
i give up

im going to make a mobile game
>>
>>176260590
Enjoy keeping track of 23 interfaces for the rotating gun class
>>
>>176260784
OOPs
>>
Fill me with your thick maintainability and cover me in hot scalability
>>
>hoppoo makes extremely successful game

>instead of coasting for the rest of his life decides to make a ambitious 3D sequel

you fags would shit on him more if it was 2D
>>
File: ethereal.webm (2MB, 800x382px) Image search: [Google]
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Playing with post processing and trying to squash lighting artifacts did not wind up as intended.
>>
>>176261171
cel shading how?
>>
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>when something just doesn't work and the result never changes no matter how much you tweak it
>>
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>>176260630
Hehe thanks. I'm working on a kickstarter trailer now, making a bunch more Boku animations to add more character.

I have pro fraps for recording uncompressed for high quality but I only have windows movie maker, does anyone know where I can get a nice free editing software better than windows movie maker?

>>176259984
settle down.
>>
>>176261260
http://jvdb.me/toon_shader.html
>>
>>176261150
>ambitious 3D sequel
sauce?
>>
>>176261698
Thank you.
>>
Why do these people always act like OOP means "create a class that is 20 million inherited classes deep"?

When I'm making a game I just code things how I need them. And if there's two classes that have a lot in common I'll split those common bits into a base class that both classes inherit from.
Is this not how OOP is supposed to be done?
>>
>>176261694
>a nice free editing software better than windows movie maker
webm for retards, just change the output to .mp4
>>
>nondiegetic elements
>>
Extend your class functionality, daddy
>>
>>176261574
I've had that problem twice before.
First time I forgot to actually set the value that I was changing, so it never changed. I spent a whole day tweaking it trying to make it work before I noticed.
Second time I forgot to load the script entirely. Only spent an hour on it before I noticed though.
>>
File: file.png (218KB, 540x714px) Image search: [Google]
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Post concept art
>>
>>176260551
Think I found the issue. I needed the new export templates for Android.
>>
>>176261574
you're probably changing the wrong part, or there's a typo you made ages ago you just keep glossing over
>tfw you go to fix a problem and find 3 different things that were keeping a feature from working but it still doesn't work until you notice there's supposed to be an E in "player"
>>
>>176262456
>discord
>successful or a dev
Choose one.
>>
>>176262456
>You've been invited to
>The Cool Kids by ServerHound
what did he mean by this
>>
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>>176262337
I've literally never made any concept art due to my inability to draw. However, here's someone else's concept art.
>>
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>post-DD depression
>>
>>176263154
Depression isn't real.
>>
>>176263229
And neither is your game.
>>
>>176263154
Depression isn't real.
>>
>>176263154
Depression is made up
>>
>>176257638
dark souls 3d is probably the worst idea they ever had

how are you supposed to see shit behind you without spinning your character around constantly?

someone should line up a 2d clone on the release date so they buy it after refunding the shitty sequel
also fuck off with your reddit spacing
>>
>be in Florida
>literally the entire state is on fire right now
>too much smoke it even dev
The hell is going on, I just want to make game.
>>
>>176257638
mario 3d is probably the worst idea they ever had

how are you supposed to see shit behind you without spinning your character around constantly?

someone should line up a 2d clone on the release date so they buy it after refunding the shitty sequel
>>
>>176263273
You're right. The engine needs to be finished first.
>>
>>176257638
zelda 3d is probably the worst idea they ever had

how are you supposed to see shit behind you without spinning your character around constantly?

someone should line up a 2d clone on the release date so they buy it after refunding the shitty sequel
>>
What's the best font?
>>
>>176263664
Intaligo
>>
>>176263664
The one you make yourself.
>>
>>176263664
Kojima likes helvetica
>>
>>176263664
Incredible Strength
>>
HEY

WHAT'S YOUR FAVORITE RETRO FUCKING ANIME ART / ARTIST

LOOKING FOR GOOD OLD FASHIONED SHIT
>>
>>176263637
unironically true
>>
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>>176263895
The best.
>>
>>176263895
>anime
>good
>>
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>>176264221
wrong site kiddo
>>
>tfw subtly but visibly shaping other games with my shitty nocredentials advice
>>
>>176252470

you draw post pubescent developed legally aged characters?
>>
>>176248703
how do you accomplish that parallax scrolling in sfml?
>>
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BokuSleeping.webm
1MB, 546x432px
>>
>>176250995
i don't understand what is happening with your character lol
>>
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I used to just clone Advance Wars, but I have evolved.

>>176252552
Fight me.
>>
>>176265483
If this is supposed to be cute don't make the bubble snot green
>>
>>176265483
>boku sleeps in these threads daily ignoring the shitposting the webm
>>
How do you guys get the energy to work on your game so much?
Your games totally suck ass and mine is 10 times better, but I still have no motivation to work on it.
Do I just must have lower standarts like you to get motivated?
>>
>>176265761
clinical obsession
it's the curse that keeps on giving
>>
>>176265568
>tfw I'm making an advanced wars clone right now
>>
>>176258369
would you detail the basic process of making the mesh used for that map?
>>
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>>176265864
I hope you do better than I did. I'm sure you are.
>>
>>176265761
not shitposting helps
>>
>>176265483

idle animation?
>>
>>176265568
that's a nifty playable Windows 95 screensaver, dude
>>
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>>176265568
>Fight me.
No I don't wanna
>>
>>176260828
You're a bit late lol
>>
>>176263229
>>176263276
>>176263312
[citation needed]

Only one. One per unique poster.
>>
>>176260828
there is another market that you can tap right now if you feel like selling out...
>>
>>176266298
If you want to fuck your life up ain't no skin off my back.
>>
It's my birthday

Post progress
>>
>>176266532
Just got started on your birthday cake, should be done by next Demo Day
>>
>>176266404
I don't have depression, so, no need to fuck up my life with brain damaging medication.

Just because depression isn't exactly what people popularly think of it as, doesn't mean it's not real.
>>
>>176266532
https://www.youtube.com/watch?v=mOL8fDISewA
>>
https://www.youtube.com/watch?v=YEgV333P_Rc&t=52s


Does this come off as blurry to you guys? I used PRO fraps and windows movie maker. Is the quality good enough for kickstarter trailer?

Not sure why it seems just a bit blurry since pro fraps records uncompressed.
>>
>>176267031
yeah it looks really blurry even at 1080p
>>
>>176267031
Looks like a phone recording an actual TV. Also, you need to replace those stock unity buttons in UI for the menu.
>>
Added several controls menus to my game.
>>
>>176267031
>not using OBS to record and Blender to edit
What are you doing, man?
>>
>>176267201
But what about the notepads?
>>
>>176267031
wow the dumb fuck brazilian who doesn't know how to do anything finds something else that he can fuck up on
whatafuckingsurprise wow
>>
>>176267201
Nice! Got a screenshot of it?
>>
>>176267031
why does the company logo have a sword?
>>
>>176266708
>>176266581

thanks anons
>>
>>176267602
You have a whole year
Make a game
>>
Hey I got a question, is there a generic logo for demo days?
>>
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>>176267356
pic related

>>176267257
Don't worry! It's a vim emulator, and it'll even load your .vimrc file.
>>
I'm starting a broadcast of demo day games, including real-time voiced commentary (pls no bully)
https twitch tv general_vagueness
>>
>>176268048
I was just thinking about how people here always stop talking about Demo Day before it even ends.
>>
>>176268048
Is the game running at 5fps or is there a problem with the stream?
>>
>>176268342
must be my connection, I already improved it a lot, I'll see if I can improve it more
>>
>>176268048
says your offline for me
>>
>>176268585
his offline?
>>
>>176268667
yes, his offline, can't you read?
>>
>>176268048
Where's the stream? You can't leave us hanging like this.
>>
>>176268876
It's started.
>>
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And the final technology in my requirements checklist gets a tick.
>>
>>176249397
I don't believe you. Drawing with the mouse is fucking unreal unless you only use a pen tool or something eg not actually drawing lines. I've seen people draw anime and stuff using only Pen-like tools.
>>
Alright I submitted to demo day

now where's my damn fan art
>>
>>176269136
I'm doing fanart but skipping ungrateful people.
>>
>>176269049
what is it?
>>
What's with this guy and cutting off the fucking stream?
>>
>>176269230
pretty obv some kind of face recognition shit
>>
>>176269212
Then its a damn shame you don't know which dev I am
>>
>>176269049
NOW YOU TOO CAN BE ANDROSS
>>
>>176269360
Only I have the brains to rule agdg.
>>
>>176269280
that was my first thought but i did not want to come across as obtuse.
>>
>>176269136
i'm gonna do fanart but nobodys giving me reference but kick in dev
>>176249478
>>
>>176266096
Why are you being such a faggot? I'd honestly prefer if more games had placeholder art in here. Art is for production quality reasons and testing your rendering/pipeline. Art to make your webm's pretty and get (you)s is fucking retarded. I fucking hate attention whoring artists so god damn much.

>>176265568
Etrian Odyssey is awesome man and honestly we need more of these types of games. I love RPG dungeon crawlers (I might be presumptuous thinking that's what you're making) however based on the fact that your previous game was an advanced wars clone I can only assume you have good taste in games and value games with fun gameplay over artistic pixel platformer fag games.
>>
>>176269576
post art
>>
>>176269230
As others said, it's facial motion capture with markers integrated into UE. I still need to add some post-processing to remove jerkiness and a way to store data as assets for replay but the backbone itself is finished.
>>
>>176269735
I will when I'm done
>>
is there a way to rotate a game object faster around one axis than the others in Unity without using transform.Rotate?
>>
>>176269758
thats pretty neat, anon. I can't wait to see what you do with this.
>>
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----[ Recap ]----
Game: A.S.S.
NEW_TITLE: Adveschestri
Dev: crabowitz
Tools: GM:S 2
Web: crabowitz.tumblr.com crabowitz.itch.io/adveschestri
Progress:
+super cool placeholder music that doesn't fit
+Complete game loop and navigation through demo
+replaced most of the programmer art with nicer placeholder art.
+finalized adventure decks
-Demo day feedback has proved this deck to be super unbalanced.
+made a repo like a big boy dev
+fixed bugs that demoday bros kept finding
>>
>>176269678
You'd be right, I'm just attempting an EO clone this time around. We'll see how far things go with it.
>>
how do I stop being a nodev
assume I have no experience
>>
>>176270414
Just follow these two simple steps and you too can become yesdev.
>download game engine
>just like make game
>>
From last thread: https://twitter.com/LxFrancis/status/860978121897426944
>>176187975
>Probably not useful
Think of it this way, though: You could make 30FPS sprites from just a few dozen keyframes like this. Just put the keyframes in, let it do the inbetweens, and then clean them up.

No need for 10x10 resolution pixelart ever again.
>>
>>176270547
>and then clean them up
this is the crucial step
>>
>>176270547
>wanting less readable interpolated shit instead of a handful of highly readable, ultra expressive hand crafted key frames
>>
>>176262456
>Discord
no thanks ,im straight
>>
>>176270720
Yes, but you're the only one doing those keyframes.

If you were a team of five guys, then sure; go right ahead. If you're someone who wants to make something that looks a little less awful than castlevania 1 sprites, then isn't there some merit, here?
>>
>>176269576
Are you still there
I want fan art too
>>
>>176270042
Thanks. I have some project ideas but for now will experiment with motion capture and create some demo scenes to see how far I can get with it.
>>
>>176263412
>dark souls 3d is probably the worst idea they ever had
well the execution was realy bad.
did you saw those terrible hitboxes?
>>
>>176267382
What kind of response do you even expect from that question?
>>
>>176263484
>Be Florida forest ranger
>Spend the entire spring doing controlled burns to prevent fires in the summer

that's pretty much been my experience dealing with them. they would light their houses on fire if you convinced them that it would make their jobs slightly easier.
>>
>>176267031
Too much time at intro logo, too much time at start screen, needs special graphics if its a kickstarter trailer
>>
>>176263664
Lexicon. It is without question the finest font known to man. All other fonts stand before it as but childish scribble.
>>
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>>176263664
>>
>>176271052
Most of the hitboxes are good outside of DaS2 unless you mean online.
>>
>>176271021
I am but don't expect too much but if you post ref it would help
>>
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>>176263895
80's styled is pretty good, but people overlook how great the mid 90's styles were, as well.
>>
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>>176270414
* Throw away expectations of sustained "fun".
* Build discipline (info problem, not willpower problem).
* Create "70%" design document. You'll never hit 100%, and you'll get diminishing returns on usefulness past ~70%.
* Dev a bit each day, no matter how little, to keep yourself in the swing of things.
* Pic unrelated
>>
>>176271052
DaS actually have great hitboxes for the non-bosses.
Its just their networking and bosses are shit.
>>
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>>176272008
I'm the anon with the VN/puzzle game
https://akabaka.itch.io/chromatose-prototype-demo
>>
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>>176263664
Whatever's the most readable.

If you can find a super readable font that matches your theme, cool. But that's unlikely.
>>
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What do you guy think about XNA/monogame?
>>
>>176270547
an Epic dev is posting on that twitter, maybe the fucksticks are actually planning to stop treating paper2d like a red headed step child who shat his pants
>>
>>176272320
thanks i'll work on yours now
>>
>>176272348
XNA is alright, but "dead". It's already fully fleshed out, which makes it an okay choice. But don't expect an ultra rare bug to ever get fixed lol.

Monogame is still hairy around the edges, but people seem to think it's a fine choice too.

If C# is your thing then sure, go for it. Not like there are better options.
>>
>>176272472
Good catch, I didn't even notice that.
>>
>>176272557
>It's already fully fleshed out
Yeah, unless you need something like "on key down" or a GUI
>>
>>176272929
>Yeah, unless you need something like "on key down"
What the FUG, does XNA really not have that?
>>
>>176273024
I'm so used to having to write my own "on key down/up" because everything I used just gave you "key is down" status.
>>
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I need a spritesheet for my demo. The sprite needs to be 48x96, and I have 18 different 3-frame animations in mind. I have money to pay... but I don't want to pay a great amount for one boss. Where can I find a decent artist who can do this?
>>
>>176270547
It still takes human input for the tweening though, each pixel needs to be mapped for each frame.
>>
>>176273024
XNA, official language of TJ "Henry" Yoshi
>>
>>176273314
Show the prototype of the boss or more details about the game. An artist will probably be more interested if they know what the gameplay is like.
>>
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----[ Recap ]----
Game: Locked Masts
Dev: IceDev
Tools: Unreal
Web: N/A
Progress:
+ Graduation secured, back in the saddle.
+ Been ramming everything I have into a demo, trying to aim for the end of the month.
+ Fixed the ship AI which was acting up, permanent-like this time. Last time was a false positive.
+ Lot of work on the ship and asset modelling side.
- Modelling devours dev time.
>>
>>176273337
I hadn't considered this, actually. Are you saying that if even one pixel was missing or misaligned in the keyframes; it would fuck the whole algorithm up?
>>
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working on an animal crossing kinda game
>>
>>176274183
Model is just one I made while screwing around a while ago, not anywhere near final art btw
>>
>>176274183
shooting down trees? cool
>>
>>176274183
>>176274267
I'm kind of jealous because 3D games hurt my brain.
>>
>>176269678
>Why are you being such a faggot?
I'm just poking fun
I legitimately think it's nifty but it really looks like that one screensaver
>>
>>176274183
That's really good.

>>176274267
I'm jealous. My talent for quick-making assets is next to nothing.

>Spend hours trying to make a car
>It's not even symmetrical
>Get to the point where it's almost hopeless.
>Load it in, and notice that there's this one polygon sticking way the fuck out
>Ruin the whole thing trying to correct it

>Meanwhile, someone makes a rough sketch that could barely be considered a character, imports it, and makes a 10/10 stylized model
>>
>>176248527
>not remembering skate or die
>>
Hey friends, a long time ago, I remember seeing some webms posted of a game that was 3d, but (seemingly) sprite based, had a kind of quake/doom look to it, but had a bit more of a fantasy setting. Additionally, it was a game entirely about rocket-jumping up a large tower.
Does anyone remember what game this was? I know the devs posted on tumblr as well, but I feel like I saw some videos of it here too.
>>
>>176268048
alright, stream's over, hope it helped
thanks for being patient while I sorted out how to get better audio and video; next time I'll start with those same settings, open Twitch on my phone right at the beginning, use an external microphone
if you want to watch the streams they're archived on that same channel, in the videos section, and the name or title has the game(s) in the video, all together they were When It Hits the Fan, Harmon:i:c, Gunmetal, Whimp the Bold, and one other one that I couldn't figure out the name of, it had [Placeholder Title] style graphics
special thanks to Harmonicdev for telling me the controls and walking me through the second level and being patient with my absolute non-puzzle-game-playing idiocy
>>
>>176251245
How does it feel knowing you are going to be rich?
>>
>>176272348
XNA is dead
Monogame is in active development and upkeep still, but I'm pretty sure it still ties you down to C#
also Microsoft is adding a new route to put games on the Xbone and Monogame is one of the engines they're planning to support, but Unity is also slated to be supported
>>
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>>
Anyone want to have some nice sex?
>>
>>176275864
Yea : )
>>
>>176275817
https://www.youtube.com/watch?v=UZr30ljmfzQ
>>
>>176276338
Maybe I'll sample from DK...
>>
>>176276380
Hold a contest on /v/ to see who can mimic Diddy's rap the best, ask to sample the voice of the winner.
>>
>>176276380
A single line that reads
>David Wise
would be a legitimate thing for a music_ideas.txt to contain.
>>
>>176275096
I've been deving on and off for a long time now so I can whip stuff up quickly
Just takes a shitload of practice my man
>>
>>176276496
This.
Probably the only person I know of who spent two months sleepless just to make sure his music was ported to the gameboy faithfully.
>>
Are sidescrollers still 'acceptable' or have they been done to death?
>>
>>176277117
Have a good gimmick or don't bother.
>>
>>176277143
What's a good gimmick?
>>
>>176277143
I was thinking about copying a gimmick from a way older obscure game no one probably played where you mixed and matched projectile powerups. Think Contra but with upwards of 3-4 powerups at one time.

Still any good?
>>
>>176277276
Sure.
>>
>>176277227
>>176277276
"good gimmick" means to do something that hasnt been done before, or done a long time ago and forgotten. this is HARD.

one easy trick is to take a single mechanic and mine it to death (VVVVVV, Braid). but this trick has been known for years so the easy content has been mined
>>
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>>176277227
Waifus and Rougelike elements
>>
>>176277227
slipping on banana peels a LOT
>>
>>176277852
>Space Station 13 remastered edition
>>
>>176277852
>banana peels
>not seagull shit
>>
>>176277117
I'm in the same boat in that I want to make a 3D top-down RPG.
>>
>>176278036
>SS13 remake

He's already dead.
>>
>>176278459
Add another one to the boneyard
>>
>>176278507
>tfw working on one right now
>>
>>176278540
/tg/station dev here, stop before it's too late. You will not succeed where so many have failed. Join us, it is your only hope.
>>
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really makes me hmm
>>
>>176278425
>3D top-down RPG
Besides remakes, I can't think of that many actually.
>>
>>176278814
I'm sure there's a good reason for this
right?
>>
>>176275347

people tell me this but i'm pretty sure the market for this game will be kind of niche.
>>
>>176278970
Get some youtube baiter like Birgirpall to do a video on the silly ragdoll shit you can do in the game and watch the money flow in.
>>
>>176275347
all you need is one youtubefag making a video and bajillions of kids will buy your game with moms creditcard
>>
>>176279083

i've had a few streamers contact me. i told them i would give them the build when it was ready.
>>
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I'm still working on this dialogue system using placeholder stuff. I was getting images read in and stored. I don't really have a programmatic way of parsing the dialogue UI to get results from data or anything. Pretty much right now I was just doing a basic bitch if check to see if Actor, Approach, and Topic are that exact match and then filling in the stuff afterwords. I still haven't worked out storing and accessing through a dialogue tree for a specific actor.
>>
>the streamers will make your game sell meme
love it
>>
>>176280550

yea that's the other thing. i have a feeling the actual numbers behind it are completely lopsided. the people watching streamers have fun with games aren't usually the kind that play anything other than overwatch.
>>
>>176280968
exactly, though it entirely depends.
I just wish people would stop giving power to streamers and then whine and ask how it got this way.
>>
How is Construct2?
>>
>>176248367
Oh god i want to give up on my pixelshit java game becuase i hate 2d graphics.

Should have gone with unity and lowpoly instead
>>
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Finally solved my normal seam issue. Before on the left, after on the right. There is still a bit of an artifact from the blending of the automatic normals with the waist normals, but the nasty obvious seam is gone.
>>
>>176281471
Why are her legs so short, even small asian girls don't have proportions like that.
>>
>>176281543
Will change in the next iteration. She needs eyeballs first
>>
>hopoo's already shilling his ror2 in other generals
>>
>>176282151
Let's be honest, what would the response be if he posted here?
>>
>>176263412
>>176263545
>>176263637
horrible comparisons

risk of rain is on a single map with enemies spawning all around you

in those games you can clear an area to a point where you can safely assume nothing is going to appear behind you, and there are far less enemies you're fighting at once in the first place
>>
>>176278814
Casting a void Pinterest?
>>
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>tfw your game will never be the top post on /r/games
>>
>>176282225
>usual drones
>usual shitposting
>usual "its shit"
>usual "fuck off"
hippoo probably has no intention of coming here though, maybe the discord who will do his shilling for him.
>>
>>176263412
>>176263545
>>176263637
Not him and I know this is a shitpost, but this is a genuine game design obstacle when it comes to 3D games that was discussed and experimented with heavily in the 90's, just like with other concepts like camera controls.

Zelda handled it by being linear (you always start in a corner and there are never any enemy surprises from behind you outside of when it's specifically subverted as a gimmick) and through tricks like having the camera sweep around a room as you enter so the player has a frame of reference and can focus on what's important.
>>
>>176282337
>hippoo probably has no intention of coming here though
Agdg's god has forsaken this place. How ironic.
>>
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>tfw hopoo became a millionaire before finishing school
>>
>>176282432
>/agdg/'s god
Not really.
He's a game maker baby who had a lot of luck and other people.
Plus a real god wouldnt up and leave at the slightest success.
>>
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>>176265568
>EO1 B1F map
I see you're a man of taste as well, I ripped off the exact same map for testing.
>>
>>176248934
Do you mind if I use this in a filename thread?
>>
>>176282335
What's that -1
>>
>>176282879
>asking for permission to save a file
>on 4chan
>replying to a 9 hour old post
>>
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What the fuck?

Suddenly I'm seeing a lot of first person dungeon crawlers in AGDG.

And I'm making one too...
>>
>>176283040
Just make sure yours is the one that actually gets finished
>>
>>176283116
I've got that covered.

That said Fight Knight looks like it's on track to actually finish too.
>>
>>176282151
What engine is he using even? Looks like Unity.
>>
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earth defense force but with worse graphics
>>
>>176283040
genres tend to pop up at the same time
a few years ago like 4 zeldalikes appeared at the same time
Almost all of them are still in development: Frost, Elysis, and Aethyr, although iirc none of them were called that at the start
>>
>>176283645
and Full Metal God, but the dev hasn't been around for like six months
>>
>>176283398
>earth defense force
Sold.
>worse graphics
Double sold.
>>
>>176283398
earth defense force but you play the alien
>>
destroy all humans except you play as a splinter group trying to save the humans.
>>
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what happen to maid with broom game?
what happen to artsy void gondola game?
>>
>>176284340
what happened to pepe?
>>
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I think its starting to look like a playable game but my deadline is tomorrow.
>>
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Enemy
>>
>>176284398
Add in some fog.
>>
>>176284407
>weapons actually attach to the character rather than rotating
game of the year
>>
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>>176284375
he dead
>>
>>176284407
>that depth work
Neat shit.
>>
>>176284398
Some other cheap effects:
- Mountain range on the horizon
- Particles evrywhere
- More of those nice clouds you already have
>>
>>176284407
Take it one step further and have 1-2 more shadow variants!
>>
>>176284617
Will Do, all the cheapness must be archived
>>
>>176284398
>>176284407
Pretty nice both
>>
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Attaching arrows to bones
>>
How could hoboos shitty sidescroller become so popular?
>>
>>176284971
Awesome! now make 'em explode!
>>
>>176285089
Shilling. Exactly what he's doing again for his 3d sequel. Hard shilling in 4chan and reddit.
>>
>want to implement level destruction
>level lasts a really long time
>could have a relatively flat, boring level after destroying everything until the level ends
what's the solution here other than making certain buildings invincible?
>>
>>176283040
don't worry

there's plenty

there's enough for everyone
>>
>>176269678
>EO
>fun gameplay
Just because game caters to your weebshitwaifu interests doesn't make it fun.
>>
give me an idea
>>
>>176285404
You could make certain buildings tougher...
Or you could have dudes that create new buildings.
Or you could create better defenses (dudes around it, turrets, etc) for certain buildings.
>>
>>176285797
Make the buildings the enemies.

Two birds one stone.
>>
>>176285790
Toilet bees.
>>
>>176282237
>>176282421
Who the fuck said they're going to do a 1:1 rework of the game in 3d?

Like are people this fucking dumb? To me it seems obvious that they're going to have to adapt a lot of the gameplay to make it work on 3d.

>>176283040
Make yours not turn&grid based shit and you'll stand out.

>>176284398
This looks pretty neat but the speed you're going forward is way too slow. Also the aiming seems fucked up, is it not using the mouse?

>>176285089
>>176285198
>shilling
(Also called marketing.) Which is something you need to do if you want to be successful in this industry.

And to be honest he probably has a following big enough that he didn't need to do much beyond posting that tumblr post and tweeting about it.
>>
>>176286119
>Make yours not turn&grid based shit and you'll stand out.
It will stand out... ... ... but not because of that.
>>
I remember learning maya ~2 years ago because everyone said blender was awful, but I've forgotten how to use it now and want to get back into 3d. Is blender good yet?
>>
>>176286119
>>shilling
>(Also called marketing.)
And also forgot to tell about fanboys like you. Very effective.
>>
>>176286119
>mfw this is actually hoboo
>>
>>176285790
sinewave lasers
>>
>>176286119
>Make yours not turn&grid based shit and you'll stand out.
Combat in every real time party based dungeon crawler sucks massive dongs.
The only way it works is when you're controlling only one character, like in Ultima Underworld or King's Field, and at that point it's just an action RPG.
>>
>>176286205
unless you're doing some crazy triangle count shit, blender is completely fine
their 3d animation is also fine
>>
Will a normal computer be able to handle the physics of 100 000 small cubes if im using unity and their default physics engine?
>>
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>>176248367
My demo day submission for #agdg demo day 14 :)
https://youtu.be/Wirjui-4QoE
>>
Is it a good idea to just implement a games concept so it WERKS, without thinking of optimization or anything. Just to get a concept running that you could try out. And then rewrite everything once you have a better understanding of what you want. Or is it a waste of time?
>>
>>176286779
>unity
>physics
hahahahahahahhahahaha
>>
>>176286162
I hope so because there's a shit ton of games like that out there.

>>176286587
>and at that point it's just an action RPG.
Well it'd be a first person action RPG which there are very few of. I suck at graphics, else I'd be making one myself.

>>176286312
Sure call me a fanboy. That solves everything. If you think this place has any marketing reach you're nuts.

>>176286331
Nope.
>>
>>176286826
>implement a games concept so it WERKS, without thinking of optimization or anything
Yes, development cost (time spent) is more important than optimization. You should really go for the entire "minimum viable product approach"
>>
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>>176286831
Why should your opinion matter?
>>
>>176286831
>being this butthurt about your shitty platformer game

hoboo kys
>>
>>176286826
>And then rewrite everything once you have a better understanding of what you want. Or is it a waste of time?
It is a waste of time. Just make it so it WERKS and finish the game. If you keep going back to rewrite shit you never finish.
>>
you have 20 seconds to explain why you arent making a low poly 3d game
>>
>>176286831
>If you think this place has any marketing reach
Are you actually serious there? How the hell do you think ror or undertale got famous? Thanks to their amazing gameplay? Get real.

If anything I'm actually amused by what's happening right now. You were not even allowed to criticize ror back then in this general, and when he left the place for steamchat nobody gave a shit anymore.
Out of pure coincidence now that he's starting to shill his new game a wave of fanboys are miraculously coming back.
>>
>>176287489
But I am making a memepoly game
>>
>>176287489
but i am

it's easier to make passable 3d art than passable 2d art because of how much good lighting adds to the scene, you can do a lot with just primitives even
>>
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----[ Recap ]----
Game: jamos
Dev: anon
Tools: c sdl allegro
Web:
Progress:
- fucking nothing everything is broken nothing works
>>
>>176287489
i'm trying to but its too difficult and it just crashes when i run it
>>
>>176287489
My next game will have voxel graphics, fuck 2d
>>
>>176287723
>c sdl allegro
>everything is broken nothing works
gee who could have guessed C and SDL isn't a good tool for indie devs
>>
>>176287489
I am though

2d is on its way out, even hopoo isn't making 2d games anymore

people are sick of pixel art and it's all starting to look the same too (rotating guns etc)
>>
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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
>it's another space game with fancy lighting
>>
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>>176288097
>>
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>>176288097
> it's another nodev
>>
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>>176288097
I have no problem with that
>>
>>176288097
>it's another metroidvania
WHERE
>>
WHAT THE FUCK ARE ROTATING GUNS
AAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>176283006
I only asked because someone's currently working on it, and the filename joke is not about a good game in the first place.
>>
>>176248764
>FACEBOOK IS FREE
>THEREFORE THEY CAN'T MAKE MONEY FROM USERS

godot is cuck county using a shit language that is literally not used anywhere else.
>>
>>176288437
nuclear throne
enter the gungeon
every other top down shooter with pixel art
>>
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>rotating guns
>>
I don't even care how rotating guns look, I hate what they mean.
2d games with mouse aiming are fucking garbage.
>>
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----[ Recap ]----
Game: Jolly Golf
Dev: Jofer
Tools: Unity
Web: jofer.co.uk
Progress:
+ I got a thing done for demo day
- a lot of people had connection issues
>>
>>176287723
shoulda used d
>>
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>>176288174
Don't steal my meme.
>>
>>176288972
Post the cute crow picture anyway, wrong-thread-kun
>>
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>>176288437
I just made this right now. Even the shitty sprite.
>>
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>tfw you will never be as successful and handsome as Hoboo
>>
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>>176289301
Okay
>>
>>176289483
Amazing. Do you mind if I save it? I need it for gamedev related stuff.
>>
>>176289483
that IS cute, what discussion was that originally for?
>>
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>>176288718
I got you covered with this vomit my boi
>>
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>>176289684
Feel free to save it but I don't know who made it

>>176289761
None. Have some old agdg pic I found too
>>
>>176258369
>>176257372
https://www.youtube.com/watch?v=gIuuPTM3nSc
>>
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Friendly reminder that THIS is a person you share this thread with
>>
>>176290019
Why did you have to remind me of this? It looked so good. ;_;
>>
>>176290064
is that hopoo?
>>
>>176282335
>salty /agdg/ reddit crossposter downboats post solely because of jealousy
THIS is who we are sharing our general with and who is shitting it up
>>
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>>176290214
S-Sorry
>>
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>>176289408
he's so cute
>>
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>>176290064
>>176290228
>>
>>176282547
it's high time aggy daggy realizes in its current form it deserves no gods
>>
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>>176262930
I found this also
>>
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>>176290326
>tfw this guy left agdg because of the shitposting
I know because he's making a game with me
I hope you're happy with yourselves
>>
i now have a savable equipment system with different item slots that adds stats to the character's base stats and that can't be abused with the save system
>>176290392
looks like a dude
>>
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>>176290064
Friendly reminder that no one in this thread is a real person and every single one of you is a shitposting thought or subconscious fear that's merely given the illusion of personification by the good grace of my suspension of disbelief. This entire thread is just a dialogue with myself.
>>
>>176290392
Why would anyone do that to themselves.
>>
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>>176290434
It's sad
>>
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>>
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>>176290434
If you leave because of shitposting you never really belonged here. Whether that's a good of bad thing is up to perspective. Some people are just too normalfag or too busy to deal with anonymous shitposting or find humor in it. The people that are here forever are simply one with the shit.
>>
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Last one. Bye folks and keep just like making game
>>
>>176290710
IMAGINE
>>
>>176290806
rip Chibi Bunny
>>
>>176290775
I've been slowly distancing myself from 4chan in general because of shitposting
Not because I can't handle the bantz, but the shitposting belies an underlying immaturity and amateurism in the whole website. It's fun and good to start with, but not great when you want to take a subject seriously
>>
>>176290775
I agree with you but I also understand where he comes from. He basically stayed here for years and all his progress as good as it may have been was ignored or shitposted because no art while memes and shitposting flooded the thread.
After some time it gets frustrating.
Anyway, I still think that when you leave, the shitposters win and the general only gets worse, but I can't exactly force him to come back.
>>
>>176287723
>not pure sdl2
>>
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>>176290775
People leave because there's usually nothing positive to get from AGDG. I know a few who left not simply because of the insane amount of shitposting, but simply because getting any feedback, good or bad, is very very rare. At best you can get a kill yourself or something like that, but it barely helps you with gamedev.

At the end of the day, there's no reason to stay past a very early stage of development.
>>
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Friendly reminder that THIS is a person you share this thread with
>>
>>176291183
Yayo is best puchi
>>
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Friendly reminder that THIS is a person you share this thread with.
>>
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>three hours of work later
>a fucking black box
>>
>>176291183
I always try to leave feedback at least on demo days. I can't play everything, but any project that looks even remotely serious I try and give feedback too.
>>
Friendly reminder that THIS is a person you share this thread with:

>>176290362 (manlet on left)
>>
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who made this?
fucking charming as fuck
reminds me of silhouette mirage
>>
>>176291464
we do not

that faggot still hasn't returned every since he promised us free keys then just disappeared
>>
>>176291587
He gave keys though...
>>
>work through a long list of feature additions and bug fixes
>tfw stuck on what to work on next
>>
>>176290879
>but the shitposting belies an underlying immaturity and amateurism in the whole website.

I understand what you're saying but I've found that it's generally a layered thing. 4chan itself isn't the platform long standing users use as a launching platform. Nobody is like "hey lets use this anonymous imageboard that clears threads as soon as they reach x amount of posts as the place to do serious business shit!". Their are talented and professional users, extremely smart and hard working users, all types of users and generally the smaller the sub community gets the more dedicated and talented they are. They use shit like IRC, repositories, and other things to do serious stuff though.

As soon as 4chan becomes a place for serious discussion and productivity its stops being that amateurish and anonymous secret club escape that anons stuck with the site for. Fucking normalfags man, they can and WILL ruin everything, nothing is worth that price.

>>176291030
If you aren't shitposting even a little bit I'm legitimately confused why your here.

>>176291183
>At the end of the day, there's no reason to stay past a very early stage of development.
>People leave because there's usually nothing positive to get from AGDG.

If you're posting here for the sole reason of gaining something that also seems misguided. Like I don't know about other people but the reason I post on agdg, or the reason I watch the 4cc, or the reason I browse any board is because I'd rather interact with anons than go to some public forum with identities and people telling other people what to do. I hate it when forums delete or move threads, or when people get banned for saying something that people don't like. Or when non-criminal content gets removes or pruned for being distasteful or whatever. They just do really gay shit that I don't like or think any userbase should tolerate.
>>
>>176291685
>As soon as 4chan becomes a place for serious discussion and productivity its stops being that amateurish and anonymous secret club escape that anons stuck with the site for
I agree, and wasn't suggest changing it. It's a good launching point that isn't a leddit-tier circle jerk, and to change it in an effort to be "more serious" would miss the point. 4chan is more of a counter-culture meeting ground, and meeting grounds necessarily split up into more focused discussions at some point
>>
>>176291630
Is she giving birth to VIDEO GAMES?

>>176291685
Literally every time I've come to /agdg/, from before /vg/ was created, someone has been complaining about how all the good devs are leaving and /aggydaggy/ is full of shitposters/negativity/loli rape/marmo's bullies/googum/xyz new shit.
>>
>>176290503
this looks really simple but it isn't, i had to make an item parent, an item pickup parent, and make different variables for modified and unmodified stats and write a script to reset the stats
>>
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https://www.youtube.com/watch?v=AnMR6SOBa9k

Excuse the mass effect music and placeholder planets.

I'm trying to persuade a music guy to come on board. He did the menu music.

More to come soon (TM)
>>
>he uses blender
lol
>>
>>176292053
>two items, some variables, and a script
Real complex famalam :^)
Good job though, post more
>>
>>176265916
Sure.
-Make a spline
-Get position and tangent each X m on the spline
-Make circles of points oriented according to the right tangent and position
-Link up the points as vertices in a mesh

My specific implementation has a few other details, but that's the gist of it.
>>
>>176292254
>two items
no there's an item pickup that creates the item and the item gives the boosts

i posted this because people here have been talking about implementing exactly this kind of inventory system and heartbeast didn't get around to doing it, and looking at Elements Torn on DD14 it didn't seem like people knew how to make multiple items of the same type with different variables
>>
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>>176292113

Wrong link.

https://www.youtube.com/watch?v=sapxkk_7w-s&feature=youtu.be
>>
post your aggy daggy filter
>>
>>176292570
post your progress
>>
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>>176292570
>image exceeds file size limit
>>
y'know how anime often has scenes like this:

>hero beating villain
>villain does some bullshit
>now villain beating hero
>all hope seems lost
>suddenly hero does some better bullshit
>villain: "nani?!?"
>hero wins

what's the best way to capture this sort of feeling in a game? the closest i can think of is something like phoenix wright, but that's basically a visual novel
>>
>he uses anything except C++
kek
>>
>>176293236
>what's the best way to capture this sort of feeling in a game?
undertale final boss fight pacifist run
>>
>>176293236
drop player's hp to one and do a cinematic cutscene
>>
>>176290392
Can't tell if this is a girl or a chubby dude who didn't go through puberty.
>>
>>176290429
Now this is how memepoly should be done. This is awesome thank you.

The gunhand doesn't make any sense though.
>>
apparently scaling up the camera while using scaled down sprites doesn't use the original sprites so details are lost, how can i get around this? i want to make higher resolution get higher details, can i keep the same 32x32 tile world coordinate while using bigger tiles when scaling?
>>
>>176293619
>what is mipmapping
>>
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>>176293236
I feel that Darkest Dungeon does this pretty well.

You have a stress meter, and if you reach 200 points, your character instantly dies.

Before reaching 200 points though, there's another checkpoint at 100 points. When you get there, there's like 75% chances for the character to become insane/paranoid/depressed and 25% chance to become virtuous in face of imminent death. This gives a shitton of benefits to the character and makes him immune to any further stress gain. It's really exciting if it happens in a tense boss fight, and the narrator also helps.

>Many fall in the face of chaos, but not this one... not today.
>>
>>176293236
Have an optional side quest right before a very difficult boss fight. When the player's health drops to a certain amount, or after a certain time elapses, have some incidental detail from the side quest increase the player's bullshit level to make the boss fight easier.

Or the COOL IT! from Death Road to Canada, if /v/ doesn't hate that game.
>>
>>176287489
Because every time this is asked I always ask how to get good at modeling but no one ever answers.
Please, I just want to make a 3D lowpoly game. How do I get good?
>>
>>176291630
what the fuck is going on in this webm? someone enlighten me
also what movie
>>
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Laying the groundwork for my ability system.

Is it weird to have a cooldown for your basic attack like this? I was planning to have all the abilities at the bottom like in Battlerite or Diablo or something. Every character will have a different basic attack so that will also be shown.

Should the cooldown be shown at all when it's basically your attack speed instead of an actual cooldown?
>>
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Fixed the random picking of objects. Switched from C#'s Random class to Unity's one and it works better now. Now I just gotta tweak the amounts so certain things are rarer spawns.

That being said, I don't think I have enough enemy types. I currently have three; a bullet (Which I'm saving for bosses), enemy (Which also shoots bullets), and a wall. Maybe I should break down the enemy type further into sub types which have different behaviour patterns or something.
>>
If someone does work for my game using pirated software without my knowledge, am I liable for that?
>>
>>176295107
no one will know if your game was made with pirated software
>>
>>176295180
I'm a pretty big deal
>>
>>176295223
what softwares are we talking about? in Unity for example there is no way of knowing if a game was made with cracked Pro license or not. Same goes for most other softwares like Photoshop or Visual Studio.
>>
>>176294139
>Is it weird to have a cooldown for your basic attack like this?
it's what i do
> I was planning to have all the abilities at the bottom like in Battlerite or Diablo or something.
just make it look like a generic moba like league or dota
>Should the cooldown be shown at all when it's basically your attack speed instead of an actual cooldown?
don't show it
>>
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>>176293996
First, watch these 300 hours of tutorial videos.
Then watch another 50 on how to correctly get them into your game and fix any issues.
>>
I can't wait for the new Hopoo game HoPoo is working on! It looks a-fucking-mazing *__* Might end up being yet another game of the century next to risk of rain.
>>
>>176293996
make 2d games srsly 3-d is so shit
>>
>>176295818
hi hopoo even if you're shilling I'm glad you're back here
>>
i'm looking for inspiration, platformers aren't doing it for me anymore, what are some good gimmicks?
>>
>>176293996
>>176295570
It isn't any more complicated than just practicing a shit ton.
>>
i can already see people switching from gamemaker pixelshit to unity 3d to be like hopop
>>
>>176296169
> memepoly is gonna be a thing

Time to step up my game and go for sculpting/baking + hand painted textures.
I don't want to be on the same level as some random shitter from agdg that got lucky
>>
>>176296169
I already downloaded Unity and blender
>>
>>176252470
lewd.

Is this Anubis?
>>
Anyone have experience with Godot?

The -only- issue I'm seeing is exporting to different platforms like consoles. Gamemaker has that utility, so I'm tempted to go with that.
>>
>>176296169
isn't that a good thing?

the sooner pixel art dies the better
>>
>>176265483
Cute!

Make bubble white through.
>>
>>176296607
Do it faget.
>>
>>176296607
You're putting the horse before the cart there.
There are way more important things to consider when picking an engine and by the time you have a game worth porting it might support consoles anyway.
>>
>>176296727
I prefer godot's scripting to gamemakers. I also like the fact it's open source so I can fuck with it or add onto stuff.

Ideally I can get my stuff on console, and I'd like to test it, it's just afaik theres no easy way to do that. I know theres Android plug ins but Gamemakers seems brainless to do.
>>
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>>176296727
>You're putting the horse before the cart there
>>
>>176296607
do you think you're going to release on consoles?
>>
>you have to remake models made in maya with education license even if you buy a license because they wont let you take off the watermarking
what the fuck
>>
>>176296853
I think any platform you can get your game on is totally worth it.

Some people don't use steam. Some people don't use anything but their phone. Exposure and availability is huge.
>>
>>176295518
>just make it look like a generic moba like league or dota
Well something like that but I feel like mobas often have rather large UIs that I don't really need or want. But the general idea with the UI is the same.

>don't show it
Alright thanks, I'll implement that.
>>
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Any engine devs already using Vulkan?
>>
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>high bullet speed
>high powerup drop speed (bullets stick to powerups then walk off area)
>enemies have too much health (fixed turrets, grey tear aliens)
>enemies have high fire rate
>starting weapon has the same width as laser but less damage (then starting with laser not an option)
>horiz laser enemies activate too fast
>no invuln or bullet clear on bomb activation (and laser bomb takes a while to start up)
>horiz laser eye enemies charge then attack too quickly
>raiden kind of powerup replacement (no set powerlevel) but no type rotation
>too busy to use burst

I like the score system and possible milking on bosses but shoomp is fucking me
unless dev wanted to go memorization aleste-tier
>>
>>176296857
Do those watermarks survive being exported in FBX or obj?
>>
>>176296857
I doubt Autodesk are going to sue some indie dev with a legit license, that'd be retarded.
>>
>>176296962
>I feel like mobas often have rather large UIs that I don't really need or want.
>>
>>176291630
MUHDICK
>>
>>176297024
That screenshot gives me flashbacks. I'm glad I dropped LoL like a fucking stone, fuck the entire MOBA genre.
>>
>>176292941
Thats a bretty gud ad
>>
>>176296607
The problem is consoles usually require licenses or whatever, so it's hard for the developers to just have a free open source export to consoles. However it is 100% possible to create an export for consoles in Godot, back when the engine was in-house it supported Nintendo DS and PS Vita.
>>
>>176251245

I keep wondering how would your game look if this skeleton was animating an actual mesh covering it.
>>
does sea people count as furry? i want a protag with fresh abilities so monsters/animals seems to be a logical choice but i don't want to go the furry road, robots are a possibility but there are enough megaman clones
>>
>>176297836
Scalies definitely count as furries.
>>
>>176297836
If it's not a human and not a robot it probably counts as furry.
>>
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>two more hours of work
>a fucking stolen spritesheet
How do actual devs do it?
>>
Thinking about making small games on fiverr for 5$ is this a good idea? l'm so desperate to make money
>>
>>176297836
not inherently. If there's mammal-based races in the game and they're obviously made to jack off to, then yes your game is furry
If it's just sea people (and other non-animal based races) you'll be fine
>>
>>176296607
They are working on Switch support.
>>
>>176296607
https://godotengine.org/qa/4018/does-godot-have-plans-support-exporting-consoles-ps4-xbox-etc
>We are licensed for ps4, xbox one, wii u and vita, and development of the port is at different stages for each platform (from no code at all to almost ready to ship a game), it all depends on what kind of funding and support we can get (mostly from publishers and the platforms themselves) to develop that code. Since those platforms are closed, the classic "open source" approach doesn't work here, most people don't have access to them, and there's no incentive to write code that nobody can use. When you use an engine on a console somebody is paying for a license (which is usually more expensive than the PC/mobile license, since the code is harder to write), we need to figure out how to make that code happen for us.
>>
>>176291538
Which game?
>>
>>176297978
>How do actual devs do it?
By not posting any progress or pictures on /agdg/, everything you post here will be stolen
>>
>>176297836
The line between what counts as furry is completely arbitrary, and entirely depends on persons attitude towards furries.
No matter what you do, there always will be people calling your game furry bait
>>
>>176297836
Do as you want, it's going on e621 anyway.
>>
>>176298180
I have fapped to furry porn for 10 years and I can tell you without a doubt scalies are considered 100% furry.
>>
>>176297836
Pro-tip: If your game isn't a porn game and the characters aren't sexualized then no one who is sane will consider the game to be a furry game, even if the characters are part human part animal.
>>
>>176298180
>No matter what you do, there always will be people calling your game furry bait
muh fursecution complex
>>
>>176298357
Spotted the "monstergirls aren't furry" furfag-in-denial
>>
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A game where you control a super powerful villain.

You don't play as him, you simply control him and your goal is to make him lose against the heroes, the problem is that he's so strong that you will have to fuck up really hard all the time to make him lose.
>>
Should I try Godot now or should I wait until the next version?
>>
>>176298153
Joke's on them, I'm going to steal every game here and add furry waifus so nobody except deviantart degenerates will ever play it
>>
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Making stuff in Blender is kind of like playing with Lego
>>
>>176298550
>waiting for godot
HE DID IT AGAIN
>>
>>176298590
>furries with autism bucks
I'm okay with this.
>>
>>176298550
GDScript will be mostly the same, Godot 3 only adds a few new features to it. 3D is going to be completely different though, so you might not want to work on anything 3D. You could just try it out and see how you like it, though. The whole structure of the engine will be the same, Nodes arranged in a tree, organize with scenes, that stuff isn't changing.
>>
>>176298652
I dunno, I never used it. Will it automatically update?
>>
>>176298410
Furfag here, monster girls in their most prominent form are NOT furry.
>>
>unity seized all hopoo ror2 assets
thats why you dont use unity guys
>>
>>176298760
There is no auto update. You'll have to download any new versions of the engine, it's a tiny download. There will be an export option to help convert a 2.1 project to 3.0, it wont be a perfect conversion, but should be good enough to then fix any problems.
>>
>>176298909
I see. Well I will give it a shoot then.
>>
>>176299094
that will kill it though anon
>>
>>176299123
Kek.
>>
>>176298909
>but should be good enough to then fix any problems

It's a major version update, don't tell lies
>>
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----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Made a crude AI that tries to kill you
+ Added a lame death screen
- Missed DD14 for dumb reasons
>>
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WE ARE IN
>http://store.steampowered.com/app/603960/Monolith/?beta=0
>>
>>176299229
Depends on how big the project is. Something huge that's been worked on for several months will of course be a lot harder to convert to the new version.
But I doubt he'll make something that big before Godot 3 release.
>>
>>176286816
jolly
>>
>>176299327
Congrats!
>>
>>176299327
Fuck yeah. Added to my wishlist. Looking forward to getting it.
>>
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>>176299327
>>176299327
>>176299327
>>
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>>176260590
>maintainability and scalability.
>>
>>176299603
I really wish people like you would give some details on a better way to program if you think OOP is so bad.
I want to try new things but I'm used to OOP. Help me, anon.
>>
>>176261574
i-it's no like I need a repl!
>>
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>>176293236
This shit.
It ever has power of friendship and shit, all without dialogue.
>>
>making a class for every single object and having spaghetti inheritance
>not making a general class that can present anything
i don't know why people like to overcomplicate simple shit like this, it's a game, all an object need is variables to manipulate, function to run each frame, and return a sprite to draw on screen, why would anybody store variables in a class that can be loaded from a file, if you have to recompile your game when you change the value of a simple variable, you're doing it really wrong
>>
>>176299698
OOP's fine so long as you do your own thinking and architecture design instead of just blindly copying OOP principles
>>
>>176299698
Someone starting shit by replying to a 12 hour old post probably isn't looking for have a reasonable discussion.
>>
>>176266298
Psychology isn't empirical science, so why do you care? What could such poster possibly prove?
>>
>>176299698
"OOP" is such a vague term that it's useless to argue over. It can mean three totally different things:

1. The actor model, where each "object" can dynamically decide what methods it has, and alter its own behavior at runtime
2. Protocol-oriented programming, where each type can implement many protocols, and methods are part of a protocol instead of just belonging to a particular type
3. Inheritance-oriented programming, where there's a family tree of what types copy their methods from what other types

Inheritance became popular with language designers for exactly one reason: It's easy to implement. However, it's also the least powerful of these three different concepts. A good protocol system lets you create new protocols and implement them for existing types, like those in the standard library. A good actor framework gives you crazy flexibility and resilience against failure. Modern languages are starting to avoid inheritance and instead doing stuff with actor frameworks and protocols.
>>
>>176300153
How do I do that?
>>
>>176299327
wtf is this pixelshit shit
>>
>>176295024
Cool concept. Keep up the good work.
>>
nodev here
just wanted to shitpost
>>
>>176297625
He did post a derping knight the other day.
>>
>>176299327
>Monolith is a top down action shooter with procedurally generated elements.
Could you come up with a more generic description?
>>
>>176300423
me and pure are both supremely shit at this, it actually is the best description we got.
>>
>>176300423
a generic description for a generic game
>>
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>>176291445
>dynamic languages
>>
>>176293258
>he uses anything except haskell
lel
>>
>>176300519
You nimrods put way too much stock into "muh originality". A shmup that plays like BOI is plenty original enough for normies.
>>
>>176297836
>i've been exposed to too much 4chan shitposting and now i unironically think everything with anthropomorphized traits is degenerate furry
>>
>>176293782
>rng driven gameplay
no
>>
>>176300673
>normies
not with those graphics
>>
>>176299698
Data Oriented Design
Functional Programming
>>
>>176294139
what's this game going to be and why is combat so dull?
>>
>>176300673
It's as much of a shmup as BOI itself is.
>>
>>176248934
>character realizes it's inside a buggy engine and tries to escape.webm
>>
>>176300736
I don't think you know what driven means.
>>
>>176301150
i take offense to that claim.
>>
>>176300653
I can't stand Haskell, took a uni course which taught functional programming. Never ever again
>>
>>176299698
In gamedev there's no escape because frameworks
>>
>>176299698
There's literally nothing wrong with OOP except getters and setters, just make everything public
>>
>>176300840
Combat is so dull because the entire thing was started like 2 days ago.

It's going to be a small coop action dungeon crawler.

I'm mostly focused on making basic functionality and networking it for now. Making things look and feel better comes later.
>>
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>>176300536
>canvas + javascript
>>
>>176301291
Why? Both are twin stick shooters in tiny rooms.
This one looks better than Isaac since it doesn't have the 14 year old edge and seems to have pretty tight controls, but I feel like all people that cared for this kind of gameplay already played 1000 hours of Isaac and won't want more for another 5 years.
It looks great, though, would play if it was in a better genre.
>>
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Why are you not designing your frameworks in a data oriented way?
>>
>>176300072
>why would anybody store variables in a class that can be loaded from a file
Be more specific.
>>not making a general class that can present anything
Not that's even more retarded than Java-like OOP. If this general class could actually be a union of different classes, than maybe.
>>
>>176301370
I was memeing, it's a research language. But what's wrong with functional programming itself, not taken to an extreme?
>>
Is the Project Wingman guy here? I just want to say that I really enjoyed playing it so far but if you can, could you have more War Thunder like controls for keyboard and mouse players like me?
>>
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>>176301950
i'm shitting on stuff like this, it's like having a dungeon crawler with every monster and object hardcoded when the only difference is some states, a sprite and a behavior that can be isolated
>>
>>176302418
Is that pic real? Why didn't they obfuscate the code
>>
>>176248934
reminds me of Sonic Boom
>>
>>176302418
OOP was a mistake
>>
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This is where I meet the nodevs. They talk a lot about making games, they usually don't really make them, they just talk about it. They always have the software open but they spend most of their time posting memes and browsing the web.
>>
>>176302418
Yeah, that looks like shit.
>>
How do I make a hand of cards (made using a canvas, unity) display correctly?

Common sense says order them 1 through 5, that way they display consistently with some overlap (just like a normal hand of cards would), but when the player chooses a card it all fucks up. If they chose the 5th card, it'll always display over the hand even if it's being held behind it. Inverse happens with the card in the #1 order layer, with it always being "behind" the hand of cards even when held right up to the player's nose. How do I unfuck this.

Right now I have them ordered 1-5 like I said, and as soon as a player chooses a card I set ALL the cards to be the same order. So the card the player chose always displays correctly in relation to the hand, but the hand will randomly overlap and stutter based on the camera angle :/
>>
>>176302675
>tfw I've had my project open for 2 hours and have only written 10 lines of code
>>
>>176302493
it's .Net, you can pretty much view the source code of any xna, monogame and unity game (and edit them while you're at it), you need some black magic level of magic to obfuscate anything, good thing since this provide learning resources about stuff you shouldn't do
>>
>>176294042
The movie is titled 'Possession' (1981)
>>
>>176302418
Did he copy paste the same code 30 times and then changed the names and variables? What the fuck.
>>
>>176302886
How do I do that?
>>
>>176302778
Wait. Are nested canvases a thing? Could I use an empty object with a canvas order of say 10 and have the cards be children of that with their own canvas order. Then when a card is chosen, remove it from the empty object and change its order to 10. Is that a thing I can do?
>>
>>176302943
>>176302418
>>176302674
>>176302737
It literally doesn't matter. It's fast, he got shit done, and is now a millionaire.

>b-but his code is sloppy and inefficient!!!
He made a pixel art clone of a SNES game, it doesn't matter if it's not coded very well. It's done. It works. It sold millions. Those three tings matter.
>>
If you are ultimately going to be ending up making a multiplayer game, is it better to start off with a single player dev version and then convert it to MP, or start it as multiplayer from the beginning?
>>
>>176293236
paper Mario 2 final boss.
>>
>>176302943
Enterprise way of doing things
>>
>>176303509
Multiplayer from the start, 100%.
>>
>>176302826
>tfw I'm supposed to finish my lisp assignments but I'm browsing voxel engines C++ source codes that I don't understand
>>
>>176303509
Definitely start with multiplayer from the beginning. Trying to add multiplayer to a game that you developed as single player can be a real pain.
>>
>>176303024
How to view the source? Google ".net decompiler". Lots of tools. Usually they don't work nicely with more advanced language features like "yield".

>>176302418
It is easy to shit on other people's work when you're a nodev.
>>
WHERE ARE YOU, CRITIQUE SENPAI?
I did it. I fucking studied png compression, texture filtering and mipmaps, just for you.
I got rid of the wobblies. Are you proud of me yet?
I redesigned the bitmap loading for the filters with some custom parameters.
You said every single one of my progress updates was getting worse and worse did I make you proud yet senpai.
I guess there's also animations and spritesheets and directions and stuff now.
>>
>>176302886
someone really good wouldn't be using monogame anyway.
>>
>>176303492
Hindsight is 20/20, what people fail to realize is that devs often change their ways of organizing code midway through the project and can't be arsed to rewrite everything so they take the faster path even if it looks stupid.
If it works, it works.
>>
>>176303492
It's not that it's sloppy, it looks like a pain in the ass to do all that copy-paste instead of using one class to spawn every monster. He made more work for himself.
>>
>>176303492
doesn't deflect the criticism though
and it has nothing to do with efficiency, it's about making code that's at easy to maintain
>>
>>176248367
new thread when?
>>
>>176303812
game when?
>>
>>176303812
Why would there be a new thread?
>>
>>176303843
700 replies
isnt that when it happens?
>>
>>176303905
nope
>>
>>176303509
From the beginning
>>
>>176303492
Its more work
>>
>>176303916
oh ok>>176303509
>>
>>176303695
Is it the video quality or everything looks blurry now?
>>
>>176303695
why are you doing this to yourself
>>
>>176303781
>>176303747

It's a legit criticism, I wouldn't do it that way either. But what I'm saying is the criticism doesn't matter. In the end, he got shit done and is set for life. We're all substantially less successful at gamedev unless you happen to be hopoo.
>>
>>176303509
beginning
multiplayer is the most challenging part because of the limited bandwidth, latency and connection issues
>>
>>176303781
Pretty sure I remember reading in an interview is was his first big game project. So he probably didn't have the best design practices in mind. And that monster implementation reeks of "try 2 or 3, cool they work I guess I'll keep doing it this way"

Also for some perspective, he apparently worked on the game 2-4 hours each. day. for 3 years to get it done. And now he's a millionaire. With a gf who stuck around those 3 years. We should enshrine him not bust him for inefficient code quality
>>
>>176303695
Also, some lines still flicker. But the chair looks good now.
>>
Make more RTSes.

luck is in your pocket
let’s shoot it like a rocket
>>
>>176304328
I hate RTSes why would i make one
>>
>>176303747
These classes seem to be containers for monster-specific parameters (and perhaps behaviours). You have to store somewhere that a monster girl's name is "Monster Girl". Might as well store it in a class.
>>
>>176304092
If you want to stop by and suck him off once or twice he would probs be up for it.
>>
what game should i clone?
>>
>>176304092
>4 hours a day

and it was just him? that's impressive.
really inspiring. I've heard nightmare tales of devs like behemoth taking out second mortgages and working 14 hours a day every day, or jonathan blow pissing in bottles to finish something. guess it depends on the type of game though.
>>
How do you fucking program a jump?
>>
>>176304430
SS13
>>
>>176304510
set vertical velocity to a certain value on keypress, then let gravity do the rest
>>
>>176304001
Probably both. But linear filtering on 128px sprites isn't a very good idea.
You could either shrink the sprites to their more "real" size by increasing the view scale, or the more reasonable solution that many games will do ( if not running the pixel-nearest texture filter ) is to just upscale their sprites, but keeping the kind of pixel-y way they're drawn.
>>176304049
I program and write it's all I know how to do.
Also suffering on the surface is my sustenance. I also learn.
>>176304113
Yeh. There's still a couple more specific filter algorithms I haven't tried yet, and a couple have some cool words like "sharpen" and "sgix". The chair is literally the best character in my game it's been bullied for weeks. I think it will really pop with 8 directional sprites thrown in. The physics are used really sparingly and the actors are the only things that need to rotate. I'm trying to fill it with technology because I suck at art and no one things a deepspace 9/lilo stitch detective adventure will be fun.
>>
>>176304517
what good game should i clone?
>>
>>176303509
Unreal, you can make the switch from single player to multiplayer, you just need to edit almost everything because of fundamental shit that needs to be in place for multiplayer to work at all.
So you can make single player dev version, but you need to know how to structure shit for those future changes.
>>
>>176275263
When It Hits the Fan dev here, thanks for playing. I watched the recording.

OBS seems to be have processor heavy so people with slow processors get heavy slowdown in game while OBS is streaming (also explains why the gameover screen took so long to disappear; it's timed). Sorry for that experience.
>>
File: 1331132330053.jpg (15KB, 219x251px) Image search: [Google]
1331132330053.jpg
15KB, 219x251px
>agdg keeps saying it's easier to get "decent" looking models with no skill than it is to get decent looking sprites with no skill
>is still predominantly 2D

Explain this.
>>
>>176304624
dwarf fortress
>>
>>176304580
But how do you balance out the velocity at the peak of the jump?
>>
>>176304858
agdg is full of pretentious pixel hipsters who are too dumb to make 3d games
>>
>>176304858
That's exactly why, they convince themselves that 2D isn't the easy way out.

It's the same as the people who make the ridiculous claim that making a 3D game isn't any more difficult than a 2D one.
>>
>>176304858
Higher start up cost for 3D but you get more return on your investment. Not complicated.
>>
File: 1489098025809.png (232KB, 1280x1812px) Image search: [Google]
1489098025809.png
232KB, 1280x1812px
>>176304858
its like this

3d is harder to get started with, but becomes easier and pays off significantly in the long run

2d is easy to get started with, but becomes more time consuming the better you get(good pixel art that is)
>>
>>176304685
no worries man, having a bunch of enemies on screen while also playing nice with other programs can be pretty hard
>>
How will you market your game?
>>
>>176305265
Steam.
>>
>>176305124
Having a bunch of enemies on the screen doesn't cause the issue. I need to implement fixed timestepping and continuous integration on anything that moves.
>>
>>176305265
I will fax pictures of my game to all the businesses in the city.
>>
>>176304858
3D modeling/texturing/rigging/animation is very hard to learn. Drawing a doodle is not.

Once you actually learn how to do those things in 3D, it's faster going than 2D, but the learning curve is pretty much a right angle.
>>
>>176304092
>2-4 hours a day
Meanwhile I can put in 12 hours and get nowhere.
>>
I need help. Godot doesn't let me trigger a monster animation while my player animation is running. Does anyone know how to do this?
>>
>>176305689
im pretty sure that has nothing to do with Godot.
>>
>>176305720
What then?
>>
>>176297993
Wait really!? Holy shit I love Godot now!
>>
>>176305689
What do you mean? How is the game structured? If the monster and player have separate animation player nodes then they shouldn't affect each other at all.
>>
File: 3d_2.png (21KB, 654x525px) Image search: [Google]
3d_2.png
21KB, 654x525px
>>
>>176305903
see >>176257381
>>
>>176305896
throw a bunch of print statement and check if it gets to the line where you trigger an animation
>>
>>176305903
I cannot even make a 2d game.

I'm trying to make a text game now.
>>
>>176305405
>3D modeling/texturing/rigging/animation is very hard to learn
not just that but programming physics in a 3D space is also way more difficult, especially if it involves quaternions
>>
>>176305896
They both have different AnimationPlayer nodes. My monster is on a loop while my player picks a new animation at random. When one of the player animations reaches a certain frame, I want to trigger the monster animation node to play the "hit" animation.
>>
>>176306067
>programming physics in a 3D space is also way more difficult
i hate this meme
>>
>>176305903
But I am... It's top down though so it looks 2.5D.
>>
>>176306153
Programming most things in 3D is more difficult
>>
File: smug loli.jpg (117KB, 1104x1104px) Image search: [Google]
smug loli.jpg
117KB, 1104x1104px
>>176256663
of course he's using unity, he's a sane smart indie dev.

only some dumb fuck 12 year old obsessed with CoD tier graphics use unreal.
>>
>>176306000
>what are stack traces
>>
>>176306153
it's not a meme.
working with an extra dimension adds that much more complexity.
>>
File: Mechanic Testing-Am2tmoqJrQg.webm (3MB, 1920x1080px) Image search: [Google]
Mechanic Testing-Am2tmoqJrQg.webm
3MB, 1920x1080px
Holy-shi-t
>>
what's your favorite agdg meme?
>>
>>176306387
Stop posting here you goddamn fucking spic bastard.
>>
>>176306103
Well Sprite nodes have a "frame_changed" signal, you could use that to check what frame the player is on.
Or just have the enemy play the hit animation when it takes damage.
>>
>visual studio crashed
>project cant be opened
is this real?
>>
new thread
>>176306648
>>176306648
>>176306648
>>
>>176305635
Have you been doing 12 hour days every day for half a year? That's about the equivalent. Even though smaller chunks is better as it allows you to process what needs to be done, gives you a lot of time to think about current problems, allows you to have more "ah ha" moments or new ideas, and doesn't burn you out as quickly
>>
>>176306342
literally just add z
>>
>>176306550
Yeah that's the part that I'm struggling with I guess. I don't know how to trigger damage on a certain frame of my animation. From what you just said, I guess I could make an array with the frame number the animation should hit on, but there has to be a better way. I can't use collision detectors unfortunately.
>>
>>176305093
>3d is harder to get started with, but becomes easier and pays off significantly in the long run
This.

Also 3d allows for a lot of clever reusage.

>>176306067
Engines make this part a lot easier. And you can do a lot with 3d even if you pretty much disable all the physics and don't use them. For Unity that often seems the better way since they're not very reliable for some things. Though they've improved quite a bit in the few years I've been using Unity.
>>
>>176306507
Hurr durr Amerrrica
>>
>>176305635
surfing the internet and jacking off with ide open in the background is not putting in the work
>>
>>176305635
quality time not quantity.
the amount of quality productive time usually diminishes around 6 hours.
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