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/agdg/ - Atlantic Game Defense General

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Thread replies: 781
Thread images: 120

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Vulkan edition

> Next Demo Day 15
itch.io/jam/agdg-demo-day-15

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

> Play Demo Day 14
itch.io/jam/agdg-demo-day-14

> 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: >>179869492
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

> 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
freemusicarchive.org
incompetech.com/music
fantasymusica.org
>>
redpill me on Rust
>>
Vulkan is a rabbit? But I thought it was a hamster?
>>
godot is the only way to make a 2d game
>>
>>179890885
>pooping all over that dev who's been making the ghost possession game for like a year
>>
>>179926589
it eats through any unprotected iron or steel like a plague, and it's in your blood right now
we need to put a stop to it
>>
>>179926683
you were in my dream bb
>>
>>179926683
I think ekto has been at it for longer
>>
>>179926683
Actually, the purple goo guy ha sbeen working on his for a lot longer, and it still looks like shit.
>>
>tfw Godot devs, Nintendo, Gooman and Whimpdev are all making the same game

Neat
>>
>>179926810
saying it "looks like shit" is too much honestly
assets are pretty damn good but what is lacking is polish, it just doesn't look well assembled and the juice/feel is off (square particles after the toilet chomp are the biggest offender)
>>
>>179927052
I think the assets look pretty bad alone, but it really looks shit when you put it all together and give it (janky) motion.
>>
>>179926687
To stop the plague we must make a sacrifice to the galvanic gods. We must offer a sacrificial anode
>>
hey guys I love you
>>
>>179927296
FUCK OFF LÖVE SHILL
>>
>>179927026
kirby, ghost trick, and odyssey are not the same things at all
>>
>>179927418
Don't you ever fucking respond to me again.
>>
haha im gonna make a game where you control things and you can change which thing you control
oh no nintendo made my game now my life is ruined
>>
is it a good idea to pay for an engine-specific online game dev course
>>
>>179927619
>a good idea to pay for an online game dev course
no
>>
>>179927619
>pay
No.
>>
>>179927619
no
desu if you can't figure out how your engine works on your own (with the docs plus some free tutorials and examples), you won't be able to figure out how to get past the ACTUAL HARD PROBLEMS you'll need to solve to complete a game
>>
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>>179927296
こちらこそ
>>
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>>179927493
>>
>>179927805
this is a pleasant image
>>
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Posting first ever progress. This is the product of fucking around with the particle system in Unity for a few hours. Not quite sure where I'm going with it yet.
>>
>>179927939
>unity for 2d
reconsider
>>
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>>179927296
That's nice. Thank you. I need all the love I could get, since it seems I can not love myself not even a little bit.
>>
>>179928007
I've got GMS as well, coming from a programming background I fucking hate the way everything works though. Maybe I just need to poke some more.
>>
>>179927939
Those are some nice particles, anon-kun.
>>
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>>179927384
I havent used love2d in a long time but it's nice to see it's still being developed. would shill/10

>>179928087
we're all going to make it
>>
>>179928264
I remember this game.
I'm still mad at the mixels.
>>
>>179928264
what the fuck is this shit? respect the pixels fucker
>>
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>>179928264
>>179928087
>>179927296
this is a nice thread

pic related is me reading this thread
>>
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>>179928405
I was mad at it too thats why I dropped love2d

the level generation was pretty cool though
>>
>>179928405
What's a mixel, friend?
>>
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>>179928087
>>
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>>179928264
I'm a sick fuck and I don't care about your mixels. I'm just amazed how cool it looks even with the minimalist GB style.

>>179928584
And this is me.
>>
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>>179928605
Pixels that don't respect the "pixel grid", note how the guys and coins in the gif are slightly misaligned with the ground, that would be impossible in a truly lowres game.
>>
vulkan vs godot?
>>
>>179929050
Vulkan's name is bad ass
>>
>>179929050
>a graphics API vs a complete engine
hmm
>>
>>179929050
GOD OF WAR
vs
GOD OF WAITING
>>
>>179929050
>vulcan
fireball is better
>>
>>179928919
Thanks friend.
>>
>>179928845
>>>/d/7443279
>>
>>179928605
autism
>>
>>179929268
I didn't know /d/ was THAT depraved
>>
>>179929782
We live in a sick world, anon.

Which makes me ask: handholding jam when?
>>
Python vs Primitive Technology?
>>
I need to make a variable in Unreal that can hold any struct.
Is this possible? Can structs be cast?

Google isn't very helpful on this subject.
>>
>>179930173
you put primitive technology twice
>>
>>179928864
>its a dude

fuck off
>>
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coded smooth tiles and added new grass and walls

going to start working on inventory / treasure chests and hopefully finish it by weekend before I go away

also i've really gottta get rid of that green square
>>
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Coming along nicely, now for the infinitely harder background
>>
>>179930376
That's not possible, I think. What's the use case?
>>
>>179930376
>Can structs be cast
your approach is wrong
>>
>>179930376
I think a variable of type object would work
>>
>>179930525
Noice
>>
>>179930525
so what happens when you need to do a snow zone
>>
>>179930581
I was worried that was it. Guess I'll just have to make objects.

>>179930539
I'm trying to design a save system to be as generic as possible. The data I want to save might vary by actor type but I should ideally be able to put all saved actors in a single data structure, so it would be useful if I could make a generic struct variable to hold a struct containing all data specific to a particular actor.
>>
Is your game a Meow Mix or a Cat Food?
>>
>>179931036
Cats also eat bugs
>>
>>179930992
they recently did a stream on saving and loading maybe you should watch that?
>>
>>179930992
This would only be possible if structs supported inheritance, which they do not in blueprints.
>>
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reworking one of the main characters, how is it?
>>
How do I get Game Maker Studio to access files in the exe directory? When I have it use program_directory it gives the address to a temp directory in appdata.
>>
>>179932071
reworking which one to which one exactly?
left has more character but the wink looks weird and boobs are saggy as shit, right is generic and hairstyle is boring
>>
>>179932235
import everything in the project
>>
redpill me on monogame
>>
>>179932519
a shittier clone of the superior xna
>>
redpill me on xna
>>
>>179932702
it's dead
>>
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>>179932339
Left is new. This should be better
>>
redpill me on SDL
>>
>>179932235
i didn't work with this so i dunno if it helps but are you launching the exe? (you may be hitting f5 from gamemaker, or something)
>>
>>179932890
in sane-land it usually goes old-new, id just make them sisters, desu
>>
>>179933006
Yeah. When I have it give me the program directory it spits out C:\Users\Anon\AppData\Local\Temp\IXP000.TMP
>>
Redpill me on redpills
>>
>>179933158
the dye they use is a jewish conspiracy to turn people colorblind.
>>
>>179932890
>she sees your game
>>
>>179932890
no keep the wink, just make it thinner, eyelash looks too thick in first pic, but it the wink fits the pose itself which gives character, an old women trying to throw a sexy pose, without it it feel unnatural
>>
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>>179933260
>>
>>179933463
what do you use to draw your art?
>>
>>179933463
>>
>>179930870
Thanks anon

>>179930924
Not sure I understand what you mean. Any snow I do, will probably have snowdrifts as a foreground and mountains/drifts as a backgorund. If I actually need that
>>
>>179934014
i just meant whimp is kind of already blended in >>179930525
>>
>>179934115
Hmm, I do see your point (though I don't think he's very blended here). I'll cross that road when I get to it, but I don't have a strictly snow world planned
>>
I'll code for nothing
I got nothing to do.
>>
>>179934284
what engine do you use?
>>
>>179934284
You have 2 weeks until demo day. Find an artist and make a jam scope game
>>
>>179928919
Wrong. Those are grixels. Mixels mean mixed pixel sizes.
>>
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>>179932890
>>
What is my purpose?
>>
>>179935001
in another universe aimless shitposting is fuel.
>>
>>179935001
enginedev
>>
https://www.youtube.com/watch?v=JqHcE6B4OP4

required watching for platformers
>>
>>179934284
do you have money for nothing? and dollars for free?
>>
>>179935318
>required watching for platformers
GMT is just another common sense turned 50 page exposition.
It offers nothing insightful desu.
>>
>>179935476
Eh, I enjoy watching it. It's not earth shattering, but it's definitely entertaining enough at the very least. Worth 12 minutes, I'd say
>>
>>179935476
Your games must be pretty great
>>
>>179935476
Eh, it has some value unlike shit like Extra Credits.
>>
>>179935564
me too, though.
>>179935593
agreed.
>>
>>179935476
to be honest it was least an excuse to revisit Tropical Freeze. That game is gorgeous, but I can't justify another playthrough right now
>>
>>179936308
I still think Rayman Origins is the definitive platformer.
>>
>>179936616
your lines are wrong you mong
>>
>>179935384
I just wanna do something productive, give me something to do and I'll try my best.
>>
>>179936859
an open source engine for a genre of your choice
i expect your hello world commit in 20 minutes.
>>
>>179936802
?
>>
>>179936945
print "hello world"
>>
>>179936974
wasting time being pedantic i see.
>>
Reminder that your little game without a budget is buggy, ugly and doesn't impress anyone and you shouldn't ever expect to make a successful game without at least tens of thousands of dollars backing it!
But hey, it's YOUR game and that's what matters, right?
- Extra Credits

https://youtu.be/m4p7T9O_tqg
>>
@179937196
>unironically linking EC here
fuck off
>>
>>179937196
"tens of thousands of dollars" can be replaced with the sheer autism needed to become competent at several skillsets
>>
>tfw you want to change your main character from a cute girl to a trap
>>
>>179937160
huh?
>>
>>179937395
leave it ambiguous

just put in literally one line of dialogue that could be construed as being trans
>>
>>179937395
He's already in the game and he let's it be known he's male, the heroine got him into crossdressing
>>
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>>179933826
MS Paint + GM sprite editor because I hate myself
>>179934648
>>179933987
>>179936616
please stop
>>
>>179937996
I have stopped already
>>
>>179937292
exactly. well, I don't have autism, but your point remains the same. I know how to program, model, create textures, and music, all because I just sat down and learned in my free time when not being a wageslave. I can think of a few games off the top of my head that look and feel like professionally made games that were made with a tiny team.
>>
>>179936430
That's a retarded opinion.
>>
>>179938754
Why?
>arguably the prettiest platformer
>tons of content
>tons of mechanics
>good controls
>great music
>charm everywhere
P L E A S E supply me with a better platformer.
>>
>>179937608
Quoted wrong meant for >>179937523

Also crossing dressing doesn't necessarily mean trans. I did want to make a trans bar maid but I'm not sure how the bar will fit in.
>>
>>179937996
i love your backgrounds
>>
>>179938884
>arguably the prettiest platformer
Arguably not at all. Squishy and simplistic vector art with dubious hitboxes.

>tons of content
True enough.

>tons of mechanics
Yes

>good controls
Eh, Rayman always felt a bit sluggish and slippery. The movement has weird acceleration and feels floaty.

>great music
It's OK.

>charm everywhere
It's OK.

If you think it's the best platformer ever you're just weird, m8
>>
>>179939248
Like i said, tell me one thats better thats not tropical freeze because its not.
>>
>>179939321
not that guy but super mario bros 3 and super mario world are the top of the genre
>>
>>179939321
Bionic Commando is fucking dope.
>>
>>179939321
>tell me one thats better
Mario Galaxy
>>
>>179937996
do you really dither by hand
>>
>>179939321
Wario Land 4
Super Mario World 3
Contra 3/4
Most Castlevanias
New fucking Super Mario bros
SQRXZ
Cave Story (although also strangely floaty)
Super Meat Boy
Ghost 'N Ghouls
etc.?

I'd say most platformers are better than Rayman, to be honest. I really don't get why it receives so much praise.
>>
>>179939642
Of course he doesn't.
>>
>>179939530
not in graphic, music, or charm.
>>179939578
its okay, but nothing close.
>>179939587
i thought 2d was implicit, but sure if were just comparing all platformers.
>>179939715
no to all of those, god what shit taste.
>>
>>179940018
>no to all of those, god what shit taste
Says the man who slurps Rayman shit and claims it is the best thing ever.
>>
>>179939715
because it's cute *.*
>>
>>179940018
>>179939321
Fucking Jack Jazzrabbit is better than Rayman.
>>
>>179940378
>and claims it is the best thing ever.
literally no 2d game named so far has as many comparable attributes.
>>
>>179940559
All the attributes mentioned are easily comparable, and Rayman does it worse than most other games in all categories, man.
What are you on about?
>>
Changing the UI, having trouble coming up with a non ghetto way of displaying energy. Suggestions/references appreciated.
>>
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Simple decal shadows for collectibles; I tried using dynamic texture render target generation for enemy shadows but unless I can figure out how to SERIOUSLY optimize the culling process for that, it's just not performance-sensible. Switching from lit enemies to shadow-projected enemies costs me 15FPS running in-editor with a grand total of like, 12 enemies placed in the level.

Now, if I can figure out an efficient, stable way of disabling that rendering if the enemy is X world units from Dixie it might be plausible.

In the realm of actual gameplay, added the 4th charge/toss attack for swords. Rather than being a rotating multi-hitter, this one is a smash attack that just flings the sword forward. Some new logic written to account for this type of projectile, and I'll probably also be adding summoned fist flags for these since typically smash attacks have summoned fists attached.
>>
Reminder: Do not do collaborations if profit is to be expected
>>
Reminder: Do not do games if profit is to be expected
>>
Reminder: Do not follow advice from this thread
>>
Reminder: Do not post your game here
>>
Reminder: Video games are fun, make fun video games.
Just like, make game.
>>
>>179941342
Watching the treehouse stream with /v/ every year reminds me of this.
>>
>>179940514
Definitely had the dopest music. I have fond memories of JJ2
>>
>>179937996
looks like uno moralez
>>
Reminder: fuck you
>>
>>179942005
I wish someone would fuck me
>>
what is this communism? the only reason why i make games is to make it big like flappy birds
>>
Interrupting your shitposting for some quality question:

If I download a name-your-own-price texture pack for free, does that make me a bad person? Or is it a dumb marketing strategy backfiring?
>>
Also
Reminder: Do not do any business with Colombians.
>>
>>179942303
I always download it for free at first, then give them dosh if it's useful.
>>
>>179942303
If you were in charge of Ubisoft, EA, etc. and downloaded that pack, would you pay for it?
>>
>>179942148
do you have tits?
>>
>>179942303
Why the fuck would the person let people download it for free if he didn't want people to download it for free?
>>
>>179942303
>does that make me a bad person?
if you can spare the cash, yes
> is it a dumb marketing strategy backfiring?
yes
>>
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>>179942449
"No, because I'm evil"

Was that the correct answer?
>>
>>179942303
You just named your price:
$0
>>
>>179942303
Name your own price without a lower limit that's higher than $0.00 translates to "I know this isn't good enough to be sold but I'd like some cash anyway" or "I made this for people to use for free but I'll accept money if people feel like giving it".

Do either of those make you feel bad for downloading it for free?
>>
>>179942567
You've seen right through me!
>>
>>179942489
Yeah but you won't like their gender.
>>
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Does anyone ever commission artists/animators here? I could use the work.
>>
>bokube riding that youtuber dick now and saving his kickstarter

he's gonna be alright
>>
>>179943628
>doesn't
>post
>work
>>
>>179943661
Did something happen?
>>
>>179943628
show your work
>>
>>179943672
I just want to know if it actually happens before I dump a portfolio on a thread full of people who don't pay, man.
>>
>>179943852
You'll have more luck in the discord simply because most people with completed games and therefore money post there.
>>
>>179943628
I could use one pretty soon. For cheap. Because that's what I can afford Got a portfolio?
>>
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i made a gay-ass intro for a gay-ass country
>>
>>179944068
I hope 98% of that is placeholder graphics.
If not, I have bad news for you.
>>
>>179943852
oh my fucking god, is it so hard put an example of your work. don't have to be a drama queen about it.
>>
>>179944246
not everyone enjoys agdg's harsh """criticism"""
>>
>>179944245
Anon, my game is intentionally ugly as fuck. I've been saying I want this game to look sloppy and crude since day 1. I'm doing no revisions on the art so my first attempt is my only attempt.
>>
>>179944402
>it's meant to look bad
Okay, that sounds like a good idea, Anon.
>>
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>>179944402
>>
>>179944402
I actually understand that sentiment
>>
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>>179944547
>>
>>179944402
it would probably look better if you stopped using gifs and learned to webm already
>>
>>179944679
????
pixel games look better in gif
>>
>>179944679
You haven't seen his videos on tumblr then, I take it.
>>
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>>179944679
Thanks for the tip! :)
>>
>>179944402
Calling America a "gay-ass" country and proudly proclaiming your game is ugly. You'll go far.
>>
>>179944826
haha yeah man webms are terrible you should use them only ironically to prove a point that gif (pronounced jif) is the superior format
>>
>>179944868
USA is probably top 10 or so in openly homosexuals
>>
>>179944926
Yes I am aware the USA is tolerant towards homosexuals.
>>
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>>179944826
>>
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>>179944826
I feel like we share a lot of philosophies
>>
>>179944868
I'm really just making this as a fun project. I'm not in need of money or anything and I personally like the crude and nasty style. If I sell it, it'll be dirt cheap and not generate much money anyways.
>>
>>179945304
>If I sell it
[laughter stops]
>>
>>179945304
That's an odd choice considering how nice your main character looks, I thought you were building it up to be a complete, polished experience.

am i being memed
>>
Give an easy to program game idea please.
>>
>>179945797
pong with only one paddle and no ball
>>
Can someone direct me to this week's recap image?
>>
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>>179945719
Just look are how rough the sprites for the main character are as well. There's no polish. It's just scribbled.
>>
>>179945967
1. Go to the archive.
2. Find the thread that was up monday or tuesday.
3. Don't be a fag
>>
>>179946124
:^) Well played sir xDDD
>>
>>179946124
This week's recap wasn't posted yet, fag.
>>
>>179946224
Then how the fuck are any of us supposed to have it?
>>
>>179945797
Top down maze with nothing interesting in them.
>>
give a good example of a spaceship sprite less than 7 pixels wide
>>
>>179946398
after you
>>
>>179940929
>having trouble coming up with a non ghetto way of displaying energy.
What kind of energy?
>>
>>179946398
sorry I meant 7 or less
>>
>>179946263
If you don't have it, you don't have it. There's no reason to make an ass out of yourself.
>>
>>179945797
A cut-of-the-mill shmup
A cut-of-the-mill beat-'em-up
A sokoban clone (with a twist)
An asteroids clone (without a twist)
An outlast clone minus any of the interesting stuff
An idle game masquerading as a tower defense

I love all my games, although I'd never admit it outside spoilers
>>
Why do we allow poor programmers to create and make influential subpar tools?
>>
>>179946695
*Run-of-the-mill
It was a double three-key typo, you have to believe me
>>
>>179946514
Not health, just an energy that runs out slowly and makes you have to get a hotel room to rest when it's under 10%
>>
>>179945797
Bokube
>>
>>179946907
are you intentionally making your game boring
>>
>>179945797
MMORPG
>>
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Has anyone sold an asset in Unity Asset Store, that he created using pirated software like Maya? Can Autodesk caught you or spot you somehow? Does Unity team somehow spot you and reject your submission?
>>
>>179944068
>the guy who made Aerrannis calling anything gay-ass
lmao
>>
>>179947151
Not really sure how to answer that.
>>
>>179947487
Unity converts everything to it's proprietary mesh/skeletal/texture/animation system without any indication of Maya's version. If you include the original asset in fbx form, however, Autodesk will be able to tell.
>>
>>179944402
But it doesnt look 'ugly ad fuCk'. Your art style gives me the Earthworm Jim vibes.
>>
>>179946907
I have a hard time preferring one thing over another in this case. I don't think it's worth your time to worry too much about it.

If your game has some kind of theme you might come up with a visual that fits that theme.
>>
>>179946000
love this
>>
>>179947894
Then I am failing
But I am kind of going for that crude early/mid 90s cartoon style. Day of the Tentacle kind of influenced my design.
>>
>>179948120
I think you're just being edgy by saying 'ugly ad fuck'.
>>
>>179946695
I was planning on a shmup.

By idle game you mean that cookie clicker thing?
>>
>>179948342
Yeah, it's not idle at all, I was just mixing up genres again.

What is your shmup about?
>>
>>179947927
Yeah, I still hate the look but I'll probably move on to more useful things for now. Thinking of something like a DOS loading bar might work.
>>
>>179947663
I just wonder if Unity team can tell and reject your asset submission. Do you have any experience in that, anon?
>>
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>>179949016
>Do you have any experience in that, anon?
Nice try Autodesk. I'm not going to do your homework for you.
>>
>>179948272
I mean, making the game look crude and sketch-like is my intention. The 3D looks rough and barely finished like Katamari Damacy's style and my sprites and textures have very clear scribble marks. I'm also stretching the fuck out of some models
>>
How do I into making music
>>
>>179949167
jlmg

>>179949598
Buy FL Studio and start watching tutorials
>>
>>179949653
>Buy
>>
>>179949536
>unity for 2d
reconsider that while you're still just starting
>>
>>179949536
this is just like game
>>
>>179949653
who are you and do you have a game?
>>
>>179874642
>>179892117
>>179905332
>>179918268
>>179927939
>>179949536
>all those firsts in a short timespan
is somebody being a memer and reposting shit from reddit or some other tumblr
>>
Anyone here has a link for soundclouds of people who make music for video games?

Not looking to hire anyone as I'm not a develoer, I just like the cadence of that kind of music
>>
>>179950256
>immediately using a name
bold move
>>
>>179949536
>>179950256
Shortest game development career I've ever seen.
>>
If I make a game can I put a fursona in it?
>>
>>179948471
Good for brainstorming.

It's in space, I will try to add a bit story and dialogue. Something very simple.
>>
hey guys, I launched a kickstarter for my game a few days, can I post it here or is it frowned upon? I haven't posted a lot here, but I've been frequenting since 2013
>>
>>179950621
>thinking this will stop them from continuing to work on their game

Just means they're going to post anonymously next time. I'll never understand why there are people lurking /agdg/ who comedyhurr about folks who put on a name.

It's not like our progress isn't identifiable by itself if posted enough times.
>>
>>179950990
Extremely disgusting.
>>
>>179951329
My joke isn't even relevant to your autistic rant you fucking nerd. Learn to take a joke.
>>
>>179951319
Some people frown some don't
Stop giving a fuck what people think and shill your black heart out, that's the only way to make it in this industry.
Think Todd Howard has integrity? Guess how much he is worth amigo
>>
>>179951319
You fucked up by not posting in the month or so leading up to now. No one really cares if a dev who posts here regularly shills (see boku), but the one thing we hate is literally whos showing up and advertising.
>>
>>179951319
>i've been frequenting since 2013 and i have no fucking idea how people react to shilling and whodevving
get out of my face you liar
>>
>>179950990
thank GOD this is delet. niggers btfo
>>
>>179942303
if you let you name your price as $0.00, then no, not exactly
if they don't but you get around it rather than paying 1 cent then you're starting to head towards bad person territory
>>
do I have a chance with a clicker game? (web&mobile) It seems the market is a bit overcrowded.
>>
>>179944398
so you post one or two things anonymously and then if people don't like it you don't look for anyone on here for the next year or so
>>
>>179952889
If they want a minimum higher than one cent then they should set a minimum higher than one cent. Handwringing over this shit is beyond stupid.
>>
>>179953089
Clicker is a dumb genre that was originally created as a joke I hate you
>>
>>179950990
#REKT
>>
>>179953089
you never had any chance
>>
>>179949598
you download a DAW and read up on music theory
really the second part is optional, but it'll help you determine structure and it'll help you be able to get help from people on your music and to just talk about your music
>>
Is the best combination of languages for gamedev C++ and a lisp?
>>
>>179953347
What DAW do you recommend?
>>
whats the most comfy flame color
>>
>>179946894
it's OK anon, sometimes I typo things like "obtuse" into "obvious" and shit because my hands are running on automatic
>>
>>179944826
>click another post
>go back to paused video
>file is corrupt and cannot be played
pretty sure you're intentionally making a shitty webm too
>>
>>179953468
orange - purple hue shift
>>
>>179951319
POST IT MAN!!
>>
>>179953184
>>179953268
I found a huge list on reddit.
I guess what I need is cute graphics.
>>
>>179953459
the only one I have experience with is LMMS, so I can't really give advice on that
there are a lot of them out there, and several free ones
free DAWs are actually an area where you'll find more software (and more up-to-date software) on Linux than Windows
>>
>>179951346
>>179952718
>>179953202

What was the deleted post?
>>
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>>179944920
>gif (pronounced jif)
Are you being sarcastic about the correct pronunciation, anon?
>>
>>179954019
>the only one I have experience with is LMMS, so I can't really give advice on that
Is LMMS good though?
I do have a preference for free as in freedom software
>>
>>179954090
it's pronounced YIFF
>>
>>179954303
Found the Germanic language speaker
>>
>>179954303
Maybe if you're Dutch.
>>
>>179954019
I also use LMMS, anywhere I can find instruments for free that aren't shit? All the free pianos I use sound really flat. Someone mentioned soundfonts before but I have no idea how those work.
>>
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Where are you right now?
Step 3 for me.
>>
>>179954448
I'm on his glasses. I've become a millionaire overnight. I speak and the c# listens. Indie developers heed my word and cower in my presence.
>>
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>>179954448
dark night of the soul because people won't stop posting my work just to shit on it
>>
>>179954219
it lets you place down notes in a pretty precise way, and it supports soundfonts and VSTs, so I think you should be able to do whatever you need to with it-- but I'm one of those people that doesn't really understand why Photoshop has like 500 functions instead of 50-100
>>
How do I make DEEPEST LORE?
>>
>>179954448
I'm at 3-4-3-ish, but I don't think I ever had 1 with any of my more recent games
>>
>>179926409
I want to make a 2d what should i use?
>>
>>179955084
Acquire chromosomes
>>
>>179955084
it boils down to including a lot of potential hooks and not explaining any of them. then as the story progresses, call back so SOME of the old leads. validate some of the more obvious fan theories, either by copying them or making sure that someone has the theory in the first place by leaving enough clues

mention a lot of things in passing
place unusual objects in an npcs possession
>>
>>179955084
1. Make lore.
2. Make an additional layer of lore that alludes to that lore in ways that can only be fully understood if you already know the first layer.
3. Keep doing step 2 until you have a clusterfuck of interconnected allegories.
>>
>>179954037
It was some illegal stuff. Pedo shit. Don't worry about it.
>>
>Have a GTX 1080 Ti
>Start PUBG
>30 fps
>Unreal Engine™
>>
i've learned a lot about texturing and rendering light watching makeup videos
>>
>>179955698
>have r7 265
>Start Killing Floor 2
>Constant 60fps
>Unreal Engine™
>>
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>>179954303
>>
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How's your game goin'?
>>
>>179955305
The real question is how do you make an interesting hook. Who cares if you never resolve it and the fans get mad, as long as it got them hooked in the first place.
>>
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Anyone else participating in #emojiJam ?
>>
>>179951486
>>179951494
>>179953918
Aight going for it

It's called Funny Story and it's a 2d rpg with really traditional turn based combat. It has a few gimmicks like enemies having emotions and being able to befriend characters or piss them off.
I'm fully prepared for people to blast it for being an undertale ripoff. I like to think it's different enough for it to be interesting still, though.

kickstarter is at funnystorygame dot com

>>179951726
I might not have been quite as active all the time, but some of my projects were put in those monthly collages so i'm still sort of legit.
>>
>>179955698
>>179955918
>Have a Geforce 4 Ti
>Start my game
>deltaTime breaks because I'm at 2000+ fps
>locked it to 240 fps because otherwise unplayable
>My Own Engine™
>>
>>179956578
>20000
what's the plan, willis
>>
>>179956578
I'm still updating the page btw, gonna add gifs and stuff to spice it up
>>
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Combat is progressing somehow
>>
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>>179956281
Making preparations to milk you dry until you donate me your dog, your bank account, your house and your hugging pillow.
>>
>>179956951
why would I donate?
>>
>>179956875
So you can pass a turn to another party member but they'll take damage from exertion?
Did I read this right?
>>
>>179956634
anyone want a codefriends help on a project?
>>
>>179957068
That damage was just to test the hurt animation, but I might make your attack be weaker if you pass too many turns to a single character
>>
>>179957092
What engine?
>>
>>179956578
Yep, it's gonna be crap and you should feel crap for ripping of undertale.
Undertale was a one time thing thin skinned furry loving degenerates liked, ripping it off is retarded.
At least have the self respect to rip off a better title at least.
However, I like your attitude and dedication, so I'd say shill it to your heart's content, not here,but on reddit(they'll definitely appreciate it more than here). At least you worked on a game so that's a plus. Just don't expect a miracle, and use half of the funds you get for your next original game.
>>
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>>179956281
Finished building the monster editor, now working on the skill and action editor.

Once all that's done, I can add skill slots to the PC and start building the combat framework itself.
>>
>A new brightly colored RPG with unique characters that lets you explore a new world!
G E N E R I C
>>
>>179957263
>>179957332
I thought so, sorry you don't like it
>>
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>>179957170
There definitely needs to be a drawback to passing or else it's too easy to just give all your turns to the strongest character.
In Nocturne, for example, you can normally get an extra turn by hitting an enemy's weakness, which causes one of your turn counters to start flashing instead of being consumed. Flashing turn counters are always consumed no matter what action you take, so you can't get infinite turns. The way Nocturne balances passing is by making it cause a turn counter to start flashing (or consume one if there are none that aren't flashing), potentially denying you an extra action.

Also, it looks like you pass two turns to the bee but she only takes one action. What's up with that?

>>179957263
>Undertale invented non-violent conflict resolution in turn-based RPGs
>>
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Is Monolith Dev still here?

In the latest version the screen goes black when in fullscreen. Also can't take screenshots in steam.
>>
>>179957435
The kickstarter bit at the beginning is alright.
Didn't you post the silly slime here once?
>>179957570
It didn't invent metafictional RPGs either, but at this point it might as well have.
>>
>>179957576
>the power of gamemaker
>>
Calling for all enginedevs

>>>/g/60936326
>>
>>179956578
Ambitious to ask for twenty five euros.
>>
>>179939321
I will always argue Dustforce is the greatest 2d platformer ever made
https://youtu.be/Ks4GoRJm28I?t=5s

The controls give you a shitload of freedom, you can go super fast when you get good, planning and executing routes have a ton of depth, it's pretty as fuck, and it has great music
>>
>>179957435
It's not that I don't like it, I haven't played it yet. But from the first glance, it seems like an exact, colored copy of undertale. While this might seem like a positive idea for shilling, it turn off most people.No need to be sorry, I said that at least you made/are making a game. Plus, all great gamedevs are at first inspired by some other game they try to copy. Just that undertale is a really fucking shitty thing to even play, let alone copy. Good luck with the game ,world always could use dedicated gamedevs, they're miles better than ideaguys or nodevs at least.
>>179957570
>undertale invented x
Where in my post did I say anything like that ? However, undertale did pander to furries and tumblr newfags in gneral who never heard of other games who pioneered the idea, so for THEM, it might as well have.There is no arguing with those people, just like kids who think halo invented FPS.
>>
>>179958235
The only thing it seems to have in common with Undertale is that it's clearly inspired by Earthbound.
Did you perhaps not actually play Undertale?
>>
>>179958549
The dev literally mentioned undertale in his post
>>
>>179958549
Again, it doesn't matter how much it's actually like Undertale. What matters is the perception. Post-Undertale, any classic RPG on kickstarter will be compared to it.

And this one uses the references feelings, so that's enough to say Nice Undetale Clone.
>>
>>179957187
I've spent some time with GML and c#(in unity), but i know c++ so i'm sure i could use unreal as well.

I'm pretty new to deving games but I know how to dev programs well, so i assume i can get the nack of it.
>>
>>179958780
>>179958706
>it seems like an exact, colored copy of undertale
The only way you could think this is if you didn't play Undertale. The setting and gameplay are clearly quite different, and the art style is more SNES-like.
It seems to have more in common with Shin Megami Tensei than Undertale.

>But people who've never played any RPG that isn't Undertale will think it's like Undertale, so that makes it an Undertale clone
Fuck you
>>
http://104.200.138.151:8080/

My multiplayer game now has score and drops (the blue stuff).

WASD to move, mouse to point and shoot.
>>
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Progress I guess. Movement... Is there.
Also little turret things that track the player
Now to procrastinate working on a health system or fixing the transition between running animations
>>
>>179959139
Don't click on that it's a virus.
>>
My game will be an Atari console launch title.
>>
>>179957776
literally use flood fill, iterate through the filled cell and color them based on how many steps they're away from the center of the flood, the further it is the lighter the color would be, save result, what's hard about that?
>>
>>179959464
I can't into code
>>
>>179957884
It's 15 for the game though, where'd you get 25 from?

>>179958235
Alright, thanks for the honest feedback in any case. I know it seems derivative of undertale (which is why I mentioned it) but I also said I think it's still unique enough to stand on its own. But for that trailer I just needed a gimmick to put in there, so it came down to the feelings bit. If I didn't do that, it'd just seem like any generic jrpg.

>>179959029
Cool, thanks for supplying a counterargument on my behalf
>>
>>179959237
zoom out about 100ft and that animation would look pretty decent.
>>
>>179959550
if you know any code at all you can fallow the sudo code algorithm provided on the wiki page.

if not, find someone who knows how to code ur game?
>>
>>179959550
Just copy a floodfill implementation from stackoverflow, iterate it according to the size of the texture and set the RGB color code variable to i-1 or -2 each iteration
>>
>>179959568
Be very careful with stretch goals like "make a webcomic".
>>
>>179959550
learn how to code or get a programmer, nobody will spoonfeed you your whole game
>>
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>>179959436
Nice meme.
>>
so is there a real better alternative to unity for 2d?

game maker isn't one
>>
>>179959878
That tells us nothing about what you would consider a better alternative.
>>
>>179959436
just open it in incognito.
>>
>>179959878
GameMaker is better than Unity for 2D.
Godot too.
>>
>>179959963
just unplug your internet, that way you can connect without downloading the virus
>>
>>179956540
Title:
Sunset Wave
Summary:
build it on time with good ideas and lots of love
Player experience goals:
hentai
Key features:
dancing and Americans
Genre:
don't worry about the genre, hook 'em with the graphics
Target audience:
hippies, weebs, and black people
Gameplay and mechanics:
taking pictures and filing things
Narrative and character:
a woman burning with love, who you have to take pictures of, also you fight aliens
Graphics and interface:
point-and-click, open world, stat-building, buffs and debuffs
Audio:
slow, natural, ethereal, lots of horns
Technical aspects and other considerations:
wheelchair-accessible, gay-accessible

how'd I do?
>>
>>179959878
>Box2D
>Efficient SpriteBatch implementation
>automatic atlasses

What do you need more
>>
>>179959929
>>179960098
I'm fine with unity people just keep telling me not to use it for 2d
>>
>>179958780
how long until the stigma leaves that genre?
>>
>>179960284
So you're trolling or...?

I don't see the point of your original question if you're happy where you are.
>>
>>179960305
1 year or another new indie gem
>>
>>179960284
>>179960368
Your players won't be happy with the terrible performance.
>>
>>179960284
with "people" you probably mean AGDG. in this case you can safely disregard everything they told you
>>
>>179960415
Nobody's ever said anything bad about my games' performance. I watch my profiler and stay within bounds - like a sane developer.
>>
>>179960368
i wanted to know if those who say unity is worse for 2d actually had a better alternative.
>>179960415
almost as unhappy with the awful controller support and many random crashes of gamemaker
>>
>>179960527
For raw performance, any actual 2d engine or framework. Unity might still win out on ease of use or other engine features.
>>
>>179959568
>It's 15 for the game though, where'd you get 25 from?
from yurop getting . and , wrong
>>
>>179959878
https://www.libsdl.org/
>>
>>179960808
thank you for a real response
>>
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>>179926409
ゴードーゲームエンジン!
>>
>>179959139
To whoever is trying to hack my game server, good luck.

Top lel, Do you scan everyone's web shit on here?
>>
>>179959878
Godot
>>
>>179955305
>t.GRRM
>>
>>179961089
kawaii godoo
>>
>>179960284
Unity is the only way to make a game.
>>
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>>179959139
>multiplayer game
>only one player
>>
Hi, sorry for such a basic question but I just have no idea how to search for this.

I've read quite a few times comparing strings values is not a good idea and should be avoided unless necessary, although not sure why. If find it useful, though, probably because of my coding inexperience/inability.

For example, I'm implementing double tapping so that a character runs if a direction key is pressed twice. For this, I first store in a variable which was the last key pressed. for example, 'left' in a string key, and when a new one is pressed I compare if the new and store values are the same. Instead of using a string, I could use an integer variable where numbers acts as codes for specific keys, for example 0 = left, 1 = right, 2 = up, etc, but a string is much more clear.

So: is comparing strings really that bad? Is there a method to compare values for these kinds of situations that is as clear as using strings but as reliable as using numbers?

Again, sorry, I know this is probably too basic.
>>
>>179961390
What advantage does Unity have over Unreal for someone who ISN'T interested in making an asset flip?
>>
So I noticed that there's a non-steam version of the Smile Game Builder demo. Don't reckon there's a way to extend/remove the trial period? I just want to mess around in it at my own pace without uninstalling it every month or so.
>>
>>179961647
simplicity and freedom
>>
>>179961464
That's because you were probably the only one on.
>>
>>179961705
meme words
>>
>>179961646
depends on the language
in C comparing two strings actually means comparing each character of each string, meaning to compare dicks and dickstyle you go through a loop that looks like
a[1] == b[1] and a[2] == b[2] etc
>>
>>179961646
Look up enums

>So: is comparing strings really that bad?
Not really. It's just easy to have typos introduce bugs, and in other ways the compiler can identify mistakes more easily with enums (e.g. switch statements). The performance difference is unnoticeable.
>>
>>179961769
>meme words
meme words
>>
>>179961646
In some languages, "string1 == string2" will always return false unless string2 is an alias of string1, because it is checking to see if they are the same object.
In languages where == actually compares them, it's just syntactic sugar for a more complex operation: look at every character in each string and see if they are identical, returning false when you find a discrepancy and true if you don't.

In your specific case, it is bad practice because it wastes CPU cycles on something that could be done much, much faster with an enum.
>>
>>179961646
for something like this there is no reason to use a string. you could use a string comparison or a char comparison but in most frameworks comparing ints is much faster
>>
>>179961647
That Unity actually makes games, while UE"""4""" does not.
>>
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>>179961705
>unity
>simplicity and freedom
>>
>>179961647
you need to learn c++ for unreal, also few 2d tools
>>
>>179962071
>>179961705
These non-answers prove that Unity is shit and you're just memers fishing for (You)s.
>>
>>179962119
compared to UE4 you retard
>>
>>179962165
>you need to learn c++ for unreal
No you don't. I can't even compile C++ on my machine because Microsoft's SDK installer is bugged and I'm developing in Unreal right now.
Use Blueprints.

>also few 2d tools
Why would you use a 3D engine to make a 2D game?
>>
>>179961705
>>179961647
this

unreals particular systems (terrain for example) are all better at what they do, but they try to lock you into a certain pattern. unity gives me more of a blank slate.

plus I like being able to use C# and not choose between blueprints and c++
>>
>>179962192
wtf does that mean though? are you saying UE4 is more restricted than Unity?
>>
>>179962174
This non-post proves that UE4 shitters can only shitpost, have no games and give away free (You)s
>>
>>179961647
Better UI tools, more modular windowspace, an enormous asset store to help save time (this isn't asset flipping implicitly), typically faster compile times, etc.
>>
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IT'S HAPPENING AGAIN
>>>/bant/1070680
>>
>>179962357
I don't know what this means.
>>
>>179962281
>No you don't.
>Use Blueprints.
I'm sorry if you want to a make a real game you need to learn c++

>Why would you use a 3D engine to make a 2D game?
Who knows but it's true that unity is better at making 2d games
>>
>>179962295
>simplicity = unrestrictedness

nice reading comprehension

UE4 is more complex
>>
>>179962319
Oh and multi-platform support. That's a big one.
>>
>>179961860
>>179961913
>>179961958
>>179962057
Thanks a lot, I'm using C#. I'll check enums because I don't even know what they are.
>>
>>179961646
You use enumerators. So that the variable LEFT == 0, etc, etc.
Then instead of a string you just use the enums. Comparing integers is always faster than comparing strings. There's another benefit as well, it's that enums will be autocompleted (depending on what you use). So you will always type the correct thing, if you compare strings maybe you'll accidentally type "Right" instead of "right", and cause hard to find bugs.
>>
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Can't be restricted by the terrain system if the engine forces you to write your own.
>>
>>179962472
Blueprints are just a wrapper for C++, anon. You can do anything in them.
>>
>>179962357
>sourcefam is finnish
really gets the brain bubbling
>>
>>179962641
Please don't spread this falsehood. You can do ~85% of what C++ can. Depending on how novel your game is, you might not notice the gap, but it's there.
>>
You WILL port your game to the Ataribox, right?
>>
>>179961705
>>179962119
literally the opposite of both of those things.
unity is a complex prison and that's why it's great.
>>
>>179962641
>you can do """"""anything"""""
>>
EVERY MORNING I WAKE UP AND OPEN PALM SLAM A CD INTO THE DRIVE. ITS HAMMER DOT EXE AND RIGHT THEN AND THERE I START DOING THE MOVES ALONGSIDE WITH THE MAIN DEVELOPER, GABEN. I DO EVERY MOVE AND I DO EVERY MOVE HARD. MAKIN WHOOSHING SOUNDS WHEN I SLAM DOWN SOME VERTICIES BY HAND OR EVEN WHEN I MESS UP VISLEAFING. NOT MANY CAN SAY THEY USED THE GALAXY’S MOST DANGEROUS GAME ENGINE. I CAN. I SAY IT AND I SAY IT OUTLOUD EVERYDAY TO PEOPLE IN /AGDG/ AND ALL THEY DO IS PROVE PEOPLE IN /AGDG/ CAN STILL BE IMMATURE JERKS. AND IVE LEARNED ALL THE COMPILE PROGRAMS AND IVE LEARNED HOW TO MAKE MYSELF AND MY APARTMENT LESS LONELY BY RUNNING EM ALL. 2 HOURS INCLUDING WIND DOWN EVERY MORNINg
>>
>>179962319
>Better UI tools
In what way? UMG seems vastly superior to "just drag that shit around in the level editor."

>more modular windowspace,
What?

>an enormous asset store to help save time
Only if you don't mind spending a few hundred bucks.

>typically faster compile times
None of my projects are large enough for this to matter so I can't comment.

>>179962506
>Oh and multi-platform support.
UE4 has this.
>>
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>>179956578
>Netherlands
>RPG where you consider the enemies feelings

Well, that makes sense.

>20k

That's alot all told. The KS bubble kinda burst, man.

>Discord server

Right.
>>
>>179962745
>>179962780
What exactly can you not do?
I assume networking is either outright impossible or too slow and clunky to be practical, and I definitely wouldn't dream of writing a physics system in blueprints, but I'm not aware of anything they can't do that any sane person would actually want to do in a single-player game.
>>
Reminder that UE4 has Switch support and Nintendo uses it for flagship titles.
>>
>>179962881
>UMG seems vastly superior
ehh, I like that unity isn't so autistic about how many children a UI element can have.
>>
>>179962881
>UMG seems vastly superior to "just drag that shit around in the level editor."

Not in my experience but you're allowed your own opinion. Unity's workflow in the UI is faster than Unreal's in my experience.

>What?
Easier to move around/dock/mutate the existing editors and inspectors to do whatever you like, add buttons wherever, and so on. Really easy to mutate all that.

>UE4 has this.

In much the same way that the PS4 can play some PS3 games, yes. UE4 supports multiple platforms. Unity supports damn near everything under the sun.
>>
>>179962994
Where is your game, proxy slut?
>>
>>179962980
This system is extremely flexible and powerful as it provides the ability for designers to use virtually the full range of concepts and tools generally only available to programmers. In addition, Blueprint-specific markup available in Unreal Engine's C++ implementation enables programmers to create baseline systems that can be extended by designers.

this inherently implies that there are things it can not do alone

that said I've never used it
>>
>>179962994
>consoles
>2017
wished they would've cared this much about welcoming indie development back when they werent a smoking husk of culture irrelevance
>>
>>179962980
One example: I want to have a gamewide array of NPCs, so I can read and set them from anywhere. I also want to be able to put them into logical groups. My only problem is, arrays can't return a reference to their contents! You can only get a copy of the contents. So I can't store arrays of references to NPCs, only their IDs as ints, and use some check-in/check-out system if I want to make changes.

It's all little things like this around the edge of the system. You CAN make a game with it, and you might not even run into any problems.
>>
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>>179962994
So does Unity though.
>>
>>179963330
>flagship
>>
>>179963410
Wasn't talking about there being flagship titles, was talking about support for the Switch.
>>
>>179962994
Can you name a single Nintendo game made in UE4?
>>
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>>179963540
Super Mario Odyssey
>>
>>179959568
>But for that trailer I just needed a gimmick to put in there
You could have chosen any gimmick, but you went right for the Undertale one. A cynic might suggest you did that in order to try to piggyback on Undertale's success.

I've already played Undertale, I don't need to play something that looks like a clone of it.
>>
>>179963249
>this inherently implies that there are things it can not do alone
Right, but I have never actually seen an explanation of what it cannot do besides networking and physics. But I don't need networking in a single-player game and I would never write my own physics in an engine that already has perfectly good physics.

>>179963306
>My only problem is, arrays can't return a reference to their contents! You can only get a copy of the contents.
Hadn't noticed this yet. What the fuck?
>>
>>179963540
Yoshi
>>
>>179963645
Feelings weren't a game mechanic in Undertale, anon. Are you sure you played it?
>>
>>179962357
wtf
>>
>>179963704
They fixed it for value types in 4.16. I can think of a hacky way around, too: make a dummy reference class that just holds the reference you actually want. Even if it's copied by value, it's internal reference to the thing you actually want will be valid.

That's just so fucking retarded to have to do, though.
>>
>>179963540
>>179963745
[citation needed]
>>
>>179963809
Yes they were. I remember being given the option to pick on or not pick on particular monsters. I could cheer up or attack another type of monster. I could encourage another monster to sing. It was all in there.
>>
>>179963986
are you fucking retarded or just memeing?
>>
Is there some way in Unity to save the state of an object, including the values of variables on the scripts it contains, or do I have to do it manually?
>>
>>179964053
No.
>>
>>179964053
Not sure how you thought you'd be able to do it not manually.

Do you need values to persist through a session of play or be saved indefinitely?
>>
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>>179964015
That was all flavor text.
The game mechanic was selecting the right interactions to make the monster leave you alone.

>But Undertale is the only turn-based RPG I've played so all turn-based RPGs seem like Undertale clones to me!
Pic related
>>
>>179964142
I'm resetting objects back to where they were a few seconds ago, but it also needs to include the variables that the AI was using for navigation etc.
>>
>>179963582
Regarding this game, I love how the sand looks in that icy sand stage. Sand was also very pretty in Journey. It has to do on how light seems to be reflected on the curvaceous sea of tiny fragments of stuff that make the dunes.

I don't know much about graphics. Is it just done with a specular map, or is there more to it? I don't think I've seen it in other games so I guess it's more complicated than that.
>>
>>179963986
Literally 1 picosecond on google.
>>
>>179964263
Is the object in the scene hierarchy or in an inspector etc?

Sounds like all you'd need to do is just have a stored copy that you update ever so often with new values. A good place for a Coroutine that continues to call itself indefinitely if you ask me.
>>
Hey guys, any tips for deving and studing at the same time?
>>
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>no motivation to make game since I haven't made progress in weeks
>progress hasn't been made in weeks due to lack of motivation
How do I get out of this Ouroboros of nodevving
>>
>>179964562
cut all the other crap out of your life. one of the two things you're doing will make you rich, so dedicate yourself to them.

other than that it's standard time management stuff that everyone has heard of already. have a separate place to work and to play. take breaks, get exercise, etc etc
>>
>>179964053
This might help, looks like it's some bullshit though
http://answers.unity3d.com/questions/443525/serialize-a-gameobject-including-components.html
>>
>>179964673
orbs of light should do the trick
>>
>>179964673
Pick the easiest stuff in your to-do list and just do it.
You do have a to-do list, right?
>>
>>179964673
>no motivation to make game since I haven't made progress in weeks
How the fuck does that work? That should be motivation to make progress, not the opposite
>>
good spriting programs for pc?
>>
>>179964712
Thanks, that makes sense.
next time i will show up with progress for sure!
>>
>>179964352
My current method is just a list of structs that updates at an interval.
>>
>>179964562
https://www.youtube.com/results?search_query=how+to+dev+while+studding+walls
>>
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>tfw want to give up but can't just go back to mindlessly playing vidya
>>
>>179964931
Aseprite is top-notch for pixel art
>>
>>179965090
find more intelligent games to buy Whip the Vote.
>>
>>179964853
It is really hard for some people to focus on the process, anon. Some of us are just thinking about the end goal.
>>
>>179964931
Seconding. I just draw chracter concept art on my huion and use it as a transparent layer in aseprite for reference. Top tier.
>>
>>179965207
>tell someone youre making a game
>they tell you they have tons of ideas and they were looking for a team to make a game
>let them down hard

(:
>>
>>179965183
We get it, you have a neck fetish, please stop trying to force it on the rest of us
>>
>>179964853
No visible progress/results kills the motivation to work more
>>
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>>179965269
>>
>>179962357
Amazing. Absolutely amazing.
>>
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>want to add a nice little feature to my environment in UE4
>it isnt a default feature
>find a user made solution from 5 months ago
>it cost my $9
>its already out dated and doesn't work with the latest UE4

fml
>>
>>179964673
You just have to JUST
DO
IT
>>
>>179965252
>post progress on yt channel daily for 2 weeks
>get some people really hyped up about it
>its been 1 full year since my last update

Life is suffering.
>>
>>179956578
Yeah, your kickstarter page really needs to be updated ASAP. Typically people add updates every day or every other day to keep interest going past the initial burst, but adding core details and screenshots later is a bad move. Get those up now. The trailer is actually cute, and the game looks pretty cute and well done besides the mixels
>>
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>>179965487
>read the source code that was included
>integrate it into the current version of UE4
I'm so glad I know how to program
>>
Tell me about blackshell media. Why do they keep liking and reblogging my shit?
>>
>>179965709
shotgun marketing

now look at their website and see how many names you recognize. that's the level of service they provide
>>
>>179965709
Because they want to get in bed with you just like they want to get in bed with anyone.

Also they want to look 'hip' by liking/following everyone so if anyone makes it big they can go 'look how savvy we are - we've been following them for months!'

Also if you follow them back that gives them an excuse to DM you.
>>
>camwhore is doing a bloodbath
>drive to dev: +100%
I dont get it
>>
>>179965709
or perhaps they were wonder why someone would make a blog, without even having a game.
>>
>>179965928
nigga u mad
>>
>>179965928
At least you can dev, what's your game?
>>
>>179965783
>check website
>Vampire of the Sands is on there
kek

also
>All of those nobody games
>Those were all someone's dream
feels bad

>>179965804
Noted, seemed too shady to follow back
>>
>>179965993
it doesnt matter what our game is

what matters is our plan
>>
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What do I type in?
>>
>>179943628
cgtraders
>>
>>179965993
no one cared who we were, till we reblogged the devs
>>
ataribox is just going to be a rip off of the NES classic
>>
>>179966192
Write a procedural-generation letter-writing program
>>
>>179966337
I'm ok with this
>>
>>179966337
That's great.
Can we make games for it?
>>
>>179966337
They said it will be a real console, not just an emulation box. And the official page has the dev email so they clearly want new games too.
>>
>>179966423
ok, it'll be a rip off of the NES classic that includes indie game support (but only for retro style games)
>>
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post yours so I can have an excuse to post mine.
>>
>>179966496
>indie game support (but only for retro style games)
if so, well shit I'm in
>>
>>179966496
that would actually be pretty cool
>>
>>179966496
>imagining people making retro ATARI games in Unity
Made me puke a little in my mouth.
>>
>>179966917
people already do this but with lights and particle effects
>>
>>179966192
I sent the email, I'm going to be a real game developer now with a real launch title!
Wish me luck, guys.
>>
>>179957576
http://steamcommunity.com/app/603960/discussions/0/1353742967804375926/
>>
>>179966596
>>
>>179967956
gogem you are cute to me
>>
>>179959237
That's some really horrible animations you've got there, laddie
>>
>>179967956
Just stop posting, you retard.
>>
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>>179968256
>>
>>179968358
You're an idiot, and you're parents are ashamed of you.
>>
>>179968412
you type like a manlet
>>
>>179964673
you make progress
you do whatever you need to do to push yourself into working on it
which funnily enough is largely this >>179964673
>>
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>>179965430
>>
>>179965487
>be UE4 dev
>rely on it to have everything I need for me ready
>It doesn't have the little thing I need
>M-maybe Rama has written a Node for it in C++...
>He didn't
>Have to redo the whole project in Unity
>>
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>>179968714
go to blockbuster, browse the Aesthetic Refn Kino section.
>>
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I added the ability for enemy AI to dodge the player's attacks.
>>
>>179967956
>12$
Are you shitting me
>>
>>179956578
Anon, it looks pretty good, but you're asking way too much for it. You won't reach the goal you're asking for. Why do you need €20,000 anyway?
>>
>>179956578

>He had the chance to make a furry porn game with this but didn't take it

>He doesn't want to be mad rich
>>
>>179967956
>>
reminder: if you are making a 3D game and have a team of 3 or fewer people, you will never finish the game.
>>
>>179966496
I would love that.
Holy shit that would make my day. Even if it's not successful I would be on that train in a second.
>>
>>179969557
This is not true. I've seen 3D modelers in these very threads make simplistic barebones games in less than a week with just Blender and autism.

I know it can be done.
>>
>>179969396
To be fair, the window when that was visible to normies was short. Pretty much just since the BS collapse. I'm making one now but every week there is a new competitor popping up. It's not easy to just throw something up and get cash anymore.
>>
>>179969432
>>179967956
Congrats to both! I love seeing devs getting paid for their work.
>>
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>>179970039
Me too. Just wish I personally got paid more often.
>>
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How does it look? The back 3 background layers are old, but they get the point across well enough
>>
>>179969557
Well I've made more progress in 3d than I ever have in 2d so I think I'll stick with 3d.
>>
>>179969143
it's a niche game nicca
>>
>>179970210
Looks like a game that'll sell well.
>>
>>179970210
nice.
>>
hey AGDG, I want to make a game,

Before I do that though, I want to mess around with the tools I was thinking of using, mainly openGL, SDL, and c++ while at the same time avoiding the use of things like an IDE or GLEW. Do any of you have experience with these tools that could be useful, or know of any tutorials to help me learn it?
>>
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>>179966596
:^)
>>
>>179970683
What service is that even? I don't recognize that database.
>>
>>179970370
>>179970418
Thanks anons, I appreciate that
>>
>>179970210
character is not visible enough
there are more highlights on the plants and rocks than it
>>
Ok how about this, a 3d RPG akin to FF7 in terms of story and battle system, but you play as Jesus being the main hero of the game. Team members include godly figures like buddha, Joseph Smith, Krishna, etc. and maybe the story would revolve around defeating the major evils that take place in each of those religions. I feel like you could have a lot of fun as with the different environments and character development that such religions would give you. Some cool ass and original spells would be fun too.

My only reservation is that I'm christian and I'm pretty sure something like that would be sacrilegious.
>>
>>179970941
that's how it gets ya
>>
>>179926409
Can anyone tell me some good softwood for making my own music? Something simple for chiptune style tunes. I saw the free music links in the op but i want to make my own and dont know any good (free) resources.
>>
>>179970941
I'm stil playing with the palette on this enemy. It's got highlight colors, but they're relatively subdued due to it being a rock creature. I'll keep experimenting

Actually fuck it, this >>179971075
>>
>>179971056
only if you include muhammed
>>
>>179971112
You're going to want to look up what's called 'trackers'.

FamiTracker is a popular one.
>>
>>179971056
>godly figures
>Joseph Smith
go back to your wives Jebediah
>>
>tfw I literally googled the witness to get some style references
>>
>>179971318
>tfw I also do normal things every dev does and post it to my blog 4chan
>>
>>179971143

I was gonna name him too but honestly If I made this I'd exclude him on the grounds that I don't want to be blown up. Most I'd do is have him be one of the "evils" but not directly allude to him being Muhammad.

>>179971215

Yeah whoops bad choice of words
>>
AHHHH I WANT TO BE DONE WITH IT ALREADY
>>
>>179971665
>>179954448
>>
>>179954448
>>179971694

I directly skipped to 3, it will be boring, not better than I think and I will learn nothing of it

But at least I will have a finished project for my portfolio
>>
>>179971056
>my idea is [RPG] with [preexisting characters]
it's shit
>>
I want to make a game like runescape. Never made anything before. Which engine should i use? Is it easy to get a singleplayer game and add on multiplayer online features?
>>
>>179971990
yes, making an MMO is definitely the best first step for any aspiring game developer
>>
>>179971990
>multiplayer online features

Lumberyard
>>
>>179971990
not in scale, just like top down single controlled character in a fantasy setting
>>
Does unreal have any decent tutorials yet? Are there any books that aren't worthless pieces of shit? I want to create an rpg and need a lot help creating good systems for data structures
>>
why are Photoshop slices so fucking shit
>>
>>179972184
You're not going to create a 3d RPG. No one here has ever created a 3d RPG and you won't be the first.
>>
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>>179970708
I wonder
>>
I'm an artfag trying to make a Zelda-like game in GameMaker

Is it a bad idea to use the built-in physics engine for this?
>>
>>179972693
So, what, Epic has a service that sells directly to customers or...?
>>
>>179972571
not with that attitude
>>
>>179972778
asset marketplace maybe?
>>
>>179972571
I did. Granted everything was flat like paper mario but it's still 3d.
>>
>>179972778
You're embarrassing yourself.
>>
>>179972929
Ah, that makes sense. Didn't think about the asset store they run.
>>
>>179972962
An adventure game is not a role playing game
>>
>>179972795
>game normally created by a large team full of specialists
>you don't have the skills of a single one of them let alone all of them, in fact you have no skills at all
>you don't even have the ability to learn by yourself, you're just waiting for youtube tutorials like a fucking moron
>but you will succeed because you believe in yourself, like in your favorite pixar cartoon!
>>
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was gonna make a node-based starmap for demo day but I want to actually have a demo ready
>>
>>179973086
Right. Which is why I said "I did" in reference to making a 3d RPG, because it wasn't an adventure game.
>>
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>>179973119
you wont
>>
>>179973151
Post game. I don't know any paper 3d game here that's not adventure.
>>
>>179932902
Its great for getting a window, inputs and a glcontext running
>>
>>179973215
I totally would but I'm revamping it to sell and I can't afford you guys stealing the idea as its pretty original.
>>
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>>179973176
STOP USING NORMIE MEMES
>>
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>>179973574
Sure thing bud
>>
>>179972704
Built in physics are almost always a bad call, can't imagine why a Zelda like would possibly need physics
>>
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J U I C E !

Experimenting with a HUD system that's anchored to the player. It shows hp and shields.

Not sure I like it. It makes the player easier to spot on the screen, but it might get in the way. I'm also gonna need more HUD elements (fuel, cargo, exp etc) that won't fit in the same system.


Also, more juicy ships blowing up.
>>
Add new features or polish what I already have?
>>
>>179974369
How done are you laying out all the foundations of your game? Note by foundations I mean core features.
>>
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>>179974234
I'm going to copy your game if using backgrounds ends up being too slow.
>>
>>179974439
Not really far. That's why I ask. I could lay out everything or focus on one thing at a time and finish it.
>>
>>179974661
Lay foundations first - otherwise you tempt feature creep and overpolishing singular features to the point that they don't work well with other planned features.
>>
>>179974659
Thanks, you gave me nausea
>>
>>179974659
thanks for giving me a migraine
>>
>>179974659
Thanks, you gave me and my family cancer.
>>
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>>179974721
>>179974726
>>179974763
It's a feature.
>>
>>179974812
It's a refund-generator.
>>
>>179974659
>>179974812
what the fuck am I watching

>I'm going to copy your game if using backgrounds ends up being too slow.
Joke's on you, I'm already copying another dev from a previous thread :^)

seriously though, I hope I haven't discouraged the original dev from continuing his space shooter.
>>
>when your game is so bad it actively hurts the people that play it
>>
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This is absolutely no doubt about it going to require a refactoring later down the road as I'm not entirely sure exactly how I want all this to work yet.

But nonetheless, I've finally got the damn thing hooked up. Tomorrow: Combat.
>>
Is it okay to use old chiptune songs that are so old and obscure that you can't even find the artist on google?
>>
>>179975150
>what the fuck am I watching
h y p e r b o l i c s p a c e

>Joke's on you, I'm already copying another dev from a previous thread :^)
That's why I don't feel bad about copying it.

>>179975193
My game will expand your mind and your gag-reflex.
>>
Can these 2d game engines make isometric games like diablo 2?
>>
>>179975440
Unless they are Public Domain, it is not OK to use any piece of art without asking the creator unless otherwise stated by the creator (such as with Creative Commons licenses).
>>
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>>179975793
What if he's dead
>>
>>179975984
Then you'll have to wait 70-90 years before the copyright expires.
>>
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a game where there's no gravity but it's not in space
>>
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>>179976186
You called?

It's no longer in the steam store. Fuck ME!
>>
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Now the charging sawblade dudes have blades that spin and spit out sparks and smoke
>>
>>179974234
make it consistently in front of all other elements but 40% transparency if something important is behind it
-or-
it's always behind important objects

Shouldn't get in the way then. Beyond making your tiny ship easier to see, it also means you don't have to move your eyes away from your ship, which looks like it might be an issue otherwise
>>
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>>179976501
Holy shit I just realized what these guys remind me of
>>
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Gone Homeless is still strong as ever.

I think the clouds crapped em selves.
I'm doing animations at the moment.
Will dump down trees, foliage/trash/other things after animations are done.

Tumblr: http://frostydoctorjuicebear.tumblr.com/
>>
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>>179974034
what makes a game """comfy"""?
>>
>>179977017
Your image is not comfy and is a bad example.
>>
>>179977056
why do you think i want to know
>>
>>179977056
Your not comfy.
>>
post anime games
>>
>>179977017
I remember some good posts on this back when comfy jam was happening
>>
>>179976789
>Gone Homeless

Kek. What's the gameplay going to be like?
>>
Which % of a game development is/should be devoted to writing the story, if there is one?
>>
>>179977796
29.56%
>>
>>179977796
by time spent, anywhere from 5%-30% for a game, and up to 90% for a vn

not counting time you're thinking about ideas
>>
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>>179977378
Stabbing people for lose change, getting paid to bum fight, getting paid to eat glass, vomiting in the streets, getting arrested .etc.

Got a lot of mechanics in, just getting a demo polished up now.
>>
>>179977858
does he have a bag on his head?
>>
>>179970210
nice super mario odyssey clone
>>
>>179977828
>>179977851
Roger. Thanks. I need something gamedev related when I'm stuck in a bus or an airport.
>>
>>179977796
none
>>
WAAAAAALKERMAAAAAAAAAAAAAAN
>>
>>179977796
i love this type of game design astrology
>>
>>179977934
Nah, a fedora, I was messing with hats.

A bag on his head sounds good, might aid the appeal.
>>
>>179977858
that's not a roleplaying game is it? you're not allowed to make one of those
>>
>>179978309
Nah, that's not really the direction I want to go, it's a survival sim kinda postal/my summer car inspired.
>>
is my trailer cool senpaitachi? jus sorting the steam page zzzz

https://www.youtube.com/watch?v=L4_agA0PRvI&feature=youtu.be
>>
>tfw want to make a single player eve-style space game for mobile, but it would require a ton of work, and even if I put it in, it'd never get any amount of attention worth the effort

oh well.
>>
>>179978429
* gotta fix aspect ratio, its bugging me -__-
>>
>>179975686
yes
>>
>>179978309
Why is it not allowed?
>>
>>179978728
this is a reference to an earlier post in this thread, colloquially known as a "meme"
keep up
>>
>>179978454
that's true for any game
>>
>>179978761
Memes? I've read about those in the internet. Sorry. I'm not an usual lurker. I should be getting shit done anyway.
>>
>>179978814
Yeah desu if you caught it it means you're spending too much time here
>>
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I think I figured out Game Maker's autotile pattern. it's not very clear.
>>
>>179940965
That looks nice!
>>
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>>179977017
Closed spaces, dark mood, an "outside" that's very dangerous and an "inside" where the player is completely safe.
>>
>>179979270
brb adding a wall to my village
>>
I hate you
>>
>>179970210
Looks really good anon, I would buy it.
>>
>>179974234
Every webm thi game looks better and better, don't you dare drop the project anon
>>
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full art cards are too fun to make
>>
>>179980370
spookydev you are cute
>>
>>179980370
itadaki~!
>>
>>179956281
It's starting to come together a tiny bit. Never gotten this far on a game before besides super small projects.
>>
>>179980370
>mechanical walking fish

I understood that reference
>>
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>>179974234
>the arcs aren't actual shields
>>
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Thoughts on this conversation box UI?
>>
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remember 2012?
>>
>>179981760
Theft
>>
>>179981732
I'd like a frame and background for the text itself
>>
>>179981517
Kek. That could work in a less-fast-paced game, but I think angling your shields, moving and shooting at the same time could be too hard.

Maybe.

Hmm.
>>
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>>179981816

You think it's necessary?
>>
>>179981760
cute! which game?
>>
>>179980370
I agree with the earlier poster that the wink needs to be a tiny bit thinner. The closed eye is almost as thick as the open one.
>>
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>>179981760
2012 was fun.

I must remake this to a phone game.
>>
>>179981973
I don't know I'm not a graphic designer, but I kinda want it, I think it would look better
it could just be a small frame, a few pixels wide, and a slightly lighter grey background
>>
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>>179981974
dunno
>>
>>179981973
no
>>
>>179981974
They are mockups. The girl sprite is an edit of some Japanese guy's art.
>>
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fixed aspect ratio: https://youtu.be/BZOtip5o8kY

and basically finished the steam page zzzz
>>
>>179982192
every time
>>
>>179974659
jesus christ my brain
>>
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>>179980868
thanks!
>>179981461
I just wanted a deep sea thing with too many legs. Junji Ito Official followed me some time ago so maybe some gyo or uzumaki stuff will happen in the future.
>>179981982
I'm not convinced, really. But I will give it some tries!
>>
>>179982195
I would do a time trial mode where you have to last the longest and take inspiration from devil daggers for maximum meme.

The trailer music needs work, the trailer could do something better than flash up $4 on steam, it's your game, I'm sure you could treat it a little better.
>>
>>179981973
Too much exposition in one screen.
>>
>>179982127
>>179981760
Lmao those are sprites mush copied off some japanese artist.
>>
>>179974659
I CAN SEE GOD!
https://www.youtube.com/watch?v=Ef002TV_K7A
>>
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>>179982412

What is the ideal amount of words for a single screen? Is there a guideline?
>>
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>>179965709
They contacted me about a game i'd abandoned a year earlier. Got pretty exited but it died down and I realized they just go to anyone who can make a 'Hello world' program.
>>
>>179980370
post a new demo already
>>
>>179982330
ask him if he's involved with death stranding
>>
Friend classes are useful
>>
>>179982571

Depends on the genre.

RPGs can have afew hundred and action games are supposedly to only have 120 characters max.
>>
>>179970210
Looks great anon, keep on working hard.
>>
>>179983154
will you be my friend anon :3
>>
>>179982393
cool, the game is basically a big time trial really
>>
what are some comfy minigames that can be used in a 2d game other than fishing and button mashing
>>
>>179973176
I wish someone would make memes of my games.
>>
>>179983261
only if you promise not to corrupt my internal state...
>>
>>179978372

Is it going to have a VR feature? I really want to get in with the squalor
>>
>tfw want to make a fucking open world RPG
>realize it's absolutely fucking insane to go down that road
What's the smallest action/RPGish third person game one can make? Something where I skip the RPG mechanics and focus on the combat instead? Good old Rune comes to mind and I think there were a few other games like that.
>>
>>179982513
Where are your sprites?
>>
>>179983485
Chrono Trigger is pretty simple and it's hailed as one of the best video games ever made. Stop with the fucking open world shit.
>>
>>179983449
I have a vive, and a DK 2, I really don't see why not.

Could be another way to portray what I want to do.
>>
>>179983369
Another tiny game within your game. Like a small beatemup or shmup or platformer.
>>
>>179983686
>Akira Toriyama's art vs anon's
>>
>>179983686
Chrono Trigger is great but I'd want to have action combat rather than turn based.

Maybe I should start just prototyping the combat and making that fun first. Then see where to take it.
>>
>>179983843
>Maybe I should start just prototyping the combat

duh

every RPG should do this

if your RPG combat wouldn't be fun in a "100 random enemy encounters in a row" mode, start over
>>
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>learning Blender by making very very small projects and using google whenever i want to know how to do the technique i have in my head (also shortcuts)

Made the arrow fletching with an array modifier around an empty object, so it multiplies around 90 degrees instead of just copying it.

Still first steps.
>>
>>179982571
what genre is your game?
Is that text for tutorial? Felt like too many words for tutorial. A commander wouldn't inform too a soldier with too much detail. He'd keep it short; do this shit, so you won't die in real battle. Doesn't have to be this short. Just an idea. Depends on genre I guess. It might help the world building, and suspension of disbelief, but if it's an action shooty game, people might not want to read much.

You shared useful links before, thanks for that again. I felt like we're going going on a similar path. More like design, directing etc. I wanna do that too. I finished a collaboration recently and it went terrible. Next I want to try contracting artist and musician and do things my way. Any advice? Did you contract your artists etc from online?


>commander keen
>>
>>179983669
>i must defend anime
>>
>>179983934

Blender modifiers are love. But you know you can have instanced copies as well? (duplicate linked) I would have preferred that for such a low count for the sake of simplicity.
>>
>>179983686
>Chrono Trigger is pretty simple
except it's not, try to make an rpg with on map combat and combos, and that without even taking art and story into account
>>
>>179984519
I'm not saying it doesn't take a long time to make, but it's simple in every way. you just learn abilities by gaining levels.
>>
>>179981973
>pretends to be a design grandmaster and keeps teaching everyone
>meanwhile screenshot feels like a strategy game from the 90s
Please go study some modern UX.
>>
>>179984447
Where are your sprites??
>>
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>>179984471
Any idea how to copy/array these to every other edge so I can only edit 1 and everything changes?
>umbrella
>>
is there a word for "knowledge of anatomy"?
>>
>>179965709
They're faggots. Ignore them.
>>
>gamemaker
>switching rooms destroys all objects in it
>but doesn't call the destroy events for them

What the fuck? Am I supposed to manually go through every single object in the game and call its destroy function just to clear the memory because clearing data structures happens in those events? So why the fuck bother using this shit over C++ and Pointers?
>>
>>179985037
Loomis
>>
>>179985083
how do you even access a room's events? I can't find that, I'm just putting general events like pause on the player character
>>
>>179985083
destroy the object in room end event
done
>>
>>179984907
why dont u make the low bit thicker and do that shit with textures? polycount desu
>>
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new game idea: 800 foot tall excavator gf and you play as her operator/maintenance, gets embarassed when you have to replace internals with a crane
>>
>>179984907
One option:
1. Duplicate Linked (Alt+d)
2. 3D cursor to the center of the umbrella
3. Pivot Point to 3D cursor
4. Rotate around Z axis
>>
>>179985321
Feel free to steel this one. Give me a review copy when you finish, no royalties necessary.
>>
>>179985321
A game where your 800 foot tall excavator NTRs you with a 900FT tall drill.
>>
>Sitting in park just liek making gaems in the sun
>Shut down the laptop for a bit, put shades on and bask in the sun
>Reopen laptop and it won't turn on
>Keep pressing power button, can't get it to turn on
>Realise I have my sunglasses on, take them off
>The screen has been on the whole time
>>
>>179985083
room end event for a controller
with (all) {
instance_destroy();
}
>>
game idea: ace combat but it's a a roguelite with horrible graphics
>>
>>179985498
>deving outside
>laptop battery dies for good
>can't dev outside anymore
>>
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>>179985551
>he bought a laptop that's non user-serviceable
>>
>>179985579
>he bought a laptop
>>
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>>179985373
Worked, but only because the rotation angle was even and I could rotate it by 18 degree again and again. A rotation array modifier would be cooler.
>>
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a bullet hell game where you're the enemy that shoots the mc/hero, you design bullet patterns but your PC is has limited speed and can't spam bullets (otherwise it's just flooding the screen with random bullets), you start as a low level enemy that has a very low speed and shoot rate but you can grow (or might gain stronger PCs) to be the final boss with special attacks, more health and prettier bullets.
bonus style points if your bullets patterns are symmetrical and will timed (again, no random patterns)
you can play vs your creations (controlled by ai) and people can do that too or play against you in real time in a 1vs1, the hero will have powerups and a special that clears all bullets on screen (the usual stuff) so using strategy and timing is the only way to win
your goal is to be the ultimate boss of the game and reach rank 1 on the online boss list
>>
>>179985579
>implying I buy things
>implying it's not all hand-me-downs
>>
>>179985680
You can input floating point rotation values directly by keyboard, so you could've just use 360/whatever no matter if even, odd or integer
>>
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>>179981982
like this?
>>
>>179985680
You can use an array modifier for that.
https://www.youtube.com/watch?v=s5teWMHUDgs
>>
rate my code

void main(){

std:cout << "helo world! << endl
}
>>
>>179985762
Kind of sounds like a game aimed at people who don't want people to beat their levels in Mario Maker. Doesn't sound good to me.
>>
>>179986317
looks better
>>
>>179986403
cristian tier, and won't even compile/5
>>
>>179986332
Thanks, love precise and short tutorials like this.
>>
>>179986404
they key word here is "limited", health, bullet speed, bullet spawn rate, movement speed, max bullet on screen are all drawn from the same point pool, you can never be master of all
>>
>>179986495
oh I see

void main(){

std:cout » "helo world!" » endl
}

sorry for typo
rate my code now.
>>
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>>
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>>179984342

We are going with Roguelike inspired Space Management Role Playing Game.

I want the tutorial to act like a prologue, so the tutorial is mixed text and tasks. The tutorial is skippable and it is not compulsory to read the text (continue options come up instantly). It's an RPG, so I expect people who play it won't mind reading flavour text.

I was an officer in the Navy and this was pretty much how Senior Officers talked behind the podium. I'm writing from personal experience and transposing it into another setting (sci-fi).

Thanks for the feedback.

For project management you need to build networks. I spend a lot of time on facebook/discord/email just talking to people and getting to know other people. I also go to local meet-ups and events to meet unity developers. The most important thing is to find people who like your concept and have a specific skill set that will benefit that project. I get a lot of contacts through Unity Forums, but you need to sift through a lot of people with interviews and background checks.

I use Art Station to commissions artists, though I have found some good artists through deviant art or just doing google image searches. Artists are scoundrels so you need a very clear idea of how much you are willing to pay per hour or per artwork. Last artist quoted me $400 for single works, which I declined. He got back to me later and I negotiated $30 per piece. Budget management is key and negotiating down prices is invaluable for a budget strapped project.

Musicians are more difficult. I use youtube to contact creators then build networks. Main thing musicians are looking for is exposure and many are happy to do profit share arrangements.

> Commander Keen

I know someone would get it.

>>179984621

Do you have some links?
>>
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>everybody stops posting after I post
is 4chan just a bot filled image board?
did everybody hate my shitpost?
what did I do wrong?
I just want some (You)s
>>
>>179987359
Thanks for the good explanation anon.
>>
>>179987373
EU daytime is ded time
>>
>>179987373
1. america sleepy time
2. post count near 750
>>
>>179986403
you need to include iostream

test.cpp:1:1: error: 'main' must return 'int'
void main(){
^~~~
int
test.cpp:3:5: error: use of undeclared identifier 'cout'
std:cout << "helo world! << endl
^
test.cpp:3:13: warning: missing terminating '"' character [-Winvalid-pp-token]
std:cout << "helo world! << endl
^
test.cpp:3:13: error: expected expression
1 warning and 3 errors generated.
>>
>>179987551

#include <iostream>

int main ()
{
std::cout << "Hello World!" << std::endl;
return 0;
}

let me cure the cancer that code gave to you.
>>
>>179974659
AAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
Enginedevs, how the fuck do you do 3d physics?
>>
>>179987773
Math
>>
>>179987773
it's pretty much copy pasting code the 2D code to add the Z level.
Quite a hassle to debug it, but if you can do 2D, it wont be very hard to add the third dimension.
>>
>>179987773
physx. it's free and open source (free as in it costs nothing, but you have to give nvidia a part of your soul by accepting that EULA)
>>
>>179987870
Should I just pretend all the meshes are rectangular for the sake of hit detection?
>>
>>179987920
How are you doing your collision detection?
>>
>>179971112
Famitracker if you want to make authentic NES music, OpenMPT with plugins if you want to make fakebit.
>>
>>179987920
all your meshes should have collision meshes made of spheres and rectangles.
>>
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>>179985523
Yes.

Added ally ships (mainly just reworked the enemy targeting system to allow for two sides instead of one). Not very smart, mostly a distraction for the enemies.(and the player, atm)

The AI ships can change targets, pursue them and break off pursuit momentarily.

The grand idea is that as the player gets more levels (ranks), he can call more and better ally ships when help is needed.
>>
>>179988008
I haven't written it, but I'm thinking:
>Project a line from the center of object A to the center of object B
>Find the intersection points on that line with the bounding boxes
>A checks if B's interception point is inside its bounding box
>>
At which volume/attenuation should I normalize my audio files? We are talking in negative dB. When I max it my speakers explode, even though my OS sounds and other apps are normal
>>
>>179988243
I would advise you to get your collisions working first in 2D than trying to add one dimension like I said, but that's just me.
>>
If you call things like strength, agility etc "stats", then what do you call things like health and mana? Trying to figure out a good class name that i can slap on all the characters/creatures lol
>>
>>179988265
>When I max it my speakers explode
Anon, 0db means literally the loudest a speaker can go, all digital sounds are measured in negative db.
>>
>>179988483

Stats is slang.

The word you are looking for is attributes.
>>
>>179988483
Personally, I would probably use interfaces called "IDamageable" and "ICaster"
>>
>>179988572
that wasn't my question
>>
>>179988665
It's still something you needed to know.
>>
>>179988483
still stats
>>
>>179988483
HP/Mana/etc. are stats. They're just a number that can potentially go up forever/arbitrarily (e.g. 210 HP).

Strength/Agility/etc. are attributes. They're presumably on a scale (e.g. 1-10) and often define the character (e.g. a 10 str character would be a Barbarian).
>>
>>179988592
true, i should rename the class
>>179988620
Yeah that makes sense. I was trying to slap everything into a bigger container class but (using unity) having everything call update() individually seems simpler.
>>179988721
skill stats? sounds even more generic
>>
File: cgpp-tileset-1.png (27KB, 640x320px) Image search: [Google]
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I made a simple tileset for the beach level that can re-use the tiles better. The way I did it before was just loading in a drawn image (which was automatically split into tiles) This tileset has flipped tiles in it (to test making levels with it) so it can be used to make simple levels in programs like Tiled. The game engine can flip tiles so only about a half of these are needed for displaying a level which is more efficient. I also put the catgirl in there just so that the user can see the proportions.
Each tile is 8x8 pixels and the orientation of rendering is from top (from left to right). Some of it works better in 16x16 pixel chunks or larger.

I also made a simple font with numbers. Thinking about having a timer only in challenges so players can compare their times or win special rewards for good times.

Looking over the code to work on the levels and fix scrolling and collision. Collision depending on tileset is a big one, seeing the way its done with the beehive editor sort of makes sense but it may take me a while to get that stuff working.

I could still load an image made using this tileset and it will work better (if its tiling accurate) than if it was all just drawn randomly without using the tileset like before
>>
>>179988137
>>Yes
>2d
no
>>
>>179985551
oh out in the wide open! I'm so happy!

https://www.youtube.com/watch?v=hjT7OlYB5C8

just kiddin anon.
>>
>>179988592
Stats is a shorter version of Statistics, not a slang you cuck.

>>179988483
Anything that describes the character and is numerical is a statistic.
>>
>>179988779
Ah yes that makes sense. Thanks
>>
Idea guy here looking for artist for collab.
>>
>3d game where I try various things is getting a bit heavy scope-wise
I'm thinking about starting a smaller project, probably 2d and just keep the other big one for down time and test. Does that sound reasonable?
>>
Idea guy here looking for artists and programmers for collab
>>
Idea guy here looking for artists, programmers and money guys for collab.
>>
>>179989403
post idea
>>
>>179989279

Stats is short for statistics, which originally didn't refer to attributes, but the attribute window.

But stats started to get used as a slang word for character attributes or characteristics.

Statistics cannot be used to refer to attributes, as it has a different meaning.
>>
>>179989731
https://en.wikipedia.org/wiki/Statistic_(role-playing_games)

???

>Citing wikipedia
>>
>>179989858

That's not how you use the word statistic.

Just saying.
>>
>>179987359
I also served mandotarly for a short time but speaking behind a podium, like a briefing style would be different you're right.
And yes rpg would tolerate more text logically.

We finished the project and trying to find sponsors, and the artist I collaborated with is trying to fuck me over. Not cc'ing me the mails, not telling the sponsor that we are two partners etc. Telling me the deal fee is different than the contract. And she sent me the contract too. I saw it there. I can't tell if she's a fraud or honestly stupid. I cought lies from her like that. Altough I need the money, regardless of the amount, I don't feel like I have the energy anymore. She'll try to fuck me over again when it's payment time.

Oh also the musician stopped working, made excuses about being sick so many times. So eventually I stopped emailing her. She said she wanted to build portfolio when we first talked.

Was it my fault, or am I just very unlucky? Or is it because it's a collab? Maybe paid work would go more smoothly?

Do you make a definete list of, characters, animations etc.?

Going down to 30 from 400? Would you still work with someone like that? I feel it's a weird behaviour. Maybe I have to suck it up as a project manager and not care for the sake of finishing the project?

I made a horizontal shooter with before, now I will try to improve it, add more features, and things like achievements and have theme in mind too. I'm just nervous if I can pull it off (contracting people)

I wanted to do some more collabs to build up portflio, and gain more experience, but they seem to have a high chance of going bad.
>>
>>179990056
That's how you use it when referring to RPGs.
>>
File: 1404839437226.jpg (24KB, 534x443px) Image search: [Google]
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This is your chance to shill your completed game guys, reply to me (here or next thread) with a link to your finished game dl page/steam and I'll go take a look and buy. I just want to encourage you guy and play some indie stuff so go ahead.
>>
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Help. I'm trying to come up with gameplay ideas for a morse code game. You'd have a morse key and book with instructions for letters and words, and you'd communicate with a receiver using those tools. But I can't come up with a narrative or a scenario for this type of gameplay.
>>
>>179989704
You post art first.
>>
>>179988483
I just call those stats as well.
>>
>>179990324
You're trapped in an abandoned facility controlled by an AI who only understands morse code. Said AI is not malicious, or benevolent, or anything of the sort. The AI has been online so long that it's come down with a machine equivalent of degenerative Alzheimers, and it can only open the doors to let you out if you can find the code words and transmit them over the receiver (so, for instance, one of the code words is "WATER" and if you transmit it the AI remembers that is the password and opens the door, but it can't give you any clues so you have to use your environment to figure that shit out yourself).
>>
>>179989403
>>179989704
>>179990363
Here's an idea. It's a game about convincing someone to collaborate with you, but only during the first minute or so. After that, it becomes a gore bullet hell and in the end you an hero.
>>
>>179990324
>war scenario
>you can send false messages to enemy troops
>you can receive messages from enemy troops
>you have to make decisions if you give the messages to your military or if you keep them for you
>if you send too many false messages to enemy troops they will recognize it and encrypt the messages with a different code
>consequences in battle fields
>somehow make it that your goal is to make your troops win the war

tldr: alan turing like game

you have to come up with the inteligent details yourself, obviously.
>>
>>179990324
it should be either in a war or a post-apocalyptic setting where communication via a telegraph is the only available thing, but the only way i think it could be played is like paper please, you're tasked to send messages that has consequences on the world and you get to choose what to send and when, maybe responses to incoming messages too, but i feel it'll be more of a chore than a game
>>
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Hi, I'm using enums in c# for the first time and I'm running into a bug. I can avoid it from happening by doing things differently, but I'm bothered because I don't know why it is actually occurring.

Can an enum store the same variable in multiple locations? For example, in what I'm doing I want to have the values "-1" and "1" twice. According by what I've read (for example: https://stackoverflow.com/questions/15458101/can-you-have-multiple-enum-values-for-the-same-integer , https://stackoverflow.com/questions/8043027/non-unique-enum-values) you can, but when I do it doesn't run properly. It always assigns the first case (in alphabetical order) for a certain value.

In my example:
For -1. If I try to assign Down, it assigns Down. If I try to assign Left, it assigns Down.
For 1. If I try to assign Right, it assigns Right. If I try to assign Up, it assigns Right.
>>
>>179990792
Check out enum flags.
>>
>>179990872
Thanks, I'll google that.
>>
>>179990363
>implying I'm an artist
>>
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>>179990060

I've had bad experiences working with women, especially artists. I find they are flakey, less motivated and two-faced, willing to stab you in the back to get ahead. I'm very circumspect with potential female project collaborators, and if I have two candidates that are equally skilled but different genders, I will go with the male candidate every time.

It's sad, but when it comes right down to it, I can't trust women to pull through on important projects and tasks. (Gross generalization here, and I have met some excellent women in the industry - but this is my general experience)

I'd say cut the loose right now. Cut your losses and bite the bullet. Don't even waste time on them. Move on and find better people. I have a two strikes rule, fuck me once and I'm going to watch you, fuck me twice and you are out. Anybody in my team who isn't pulling their weight gets a talking, if they don't buck up they are out. You need to be firm, these aren't your friends - they are subordinates and need to be treated like employees.

Paid work is more like a contract, but artists are notoriously slow. It's your job to manage the schedule. If I send out commissions I always plan for a month or two before I get my commissions.

It was unethical of that artist to over-quote and you know what, I'm not going to hire him again - ever. People who try to fuck you can't be trusted and don't deserve to reap rewards down the line. But at the same time, if you have people doing commissions for you that are loyal and quote fairly, throwing in a little bonus at the end of the day makes them happy and keeps them loyal and honest. Don't skimp on paying people for their worth.

Collabs/Projects are like dating. You are going to get good ones and bad ones, just roll with the punches and cut your losses early. This business is about endurance and survival. Just need to keep pushing forward and get up when you are down.
>>
>>179990697
>>179990605
Both of them interesting, thanks guys.
>>179990706
Yeah that world setting is what I've had in mind too.
I think the nature of learning the "language" will help negate the fact that it'll feel like a chore, but it's true that it could become monotone if there are no other gameplay aspects than simply morse code communication.
>>
>>179990792
separate direction and speed
use an enum without customized values, check the direction with it, then move in the direction by your speed value
>>
>>179990872
Me again. It didn't work, but thanks anyway. Flags seem to allow you to assign to a variable more than one of the constants set in the enum.

My problem is: in the enum I have several constants with the same value (for example, '1') and when I try to assign any of those constants sharing a value, it ignores which I wanted to assign and goes for the first by alphabetical order.
>>
>>179991514
I'm not quite sure what you're trying to do, it might be you doing something so fucking stupid I can't comprehend it or maybe it's just me being slightly drunk.
Why do you want to assign several enums to one int but not use flags?
>>
>>179991858
Hi, thinking about it it might actually be designed like that. Technically it doesn't matter which of the constant it uses as long as it has the intended value, so if I try to assign any with a certain one (for example, "1"), it might just pick the first one with that value because that is how the language is implemented.

Now that I think of it it's irrelevant, sorry for bothering you.
>>
>>179992241
It's no bother, I love procrastinatiing my own project.
>>
Think about XCom and the RNG for calculating if shots hit the enemies or miss. Think about it in a more general sense (basically skill checks where you roll skill vs a random number and that determines your success or failure).

Now, I have three questions.

1. Some people are very hostile towards RNG. Why is that?
2. Are those people a small, but vocal, minority?
3. Would a game mechanic to reduce the RNG be worth exploring? I have something in mind, but maybe it's useless.
>>
>>179991334
making it fun will depend on some stuff:
- are incoming messages automatically translated or you actually do it manually? you can have a character that translate and comment on messages, the player won't feel lonely, or just auto-translate them since the mc would understand instantly.
- how the controls are handled? one button to do all or assign buttons depending on beep duration (one for short beep, one for long beep...), so the player can be sure what the game considers a long or a short tap.
- will it have a time limit? what happens when you make an error? if making a mistake means discarding the whole message and starting from letter 1 on a time limit it won't be fun.
- how long a message can be? doing long messages successively will be tiring and turn it into a rhythm game
as for the story :
- how much the main character sees? is he confined in a small place with no windows? can talk with other characters? has a window on the world? sees the result of his messages somehow (using radio...)?
i imagine it can be comfy if the messages are translated automatically and you only need to input the the responses, it's an interactive way to tell a story, you can have dynamic responses, the player can ask about things, has conversation with someone of interest... it will be more about the story than gameplay.
>>
How's the new VR kit for iOS?
>>
>>179990324
Pan pls stop
>>
>>179992391
http://nautil.us/issue/44/luck/how-designers-engineer-luck-into-video-games

>Fairness is the unspoken promise of most video games. Controlled by an omniscient and omnipotent designer, a video game has the capacity to be ultimately just, and players expect that it will be so. (Designers also have an incentive to be even-handed: A game that always beats you is a game you’ll soon stop playing.)

>And yet, when video games truly play by the rules, the player can feel cheated. Sid Meier, the designer of the computer game Civilization, in which players steer a nation through history, politics, and warfare, quickly learned to modify the game’s odds in order to redress this psychological wrinkle.

>Extensive play-testing revealed that a player who was told that he had a 33 percent chance of success in a battle but then failed to defeat his opponent three times in a row would become irate and incredulous. (In Civilization, you can replay the same battle over and over until you win, albeit incurring costs with every loss.) So Meier altered the game to more closely match human cognitive biases; if your odds of winning a battle were 1 in 3, the game guaranteed that you’d win on the third attempt—a misrepresentation of true probability that nevertheless gave the illusion of fairness.
>>
>>179992682
Fuck I mean AR
>>
I'm trying to get to the point where I can call myself a dev. Not there yet.

I've got everything I need for my game in my thorough design document, but I'm struggling with unity tutorials. Not struggling in the sense that they're hard, I've gone through college and did harder; just sitting around and watching videos on my own while absorbing their info is like sucking a golf ball through a garden hose for me. This may be due to my struggles with dyslexia and minor ADD (focusing on words directed to me is difficult).

Obviously this a case of crawling before running and I need to put my time in, but I have so little motivation for watching the videos themselves I was hoping others may have tricks they've used on themselves to concentrate and focus.
>>
NEW
>>179992949
>>179992949
>>179992949
>>
>>179992818
>Extensive play-testing revealed that a player who was told that he had a 33 percent chance of success
but that's just an approximation based on in-game stuff that's likely to be wrong because it doesn't account for the player's actual strategy. it's like when I beat "Invincible" armies in King's Bounty.
>>
>>179990792
>That code.

Why dont you just store the direction vector for each direction like

{
Left = Vector.Left,
Right = Vector.Right
etc
}

Better yet why do you even need to store the direction value?

Just do
if(Input.GetButtonDown("Move Right"))
MoveDir += transform.right

and so forth.
>>
>>179992942
you have to take notes, you can't just remember an entire video.
>>
>>179992391
My biggest problem with RNG is that it could punish a player who is making a good move, by giving them an unusually bad roll. Or it could reward a player who is making a bad move, by giving them an unusually good roll.
Of course players can take this into account when they're making a move. But when every single move you make is a dice roll it starts to feel like you're just hoping for the best every move.
>>
>>179992391
>>179992818
To go along with that, make it very visible what's going on. If it's like rolling two dice, communicate that and show the results of both (maybe in an optional log). Let the players see and do things to adjust their RNG chances. Something for them to do.

Instead of becoming furious at some god-made RNG value, they can focus on improving their results and by visualizing that to the player, the potential player frustration is reduced.
>>
Stop making 2d retro platformers. There are too many of them and you will not make any money guaranteed.
>>
>>179993520
No. They're fun and I've wanted to make one since I was a kid.
>>
>>179992391
I like how modern Fire emblem does it, where there is RNG for every attack you do but it is usually quite easy to get your hit rate up to 100% using pair ups or rally skill or higher accuracy weapons. So if you want to take the risk you can but if you want to play it safe then you don't have to worry at all about RNG screwing you over
>>
>>179992942
>>179993163
The key to studying is quiz and recall. Make notes, quiz yourself on those notes, see if you remember, check your answers.

But because programming is a practical skill the best thing you can do is actually write some code. Make norts and crosses or something.
>>
>>179992818
>So Meier altered the game to more closely match human cognitive biases
I studied a bit of behavioural economics and this is true. We're very bad at assessing probabilities. That's why everybody calls bullshit whenever they fail a roll that had a 95% chance of success.

That gives me another idea about how to allow the player to reduce the RNG. Just increase the chance of success after each failure (it could be a perk).

However, I don't like to lie when showing the % of success like Meier did. Would you do that an option? Make the player choose between "show actual odds" or "cognitive bias mode"?

>>179993176
This comes up every time I mention it, but random events are just omnipresent. How would you change xcom or similar games?

>>179993406
I'm all for always showing the success chance. Would that avoid frustration entirely? How can it be mitigated further without harming the game mechanics?

>>179993936
So you would be against a system where 100% success chance is unattainable? e.g. There is always the chance of a "critical miss".
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