[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/agdg/ - Amateur Game Dev General

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

Thread replies: 760
Thread images: 97

File: 1436504792192.gif (147KB, 400x400px) Image search: [Google]
1436504792192.gif
147KB, 400x400px
Just like make game 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: >>180457434
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
>>
First for Unity
>>
First for Fuck Niggers
>>
https://twitter.com/reduzio/status/877608306986033152
how can pr*prietary engines even compete
>>
Worst for Unity
>>
last for love2d
>>
>>180515463
B L A C K E D
>>
If I want to go from Amateur Game Dev to AAA big boy game dev what should I do? Should I just try to specialize in something like server networking?
>>
>>180515769
A L T - R I G H T E D

captcha: South Calle
>>
>>180516039
>text captcha
>2017
not just your social values that are stuck in the past
>>
why the FUCK is visual studio so fucking bloated, how can a text editor require several gbs of storage and RAM?
>>
>>180516201
>fucking with pictures instead of just typing them out
so much fucking quicker, it hurts
>>
>>180516204
because it's not a text editor you spastic
>>
>>180516204
like asking why is photoshop or sony vegas several gb. as far as ram goes, intellisense,syntax highlighting, solution size and such is what determines that.
>>
File: 2017_6w3.png (1MB, 1517x4055px) Image search: [Google]
2017_6w3.png
1MB, 1517x4055px
----[ Recap Complete ]----
Congrats to jamos and Shmoop 2 for reaching the max score multiplier.
Also I realize now that I left a questionable entry in, but it's pretty cute so I'll excuse it just this once

-------- Links
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy

-------- Feedback
Notice something wrong with your entry, score, or anything else? Let me know and I'll look into it.
>>
File: 1418203309932.png (88KB, 336x365px) Image search: [Google]
1418203309932.png
88KB, 336x365px
>>180516550
>trying to read mangled up words and type them out is faster than clicking the helicopter
sure you're not a robot?
>>
>tfw I've been wanting to make game for literally 10+ years now and am yet to sit down and learn programming past python

I've been busy with other things but still
>>
>>180517107
Robots can hate PoCs too, you fuckin' fleshie.
>>
>>180517230
The important thing is you let us know.
>>
>>180517290
Personal online Computer
H A C K E D
>>
>>180517107
Poor Nano...
>>
>>180515928
Programmer or artist. There will never be a lack of work for the code guys or the art guys in the AAA world.
>>
>>180516204
I've used linux/vim exclusively for the past 10+ years and I unironically enjoy and prefer win10/VS Code
come at me
>>
Seems my girlfriend is slowly getting upset as I continue to dedicate all my time to deving and not giving her any attention.
>>
>>180517573
what does that have to do with the size of the files being large
>>
>>180517658
You can't have a gf if you plan on being a 1ma

There can only be (You) and your game.
Nothing else.
>>
>>180517658
Get a better GF.
>>
>>180517484
Pretentious ostracized Crybabies
C R A C K E D . E X E
>>
>>180515928
Just bee urself
>>
>>180516941
how does the score work?
>>
>>180517658
My girlfriend likes in inject herself into my hobbies so she can get some attention. She did this with Pokemon Go, Runescape, and even bought an Xbox One to play some games with me. I wonder if I can get her to learn to draw or program to help me with my projects.
>>
Making a game is very much like a girlfriend.

The first few weeks are great and full of excitement.
Then routine creeps in, you aren't bored of it yet though, it feels like you're progressing towards something more serious and you are enjoying the journey.
Then things just become slower and slower, the excitement is gone and you start having second guesses over the future, it feels like the image you had in your head was perhaps nothing but a mirage.
Then you either drop it and look for that initial excitement again by doing something else or you realize that the mirage will never be a reality and you power through it and accept your fate as a mediocre person living a mediocre life.
>>
>>180517658
My wife has offered to do art for any game I make so long as I have a working system in place.

She does the most basic pixelshit, but it's still leagues better than anything I can do.
>>
File: photoglade.jpg (182KB, 1144x452px) Image search: [Google]
photoglade.jpg
182KB, 1144x452px
I'll repost in the new thread since I was pretty late in the last one, and didn't get any feedback.

Curious to see what FPS people get with this scene. Had a report of 50's so far, which is bad considering its a very simple scene.

https://xsomedevx.itch.io/fpsproblems
>>
>>180517230
Pfft. Scrub. Thats nothing. I've been toying with gamedev since using applescript on the first gen Macs, used Klic & Play and Gamemaker from the days they came out, went on to sell programming, graphics and game dev textbooks to universities, private computer graphics & game programming colleges and STILL never learnt to program properly or published a game.

I admire my tenacity at least.
>>
There...there are normies among us.
>>
>>180518378
>>180518104
interesting, my wife is pretty much like that, likes to be interested in what I do but she can usually find a middle ground, like she'll play games but not necessarily the same and she sometime helps with my projects. Its actually refreshing to have her opinion sometimes since she's not afraid to tell me if my thing looks like shit and how to correct it.
>>
>>180517958
it's like golf, the less you do the higher you score.
>>
>>180518330
You sound immature in both relationships and gamedev.

>>180517958
recapanon personally rates all the games week-by-week
>>
>>180518590
gogem I've been thinking about it and would you be interested in making some arts for others? Your long neck/no face style is possibly appropriate for something I'm working on.
>>
>>180518498
>normies
Hello, normalfag
>>
>>180518378
Interesting, my husband usually is the one who insists on helping me program things for my project.
>>
File: realdolls.png (807KB, 959x520px) Image search: [Google]
realdolls.png
807KB, 959x520px
My wife also assists me in my work
>>
>>180518832
r u a grill

post tits
>>
>>180518832
does he work in that domain?
>>
>>180518870
Indeed, my wife of 4 years usually likes giving me a quickie when I need to come up with ideas.
>>
hugless dateless virgin nodev master race reporting in
>>
>>180516941
>Kitty made it
lmao
>>
>>180518957
Not getting half my shit stolen at 45 master race reporting in.
>>
>>180518870
My wife wishes to help me but can't because she is unfortunately restricted to a particular dimension, but that's not a problem since she's understanding and cute.
>>
I know my game has flaws right now, but I'm not afraid of redesigning it until I get it right.
I only hope that it doesn't take several years to get it right.
>>
>>180518557
>she's not afraid to tell me if my thing looks like shit and how to correct it.
I wish people were more like that. My girlfriend is way too nice about art and cooking and whatnot so I post my stuff on the various draw threads of several boards and get some honest critique. She thinks it's rude and I can't explain to her how helpful constructive criticism is. She hardly knows what to look for but mostly because she doesn't try even if something is glaringly obvious that it's wrong. You don't gotta be an artist to be a critic.
>>
>>180519143
ask your wife for help
>>
>>180518713
1) you 1MA?
2) impress me
>>
My husband is my game's worldbuilder and writer.
>>
>>180519143
depends on the scope my man. I'm lower my own scope so that I could do that, polish nonstop until I'm satisfied
>>
>>180519185
>ask your wife for help
According to the 10 people who've posted in the last 5 minutes, apparently a significant other is extremely helpful.
>>
>>180519239
I lowered*
>>
>>180519236
is he hot?
>>
>>180519197
Yes 1MA right now. I'll take that for a possible interest, I'll give you more details when the time comes. There's other more critical systems to finish first, which should do a proper impression when completed.
>>
>>180519497
Yes
>>
>>180519617
prove it

post ass and dick pics
>>
Bokube dev you need to shill your game harder outside of 4chan. Also nice update.
>>
>>180519497
His dick is 8.5″ and he can kick your ass.
>>
>>180519550
>right now.
1MA is an earned right not a fluid label like a gender
are you or are you not 1MA?
>>
>tfw I get anxious as fuck when (trying to) work with other people
>I'm also a control freak and want things to be exactly as I want them to be
I'm not 1MA by choice.
>>
>>180519692
Yes I am 1MA.
>>
do unity/gamemaker kiddies actually consider themselves to be real game devs
>>
>>180519927
what matters is having a game
>>
Dude, where's my game?
>>
>>180520072
here
>>
File: godot.jpg (25KB, 460x215px) Image search: [Google]
godot.jpg
25KB, 460x215px
Progress:
I'm learning the Godot API and I rewrote an FPS controller to use Quaternions instead of a shitty dual-gimbal system. Next I have to change the movement direction to be relative to the camera view. I plan to post the final product on github with an MIT license.
[code]func _input(event):
#Camera motion
if event.type == InputEvent.MOUSE_MOTION:
X += event.relative_x*0.005
Y += event.relative_y*0.005
var rotation = Quat(Vector3(0,1,0),X) * Quat(Vector3(1,0,0),Y)
get_node("Camera").set_transform(rotation)[/code]
I want to make freely-available WELL-MADE demo character/camera controllers for my own learning, and to help others get into Godot more as well.
>>
>>180520298
No code tags on vg? Damn.
>>
>>180520298
Use hastebin.com for posting code. /vg/ doesn't have code tags.
>>
File: 1242957578153.png (119KB, 450x322px) Image search: [Google]
1242957578153.png
119KB, 450x322px
>>180520480
welcome
>>
File: 1402218143450.jpg (35KB, 1280x720px) Image search: [Google]
1402218143450.jpg
35KB, 1280x720px
>>180520298
good work senpai, I will steal it for my game later on
>>
File: b83d53e.png (1MB, 720x889px) Image search: [Google]
b83d53e.png
1MB, 720x889px
Im developing in GMS 1.4 and it looks like yoyo games might not be selling xbone and ps4 exports anymore. So id have to upgrade to gms 2. But my game is 80% finished and importing into gms 2 and dealing with all the new bugs might be hell. What do? Stick with 1.4 and release on steam first and then import into gms 2 when the game is 100% done just for console exports?
>>
File: 1446148851470.gif (889KB, 500x286px) Image search: [Google]
1446148851470.gif
889KB, 500x286px
>>180520480
We got us an immi/g/rant, boys.
>>
>>180520668
Fuck, next gen Dead or Alive graphics are off the hook!
>>
>>180520668
What makes you so sure anyone will care about your game, let alone console ports for it?
If you sell your game on steam and it makes enough money for you to spend the time porting it, then you can think about doing that.
>>
>>180520526
K, here
https://hastebin.com/hupebowahi.cs

>>180520590
If you want to use it, just know that the x and y vars are declared as class member variables. If you declare them in the update loop, the translation will be impermanent and the view will keep resetting. I have yet to discover another workaround for this that can use Quat, and it seems fine to me anyway.

Also, again, the view angle is currently disconnected from the directions you move in. So you may want to wait, or just add that yourself.
>>
>>180520883
Bigger audience to hit, more press coverage, more sources of revenue, more experience, more personal satisfaction.
>>
It's just not working and I don't know why.
My code is the fucking hydra, every bug I fix spawns two new ones.
I'm honestly ready to bash my head in with a rock
>>
>>180520668
>800 dollars for each console
>FOR A 12 MONTH LICENSE, IT'S NOT EVEN PERMANENT
I'm not sure if that's profitable senpai.
>>
>>180521026
that's non compartmentalized spaghetti code for you.
>>
>>180520958
Can't you get_transform() to avoid using the class member variables?
>>
Reminder that Clifford Algebra/geometric algebra generalizes scalars, vectors, complex numbers, matrices, and quaternions
>>
>>180521131
If you export in that 12 month timeframe than you dont need to renew right, so its only a 1 time fee
Also if your game isnt making enough that 1500 seems like too much then the game aint doin good
>>
File: 1496786574097.jpg (46KB, 612x610px) Image search: [Google]
1496786574097.jpg
46KB, 612x610px
Guys Unity won't open on my computer :(

It was working fine yesterday and now it won't open. The exe file is running in task manager but nothing happens.
How do I fix this?
>>
>>180521434
I think you would still need to renew it if you want to update the game.

I'm not sure what the fuck Yoyo is doing but apparently they don't want people using their engine anymore.
>>
>>180521717
Try to start it from your project directly
>>
>>180521026
>>180521205

And now it's working perfectly
Back away slowly and pretend nothing ever happened..

>>180516941
When can/do we post our bits for the next recap, is there a regularly scheduled day?
>>
>>180521717
End the task in task manager. Try to open Unity.
Restart your computer. Try to open Unity.
Reinstall Unity. Try to open Unity.
Then come back and ask.
>>
>>180521915
>When can/do we post our bits for the next recap, is there a regularly scheduled day?
Do you not progress during Friday/weekend?
>>
>>180521717
Make a backup of your project before you do anything else that's recommended to you.
>>
>>180521915
recap day is monday, recap guy posts the instructions then
>>
>>180522020
If you aren't already making automatic backups of your game ALL THE TIME then you're doing it wrong.
>>
I am an artist.
Tell me about your game, what engine you're using, how far you are, what kind of art you need, and so on. I will be back in an hour to respond to any serious inquiries.
>>
>>180522007
I work over the weekend (chef lyf) so I wanted to know if I can plan ahead and post on the last night I have working on my game
So yeah, sometimes I progress, sometimes I'm flat out and I can't even touch my computer, it depends.
>>
>>180522334
Thanks but I'm not looking for an artist right now, good luck!
>>
>>180516941
>reached max score multiplier
ayy

What happens if you miss a week? Does the score multiplier get reset or does it just go down a level?
>>
>>180521717
Have you tried turning on your other monitor?
>>
I got a sprite pack from a store. How do I come up with a simple story. It's a shooter game with spaceships.
>>
>>180521308
I'm playing around with that, but I'm not sure how it should work. Want to give it a shot and show me what you mean?
https://hastebin.com/alovuxulix.swift
>>
>>180513908
>>180514125
>started gamedev in 2013
>released a game in steam in 2015
>tfw have done absolutely fuck all since
>>
>>180521717
wait for the swat team unity called in

what you get for pirating
>>
>>180522552
Space-chad stole your space-girlfriend and now you gotta get her back and prove you're not a space-beta.

Either that or your character is just doing his day job which happens to be shooting people
>>
>>180515928
Specializing is good but I've no idea what role is in demand nowadays. Becoming a networking guru is probably one of the good ways to do it since a lot of games still struggle to get networking right.
>>
>>180522629
Anon I started to gamedev back in ~2006
Still nothing released
>>
>>180522552
You are part of an armed escort that escorts cargo ships between planets. Pirates will attack and stuff, defend your cargo ship.
Also you get to chart a course between the planets to get the cargo to its destination on time.
>>
>>180522629
was it your "dreamgame"
i always wonder what would happen to those people if they ever managed to actually finish
>>
>>180518104
>My girlfriend likes in inject herself into my hobbies so she can get some attention
Women do this in general. They see men doing something where they focus entirely on doing something instead of giving attention to women so they invade it and in turn pull in chads because hey there's women there and a bunch of betas and slowly the entire thing gets ruined.

Luckily programming and gamedev can still be a solo effort.
>>
Would it be easier to make a stealth game in Unity or UE4? I have done tutorials for UE4 and find it simple but I'm not sure it is the right fit for me. I tried using Unity and I can't get the tutorial packages to display properly for the third person shooter tutorial. None of the store stuff that is free seems to work either, I get bugs when I try to run them.
>>
>>180522176
This is true.

Yet many agdg projects have died because someone did something without first having a backup.
>>
File: 127095609349.jpg (21KB, 450x299px) Image search: [Google]
127095609349.jpg
21KB, 450x299px
>>180523073
>>
>>180523010
I'm a dream game fag. Started working on it around 2013. I've stopped development several times since, but I always pick it back up. I guess that is the dream game curse.

I firmly believe if it takes you more than two years to make any game, you're either woefully inexperienced or wasting a lot of time. Or in my case, a little of both.
>>
>>180523073
>and slowly the entire thing gets ruined
It's more to do with that she's just terrible at everything she attempts so we're constantly at a loss by default unless I or others can pull some shit out of their ass. We don't play anything too competitive that's not Halo or CoD so it doesn't really matter.
>>
>>180522629
>Had dreams to make video games since I was a tot
>Unity becomes a thing
>Finally get around to making a game in-between classes at Uni
>Achieved childhood dream
>Feel nothing

I mean, I was happy to say I created a game, but that feeling ended like within an hour of hitting "export game"
>>
Speaking of backups, any tips on Git? I've never used it and its a bit confusing. I'm making a physical backup of everything atm so that I can try to do a proper one with git and have some insurance on a fuckup
>>
>>180521014
Remember that releasing games on consoles is still a much bigger hurdle than doing it on Steam. Consoles have actual standards that you need to fulfill to get your game on their platforms.
>>
>>180522679
Damsel in distress. something familiar and simple. Story can be told in a few screens. Why not. Thanks i'll give it a thought.

>>180523008
Cargo thing might explain the dropping gems, coins. and charting a course made me think of select which level to play next from multiple unlocked levels. thanks.

Maybe I can combine the two. heh.
>>
>>180522621
You don't need two set_mouse_modes in the _ready function I think, Captured mode already hides the cursor.

I don't know shit about 3D so I can't help you with the other stuff, sorry senpai.
>>
>>180523462
As far as I know, you have to be approved by the company to develop a game, let alone matching the standards for the finished product.
>>
>>180523389
git config --global user.email "[your email here]"
git config --global user.name "[the same name you gave your repo account]"
cd C:\Your\Project\Directory\
git init
git remote add origin [your repo url here]
git add *
git commit -m "Initial commit"
git push origin master

When you make a change:
git status
git add [the shit in red] OR *
git commit -m "a small note about the changes"
git push

When you made a change elsewhere and need to update locally:
git pull origin master


Git is not hard, guys.
>>
>>180523389
just download a gui
>>
>>180523678
thanks. I got the GitHub app with the nice interface but I'm better of getting used to the terminal commands right? How/where should I use them?
>>
>>180523010
Hell no I'd finish my dreamgame in 2 years. It was a shitty top-down shooter that was a disappointment in everything but sales.

I've just been stuck in this vicious cycle of nodev and fucking around since. I don't want to make a second top-down shooter but it also feels like all the ideas I have are too advanced for my skillset or take too much time to make as 1ma so I don't even get started. I occasionally prototype something but then I think about all the work that it would need to be a finished game and I just lose motivation.

>>180523292
I guess I feel weirdly similar. I wanted to make games for a very long time and I still enjoy programming but actually releasing a game maybe sort of took the magic away.
>>
>>180523284
even a year is a ridiculous amount of time to JLMG.
>>
>>180523503
what if the damsel is actually your precious, state of the art cargo ship, and you just paid off your last payment
>>
>>180523842
Honestly, just use whatever feels more comfortable. It doesn't matter. If the GUI makes sense, use it. I just prefer the terminal.
>>
>>180523843
>feels like all the ideas I have are too advanced for my skillset
what's your skillset? i'll idea you something good.
>>
>>180522552
>bought some assets
>whew the hard part is done, now just the simple task of story-writing
it's not like humans have been honing this skill for as long as they were scratching shit into walls or anything
>>
>>180523389
https://onlywei.github.io/explain-git-with-d3/

git might seem overwhelming at first but there's really only a couple commands that you'll end up using 99% of the time. Then if you want to get more advanced or need to for some reason, that's when you google a refresher on "git rebase vs merge" or whatever.
But just start with simple commits on a single branch. From there, get better at squashing your commits and realize that you don't have to constantly push your results (in fact you could just use git locally). From there, have a stable branch and a testing branch, and only fuck around on the testing branch(es), incorporating things back into the master branch.
>>
So is the normal cycle for everyone?

>Think up feature
>Attempt to implement feature
>Can not figure out how to implement feature
>Search how to do it
>Search gives shit results
>Browse the docs
>Docs are a fucking maze
>Still can not figure out feature
>Get pissed
>Shit post on /agdg/
>Decide to try again
>(Hopefully)Understand it after coming back
>Repeat
>>
>>180524080
I've roughly 6 years of programming under my belt, 4 years of Unity experience and I can make standard lowpoly or memepoly assets but I suck at texturing.

I've been trying to expand my programming skills by learning more advanced programming concepts like the different patterns introduced in gameprogrammingpatterns.com

I think my biggest hurdles are in coding big complicated systems and polishing gameplay to make it feel good.
>>
>>180524093
I'm aware. It'll be just a couple of screens so it doesn't have to be deep, just enough to give a context.

>>180523959
mindblown.gif
>>
>>180524514
>>180523969
thanks guys
>>
>>180522552
Why does a shooter game with spaceships really need any story?
>>
>>180524586
I try not to ask too many questions here otherwise it would literally just be devs doing my work for me.
>>
>>180522629
>Started learning to program in late 2013
>Poor discipline so I would go weeks or even a month without coding.
>I have never completed a single project
>>
>>180524771
Because the market is flooded with tons of space shooters, so you have to differentiate your game. Many of them look too generic and have lots of features, fun gameplay, therefore lots of downloads. So to stand out what you can do is giving it a context, theme, mood, which can be done in a few comic book style screens. Instead of trying to compete the other games by graphics or amount of content, which they have already excelled.

Or, so I thought...
>>
File: ribbert.webm (3MB, 712x406px) Image search: [Google]
ribbert.webm
3MB, 712x406px
Added some bushes. Getting a lot of inspiration from the Disney Hercules game on PS1 right now
>>
>>180523959
op again,
what if damsel is only referred by only the name in the beginning, and at the end of the game it is revealed that female name was the ships name and all that hassle for just a ship.
>>
>>180524586
>think up new feature
>determine whether it fits within my game's scope
>if so, design how it'll work with gameplay and code base
>implement feature
>debug

I'll look up docs as I'm implementing if I need to. If I'm unsure how to design or whether it will fit my game I'll read some articles or look at games with similar stuff.

Try to not just hack-and-google things. Think it out. Get a whiteboard and draw some diagrams. You get serious tunnel vision and end up with a mess of a project otherwise.
>>
>>180525558
That's pretty good actually.
>>
>>180525558
bretty gud
>>
>>180525278
If you can't even make your own art what makes you think you can do this or if it would even make you stand out?
>>
>>180525558
what if the princess is in another castle
>>
>>180525693
Writing is a distinct skillset from art. But if this is OP's first time, don't bank on standing out based on story
>>
>>180525820
Setting the theme and mood and using comic book style screens all requires more than just writing skill.

If you write for a certain theme and mood and the art style doesn't match you're usually fucked unless you managed to do it intentionally.
>>
>>180524598
-a get player from from A -> B game.
-stealth game mechanics of enemies needing to see you to become aggressive
-player/enemies have lockon 1HK shooting so being seen is instant death
-player possesses enemies he shoots
-possessing an enemy the player can be seen by enemies without triggering them as long as he acts like an enemy
-being killed while possessing sends you back to the original body you left behind
tags: stealth, puzzle, speedrunning
>>
>even gogem is cloning mario now
>>
>>180525614
>>180525632
Sounds funny. I come up with these ideas often but do you think this kind of twist would amuse the players or would it feel like a big let down? I always felt skeptical of it being a let down.

>>180525725
maybe she is in another mothership each time.

>>180525693
>>180525820
Maybe not stand out and become a hit, but to differentiate. And it can make the player invest more. Maybe they can recommend to others if they get invested in it.
It was just an observation about other games. That was what I thought they were missing.

>>180525960
It matches the art style.
It doesn't have to be comic style, I meant the screens in the beginning where you click next, next, next, instead of cinematics, animations etc.
>>
File: game.webm (572KB, 1280x720px) Image search: [Google]
game.webm
572KB, 1280x720px
I got around to adding lasers and fan obstacles plus I finished making the current room. Now on to the next one.
>>
File: E3exlusive.jpg (152KB, 620x744px) Image search: [Google]
E3exlusive.jpg
152KB, 620x744px
>>180526250
is mario stealing my ideas again?
>>
>>180526391
>do you think this kind of twist would amuse the players or would it feel like a big let down?
Great ending for a lighthearted comical game, terrible idea for anything else.
>>
>>180526250
>-a get player from from A -> B game.
>-slideshows of stealth game mechanics of enemies needing to see you to become aggressive
>-player/enemies have a cinematic where lockon 1HK shooting so being seen is instant death
>-player possesses enemies he clicks
>-possessing an enemy the player can be described by enemies without triggering them as long as he clicks like an enemy
>-being killed while possessing sends you back to the original steam page you left behind
>tags: stealth-mangement, necks, politics
>>
>>180526391
what if, the damsel was a ship, ... but also his gf? whoah
>>
>>180524586
>think of feature
>break in small chunks
>model/program every chunk, testing it to make sure it works
>>
>>180526558
>stealth-mangement
undercover boss the game
>>
athletic project manager looking for husband/wife team, if she is interested in skyping a few times a week we'll see how things go from there. Local preferred
>>
>post my sprites in /agdg/
>someone steals them
My biggest fear. How do I get over it ? Am I being paranoid ?
>>
>>180527237
You've got nothing to worry about. It will not be someone, it will be me.
>>
>>180526673
doesn't sound half bad
>>
>>180527237
It'll happen and it won't matter.
>>
File: grimace.png (5KB, 120x120px) Image search: [Google]
grimace.png
5KB, 120x120px
AGDG DEMO DAY 15
Starts in
8
days
1
hour
23
minutes
5
seconds
>>
>tfw no wife to work with on my game
For the first time ever in my life, I have desired for a woman. How do I get a wife ?
>>
>>180527906
hire one
>>
>>180527876
New to this, details plz
>>
>>180528072
post a demo of your game, get a baseline level of downloads/feedback

you better be fucken ready kiddo.
https://www.youtube.com/watch?v=7IPbGfDfGcI
>>
>>180526451
oooooh pretty

>>180526495
It'd be a great idea, shit's hilarious. Fuck your players.
>>
>>180525462
Not bad, add some fruit or highlights to the trees they are kind of bland compared to the brushes.
>>
>>180526451
Noice, but the light affecting the lasers is wrong.
Very nice bevels and shading otherwise.
>>
File: hqdefault (1).jpg (15KB, 480x360px) Image search: [Google]
hqdefault (1).jpg
15KB, 480x360px
>>180528175
>>
>>180528175
Pretty good MDE knockoff video. It's entertaining because it's pretty niche, so it's not obnoxiously derivative.
>>
>try to rewrite some shit code from scratch so that it's nice and clean
>write same thing again
>>
are there any other cool places where i can talk devving?
>>
>no one replied to my last two posts asking for feedback

why even post a third
>>
>>180529286
reply to me now and I'll feedback
>>
>>180529286
You have redeemed your allotted bitchily-demanding-feedback post for the week. By law I am obligated to provide feedback to the next progress post you make.

Let's see it.
>>
>>180529286
I'll reply, what's up?

>>180529218
No idea. If I knew one I sure as fuck wouldn't be here anymore.
>>
>>180529286
>post boring shit
>ree why does no-one reply to me
>>
@180529286
>gets more yous on a single whinepost than he for the last progress post
>>
>>180529286

Here you go:
https://youtu.be/DYNGmpZPcqs

What was your thing again?
>>
>>180524586
>think up feature
>note it down
>continue spending months on basic functionality because I suck
>>
File: output2.webm (135KB, 440x343px) Image search: [Google]
output2.webm
135KB, 440x343px
>tfw godot comes with a built in efficient A* that handles weight perfectly
it took me long enough to find simple way to do it but it works, it supports maps of any shape, weight is based on depth, it will affect movement cost of course, might add terrain difficulty because why not.
for people who cares, i'm not using a grid, the pathfinding map is a graph, so i don't need to have impassable tiles at all.
now i'll work on actors and movements, the placeholder for them will be a chess piece or something like that until i figure out how to generate rotated sprites on blender or i git gud at pixel art
>>
>shit at art
>no money to hire artists
>also don't want to use free assets

how do i get gud at art for muh game ?
>inb4 read the >>>/ic/ sticky and spend years getting better at art
>>
>>180530597
kill an artist and drink his blood
>>
>>180530597
Go prove the quantum immortality theory by personal experimentation and you'll get enough money to afford artists.
>>
>>180530640
that was an awfully tumblr-tier reply anon
>>
>>180530720
i know and i dont even care
>>
>>180530597
what do you want people to say? you have to put the time to get better at it
>>
>>180530597
make a game that doesn't need art
collab with an artist (lmao)
get over yourself and either buy assets or learn art

it kind of depends on what you bring to the table, what genre are you making?
>>
>>180530824
turn based pixelshit. it turns out i have no imagination, so I can't even design environments,let alone characters
>>
>>180524586
Nah.

>Brainstorm feature
>Search references
>Create numerous mock-ups on paper, with notes on how plausible it is with my skill level
>Double-check my large repo of tutorials and examples to see if a rough basic version of it hasn't been done already
>Create entirely new project for feature, so that it's separate from my main game
>Start working on it in small parts, ensuring each part works perfect on its own
>???
>feature is done
>import feature into my main game
>make tweaks
>next feature
>>
File: dignity_progress01.jpg (374KB, 1178x578px) Image search: [Google]
dignity_progress01.jpg
374KB, 1178x578px
>>180518423
And if anyone could check this one too and see what kind of FPS they get, I'd also really appreciate it.

https://xsomedevx.itch.io/stylizedfps
>>
>>180531340
laptop fag here
about 72-80 fps on the first one
and around 80fps on the stylized one, lowest about 71 and highest going over 100
>>
>>180531340
if you want that please just show the fps directly.
in both cases I get about 40 when there's a lot of foliage on the screen.
HD 7870, I did reply yesterday so it's not true you didn't get any answers.
and if you really care so much about FPS you shouldn't be putting le epic leaves everywhere.
>>
anyone looking for animators/spriters? looking for fun projects to work on..
>>
>>180531803
Sure! What drawing program do you use?
>>
>>180531716
Wow that is better than expected. I guess you've got a decent laptop.
>>180531745
Ah, my fault, I stopped looking at the previous thread when this one was made. Thanks for taking the time to reply again!

To elaborate more, the first scene is assets I'm testing before selling them on the Unreal Marketplace. Performance there is mostly around the LOD meshes. As I thought, I definitely need them to lower in detail quicker, which should help anyone below 60 in that scene.

The second is more a design issue. I want to see if that level of density is practical with cheaper art assets. (It's not.)
>>
anyone ever do stuff with the Divinity Engine?
>>
Good luck
>>
>>180531340
FPSPROBLEMS: High 120-ish, low 68
FPSTEST: High 90, low 64
i5 4590, RX480 8gb, Win10
>>
If you are currently procrastinating, you must explain the simplest task you could complete in an hour that would make progress on your game.
>>
>>180523462
>Consoles have actual standards that you need to fulfill to get your game on their platforms.
Didn't sony let on some garbage mobile tier game? Life of black tiger or some shit.
>>
>>180533305
B-but I'm not
>>
>>180533305
https://www.youtube.com/watch?v=8MS2tFZd2xk
>>
File: pic.jpg (31KB, 500x750px) Image search: [Google]
pic.jpg
31KB, 500x750px
Any of you ever think about open-sourcing your game? I could really do some work on it, really lay into it in ways that maybe you don't have the experience for. Show me your game, let her decide
>>
>>180534619
>fucking up and using a feminine pronoun, making explicit the game=woman joke
Eh, 2/10. Could've been better.
>>
>>180534431
first time I see this, my 4th in a row now, wow
>>
>>180534619
I don't want to open source my game for the following reason.

I want other amateur game devs to be able to use my free project for learning and I also don't mind if they use bits and pieces from my project in theirs, whether their projects are commercial or not. The caveat would be that the copied part refers back to its source - my project.

There is also this problem. I make a lot of work for my project. Some scumbag comes along and slightly recolors my sprites and sells it somewhere. That's a no-no.

But I wouldn't mind if someone copied my project, made SIGNIFICANT changes and modifications to it and then sells it somewhere.

Do you know what license does that? I don't.
>Commercial use forbidden for the project as a whole
>Commercial use permitted for bits and pieces of the project
>Commercial use permitted for derivatives of this project with significant changes
>>
Could I put some kind of license on an unlicensed bit of code I found in the wild, and effectively stop the original author from continuing on their own project?
>>
>>180534619
Obvious joke aside I always thought it would be an interesting idea for a Jam to have one dev working one week on a project and have other dev finishing it on the next week, with no communication between them at all. Then the first dev states how different from his original vision it became.
>>
>>180535678
Unless you have an extremely difficult to copy innovation (ex:DOOM engine back in the 90s) anyone who's capable of using your shit with significant changes will just make it on their own.
>>
>>180535847
that would be cool but reading another programmer's code (especially us amateurs) would be so frustrating and time consuming it isn't even worth it.
>>
>>180530597
How good of a coder are you? I'm just sitting on a shit ton of unused sprites because coders with good game dev experience/work ethic are hard to come by on campus. i would be willing to collab if your shit is decent
>>
File: wip_squidboss.gif (56KB, 300x200px) Image search: [Google]
wip_squidboss.gif
56KB, 300x200px
>>180532026
I make concept art with traditional materials (pencil, ink) and convert them digitally. I'm a sucker for Aseprite-the UI is great and at this point, the short cuts let me animate pretty fucking quickly, compared to more complex programs
>>
>>180535812
do you have a pile of money you're willing to spend on lawyers to try and sue some random internet person? be aware that you'll most likely end up having to pay his legal expenses as well when the court realizes what you're doing. but if you really like giving free money to lawyers then go ahead and do it, i'm sure they won't mind.
>>
>>180535893
here is another reason for this kind of license
it is a collaborative project. I want to provide peace of mind to collaborators that the other collaborators cannot profit from their free work unfairly.

Unfair Situation Examples:
Example #1. We finish the project. The artist anon copies the project. Slightly alters the art and sells it by oneself.

Example#2. We finish the project. One of the programmers adds a single tiny new feature after that and sells it as derivative while the others gain nothing from it.

However, the collaborators should not be permanently separated from their work. Here are fair situation examples.
Example #1. Programmer is on a new project. A feature he is implementing is also present in the finished project. To save time, he copies the implementation of that feature from the old project.

Example #2. Artist is on a new project. Sees that he could save a lot of work by remixing a few art assets from the previous project.

Example #3. One of the devs of this project wants to make an independent sequel to this game and sell it. He forks the old project and improves it significantly, adds a new story and new assets.
>>
>>180536179
>>
>>180535961
Yeah, that's pretty much what kills the idea, and commenting the code too much could break the whole point of not having communication between the 2 devs. I still wish we had some experimental jams like those once on a while though.
>>
>>180531340
8GB of RAM and 2GB HD Radeon 6970 with an FX-8150 3.6Ghz.

I'm getting about an average ~25 FPS when I'm looking at all the grass and scenery. When running around, I strangely go up by about 2-3 frames. Looking off into the distance I get about ~30 FPS.

You are honestly the first person to release something made in UE4 that can actually kind of run on my system. You should really add the ability to close the program with Escape though instead of writing QUIT in console.
>>
Of the few of you who actually got a job from your game deving, are you actually in the field of game development, or in some other related field like software or web development?

I'm curious if there's a point in learning Unity for an actual job, and not just indie deving. I'd much rather make my games in something other than Unity and not torture myself to learn it for the sake of employability if I don't have too.
>>
>>180518870
Is that Ulililia in the back?
>>
>>180537349
>Mistaking the God of game development with some lonely plebian

I bet you don't even degrease your pizza
>>
File: 1412876078628.gif (3MB, 700x225px) Image search: [Google]
1412876078628.gif
3MB, 700x225px
>>180515198
I want to make a game centered around operating a 2D interface full of graphics and text, simulating a simple computer OS. What's the best engine for this? I heard Her Story was made in Unity, but apparently Papers Please was made in something called OpenFL. I'm asking as someone whose game making experience has only included gamebryo mods, Source Engine maps, and crappy pokemon ROM hacks.
>>
>>180537484
Yeah, my bad, dude is sitting in a chair so it can't be him.
>>
>>180537518
There's absolutely no reason to do this shit in Unity, but pretty much any 2d engine will work.
>>
>>180537257
>I'd much rather make my games in something other than Unity
which one did you have in mind
>>
>>180537257
you're not gonna learn development with Unity
>>
>>180537586
Any suggestions for a 2D engine based on what I want to do?
>>
>>180536986
eyy
>>
File: progress.2017.06.23.webm (3MB, 1296x730px) Image search: [Google]
progress.2017.06.23.webm
3MB, 1296x730px
>Unatco... hacked
>Banks... all hacked
A little bit rigged because agdg.png is already on the server, would do the bruteforce/ssh/upload but "somehow" ssh became broken. But that aside, things are back to working with SQLite -> html -> the embedded browser. All this just to have have something on screen to give an example of where you can buy malware from

>>180537257
Good programmers are hard to come by, especially at the entry level, Unity by itself is probably not that valuable to a software development shop, but if it means you spend time with C# and truly understanding programming and architecture, then yeah its worth it, but only because of what it lets you do. Not to mention it probably gives you an exe in the end you can show to someone as proof you can actually see things through to some kind of end product
>>
>>180533049
>>180537138
Thanks guys
>>
>>180537518
>>180537660
The proper answer comes to what you feel more comfortable working with at that point.
For something as simple as what you had in mind Unity is kind of overkill and any 2D engine could work perfectly instead.
If you aren't familiar with any programing lang at all Game Maker is a good starting point. It will work for a project like that and it could introduce you to coding to some degree.
>>
>>180537762
I know Python and SQL, but I've never used either for anything with a graphic interface.
>>
>>180537589
I'd rather make them in Godot or UE4, or attempt to roll my own way with SDL
>>
>>180537518
For reference, this is Unity
>>180537723

+ built in editor/logging, profiling tools etc
- some unity-specific "gotchas" that will waste your time

An OS can be as simple as a dialogue system with a fancy menu, so theres nothing special about it that requires a specific engine. Unity has lots of bells and whistles, but it also feels heavy to use
>>
>>180537840
>Python
There's PyGame and Pyglet frameworks to make games. Godot also has a pretty similar personal scripting language that is based off of Python, so you might feel comfortable there.

I'm not sure if RenPy would be good for what you're wanting to make, but that's also an option if possible.
>>
>>180537927
I'm pretty sure UE4 will still help you in terms of employability if that's what you're concerned about.

Honestly, you could still put "Intermediate knowledge in Unity" in your resume if you really want to put Unity in there somewhere.

I think in the end what matters is a portfolio of finished games (doesn't necessarily have to be complex games) you can showcase.
>>
File: ewdjakmxs.png (627KB, 1195x750px) Image search: [Google]
ewdjakmxs.png
627KB, 1195x750px
i dumped some steam keys in this thread btw

>>>/v/381535807
>>
File: 1494429937476.jpg (121KB, 680x671px) Image search: [Google]
1494429937476.jpg
121KB, 680x671px
>>180538623
>he even linked it here too
CAN HE BE STOPPED?
>>
File: Capture.png (31KB, 416x130px) Image search: [Google]
Capture.png
31KB, 416x130px
>>180538681
im onto you
>>
>>180538738
You're still an absolute madman.
>>
>>180538623
>Free "This game is great, developer has big dick" reviews on steam

GENIUS
>>
>>180538623
I remember you, glad you did not give up
>>
>tfw watercolor painting has lots of drying time involved so you gamedev until you can put on the next layer
>>
>>180539176
Now, make a game with watercolor looking shaders!
>>
>>180538089
Would you mind elaborating on how it feels "heavy" to use? I'm having a hard time finding tutorials on this sort of specific game. Most of the tutorials are just "generic mcgenericsons shootergame"
>>
>>180539216
the new wonder boy has cutesy pseudo-watercolor graphics at least
>>
>>180539342
I'm still blown away the game was created with its own engine. I thought for sure they made it in Unity. Makes me happy.
>>
>>180539082
thanks, i was close. good luck on your games senpai
>>
>>180539481
I was more surprised that it was made by canadians
>>
File: tumblr_o5jxxnbaz11s7uy0ho1_1280.jpg (527KB, 1280x1024px) Image search: [Google]
tumblr_o5jxxnbaz11s7uy0ho1_1280.jpg
527KB, 1280x1024px
>>180515198
Are there any good tutorials for starting out with Unity on youtube? Seems like all the ones I run across are utter shit.
>>
>>180539839
That would explain the sudden inclusion of the choice to play as a female protag.

They could've at least made her look like Asha
>>
>>180539924
Unity is shit.

https://unity3d.com/learn/tutorials scroll down till you see "Topics"
>>
how do I learn love2d, I can't seem to understand it. Do I have to learn coding?
>>
File: 1440299544801.jpg (47KB, 430x430px) Image search: [Google]
1440299544801.jpg
47KB, 430x430px
>>180540229
>Love2D
>A Lua framework for game development
>Do I have to learn coding?

Yes.
>>
>>180540229
>LÖVE is a framework for making 2D games in the Lua programming language.

hmm i wonder if coding is involved
>>
File: ShitterShattered.webm (2MB, 720x360px) Image search: [Google]
ShitterShattered.webm
2MB, 720x360px
Help I enjoy making goofy subweapons too much
>>
File: guys2.gif (815KB, 509x441px) Image search: [Google]
guys2.gif
815KB, 509x441px
Small progress.
Added red haired and blond male villagers.
Most of their animations are already done, only lacking their death animation at the moment.
They still act exactly like the girls at the moment, but I'll be adding new stuff for them soon.
>>
>>180540767
I'm curious, are you making this in GameMaker?
>>
File: 406.webm (3MB, 948x548px) Image search: [Google]
406.webm
3MB, 948x548px
雰 囲 気

Is it bad to use fog in pretty much every level? Because I feel like I'm overusing it, but without it, the atmosphere doesn't feel right.

also i hate webm because it washes the fuck out of colors while gif doesn't
>>
>>180541057
damn, the art in this is pro as fuck
>>
File: guys.gif (189KB, 227x307px) Image search: [Google]
guys.gif
189KB, 227x307px
>>180540857i
Yes, and a pretty old version of it. It's kind of difficult to step out from my comfort zone and I never had any issues with it, besides it works great for simple stuff like this.

Reposting yesterday's gif with the black haired guy that didn't appear in today's one.
>>
>>180541057
yeah you should probably not include it in every level, pick what levels you think benefit from it the most and then try to find alternative ways to create atmosphere, otherwise it won't feel right if all levels have fog.
>>
>>180541201
Honestly, I'm just happy you're not making it in Unity. Are you using Game Maker before it was labeled Studio? I've attempted to give GameMaker a try, but I find it's UI pretty hard to navigate. Know of any guides to help get used to it?
>>
>>180541057
love the artstyle, are you the guy who made the tranny game?
>>
>could be making great art for a project but get memed to death whenever I offer
oh well
>>
>>180541523
I'm using 6.1, I know Studio has a lot of advantages over this, but the longer compiling times drive me crazy. Patience is not exactly my strongest point.
I always found GM's UI pretty simple, but maybe I just got used to it after using it for so long, so I'm not sure on what kind of advice I could give you on it. Unity on the other hand, I started playing with it recently but I'm having a hard time getting used to it, so yeah, I'll stick with GM for a while, specially for 2D stuff.
>>
>>180541057
>2D characters with 3D backgrounds is making a comeback

Fuck yes!
>>
>>180541057
Whimp the bold clone
>>
>>180541903
Show art

>inb4 do u have a game?
>inb4 don't waste my time

You don't have art, you're just shitposting and you're starting to be as annoying as the samefag spammer with your bullshit.
>>
>>180541870
yes
>>180541903
Just make your own project.
>>
>>180541905
The only way to learn Unity is to watch the collection of tutorial vids, which feels slower to me than just reading documentation. I feel their documentation doesn't explain their tools nearly as well as their tutorials, but I also don't want to sit through hours of videos to learn how to use a damn tool.
>>
>>180542043
this is exactly what I mean, thanks

>>180542048
can't code, anyhow wasn't looking to change anything just a feelsbad moment
>>
>>180542071
>The only way to learn Unity is to watch the collection of tutorial vids
no?
I never watched a single unity tutorial video.

the documentation explains everything you need along with examples of how most functions work. perhaps its your first time using an API or something.
>>
>>180542146
Just show your work, fuck
>>
>>180542146
You can use blueprints you dumbo.
>>
>>180542048
you're game was cool but it was a big misstake pandering to the SJWs
>>
>>180542209
why, so you can say "hurr hurr not interested good luck"?

>>180542254
I just really don't know how to get into any of that, it's not happening, but thanks
>>
>>180542331
No, because I'm genuinely interested.

Now please post
>>
>>180542048
>>180542296
fuck I meant *your
>>
>>180542071
The issue I have with it, is that I feel a lot of stuff relies on lots of other stuff and to me, that's kind of hard to get used to. I remember having read a couple of similar opinions about it here, so to some degree I'm glad I'm not the only one tha feels that way.
I still plan to get into it, but I know it will take me some time.
>>
File: 1496157411182.jpg (109KB, 1024x569px) Image search: [Google]
1496157411182.jpg
109KB, 1024x569px
Why aren't you guys making the next big GTA or Call of Duty?
You guys are shit.
>>
>>180542381
There's no way I would've gotten $12000 in kickstarter bux without them though.
>>
>>180542379
I'm sorry but every single time I just get memed on. If you have a game and want to talk about it that's another story
>>
New to AGDG, I'm working on a low-res unity fps but I don't have much art to show since I'm working on it today, I've got a lot of the codebase done though
>>
>>180542509
>GTA or Call of Duty
Why would we make the shittiest games in existence?
>>
>>180542518
I have a simple platformer game that could use art. Seriously, post.
>>
>>180542585
because that's where the money's at yo
>>
>>180542617
alright, well I've still been bitten before exactly like this. want to go into more detail? show some pics?
>>
>>180542526
>low-res unity fps
This is like, the most retarded choice of the game to make.
>>
>>180542331
>download UE4 or some other engine
>watch tutorials
In the first 2 days of learning UE4, I have a first-person game with hunger and stamina systems, replenishable battery, save/load and objective systems, enemies that hunt you when they see you, turrets that shoot when you get in their viewing range, and SuperHot-like time control when you move or stop. Including the environment and vegetation.
>>
I just bought a bunch of games and I want to nodev all day.
But DD is soon and I still have a bunch of stuff to do.
HELP
>>
File: metalsouls_con.webm (3MB, 1115x566px) Image search: [Google]
metalsouls_con.webm
3MB, 1115x566px
So I added sou.. eerr I mean metal as currency which you will be able to purchase uppgrades with.
>>
How do you use construction for your pixel art? Do you draw the pixels over a sketch?
>>
>>180542627
>doing it for the money
There are far more effective and arguably easier means of making money, gamedev is not one of them, dummy.
>>
>>180542697
that's great? but like, I'm really just an artist so I'm not sure what you're getting at here, not going to do any coding
>>
>>180542739
That's why I said that you can use blueprints, that's not exactly coding. But it's fine if you don't want to do it, just saying that it's pretty easy to start with it.
>>
>>180542730
but hopoo is a millionaire
>>
>turn on avoidance
>my AI is instantly 5000x more intelligent and effective

that was easy, thanks unreal
>>
>>180542823
Because he made a good game for the sake of making a good game. Making a game for the sake of money puts you at the level of a AAA shitter, or even worse, someone like Gogem.
>>
>>180542664
Believing for a one post that you are not troll, how exactly was you memed? Just out of curiosity, I don't need art or anything but if your art is even bit better than "programmer art", I don't see a possibility of it getting shitted on here(besides maybe several stupid trollposters like pedohater or gogem but you should never consider them even as replies).
>>
>>180542694
Don't talk to me or my game ever again
>>
>>180542664
It's just gonna be a real simple mario clone, not really making something to ship and make cash on, just practice.

Here, I posted mine, so post yours
>>
>>180543157
ha, I gotcha, yeah. I'm also looking for practice more than selling something.
I'll find something to post. yeah I sometimes go back and forth on my total lack of coding ability. you say blueprints could be a way to go? what engine are you using?
>>
>>180543253
Unity, still getting the hang of it. I think blue prints are in UE4, not Unity though
>>
>>180543382
oh, I see. hey, really sorry to do this and I know how it sounds, but actually I'm just not interested in working with unity right now. good luck though
>>
>>180543436
>I'm afraid of getting meme'd on
>Get meme'd on

okay
>>
>>180543523
listen I'm just not interested. really sorry it couldn't work out
>>
>still falling for the agdg artist with no art meme
>>
>>180541903
What kind of art? I use UE4 if you need to get the memes out of your system. Also space games.
>>
>>180543639
hey, that's cool but reading up, I don't think I'd want to work with UE4. Good luck though
>>
File: 1497783105791.png (1MB, 900x1200px) Image search: [Google]
1497783105791.png
1MB, 900x1200px
>>
>>180543634
i dunno if people here are retarded enough to keep falling for it
of if they are autistic enough to still find it funny
>>
>>180542715
>implying I can into construction
>>
Convince me to spend a shitton of time learning C++, when I can just use blueprints. I'm not even clueless about programming and I worked in C++ in a first year of uni, but I still fucking hate it and don't want to use it.
>>
>>180543959
>Convince me
Convince yourself, you wishy-washy hack
>>
>>180543959
You don't need to, blueprints are good enough.
>>
anyone has a link to pirated rpgmaker?
>>
>>180544027
>>180544054
I got hurt by a yt comment like a baby and now seek for approval. Mean guy said we will never make it into industry with blueprints. :(
>>
>yet another attempt to make art for a project accused of memery and dragged through the mud
not a big deal but kind of annoying I'll admit
>>
>>180542823
https://youarenotsosmart.com/2013/05/23/survivorship-bias/
>>
>>180544115
If your goal is to get a job as a programmer then yeah you will have to learn C++, but if you just want to make game then there's nothing wrong with blueprints.
>>
File: 1484328763758.gif (2MB, 360x305px) Image search: [Google]
1484328763758.gif
2MB, 360x305px
>>180543959
>Convince me to do something I hate
>>
>>180544196
Honestly, I'd rather work as a 3D artist, so I guess it doesn't matter anyway, yeah.
>>
>>180544115
I think blueprints were created so artists could do more than just create art, they can also design as well as make art. There's been a push for artists in the industry to do more.

If you're an artist, this will probably help you. If you're going for a technical job with C++ needed, it probably hurts you.
>>
I heard Paragon was made exclusively with blueprints.
>>
You could have made undertale right?
Why didn't you make undertale? How many more opportunities for such games do you think there are, what are you even doing with your limited time?
>>
Convince me to make a game
>>
>>180544149
welcome to shitposting central
post art next time and people won't think you are memeing them, like you seem to be doing are right now
>>
>>180544483
>>180544487
Holy shit anon can read my posts before I type them
>>
>>180544487
your conviction is irrelevant because you have no skills
>>
File: phil-fish-giveup2.jpg (29KB, 629x301px) Image search: [Google]
phil-fish-giveup2.jpg
29KB, 629x301px
>>180544487
>>
File: 145987172314332723.jpg (19KB, 480x360px) Image search: [Google]
145987172314332723.jpg
19KB, 480x360px
>>180544483
>>
>>180525462
get vines on some of those back rocks, get some flowers in the grass, get some fruit/birds in those trees.
>>
>>180544483
but anon, I can't write, or make music
>>
>>180544491
why should I bother when they either don't have a game, or we end up being incompatible before we begin?
>>
>>180544570
Most gamedevs don't have skills either
>>
File: 1477501471492.png (24KB, 400x400px) Image search: [Google]
1477501471492.png
24KB, 400x400px
>>180544487
not gonna make it
>>
>>180544487
Read https://news.ycombinator.com/item?id=420174
>>
>>180544679
but you CAN pander to Furries, Hikkis, Weeaboos, and Queers. That's basically all it took to be the millionaire that he is.

So what are you waiting for? DEV AND PANDER. DEV. AND. PANDER.
>>
and then Stardew Valley came out. Why didn't you make that? You could have made something very similar, maybe you were even "working" on it.

But no more, oh no, not in your lifetime. Too slow and now you've lost it all.
>>
game you like gets big update. ut ou this is gonna cut into dev time. i added numbers to the sprite font. working on conversations/buying stuff hiring people.
>>
>>180544843
how about you show me your game
otherwise I'll laugh
>>
>>180544843
I think you're thinking of triple A games, ones that use solely pandering to attempt to squeeze people for money.
>>
>>180531340
looks pretty but a bit unnatural
all mushrooms grow in one place, all white flowers in another, all those red corn things in another

mix them up a little bit more maybe, or reduce the amount so they don't look so densely populated in their areas
>>
You haven't been working for 11 years on Dwarf Fortress.

What have you been doing?
>>
>>180544772
we all gonna make it
>>
>>180544924
>oh yeah, show ur gaem!
https://drive.google.com/drive/folders/0B6A2f1ZQgtB4S1B6TXBXTndXaE0

Will you guys stop with this shit? You'll need the Unity Web Player to play it.
>>
>>180544930
No, I am specifically thinking of Undertale.

You didn't actually think it was """""good""""" did you?
>>
>Game Maker is on sale on Steam
fuck.
I can't delay anymore now.
>>
Cave Story, Terraria, ... You could have done this? Why have you missed every opportunity? What have you been doing all this time?
>>
Do you think a comedy racing game like Big Rigs (but fun instead of unintentionally shitty) would have any audience?
>>
>>180545130
http://store.steampowered.com/app/404790
Get this one.
>>
>>180545073
I did think it was good, and so did a ton of people, until it became popular with tumblr, and then everyone hated it.
>>
>>180545275
It was mediocre at best with a decent sound track.
>>
When it's the appropriate time to give up?
>>
>>180545203
it definitely stick out
>>
>>180545273
https://www.youtube.com/watch?v=WwfIlut7X5I
No.
>>
File: Mr bones.jpg (232KB, 863x752px) Image search: [Google]
Mr bones.jpg
232KB, 863x752px
>>180545352
Never, this ride never ends
>>
>>180545203
Probably Red Necks?
>>
>>180545203
i think it could make some bank.
>>
>>180545349
I thought it was good, with a good sound. But it's all opinionated anyways, so not like it really matters.
>>
>>180545073
it was good, you fedora wearing contrarian. don't be butthurt.
>>
Darkest Dungeon, Shovel Knight...
Why haven't you made it? How much space do you think there is among the types of games you could make?
There are already too many games for players to play. You could give away a very good game and it still might fail.
Why have you waited so long?
>>
>>180545476
>>180545472
Specifically what made it """good"""? Besides the sound track. I will give you that.
>>
why didnt you make doom?
>>
You could have made it
It didn't have to be like this
>>
>>180530496
Hell yeah, looks good!
>>
>>180538623
Just like you dumped your game...
>>
>>180545352
You don't just 'give up', anon, as that would imply moving on.
You procrastinate.
You take breaks just long enough to forget everything and you just start over again
and again
and again
and again
right until the moment your life flashes before your eyes and you realize you've wasted it all as you finally reach that sweet, sweet embrace of death.
>>
>>180545526
anon, anything or any reason I could claim it's good you could easily fire back with "no that was shitty" or "you thought that was good? maybe if you're an autist" without giving any real criticism. But if you want to know, I just happened to like it. it had a good soundtrack, a nice story meant as a parody of sorts to the regular RPG stories, and made me laugh at time, it was also very reminiscent of earthbound. It even had a surprising amount of detail put in as far as extra dialogue and story stuff for what it was, especially considering it was made by one dude. It's a game almost universally hated nowadays because it was spammed literally everywhere till people got sick of it when it was popular and a hyper cancerous fanbase that took it way too seriously and ended up sucking any fun or meaning the story was supposed to have. But I enjoyed it, it was an RPG with sort of a bullet hell battle system, and it had multiple choices and branching paths and the developer actually put care into the story and what you could do. Where even triple A title might not give you options or different outcomes for every little thing you did in the game this one actually did. I don't think it's a modern masterpiece but I did think it was good.
>>
There is no more room for games within your grasp to make.
You missed your chance.
You made your choice.
>>
Why didn't you make a clone of a Luftrausers clone?
>>
File: 1497432494847.jpg (32KB, 396x353px) Image search: [Google]
1497432494847.jpg
32KB, 396x353px
>>
>>180546219
please direct me to all the zelda ii clones in the hopes that:
a) I'm not aware of them and
b) they actually are fun unlike all the zelda ii wannabes I've played
>>
If only you had just tried a little harder
Things could have gone so much differently
>>
why did i make such an awesome game?
>>
>>180546107
>anything or any reason I could claim it's good you could easily fire back with "no that was shitty"
You're absolutely correct.
>it was also very reminiscent of earthbound
pandering
>extra dialogue and story stuff
Not sure if I know what you're talking about. Like the Gaster shit? I love how he decided to not put in the rest of that because "grrr you guys shouldn't be snooping around my exe!"
>considering it was made by one dude
It wasn't made by one dude
>everyone liked it so now every one thinks its shit
Or maybe the pandering goggles finally fell off
>it was an RPG with sort of a bullet hell battle system
I'll give you that was interesting
> it had multiple choices and branching paths
You kill or don't or kill some and get slightly different text at the end

I'm still certain that he only made the sells he made because of pure pandering. Which is why I don't understand people who say "I'll never make the next Undertale ;o;"
>>
>>180546417
Post
>>
File: snapshot.jpg (200KB, 1280x720px) Image search: [Google]
snapshot.jpg
200KB, 1280x720px
>>180546417
>>
>>180521717
make your own engine
>>
>>180546573
literally anything could be seen as pandering then, even using a common genre of games could be pandering. And even if it was solely pandering then why was it so much more popular, even more popular then games clearly made simply to pander to people's tastes? You cannot say that adding something in a game that people like is just pandering as a way to discredit something, it'll happen anyways. It wasn't really pandering to furries and queer stuff that much either. The characters in the game were monsters, but there was a reason for that, it was a parody of regular RPG tropes where monsters are just things you kill mindlessly to grow stronger, they weren't randomly inserted in there to pander like some RPG maker game with furry characters put in there, that would be solely pandering. As for the queer stuff, yeah it was in there but it was literally 2 couples and they don't even take up that much time in either story I wouldn't really call that pandering, or even enough to warrent calling the game using it to pander to boost popularity. As for the extra dialouge, I wasn't just talking about gaster, though it was kinda smart how he originally did that. As the game itself is supposed to be it's own contained universe and a guy who has been erased from normal reality was hiding in the game's files. But as for the extra dialouge, what I meant is different characters would react to different items or objects differently, even small characters. Where as a normal RPG may have a basic line for everything like "that doesn't work here" it was made different in there. For one example, the starting weapon in the game, after it's unequipped, has a unique interaction with every enemy and boss in the game. You did have multiple paths and things that effected the story, even across multiple playthroughs dialogue would change or characters would react differently, yeah there were 3 big endings but there was a lot of little things that could effect the game and what happen.
>>
>>180546656
>>180546918

you might be blinded by the awesome like poo n the dragon scroll.
>>
File: your choices.png (832KB, 600x804px) Image search: [Google]
your choices.png
832KB, 600x804px
it didn't have to end like this
if only you had listened
>>
>>180547237
It's too late now. Time to giveu p
>>
>>180547207
post too long, so heres the rest
and no people very clearly hated it because it was spammed everywhere, you ask most people why they hate it now it'll always involve something with tumblr or "that game that was spammed everywhere?" I very rarely here any good criticism of the game that isn't something like that, or that blames tumblr on it somehow, or using vague criticism that doesn't really say why it's bad like "pandering". And you were right, it wasn't made by one guy, it was mostly made by him, a studio helped make a boss battle for the game and an artist also helped him some.but everything from the music to the dialogue was mostly done by him.
>>
>>180547386
Was Undertale actually shilled on /v/?

There's probably no way to tell, right?
>>
File: I DID IT.png (67KB, 1280x1280px) Image search: [Google]
I DID IT.png
67KB, 1280x1280px
I DID IT GUYS
I FUCKIN' DID IT.
I FIXED THE GAME BREAKING BUG!
FOR 5 DAYS I'VE BEEN SLAMMING SO HARD AT MY COMPUTER, BUT NOW, MY GAME WILL RUN FLAWLESSLY AND PERFECTLY!!!
I DID IT!
I FUCKEN DID IT!
>>
>>180547430
undertale was popular on /v/ I remember vaugely. As for if it was "shilled" I actually doubt anyone was paid to try and make it popular there. Though I don't think it's popular there anymore. I think there was a shitshow that came from "what was the best RPG of the year", with the witcher 3 coming out the same year it probably caused a rift. Actually I think that was the point when it's popularity dipped, when people were arguing if it was better than the witcher 3 or not.
>>
>>180547207
>even if it was solely pandering then why was it so much more popular
Bulk pandering, with a hint of shilling on /agdg/ during early stages
>it wasn't pandering to furries and queer stuff that much
The reason Fish Tits gives for like Throwaway Lizard is so basic and lame, it feels like pandering. Also, you didn't get the dialog with the Hotdogs did you? Sans says after a certain point "Wow, you really like hot animals. No, I'm not complaining, without you, I'd go out of business." He knew what he was doing. And actually, I would go into why it's so popular. He knew how to pander.
>Extra dialogue based on items
This is nothing new or special though
>Extra dialogue based on previous choices
also nothing new or interesting. And I'll add another
>Breaks the fourth wall
Nothing new or special

It's a mediocre game with just enough pandering to make it big.
>>
>>180542730
>There are far more effective and arguably easier means of making money
which no one knows about but they exist
>>
>>180547802
anyone who is competent enough to make videogames could be making more money working on business software.
>>
>>180548307
Honestly, you'd make more money doing web development, and that's the low hanging fruit of software development.
>>
>24/7 time (an online-business provides for me)
>good programming knowledge + i'm a good learner
>i can get pretty addicted to work if i have a clear goal in my mind
>i have very high standards of perfection

problem:
>all of my ideas seem to be rubbish, because "decent" ideas are already done in mass, most stuff is even available as unity projects on asset stores
>no motivation to redo ideas that already exist
>feeling like i should just leave it, because at my current state of mind (creativity, originality etc.) it's useless to work on anything

i'm the type of person that's extremely high functional, when i have some kind of problem i want to solve.
at the same type i'm the type of person that's extremely lazy and neet's for months if i don't find anything that feels satisfying to work on.

i'm the only person that i know that makes enough income to pay bills etc. and at the same time having 24/7 of my time for myself.
but sadly when my responsibilities are taken care of i just start idling.
i try to tell myself that i should learn to enjoy "boring" or "decent" stuff, instead of only aiming for revolutionary ideas, but it doesn't work.

it seems like the only thing that motivates me is to create something that is truly NEW. otherwise my only motivation is survival.

does someone get me? is there any solution to my problem or is motivation dead when you reached your goals?
>>
>>180547491
Post game
>>
>>180548307
>competent enough to make videogames
only relevant for engine devs
using Unreal/Unity/LibGDX/Gamemaker/Godot/LÖVE is on par with webdev concerning programming

The skillset is broader though : 3D modelling and animation are arguably the hardest part of gamedev (with an engine ofc)
>>
>>180547779
again you're using a vague excuse, pandering doesn't mean anything. It as very popular with a ton of people, ones who none of the supposed "pandering" would pander to. also
>it was popular because it was a part of /agdg/
come on now, that wouldn't make it even the slightest bit more popular. Yes I didn't notice the part with the hotdogs, or at least enough for it to register what the joke was. But nowadays the game was really popular with way more many more groups then that, despite what people think groups like furries aren't that big, big enough to make it popular as it was. As for bulk pandering, he really didn't, I suppose your right in him knowing about his future furry audience but again it really wasn't that much in game, hell the 2 most popular characters are skeletons which I don't think fall into the furry category, and even if it was made to pander to a small group of people with fetishes for skeletons I doubt that would make an impact on it's popularity. Also my point wasn't that it had extra dialogue for previous choices or items it had extra dialogue for almost every single choice or item or thing, no matter how little. Which is something I hadn't seen before that. Your point is that it's mediocre and pandering sent it over the edge, but it was more than that, it was popular with a ton of different crowds and now it's only popular with those smaller groups. The reason being is that it was spammed everywhere, I remember it myself, everything was an "undertale reference" and the fanbase wanted people to have nothing to do with the game. If pandering did anything for undertale it was kill it not make it popular.
>>
>>180548435
>because "decent" ideas are already done in mass
I have a shitload of great ideas but I have no money and must put all my energy in my wageslave job
To each his own
>>
>>180548435
>online-business
>24/7 free time
screw game dev, how do I do this?
>>
>>180548741
sell the idea of a 24/7 self-running online business
>>
File: 1498222575611.jpg (345KB, 1369x1497px) Image search: [Google]
1498222575611.jpg
345KB, 1369x1497px
Reminder that 3D and tweening ruined art, make your game hand drawn or go home.
>>
I give up on /agdg/, too much to read now
>>
>>180548741
see, seems like you only dev for survival needs, because you can't come up with a better market to make automated income and be free.

that's exactly why all of these early access games die, when the developer has enough money to sustain himself.

i have yet to see a dev that works hard even when he has enough money.

if money/survival is the only motivation, then being human truly sucks.
>>
>>180548817
but what if I can't do either?
>>
>>180548817
There are times hand drawing is unfeasible
>>
>>180548485
well the debate was about aaa titles so i'm not talking about hobbyists dragging and dropping their youtube tutorial blender models into unity, i'm talking about real devs with specialist skills. these people routinely take a pay cut just to work in games. it's the fanboy tax and the industry would crumble without it.
>>
>>180548567
>Pandering doesn't mean anything
Specifically adding elements to your game because you are aware of the hype effects it will create does mean something
>come on now, that wouldn't make it even the slightest bit more popular
Despite the fact people still seem to think 4chan is some kind of sekret klub, everyone knows about this fucking place now. If you shill here, you have a way bigger chance of making it big. This is why other devs do, like recently, the Rain World dev and the Brigador dev.
>groups like furry aren't that big, big enough to make it as popular as it was
I don't exactly know any statistical size of the furry population on the planet, but I have a feeling its a more of an amount than you think. Also, furries are KNOWN to throw money at ANYTHING with their culture in it. Hell, the highest backer for the fucking game was So Sorry.
>Almost every single choice
That is a pretty extreme exaggeration
>It was popular with a ton of different crowds
So you admit to it catering to a lot of different "cultures"?
>It was spammed
It was hyped, because it PANDERED to so many different crowds

I get it, you liked it, but it's honestly not that fucking special
>>
File: contemplative bodybuilder.jpg (62KB, 671x750px) Image search: [Google]
contemplative bodybuilder.jpg
62KB, 671x750px
If anyone here has used both, what are the pros and cons of construct 2 vs gaymaker?
>>
>>180548435
go back in time and get your parents to make you do more chores growing up and generally be more strict with you
>>
>>180548923
Fuckin ay. I'm tired as fuck and everyone is writing fucking walls of text.
>>
>>180548935
why do you put a blank line between every line
do you do that in your code too?
>>
>>180549402
because when i write in this small input form it looks like paragraphs instead of lines. i see that it looks stupid when it's posted and everything is full width.
>>
File: godot is god.png (269KB, 470x360px) Image search: [Google]
godot is god.png
269KB, 470x360px
>>180549175
Pros of both:
None.
Cons of both:
Not godot.

Seriously, switch to godot, it's completly free, it's more efficient, Documentation is good and has a really good community that's growing.
>>
>>180549569
i understand
>>
What are the pros and cons of Construct 2 vs Construct 3?
>>
>>180549593
call me when there's an actual game made in it
>>
>>180549039
I never said it was special I'm making an argument for why it isn't bad or mediocre, which is a fruitless effort since it's all opinionated anyways. /agdg/ really isn't that popular, yeah indie devs come here sometimes but that in no way boosts it's popularity, not that much anyways. And my point was it was a very popular thing, well liked by people who had nothing to do with any of the supposed pandering. It was hyped by them maybe but it was still pretty popular, outside their group. The furries didn't make up all or most of the people that liked the game. And yeah, the game would remember most every choice you made and would talk about it or reference it later on, it would sometimes even do it across multiple playthroughs. It was an nice RPG that did many things that I hadn't seen before in an RPG and was usually smart in how it went about it. Pandering or no pandering doesn't really matter, hell popularity doesn't even matter when it comes to quality. As I said before it was a parody of regular RPG with an interesting battle system and a lot more depth in the dialogue than initially meets the eye, but it revealed over one or multiple playthroughs to really understand the situation or some of the characters. I can only explain what I like about the game, where as anything I say can be said to be all shit or you could say that those were all nice things but it was mediocre overall. It was fun, had some unique features, good music, and had replayability which was nice for an RPG. As I said, it's not a modern masterpiece, but I wouldn't call it bad or mediocre, I thought it was good.
>>
>>180549761
Pros:Can make a game
Cons:Not godot
>>
File: 1498225353.png (12KB, 580x315px) Image search: [Google]
1498225353.png
12KB, 580x315px
>>180549569
>>
give me n idea for a very small multiplayer game. None of that .io shit though.
>>
>>180549593
>godot
Literally who?
Is it as easy to use as construct and gamemaker? What can it do that gamemaker and construct cant? Both of those have huge communities and I don't think construct is inefficient, dunno about gamemaker.
>>
>>180549895
At the end of the day, I just want to prove to people that it's not some kind of "perfect" game you couldn't outdo yourself one day. Just be aware of the elements he placed in the game.

Pandering to multiple cultures, and specifically cultures that will throw their money away at the first sight of their niche culture
A decent soundtrack
A nice gimmick
And some witty dialogue.
Oh, and if you can get the word out that your game is really close to another cult classic game that has a pretty diehard fanbase, that might help too.
>>
>>180549593
LÖVE > Godot
>>
>>180550052
it's a meme anon. people just post a lot about how the 3.0 version will fix everything because it's funny to type you're "waiting for godot". nobody uses godot, they just enjoy godotposting.
>>
>>180550040
climing racing game, design a mountain with some obstacles and let people run against each other. goal is to reach the top of the mountain obviously.
>>
>>180550190
I never said it was a masterpeice, I was just saying I enjoyed it and thought it was good. I agree that it isn't a masterpiece but I wanted to make a point that it's enjoyable to more then just furries or some other group. The fact that people made it into a masterpiece is what helped kill it, I just wanted to say that it is good since so many people today will rush to call it bad, even though many have never even seen gameplay of it. Not saying that you are one of those people, but I was just making my point.
>>
>>180549593
can support this statement.
>>
>>180550052
A bunch of people falseflag about how great Godot is. It's a good engine on par with Gamemaker, might even be better if you like how Godot is structured. But just choose the engine you like the best.

I don't know anything about construct though, I've only used Gamemaker and Godot.
>>
>>180550375
>nobody uses godot
Except for all the people that do.
>>
>>180550450
I know you didn't call it a masterpiece, but I've seen someone post around here once: ">tfw even if your indie game makes it big, it'll still be compared to Undertale. "Yeah, it's a really fun game, but it's no Undertale....."

Like I said, I just want to prove to you, and everyone else coming around this thread, it's not hard to copy some of the tricks he pulled to blow up so that maybe your game can blow up and can be the next best meme.

We're All Gonna Make It.
>>
File: fac.png (7KB, 614x460px) Image search: [Google]
fac.png
7KB, 614x460px
>>180548817
>>
>>180550869
Can I have a show of hands, and by hands I mean screenshots, of all the people currently using Godot to make their game?

So far, I've only heard of one person using it, and they're attempting to make some kind of 3D game in it, despite it having lackluster 3D.
>>
>>180550902
I suppose you're right, but if I ever made it big I'd want it to be solely for the fact that people like the game for the game, whether it be the gameplay the story whatever.
>>
>>180550869
the ratio of godotdevving to godotposting is miniscule. godot is a meme.
>>
>>180550967
I'm making my game in godot if that counts
>>
>>180551092
>>180550967
m-me too
>>
>>180551092
Can I get a screenshot?
>>
>>180551092
Looking for an artist? Actually, nevermind, I'm not interested in godot. Good luck though, really.
>>
>>180550375
>>180550789
Okay, I never heard about it. Looks kind of cool but I already bought Construct 2 so I'm sticking with it at least for a while. Just interested to hear what peoples experiences are with other visual devving engines if there's anyone with enough experience to compare.
>>
>>180550967
Deep Sixed
>>
File: awooooooo.gif (1MB, 433x500px) Image search: [Google]
awooooooo.gif
1MB, 433x500px
>>180551151
/agdg/'s HOTTEST MEME
>>
File: Untitled.png (125KB, 1366x768px) Image search: [Google]
Untitled.png
125KB, 1366x768px
>>180551123
>>180551109
I'm just trying my hand at spriting right now, I will when I'm coding.
>inb4 that sprite doesn't look very good
It's not the final product
>>180551151
:^(
>>
>>180550967
http://i.imgur.com/xVV0mZ6.mp4

i've started work on this midway my work on music for monolith, but had to quickly put it down for a little while

recently started to work on it little by little again, most recent progress in this case was pixel perfect scaling of the viewport, which you can find a demo of here https://streamable.com/v9qt4

hoping for the best!
>>
File: asteroids.png (24KB, 1024x600px) Image search: [Google]
asteroids.png
24KB, 1024x600px
>>180550967
I'm playing around with an asteroids clone right now. The big Godot head has gravity.
>>
>>180551376
Nice transitions. How easy was the fade in and out with its animator?
>>180551351
I'd rather seen that in the editor, but I guess I'll take your word. Is that supposed to be some kind of WARRIOR OF JUSTICE?
>>180551401
It's something.
>>180551258
My new is showing, I don't know what that is/where to find it
>>
>>180551558
it's a non-agdg game but looks like it's pretty far into development
http://store.steampowered.com/app/591000/Deep_Sixed/
>>
>>180551659
Holy shit. Pretty good example of Godot NOT being a meme engine currently
>>
Alright, I've got concept art, characters planned, the plot scripted, the first two dungeons flowcharted out, with items and mechanical implementation on paper, a plan for features and gameplay mechanics. Now I just need to actually develop the thing.
For a 3d action/adventure game, what engine is best for a beginner? Visual fidelity is a secondary concern
>>
How do you guys go about figuring out your minimum and recommended settings for your games?
>>
>>180551558
It's supposed to be a 2edgy4u character with 6 katanas. He dies in 1 hit,though,fucking showoff nigger
>>
Guys how do I send an update out to players that already have my game?
>>
>>180551748
Here's another example of a real Godot game http://store.steampowered.com/app/330420/The_Interactive_Adventures_of_Dog_Mendona__Pizzaboy/
>>
>>180551868
You should make it after every kill he actually gets, he says an edgy one-liner.

Are you making some kind of challenging run-and-punch(/slash)?
>>
>>180551857
Unity
>>
>>180551857
Unreal with Blueprints. I'd suggest GameMaker's 3D, but I don't know if it's as easy to make 3D games in the engine.
>>
>>180551857
Personally I greatly prefer UE4, Unity has more help/tutorials though.
>>
>>180551970
No, it's a turn based strategy. Thanks for the idea though, I think I'll make it so that he says an edgy one liner as he delivers a crit,or something to that effect.
>>
>>180551558
in case of menu transitions, it was as easy as adding the alpha property into the animation player, and then giving focus to the control it transitioned to when it finished.
>>
>>180552158
I'm guessing stealth is involved? A one-hit strategy game seems a bit tough on the player
>>
>>180551984
>>180552070
Thanks, I'll dig into both. Ill post concept art when im home from the office tonight.
>>
>>180551857
making it in 2d is a pretty good engine for beginners.
>>
>>180552209
Nice! Seriously, that is one if its best features, I'd say.
>>
>>180552239
do you have a background in writing? if not, how did you go about it? I can't write for shit, my project is an excuse to try it out
>>
>>180550040
pls respond
>>180550409
this could be nice
>>
>>180550323
LOVE is a framework, get out of your fag.
>>
Engine devs, why does your engine not have:
Basic data structures/algorithms (stacks, queues, hash tables etc.)
Math framework (for general plumbing of systems)
Memory allocators
Input framework (keyboards, mice, controllers, touchscreens)
Rendering framework (2D and/or 3D)
Shaders/materials
Textures
Meshes
Particle effects
UI system
Character skeletal + facial animation
Mesh/animation/material/texture exporters (for Maya/Blender etc)
Collision
Collision exporters
Physics
Sound (streaming or in-memory)
Music
Level/entity/component system to tie everything together
Streaming
Multithreading
Occlusion/spatial culling
Level scripting engine
AI + pathfinding
Networking (which will tie into all game objects), including choice of client-server vs peer-to-peer model
A game/level editor
Game asset compiler (from raw assets into platform-specific binaries)
Localization
Cross-platform support
Movie playback
Movie exporter
Terrain/water objects
Skyboxes
etc.
>>
>>180552248
but i guess unity.
>>
are there any good top-down horror games?

i wanna make one. need inspiration.. mostly you'll have to run away from monsters and solve puzzles i think
>>
>>180550967
there is the corgi shmup dude, turn based pedo dude, turn based nonpedo dude and monolith dude
that's everyone who's using godot on /agdg/
there isn't anything more
90% of godot discussion is either just shitposting or people who barely begun working with the engine and are at "space invaders" level at best
>>
>>180552692
http://store.steampowered.com/app/274520/Darkwood/

This is the only one that comes to mind right now. I don't think you see many top-down horror games.
>>
File: chrome_2017-06-23_15-35-13.png (30KB, 503x488px) Image search: [Google]
chrome_2017-06-23_15-35-13.png
30KB, 503x488px
Taking a break from making a 2D Battle Royale game to make a browser text based Battle Royale game. Lobby system is cool.
http://peb.si/r/
>>
>>180552769
>Nend sudes
>Send Nudes
>MEMES

r u 14
>>
>>180552692
Binding of Isaac is the best that I can think of really.
Be the one to make it a thing, it actually seems an idea that wasn't touched upon and with the right game, you might get rich.
>>
File: bokube.png (83KB, 884x435px) Image search: [Google]
bokube.png
83KB, 884x435px
>bokube's kickstarter pledges have gone down
heh
>>
File: 20170623_105224.jpg (3MB, 2660x1767px) Image search: [Google]
20170623_105224.jpg
3MB, 2660x1767px
>>180552329
Not really, ive done graphic design and written plenty of copy though. For me the writing comes from gameplay ideas. My stuff is all pretty trope heavy.
For example, many of the enemies are people who have been captured and sealed inside these giant clay/stone pots or vessels. When they are killed they shatter, a corpse falls out and the soul can escape. In the course of the game npcs you might get attached to get captured and sealed, and I hope to use this to make players think twice about the unwilling enemies they fight. Also I just think giant creepy clay face pots are a cool visual.
I made a quick doodle for y'all since my concept art is at home
>>
bokubes biggest mistake is thinking 4chan was his friend and not reddit
>>
File: Harmonic - sentinels test.webm (3MB, 640x640px) Image search: [Google]
Harmonic - sentinels test.webm
3MB, 640x640px
>>180552707
>tfw not mentioned
>>
>>180553985
sorry friend
>>
>>180525462
oh shit i remember the ps1 hercules game
>>
>>180553950
More like thinking anyone is your friend or gives 2 shits about your game. You have to make it so
>>
>>180542714
Those spinners will be approximately 400% faster in the final game, right?
>>
>>180553950
your biggest mistake is thinking either of these can be your friend
>>
>>180525462
p-put some broken branches on the ground a-and some shadows of the trees
>>
>>180552707
>turn based nonpedo dude
I do like 2D lolis though
>>
>>180554140
>>180554371
t. outcast
t. no fans
t. no game
>>
File: screenshot.png (31KB, 1000x720px) Image search: [Google]
screenshot.png
31KB, 1000x720px
this is actually starting to feel like a game. and it's a little fun.
>>
>>180554656
the fact that hundreds of people clicked the up arrow next to your post doesn't make them your friends
>>
>>180554797
amateur game place holder graphics are the new A E S T H E T I C
>>
>>180554797
this is not readable
>>
>>180549238
I wish I could do this.
>>
File: Ao_oni.png (110KB, 200x300px) Image search: [Google]
Ao_oni.png
110KB, 200x300px
>>180552692
Ao Oni
>>
>>180548923
>>180549317
It's true, posts here are like dust in the wind nobody really reads the thread they just catch up to what is being currently talked about and start posting.

Worst thing is most of it is nodevs jerking themself off.
>>
>>180554923
t. no game
t. no fans
t. has no idea what he's talking about and has leddit hysteria like a good little memer autist
t. should definitely stay in 4chan with his no games and keep rooting against the winning team
>>
>>180555142
t. redditor
>>
>I want to be a gamedev but I will NOT tolerate REDDIT
>w-why is nobody following my game
oh hi gogem 2.0
>>
>>180555258
when will your dumb head comprehend that reddit is not your friend and is merely a tool to expand your audience at best
>>
>>180554923
>>180555248
90% of the yesdevs in agdg have to post on reddit. Don't believe it's happening? Go and look. Do you really want us to stay in agdg or on 4chan exclusively? That's suicide for a game especially one as small as an unknown amateur indie game. Pull your head out.
>>
>>180555410
>merely a tool to expand your audience at best
I'm quite certain that was what was implied by saying it can be your friend. Maybe you should have considered that before getting triggered, idiot.
>>
>>180555421
what does this have to do with friends
>>
>>180555410
>reddit is not your friend and is merely a tool to expand your audience at best
and 4chan is a shitty tool for expanding your audience and agdg is even worse so reddit is worth using unless you have real autism and think 4chan memes are important
>>
>>180525462
fuck this is pretty
>>
File: 1479762015770[3].jpg (17KB, 600x600px) Image search: [Google]
1479762015770[3].jpg
17KB, 600x600px
Stop posting on 4chan
>>
>>180554371
>>180554923
>>180555248
>>180555410
>>180555548
Kill yourself.
>>
>Write the equivalent of Harry potter and The Philosopher stone in script
>Absolutely no work on assets or coding

Its a visual novel so the script is the important thing, though a part of me thinks if I want this to come together I need to make it more than a Word document.
>>
>>180555529
reddit will jump on your throat the moment you do something they don't like, just like 95% of other internet communities
they are not your friend
we are not your friend
>>
>>180555421
Nothing gamedev related is your real audience
Famous devs can signal boost you but that doesn't happen on reddit
>>
>>180555548
notice how you've taken your mental hangup about the word "friends" and put it in front of the discussion about gamedev? that's why agdg sucks.
>>
File: PONG RPG 24.webm (2MB, 1200x720px) Image search: [Google]
PONG RPG 24.webm
2MB, 1200x720px
"Finished" the menu, made a loading screen and a options screen that works both in game and in the menu
>>
More people are ashamed of mentioning they go on 4chan because of /b/
Reddit gets a broader/more casual market
You'd be shooting your game in the foot if you refused to promote it on Reddit, but shoot yourself in the head if you use it for anything else amirite?
>>
>>180555767
t. triggered redditor so indulged in karma culture he's not able to see the truth behind it
>>
>>180555812
>they are not your friend
>we are not your friend
EDGE

Friend was used colloquially in this instance and your autism is raging. Stop posting anytime.
>>
>>180555880
the title font is looking great now. keep it up!
>>
>>180555985
you and i both know what i'm saying is true and buzzwords won't change it
>>
>>180555894
>You'd be shooting your game in the foot if you refused to promote it on Reddit
They don't have a game, they just enjoy getting triggered at the thought of theoretically taking a game if they had one to reddit, or the idea of agdg devs daring to be on the internet outside of their little den of comfort and anonymous safety.
>>
>>180555878
To be quite frank with you I have no idea what your point is.
>>
>>180555906
>>180556097
>wanting this badly to argue with 4channers about leddit
>being upset about the word "friends"
What does this have to do with gamedev?
>>
>>180556231
overt reliance on a single method of shilling is a sure way to doom your game
>>
>>180555812
>reddit will jump on your throat the moment you do something they don't like, just like 95% of other internet communities
So are you just terrified in general of "internet communities" and people not 100% approving everything you do?

That sounds like being a little bitch to me.
>>
>>180556313
>overt reliance on a single method of shilling
Why the fuck do you think the topic is "go outside of 4chan"?
>>
>>180556529
>it's a "/agdg/ist thinks he'll make a reddit account and everything will shill itself on its own" episode
>>
Why should gamedevs have to deal with some mentally unhinged faggot without a game who gets triggered at words like "friend"? It only makes sense that we would be on redshit or other sites. Chill out kid.
>>
Let's be honest, your competition among normies isn't fucking retro hipster nu male reddit game.

your competition is fucking the witcher 3.

why should normies play your game rather than their AAA release.
>>
File: Spiral.jpg (262KB, 1294x1294px) Image search: [Google]
Spiral.jpg
262KB, 1294x1294px
How could I make a wooden spiral more interesting/toy-like?
>>
>>180556313
>>180556638
>don't use just one method
>BUT DON'T USE REDDIT BECAUSE MEMES
Whatever
>>
>>180556903
>i cant read
>>
>>180556701
You're taking your insecurity about indie games vs AAA and somehow tying it up with redditphobia and nodevness. Your gamedev balls have been fully removed, stop dreaming and move on.
>>
>>180556890
maybe add visible "seams"
>>
>>180556890
your suppose to use the real tight spiral tower with 5 loops. but if you want realistic more support structures.
>>
>>180557021
bokube is good, not excellent, not amazing, simple average good.

that's not good enough.
>>
>>180556701
>reddit
>normies

>>180556890
paint it red :3
>>
>>180557110
and more smooth nice perfect half circle curve upwards.
>>
>>180544115
Keep using blueprints until you hit a problem that can be solved easier in C++. Also if any of your blueprints are laggy/unoptimized then turn just those into code. If blueprints can handle a problem just fine then use them.
>>
>>180552842
wasn't me
>>
File: 1463342215512.gif (3MB, 200x180px) Image search: [Google]
1463342215512.gif
3MB, 200x180px
>when you almost didn't work all week because the heat prevents you from doing anything but it's okay because you might have found someone to do your music
>>
>>180557665
what job? they sent us out in any weather. always.
>>
>>180557750
No job, my room had the sun coming straight through the window every afternoon so it was impossible for my computer to cool down enough. But I just moved back to my parent's hosue so now it should be good.
/blogpost
>>
Hello where can i find snekdev
>>
>>180557948
oh well i can understand that that is bad.
>>
>>
>>180558057
My monster girls will be even deader.
>>
>>180557949
discord
>>
>>180558405
it is not dead! demo2 will be out soon!
>>
Would you classify Invisible, Inc. as a roguelike, roguelite, or neither?
>>
File: 1479815212261.jpg (213KB, 1000x729px) Image search: [Google]
1479815212261.jpg
213KB, 1000x729px
you're all my friends
>>
>>180558683
It's a tactics game
>>
>>180524586
>think up feature
>plan how to implement and integrate feature(the longest step actually)
>implement feature
>repeat.
>>
>>180558683
post in the roguelike thread, the louder they cry the more it is a real roguelike
>>
>>180558515
>it is not dead!
It's a skeleton
>>
>>180559316
I assume you deleted your post because you realized it was retarded, but Invisible, Inc. is nothing like Frozen Synapse. Like, I don't know how you could see even literally a couple seconds of gameplay and think that.
>>
>tfw will have to skip yet another demo day
would it be okay to put out a demo in a month or so?
>>
>someone donated $500 to bokube just to be a cunt and cancel it

what can devs do against such reckless hate
>>
File: Untitled.png (772KB, 823x1037px) Image search: [Google]
Untitled.png
772KB, 823x1037px
>>180550967
>tfw no progress since forever
>>
>>180558683
It's a turn based strategy game, more like XCom.

Just because a game has procedural generation does not mean it suddenly becomes a roguelike.
>>
File: 1497200792638.jpg (176KB, 923x720px) Image search: [Google]
1497200792638.jpg
176KB, 923x720px
>guy makes cool game
>gets hotheaded
>game doesnt come out or takes the money and books it
everytime
>>
>>180560254
You should keep working on it anon, I like the look of this game.
>>
>>180560434
I'm trying, but out of the last two months, one I spent out of home and didn't get any work done (even though I took the files with me so I could have), the other was just me being the usual lazy shit and doing nothing but minor tweaks that were not really worth posting.
>>
How many of you are good at making animations?
>>
>>180560254
Out of curiosity. How do you manage your bullets on-screen? Do you use a node approach? Or something else?
>>
>>180561264
I'm like not fucking terrible at it.
>>
>>180560382
Name them animeposter
>>
>>180561264
There are only 2-3 people good at making animations here
>>
test
>>
>>180561320
Not sure what you're asking, but the bullets are their own scenes (just a sprite, an Area2D for hit detection, and a script that moves it around) that get added to the tree when shot and then removed when they leave a huge Area2D (a bit larger than the screen) that's nested under the camera. I also add the active bullets to a group so I can "find" all of them easily when needed (used to find all bullets fired by a certain enemy to cancel them when it dies, etc).
>>
>>180561849
use 4chan.org/banned
>>
>>180561930
>removed when they leave a huge Area2D
You don't have to do that. You can add a VisibiltyNotifier2D node to the bullet scene and connect the screen_exit signal to a function that destroys the bullet. This way it's all within the bullet scene, and no need for an extra big Area2D.
>>
What do you use to capture your games?
I want to show you my progress in .webm
>>
>tfw no more /agdg/ zeemaps
>>
>>180562250
OBS Studio to record video.
Webm converter for retards to convert to webm.
>>
>>180562287
http://www.zeemaps.com/map?group=561827
>>
what are you guys drinking
>>
>>180561930
The reason I ask is because I've been working out a bullet system in Godot consisting of independent objects and a properties class attached to them so each could potentially behave in a different way. There's a bit of matrix32 calculating going on here and there and was wondering if anyone else has done that kinda thing before.

What bothered me a bit was the fact that using nodes for bullets wasn't too efficient in my case, even if it was a very forward way.
>>
>>180562550
whatever cheapest shit I can find
>>
>>180562485
>definitely put myself on a map at some point but not on this
Is this a newer one?
>>
>>180560382
>1 post by this ID
>>
>>180562550
Water
If you drink anything else you're basically a nodev.
>>
>>180562485
Thanks, but this is out dated right?

>tfw not much people in NY

What are you yanks doing?
>>
>>180562694
no
>>180562819
yes
>>
>>180558683
Invisible, Inc. is a turn-based tactics stealth video game incorporating elements of roguelike gameplay, developed by Canadian independent studio Klei Entertainment. Wikipedia
>>
>>180562550
A daily water intake is necessary to your health.
>>
>>180560140
No one's going to stop you but it's going to get more attention on demo day (and some people's demos have trouble even getting attention on demo day).
>>
File: unknown.png (180KB, 891x501px) Image search: [Google]
unknown.png
180KB, 891x501px
>>180542526
>>180542694

Continuation
R8 under armour texture, going to have modular armour on top of it
>>
>>180555880
why even have a loading screen if it's that quick?
>>
>>180561975
I was checking if I had posted today
>>
>>180563318
Having the game frozen in the back when loading looks fucked.
>>
ideaguys
sci-fi mystery plots, subplots and mechanics
>>
How is godot pronounced?
>>
Do you guys think making games real hard just for the sake of being hard good game design?
>>
what you say?!!!!!
>>
>>180563741
you should have a choice
>>
>>180563515
Like robot but with a j at the start.
>>
File: Untitled.png (656KB, 473x715px) Image search: [Google]
Untitled.png
656KB, 473x715px
>>180562218
That's good to know but I don't think I can use that solution here because I need the playfield to be a bit bigger than the screen because:
1- There's a bit of room for horizontal movement and I can't have things disappearing when you move the screen a bit to one side then you come back and they're gone.
2- I also use this "playfield" Area2D to activate the enemies. I lay down the enemies across the stage but they only start processing when they get activated by touching the playfield area as the camera runs up throuh the stage. If the field was only as big as the screen, the time when an enemy activates could change depending on the horizontal position of the player. Also I sometimes want to activate stuff offscreen so I can make enemies enter through the sides and not just the top of the screen, or sometimes the entity I'm activating isn't an enemy, but a spawner that start spitting ship/tanks at a preset time, that kind of stuff.
>>
>>180563515
I just heard it pronounced "goo doh" on a youtube and it sounded horrendous like that.
>>
>>180517562
AAA game dev I heard is incredibly shitty. Underpaid (a lot of times not payed at all) and overworked (mandatory overtime).
>>
>>180563515
https://www.youtube.com/watch?v=bt0PdcEOxUg
>>
There are so many AI tutorials for UE4, but a lot of them are too basic. What are some good tutorials which work for the lastest UE4 version?
>>
>>180563859
Ah, alright, that makes sense.
>>
>>180563301
Unity looks like shit compared to UE4, wtf.
>>
>>180564291
Watch your mouth BOY
>>
>>180564164
What sort of game?
>>
>>180564553
FACADElike
>>
>>180564291
>making a game thats essentially rogue spear DS and it doesn't look like crysis 3
when will nodevs ever learn?
>>
File: 2017-06-23_19-30-32.webm (2MB, 604x336px) Image search: [Google]
2017-06-23_19-30-32.webm
2MB, 604x336px
Bad news for those 2-3 anons who were looking forward to Comfy Alchemist:
Me and codebro decided to skip this demo day. The groundwork for the game is already there, but there's still too much work to do to get a demo actually ready so it's better to skip this and aim for the next one.
Since we were both feeling kind of burnt out on this project, which blew up in scope while we were working on it, we also decided to put Comfy Alchemist on semi-hold for a while and work on a much smaller game that we can start and finish in a short time. This is our first collab, so we should have done so from the start. We're still thinking on what kind of game to make. ideas are welcome

Good (unrelated) news:
I added the models to LRHH. Will have to tweak some things but they work for now.
>>
>>180564689
>Another one bites the dust
>>
>>180564553
I'm currently just trying to make my enemy patrol around and when it sees me it starts running after me, but if I hide, it will stop looking for me and go back to his predefined position. I don't know how to do that second part, because atm it is just following me around no matter how far I am, but at the same time if I run quickly to the side it will stop, so it seems a bit bugged. Blueprints couldn't be more basic, it's from this tutorial:

https://www.youtube.com/watch?v=l1tpeVIcaGI

I'm trying to make a topdown prototype, but it works the same for other modes as well.

I also found this video which uses behavior trees, but it may be a bit deprecated now.

https://www.youtube.com/watch?v=z1mSSi6PcfM&t=92s
>>
File: 1497294987214.jpg (142KB, 1822x781px) Image search: [Google]
1497294987214.jpg
142KB, 1822x781px
>>180561776
>>180562714


>yandere sim


>animal farm


>bokube


>FEZ 2


have 4 instead of 1


reddit spacing
>>
>>180564921
Lol, I want to create literally just this behavior. >>180564689
>>
>>180563515
>The name "Godot" is pronounced in Britain and Ireland with the emphasis on the first syllable, /ˈɡɒdoʊ/ GO-doh; in North America it is usually pronounced with an emphasis on the second syllable, /ɡəˈdoʊ/ gə-DOH. Beckett himself said the emphasis should be on the first syllable, and that the North American pronunciation is a mistake. Georges Borchardt, Beckett's literary agent, and who represents Beckett's literary estate, has always pronounced "Godot" in the French manner, with equal emphasis on both syllables. Borchardt checked with Beckett's nephew, Edward, who told him his uncle pronounced it that way as well
>>
>>180564921
You should learn behaviour trees at some point, they're initially more confusing but pretty useful in the long run.

>if I run quickly to the side it will stop
You mean behind cover or what?
>>
>>180564861
Don't get me wrong, we're not dropping the game (yeah, I know, famous last words), it's just that we've been working on it for several months now and we never got that satisfactory feeling of finishing something.
This other small game will keep us busy for a month or so tops.
>>
>>180560382
>>180565005
>yandere simulator and animal farm were a "cool game"
kek
>>
File: Quentin.jpg (3KB, 100x100px) Image search: [Google]
Quentin.jpg
3KB, 100x100px
>>180565474
cool in the eyes of plebs who watch markipliers and furry degenerates, yes
>>
>>180565353
When it runs up to me, it stops. But I've noticed that if I quickly run just to the side and forward (so I'm right next to it), I will get outside of his vision and he will stop chasing.

That usually never happens, even if I'm behind the walls where he shouldn't be able to see me. Basically, the problem is that when he starts chasing, there is no way for it to stop, no matter if he sees me or not.

I'm going through some tutorial with behaviour trees, hopefully it will work.
>>
>remodeling level
>have certain areas as their own component
>disable a couple areas and walk around
holy shit this feels weird, really makes your game feel like the stage of a TV show
>>
>>180565702
Have you checked your wall collision settings properly block the vision?
>>
artist bailed
>>
>>180562485
>>180562694
>Is this a newer one?

Considering that my listing has a game I haven't worked on in probably over 3 years I'd say it's pretty old.
>>
>>180564689
>>180566184
>not being 1MA
I admire those of you willing to work with others. Then again sometimes I wonder if you're just setting yourself up for failure and giving yourself an excuse.
>>
>>180565367
>This other small game will keep us busy for a month or so tops.
Make it your new main game. Consider the game you've lost interest in a learning experience.
>>
>there's no way to check light levels in a hardware rendered engine
How the fuck do people make stealth games
>>
>>180566748
I assume they don't do something silly like calculating visibility by actually checking how much light is on the player when they could achieve the same effect by manually assigning visibility values to areas and make them modifiable by things like torches.

But that's just an assumption.
>>
>>180566757
use google?
>>
>>180566402
>want to make a game like the sims but better
>not sure if I can 1MA it with
>animations
>furniture
>hair
>facial features
>animations
>etc

W-wish me luck
>>
>>180566748
faking it like video games have been doing for decades
>>
File: 1486666831963.gif (4MB, 486x547px) Image search: [Google]
1486666831963.gif
4MB, 486x547px
So I want to make a 2D game and have been messing around with GameMaker for a little while.

Now that I've had 2 semesters worth of C++, do you guys think I should drop GameMaker for UE4? Does it even make sense to make 2D games in UE4?
>>
>>180555880
neat
>>
>>180567742
Unless its like Ori or Rayman then no it doesn't make sense.
>>
File: twinstick.webm (3MB, 780x442px) Image search: [Google]
twinstick.webm
3MB, 780x442px
>>
>>180567103
Don't worry you can do it.
>>
>>180567742
>two semesters worth of C++
I hope you are not talking about CS 101
>>
>>180563515
it's "go do", dunno why they get that shitty french accent bullshit with "godooh", and i speak french, but i like "godot" more since it sounds like "robot" and it's cooler
>>
>>180564689
those are some long ass legs on the wolf
>>
>>180567742
does UE4 even have as much support for 2d as unity?
If your 2dgame is going to be using simple physics and functions, just use LÖVE, libgdx or monogame
>>
>>180562550
IPAs

and water
>>
>>180568296
>If your 2dgame is going to be using simple physics and functions, just use LÖVE, libgdx or monogame
That's not how you spell GODOT
>>
Made in sort that impacts have more impacts. Still need some sound that plays along.

>>180567742
No point in using UE4 for "absolutely" 2D games (sprites), it's just a big waste and probably not that handy.
No need for C++ to use UE4 unless you plan to access some more complex functions.
>>
If you're avoiding reddit you're missing out on a shit ton of inspiration and learning material. You don't have to post on reddit but as a resource there are many many good devs on it.
>>
>>180566951
got it, it helps when your changing the right code.
>>
>>180568603
what subreddit?
>>
>>180568603
upvote
>>
>>180568603
>If you're avoiding reddit you're missing out on a shit ton of inspiration and learning material.
You think that's what I'm here for? I look at this thread to build up disdain for failure in order to motivate myself to keep working.
>>
File: 56016.png (21KB, 251x218px) Image search: [Google]
56016.png
21KB, 251x218px
>>180568112
Thanks anon
>>
File: skill.gif (443KB, 640x480px) Image search: [Google]
skill.gif
443KB, 640x480px
Started on Skills Animation and realised I can't draw particles/spell effects. Need to watch more anime for research.
>>
>>180569032
r/catsstandingup
>>
>>180568296
>>180568459
what if I make it like breath of fire 3? 2D sprites, shitty 3D environments just to make it work?

to be entirely clear, I actually do want to make an RPG like breath of fire 3, but it's going to be action based battles not turns
>>
A game like parappa
>>
>>180567103
>a game like the sims but better
>not sure if I can 1MA it with

gee i wonder

http://www.mobygames.com/game/windows/sims/credits

i wonder if you're skilled enough to replace one of these people, let alone all of them at once. no wait i found a job i know you can do:

>Dedicated to the memory of Danielle Berry
>>
>>180570405
Sounds like a load of crappa
>>
>>180570539
ahahah
>>
where were you when boku's kickstarter crashed and burned?
>>
>>180570529
the graphics were made by 4 people
the animations by 1
you don't need to make your own engine and shit, you can do the work of those 8 programmers by yourself nowadays
>>
File: tilesetbase.png (2KB, 384x128px) Image search: [Google]
tilesetbase.png
2KB, 384x128px
i wasted half the day refactoring over and over, there just too many ways to do the same thing, each method seems better until you find the next best thing, being sleep depraved doesn't help either.
basically the way i approached tile depth, i made 6 tiles, based on tile index i can read depth, it looked good, but i hate the 6 depth limit, so instead i made a bunch of tiles of the same depth, each one with a number indicating depth, now i can read depth value of more than 12 easily, then i offset tiles on loading.
now the problem is how do i sort units on map so they appear behind and not always on front of tiles?
at this point i'm considering dropping the tilemap and use individual sprites per tile then just modify the Z order
>>
>>180570634
I'm new here and I see you guys talk shit about this guy all the time but I don't even know what kind of game he made
>>
>>180570529
do you really thinking making a game isn't significantly easier now than it was 20 years ago
>>
>>180569132
>I look at this thread to build up disdain for failure in order to motivate myself to keep working.
That works.
>>
File: 63443009_p0.png (543KB, 678x1100px) Image search: [Google]
63443009_p0.png
543KB, 678x1100px
>>180562550
This is water neighborhood, get out colafags.
>>
>>180570296
kek <--
kek
kek
kek
kek
>>
>>180570396
You're still free to do whatever you want, it's just that UE4's "2D" is basically just constraining actors to two planes, and you'd end up with a game a little big in filesize.
In the end, engines are tools, use the one you're the most comfortable with.
>>
>>180570775
>>180570954
>it's slightly easier now
>therefore one person can do the job of dozens

that's quite a delusional leap of logic. yeah you could get away with less programmers, but the graphics were made by 4 artists + 1 animator + 1 art director + 4 part time artists + two companies that they presumably bought premade art from. i also assume you want better graphics than how crappy sims 1 looks today. sims 4 has like 60 people in the art department alone.

so depending on what level of fidelity you're going for you'll be doing the work of between 10 and 60 professionals just to make the art assets. then there's everything else.

like i'm all for being ambitious, but having an absurd workload is not where your ambitions should lie. maybe pick a project where you won't spend the next 25 years making endless dollhouse furniture.
>>
>>180573554
>slightly easier now
>>
File: 2017-06-23.jpg (2MB, 3394x2028px) Image search: [Google]
2017-06-23.jpg
2MB, 3394x2028px
Fucking around with some ideas for my Primordial Dream area and so far the generation is ugly as sin. Still fun, and started working on the deck/draw stuff for the card part as well so overall progress!.
>>
>>180570817
The Tilemap has a YSort children option, which will sort child nodes by their y position, and can render them behind taller tiles. But all the units will have to be direct children of the tilemap. I'm not sure if it will work exactly right with what you've got.
>>
>>180573554
the only difficulty here lies in the sheer volume of furniture and clothing options, but a few basic options should be enough to attract crowdfunding from people who hate the sims 4
>>
File: rocket-2017-06-23.webm (796KB, 800x600px) Image search: [Google]
rocket-2017-06-23.webm
796KB, 800x600px
Changing the backgrounds of chapter 4
>>
>>180574046
Why do people hate the sims 4?
>>
>>180574109
it's bad
>>
>>180557949
I'm here, what's up?
>>
File: Capture.png (3MB, 1321x870px) Image search: [Google]
Capture.png
3MB, 1321x870px
>>180573796
eh, doubling the size of the are makes things a little better but now the seamless aspect is not very good.
>>
>>180573663
yes. less need for programmers, but art assets are, if anything, much harder to make than when 500 tris + a diffuse map was an acceptable video game character, and a clone of the sims is all about a vast number of assets. you'll spend more time just baking your normal maps than an artist on the sims spent on making a hundred pieces of furniture (ie cubes with a 128x128 texture).

so actually the correct thing to say would be: it is in fact much, much harder to make the sims now than it was in 2000 assuming you want people to not burst out laughing when they look at the graphics.
>>
>>180568097
nice effects
>>
>>180568097
looking good
>>
http://www.gamasutra.com/blogs/AnyaCombs/20170622/300350/Top_Kickstarter_Tips_From_Kickstarters_Video_Games_Expert.php
>>
>>180574046
>my plan is that strangers will love my idea enough to shower me with money so that i can hire other people to do the work
>this will work because of my masterful ability to manipulate a rabid internet fandom

suuuure
>>
I know programming but not really much in terms of game programming.
Would a 3D platformer like SM64 be a good first project to learn? Or is it too complex? I've already run into issues with things like physics and rotation.
>>
>>180574850
my first project to learn was witcher 3
>>
>>180574965
Game has simplistic and derivative gameplay so I'd say you picked a good learner project.
>>
>>180574850
do something 2d first then move to 3d. it will be much easier that way. 3d adds a whole bunch of complexity in the math, the assets etc.
>>
>>180574729
i'm not the one who wants to do it, anon
i'm just saying that if he can make a prototype with the basics and market it to people who think the sims 4 is shit, he can likely get enough money to hire artists to churn out the 10 fridges and 25 beds he's missing
>>
>>180567103
you do realize new iterations of the sims is still being made regularly right?
and that they have the exact same goal of
>the sims but better
what exactly is the point of your redundancy?
>>
>>180573839
YSort works in a way taller tiles will always be on top, even if a unit is on top of that tile, i need to do manual sorting or have multiple layers, i'm still working on it
>>
>>180574272
i got obsessed with an idea for the snek tactics game. what if you turned it into a multiplayer card game a la faeria/duelyst? where the cards you play are also the creatures on the board that you interact with. could be interesting.
>>
>>180574108
work on new levels instead of changing line colors you faggot
>>
I'm going to create a cities skylines competitor
>>
>>180575786
Interesting idea. Only problem I see is the inherent difficulty of getting an indie multiplayer game to work.
>>
>>180575572
to be fair, the sims 4 not only sucks, but may actually be the end of the series because last i heard, it sold so poorly that EA is still saying they won't make another one unless the expansions start selling better

plus, while the sims 3 is good, it runs like molten shit because of all the bloat. my 3-year-old gaming laptop takes literally 10 minutes to load the main menu when all the expansions are installed.
>>
File: leliel.gif (685KB, 500x500px) Image search: [Google]
leliel.gif
685KB, 500x500px
>>180561776
Cavern Kings
>>
>>180574965
that's nothing, my "hello world" is literally the universe you mortals call home. you should see the stuff i made later, no death, perfect happiness and justice etc. this one i'm too embarrassed to show to anybody.

it does have some cool bugs like when i gave all black people bigger dicks by accident. the results were so funny i never fixed the bug.
>>
>>180576286
autism
>>
>>180576080
wasn't it already made in unity or something?
>>
How would you implement smooth, gradual movement for a character? Specifically in Unity.
>>
>>180576409
>the inherent difficulty of getting people to give a shit about an indie multiplayer game
>>
>>180576409
It's not the technical aspects. It's building a fanbase for a fucking turn based snek tactics game, as a 1MA.
>>
>>180575575
Maybe set the unit on the tile as if it were on flat ground, then set the offset of the sprite to be the height of what it's standing on.
If you need to offset more than just the sprite you could instead have a Node2D as a child of the unit, and put all of the visual things inside that node, and offset using that Node2D.
I hope that makes sense.
>>
>>180576535
https://www.google.com/search?q=lerp+specifically+in+unity&ie=utf-8&oe=utf-8
>>
>>180569503
the slimes eyes should stay in the same position throughout the animation
>>
>>180576657
>>180576562
you just have to try really hard and shill it everywhere. even if people hate you for it, some will check it out
>>
File: progress.png (3KB, 416x79px) Image search: [Google]
progress.png
3KB, 416x79px
>>180576286
Can you beat MY "Hello World!"?
Thought not.
>>
> IDEA:

resident evil, but with first person tank controls and instead of guns most items just distract or slow down monsters

sound good?
>>
>>180575861
the game has 70 levels and i think it is a reasonable number
>>
>>180577225
Yeah Echo Night was pretty cool.
>>
>>180577225
How about this.
Tower Attack, instead of defending and building a towers to defend yourself from the enemies, you're the one attacking with minions and your objective to take them to the end, either by destroying/damaging the turrets or helping the minions.
>>
>>180577225
>first person tank controls
Have you considered killing yourself instead because that sounds more fun
>>
>>180577225
>FPS
>tank controls
DO IT, quirky games make the most money
>>
first person qwop controls
>>
first person RTS controls
>>
>>180577818
>what is battlezone
>>
first person voice commands only
>>
>>180576673
it does make sense, trying to hit that comfort zone between origin and offset, thanks
>>
>>180577925
https://www.youtube.com/watch?v=St2PMVW_W7Y
>>
File: 1465935231194.jpg (80KB, 463x372px) Image search: [Google]
1465935231194.jpg
80KB, 463x372px
Shooter game where your HP is tied to the camera mode. You start in 3rd person, when you take a hit you go to 2nd, and then to 1st. Then your dead.
>>
>>180577404
>>180577623
> horror should be fun
it will increase tension..
>>
>>180578138
What's 2nd person?
>>
>>180578321
text adventure
you see ye flask
>>
>>180578250
>My game doesn't have to be fun because it's art
Go write a screenplay you fucking hack
>>
Unity mecanim question: How do I detect when an animation ends? Animation events do trigger when reached but if the animation is cancelled early (due to the character dying while attacking for example) then the event would never be reached. The built-in events also seem shaky shaky at best since they trigger after the transition/blending period is finished.
>>
>>180578321
You see out of your enemies eyes. Like in the first level of Battletoads.
>>
>>180578358
define you see ye flask
because there is nothing as second person point of view. Either First Person or Third Person.
>>
>>180578713
>>180578358
That's third person ya dingus.
>>
>>180578906
>>180578781
first person is "i see a flask"
second person is "you see a flask", aka dnd/text adventure narration
third person is "he sees a flask"
>>
>>180578781
https://youtu.be/qgeOVB88PhY?t=1m31s

>>180578906
No it isn't.
>>
>>180578686
If you want the event to trigger even if the animation is cancelled I'd suggest just starting a Coroutine when you start the animation.


Also, you should set your animator Update Mode to "Animate Physics" if gameplay-relevant events are being called in animations. Otherwise I think the events will be skipped if the frame is skipped. It probably took me half a year to figure that out, it caused all sorts of rare nonsensical bugs
>>
File: molyneux2434.jpg (19KB, 294x306px) Image search: [Google]
molyneux2434.jpg
19KB, 294x306px
A first person shooter where you have a gun that fires bullets with cameras in them, and on the gun is a little monitor where you can see where the bullets end up, and there are controls for curving the bullets
>>
>>180579176
Yeah, thats the Wanted game. Only cool part was curving the bullets.
>>
>>180579176
thanks for the rare molyneux
>>
a FPS but you are the bullets
>>
>>180579176
That happen in the new Assassin's Creed trailer with an arrow and it just looked dumb.
>>
File: molyneux.png (6KB, 471x400px) Image search: [Google]
molyneux.png
6KB, 471x400px
First person shooter H-game
>>
puzzle game where you are the gun and you have to figure out how to shoot yourself
>>
>>180579392
Being able to manually aim your arrows mid-flight is not a feature that "fits" in the asscreed ability/mechanics set, but I also don't waste money on asscreed so hey who gives a fuck
>>
http://positech.co.uk/cliffsblog/2017/06/23/your-indie-game-will-flop-and-you-will-lose-money/

:(
>>
I'm surprised more games haven't gone the Receiver route of heavily manual reloading
>>
>>180579749
why are you shilling your blog
>>
File: 1496475860594.jpg (43KB, 654x527px) Image search: [Google]
1496475860594.jpg
43KB, 654x527px
>making games for money

http://positech.co.uk/cliffsblog/2017/06/23/your-indie-game-will-flop-and-you-will-lose-money/

You're not trying to make a living from your own games, right?
>>
>>180579796
You're surprised by that?
>>
>>180579749
>>180579808
I don't know what this shit is but you need to fuck off
>>
>>180579808
I was first!
>>
>>180579796
outside of autistic gunfags nobody wants to do that in a game
>>
>>180579796
Its literally easier to use a gun in real life than in Receiver.
>>
>>180579808
>you-will-lose-money
How can I lose money if I don't invest any money to begin with ?
>>
an action adventure game where you have to become africas most prolific warlord by any means neccasary, includes a full size map of africa, fully playable
>>
>>180579117
Yeah, but the problem is that the trigger needs to occur earlier, sometimes at least. Basically trying to disable hitboxes if the character is now dying. This could of course be done in the code where the character gets killed/staggered/respawned or whatever but i feel like the easiest way to do it would be whenever the current animation either finishes, or is changed to something else.
"Animate Physics" sounds real useful though, gonna read up on it. Thanks for the tip.
>>
a game were you have to save people's lifes instead of killing then
>>
File: mercy-theatrical-wide.jpg (1MB, 2560x1440px) Image search: [Google]
mercy-theatrical-wide.jpg
1MB, 2560x1440px
>>180580190
>>
>>180580276
nah
>>
What's a good simple 2d library for python? I just want to draw some polygons, sprites (with rotation), buttons and text, and register mouse events. I'm looking for something similar to pygame but just a little bit more elaborate.
>>
>>180578781
>>180578906
Have you guys never played a text adventure
>>
File: lemmings.jpg (109KB, 1280x720px) Image search: [Google]
lemmings.jpg
109KB, 1280x720px
>>180580190
>>
>>180580190
Paramedic simulator set during a zombie apocalypse
>>
Anyone got a good article on designing a good economy? Something like Mount and Blade or the X series. Producers and consumers, trade ships moving stuff, variable prices, and so on.
>>
new
>>180580726
>>180580726
>>180580726
>>
>>180579883
>>180579749
>>180579808
always nice to have a reminder for the survivorship bias get rich quick normies that they're in the wrong place.
>>
>>180580031
This
>>
File: caduceus.jpg (63KB, 500x450px) Image search: [Google]
caduceus.jpg
63KB, 500x450px
>>180579808
Dude
>>
>>180580129
The way I do hitboxes is just clicking enable/disable on the GameObject holding the colliders while in the "record" thing in the animator. So far I've had no issues with it and it's really easy and fast to put in new attacks. If the animation is cancelled the hitbox is gone. However, the animation transition would likely be delayed by a frame, so you should also just put a death-check in the collision function. I don't think the animator alone is capable of doing that perfectly.

This method isn't as flexible as keeping track of the hitboxes purely in code though. If you have a lot of attacks doing it all in code could be a HUGE pain in the ass.

Also, the animator method needs Animate Physics to work properly.

Sorry if none of this is useful or has any typos, I'm tired as fuck
>>
>>180580718
it's funny how an old game managed to have fully destructible terrain with pixel perfect collision and no lag when most indie games lag like a bitch
>>
>>180581284
Hmm I'm not sure what feature that is but it sounds very useful. I'll have a look at it for sure, it might just solve my problems.

It's just so sad that Unity's animation tools are in this state. With the amount of money they have I'd have expected something better honestly.
>>
>>180579176
Already exists in Warframe, the Wanted game and Battlefield's TV missiles. But if you design a whole game around it it could be fun.
Thread posts: 760
Thread images: 97


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.