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/agdg/ - Amateur Game Development General

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Thread replies: 822
Thread images: 119

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Not giving up edition

> Next Demo Day 15 (only a week left!)
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 (embed)

Previous Thread: >>180580726
Previous Demo Days: pastebin.com/JqsQerui (embed)
Previous Jams: pastebin.com/jAByvH3V (embed)

> 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

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter
>>
http://positech.co.uk/cliffsblog/2017/06/23/your-indie-game-will-flop-and-you-will-lose-money/
>>
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been a while since I got to start off a thread on one of these
>>
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>>
First for killing the fucking chicken "meme"
Reminder that memes are socially adopted inside jokes and not just you shitposting with the same theme to your faggotry for any prolonged period of time
Reminder that 90% of the "memes" in agdg come from one person
>>
>>180650071
I still do not understand what those mind-control potatoes do
>>
>>180650071
why did you game flop?
>>
Just imported WorldMachine terrain in UE4 for the first time and accidentaly set the scale to 8km x 8km. Looks cool as fuck.
>>
>>180638232
KILL IT
>>
https://www.kickstarter.com/projects/2139542651/bokube
>>
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>>180650106
only true oldfags remember this maymay.
>>
>>180650341
KILL
IT
jk good luck bokube
>>
12th for respect your parents
>>
>>180650298
he's right.
that's the concept of viral marketing.

make your game a walking meme.
>>
Downloading bokubes KS demo now and it better be optimized or else.
>>
>>180650183
they make the enemies in the aura shoot bullets when they die

>>180650209
what would you define as a success?
>>
>>180650341
>blurry gif on the presentation page
This is not a good idea.
>>
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17th for our lord and savior gogem, he who will deliver us from the tyranny of Steam!
>>
>>180650658
take into account how much hours did you work in your game, divide your profits from that, make more money than minimal wageslave rate in your country.
>>
>>180650478
You can't force a meme. It has been attempted by every TV show and piece of media since the fucking printing press, it's not a new concept, memes are always formed organically. Only ultra tier mega autists don't undersatnd this because they've never been part of an inside joke in a social situation.
>>
>>180650341
looks like those quirky PS1 games u used to get, like devil dice or mr.domino

music reminds me of Klonoa

good stuff
>>
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Progress:
I figured out how to get perspective-based movement working in Godot, so now my FPS controller has Quaternion-based rotation AND you move forward based on the angle of your camera. Their documentation was terrible, but I was able to use it to figure out how the scripting in one of the demo projects (cubio.gd) was moving the character. It uses the basis of the camera's global transform.
https://pastebin.com/XFwCPqES

Next I might add jumping and sprinting, or I might change it from a RigidBody to a KinematicBody script. I intend for it to be a general-purpose FPS controller in the end (complete with a simple gun with a few basic firing modes) that I will post as an MIT-licensed asset at the Godot asset library, so if there are any features you would like to see in it, let me know.
>>
>>180650298
EVERYTHING wrong with indie devs, like a toxin that spreads through devs as well ruining the attitude and joy of making games - is because since the indie boom everyone jus talks about money, success, sales..etc

fucking bullshit

just like make game
>>
>>180650071
Your game is amazing, ignore the jealous nodevs.
>>
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what are some team building games I can draw inspiration from?

Google only gives pic related.
>>
>>180650849
memes are simply something people feel the need to share about becuase it amazes them.

https://www.amazon.com/Contagious-Things-Catch-Jonah-Berger/dp/1451686579

read that book.
>>
>>180650732
It's not good so far, but
a) it's still selling (in fact, its still selling decently well)
b) we've got some stuff coming up
>>
>>180650658
ah, I see

also, if it is not much problem, can you please make it possible to use analog movement+mouse aim? steam controller greatly benefits from
>>
>>180650732
earning any money from your hobby is a decent step in the right direction, stop being a faggot
>>
Alright going to ask a question again I asked last night: What's the best way in Unity to detect the end of an animation? In this case there's an attack which causes damage only when active, when the animation ends it should not deal any damage right. The animation could then end either by the attack finishing in which case it could be detected by an animation event. But what if the character gets stunned or killed? Then the "dealing damage" variable would still be set to true. I haven 't found a way of detecting an animation "cancelling".
>>
godot 3.0 will save deving
>>
>>180651038
>memes are simply something people feel the need to share about becuase it amazes them.
Then why do you think you can force people to be amazed with and share something? It's called being ham fisted and it's not good for a creator to do because it treats your audience like they're retarded and easy to manipulate and not all of them are, which will turn them off and make them correctly see you as a hack
>>
Have any of you created a dark souls for mobile games?
>>
>>180651083
how much did you make?
>>
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thoughts?
>>
>>180651083
link to your game?
>>
>>180651226
you can trigger code functions on any frame of an animation in unity. its in the animation editor. toggle the hitbox using that

read the documentation...
>>
>>180651038
>memes are simply something people feel the need to share about becuase it amazes them.
That's wrong, by the way. News is not memes.
>>
>>180651289
read that book pls before talking shit.
>>
>>180651236
There's no reason to wait. Just use Godot 2.1 and then switch to 3 when it's ready.
>>
>>180651402
read the book.
>>
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Added animation for when you exploit an enemy weakness for an extra turn.

It obfuscates damage numbers of front row enemies a little, so I'll have to figure something out.
>>
>>180651430
which engines are the best ones if you want to make games for FREE
>>
>>180651405
Why would I read some marketing gimmick book? I'm not trying to run a youtube channel and make shekels with views I'm making a game
>>
>>180651516
cool.
why didn't you make real time combat instead of the turn by turn?
>>
>>180651384
I know, that makes it possible to trigger an event during the animation. However if the animation is cancelled early, the event will never be called, if I'm not completely mistaken?
>>
>>180651646
Because I'm literally stealing the SMT/Persona style of combat, I'm not too sure how that would work in real time.
>>
>>180651616
>how do I market my game
>give me advice on where to shill
>why my X failed
>why nobody play my game
that book isn't about marketing retard.
is about why people share stuff (memes).
>>
>>180651430
do you want to break your project?
>>
>>180651741
you need to add a lot of style to make it cool. Make it edgy and shit
For the record, the combat was the worst thing about persona. The story was the thing drawing me in
>>
>>180651038
>>180651405
>>180651497
>what makes things popular?
>what makes online content go viral?
This is opportunistic drivel intended to make money off morons who are think they will retire by making memes and viral videos. It's basic marketing ideas wrapped in "YOU WILL BE NEXT BIG MEME" hype for retards who don't understand how the internet functions socially. If you own a physical copy of this book throw it and yourself in the garbage.
>>
>>180651793
Projects break all the time. It's not like you'll have a massive amount of shit done in the span of a few months (the time it will take for Godot 3 to come out), so porting over will be easy.
>>
>>180651813
Really? I thought the story was pretty weak and predictable and only finished it because the Turn Press Battle is so satisfying.

To each their own I guess.
>>
>>180651879
>hasn't read the book yet
>talk shit anyway
>too retarded to pirate it and read it
>>
>>180651362
http://store.steampowered.com/app/603960/

>>180651310
Steam NDA, but 5 digits atm
>>
>>180651772
>that book isn't about marketing retard.

>Contagious: Why Things Catch On
>New York Times bestseller and named Best Marketing Book of 2014 by the American Marketing Association
>Wharton marketing professor Jonah Berger has spent the last decade answering these questions
>Contagious will show you how to make your product or idea catch on

Yeah, not marketing at all.
>these are the "devs" in agdg
top fucking kek
>>
Meet your average agdg "dev"
https://www.youtube.com/watch?v=GI8VdVUfZm4
>>
>>180652084
yeah, because is used on marketing.

the book is about why things become viral.
read it.

>too stupid to pirate a pdf and read it on two hours
>>
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>>180652062

How did you get so many positive reviews?

Congratulations though. Been following your stuff for ages.
>>
>>180652274
>yeah, because is used on marketing.
Yes a book about marketing by a marketing professor named best marketing book by the american marketing association is probably used with marketing
You seem to really know what you're talking about, do you have a newsletter I can to subscribe to?
>>
>>180652384
>How did you get so many positive reviews?

By making a good game?
>>
>>180652432
Monolithdev, is that you?

Your game looks really sweet.
>>
Gogem is the end result of a marketing and "muh memes" minded dev. Just make a good game you greedy gimmicky fuck and forget about the marketing for a minute.
>>
>>180652391
the book is pretty good though.

>not simply reading it
oh, I forgot this is the general where people scorn at books like loomis to learn something.

bye
>>
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Whelp godot masters, i'm working on a tactical rpg with an isometric map that has tile height, normally you'd expect higher tiles to be on top of the unit behind it, i have YSort sort enabled for the tile map, and the unit is a child of it, but i get stuff like in pic, when the unit is dead center of the tile, everything is fine, when it's moving however it will be on top of higher tiles until it reaches the next center of the tile, i do know the source of this problem, basically half offset and YSort don't work well together, the sorting works from the center of the cell regardless of the tile sprite, so when a unit is moving its Y position will be bigger than the half off sett tile until it gets behind another tile.
this is driving me crazy, is there a better way to do this? i wish there was a possibility to change the Z order of individual tiles, and i can't have multiple tile maps because i'd need 12 (one for each tile height).
>>
>>180652551
Does he work in marketing, by any chance?
>>
>>180652551
Googem is the end result of someone who doesn't actually like games making them.

That's why all his "games" have negative review scores.
>>
>>180652663
>Googem
>Work
>>
Why don't you guys make a game with RPG combat like dark souls?
I'm sure it would be popular
>>
>>180652940
Dude, I'm literally making a 2D Pixel Soul-like right now.
>>
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test
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>>180652940
I'm making Dark Souls except it's not Dark Souls at all. It's a pretty promizing concept.
>>
>>180651813
The highest difficulty made battling in Persona 3 very satisfying. Didn't grind much either so I had to switch personas often.
>>
>>180653036
lol'd so hard at the end.
>>
Any of you faggots run into a problem where overriding UE4's AActor::Turn and AActor::LookUp stops the attached camera from rotating?
>>
>>180653101
>>180653000
how can you make a 2D dark souls?
>>
>>180653243
Zelda II
>>
>>180653243
It's not like Dark Souls uses the 3rd dimension at all in it's gameplay 99% of the time.

Can replicate the gameplay pretty well in a top down game.
>>
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Anyone else doing FrogJam?
>>
>>180653319
well it doesn't use the y axis that much unless you're fighting a boss that jumps but....
backstabs and strafing are used alot though
>>
>>180653637
>backstabs and strafing are used alot though

Which can be done in top down games, as long as you allow the player to go through enemies with the dodge or something
>>
>>180652432

How long did it take you to develop, from inception to completion?

Solo project or did you have a team?
>>
>>180653198
Have you checked whether the thing you override was rotating the camera directly or the desired rotation instead?
>>
I want to stop drinking and eating fast food but I can't
>>
>>180652546
That wasn't me but this is. Thanks.

>>180652384
>>180652432
Sometimes the answer really is that easy.

We just need to convince more people that it /is/ a good game.
>>
>>180653678
oh that's right.
I didn't consider top down games.
>>
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Goals now show a preview of the next level, including the position the player will be in when entering it. I will probably add something similar to the level hub too.
>>
>>180650071
What was this game called again?
>>
>>180654013
Rustled Sanchez
>>
why people doesn't make no more isometric games?
>>
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>>180652237
>AGDG
https://www.youtube.com/watch?v=8-5kvqZBRVg
>>
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This is how peak dev performance looks like
>>
>>180654213
A S C E T I C
>>
>>180652601
I think that will pretty much always happen in 2D.
The origin point is what matters here. When the unit's origin.y < tile's origin.y it is behind the tile. Otherwise it is in front. There's a an option to change the Tilemap's tile origin, you can try to mess with that to get it better.
>>
>>180654108
they hurt physically to make

just nonstop fuckery with the code, the art, and everything
>>
>>180654213
and yet he talks like if he's some master developer.

the definition of dunning krugger.

>>180654307
why not use unity?
>>
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http://www.espn.com/espn/feature/story/_/id/19689352/rivals-major-league-soccer

how's that pixel art coming along, anon?
>>
>>180654108
Mine was originally isometric, but it wasn't fun so I changed it.
I really dig isometric in simulator games and such, but for other things it's not ideal.
>>
>>180653749
i want to drink n eat more fast food. lets switch lives like the movies.
>>
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Both character creation and menus are functionally pretty much done.
Gotta prettify them at some point but for now it's good enough.
>>
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>>180654729
Also character creation features a couple of orgin stories you can choose from

Next up: Save system.
>>
>>180652237
it's sad that there are people this old yet this delusional

"uhh yeah I'm gonna make an open world building game with an indestructible spawn hub, and I'm calling it an MMO for no reason, rate my idea"
>>
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Thanks for the rotating enemies idea of the last thread

>>180653826
I am always intrigued by your stuff man. About knowing the position, does it impact the player's strategy, do the levels have multiple entrance/end?
>>
>>180654278
tile origin only affect where it will be drawn from the center of the cell, either way tilemap use the center of the cell for comparison.
>>
>>180654879
>>180654729

Good stuff.
How far are you from release? Do you have an estimate of how much longer you need?

Will you do early access while you add content or is your release going to be content complete?
>>
>>180655029
I like the style of your stuff, when are you going to start adding gameplay?
>>
>>180654729
>>180654879
Good stuff man
>>
>>180654959
>it's sad that there are people this old yet this delusional
There are ideaguys who have been in agdg for years some of them around 30 years old. It's a stark reality.
>>
>>180655175
I'm working on the encounters at the same time, there's just nothing to show for now. After monday I'll have more time and will have something more solid (probably with some very basic AI but still).
>>
>>180652237
I can't tell which is more retarded, the kickstarter dude or the one making fun of him.
>>
>>180655183
>>180655068
Thanks!

Full release is q4 2018
Open Alpha release will be soon (tm)

Probably autumn though
>>
>>180652237
oh it's another i'm some teenager whos got it all figured out episode.
>>
>>180655396
Cool, looking forward to it.

Forgot to say: the rotating enemies would probably look better if the little spinning spheres rotated in the opposite direction.
>>
>>180654879
>YOU GREW UP IN A BAR
Best childhood, A+ parenting right there
>>
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Some people are retarded, so I'm making a tutorial for retarded people. I hope this isn't too complex.
>>
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>>180655029
The positions won't matter for a normal playthrough but when you start a level inside a gray block it will be deleted permanently, which opens up secret paths.

I think the level in the pic is a good example of that, the blue area in the bottom right is the starting area.
Normally you only see the vertical portion of the level, but if you touched the goal in the previous level from the top left position then the top left block in level 1-4 is deleted, which opens up the horizontal portion of the level, which gives you more boxes to play with which lets you touch the next goal in another position, and so on.
I will also be adding some secret rewards like audio clips and such.

I also positioned the goals so that there's never a "wrong" position to start in to avoid frustration.
>>
haha take THAT UNITY
>>
>>180655585
good idea, thanks
>>
>>180655878
I see, pretty cool feature.
>>
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>>180655634
In a world that's essentially steam punk Dark Sun growing up in a bar is probably a pretty good childhood.

I plan to include a couple more "iconic" origin stories at some point.
>>
>>180656515
also custom creation of course.
>>
>>180655930
what?
Unity is great
>>
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Anyone here got some unused sprites? Would you like to see them in a (free) game?
>>
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>>180657064
>>
>>180657449
Those are some nice sprites! Where did you learn to draw like that?
>>
>>180657860
loomis
>>
>>180651348
It still looks good, though I thought you had demo'd everything I see in that webm in previous webms, so if there's supposed to be a dramatic new thing then please indicate it.
>>
>>180651348
did you make the potatoes spray out into space in all directions?
>>
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Currently working on a soulslike horror game with 2 other guys and we're looking for an artist
Its our first game if your interested to help up send me an email

[email protected]
>>
>>180658646
Are you the guy that posted the Giger-esque ring in the current thread on v?
>>
>>180658891
nope
>>
>>180655457
you, for watching it
>>
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progress.
>>
can i name my company huge faggot games or something?
how do you legal
>>
>>180659580
Sorry but it kinda looks like a mecha Patrick without eyes.
>>
>>180659619
It'll depend on your country, probably not.
>>
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>>180659580
>>
>>180658646
Got a webm?
>>
>>180660084
fuck you.

I love it.
>>
>>180659580
Too organic for a hard surface space ship. Need more hard edges and creases.
>>
>>180660203
I have no clue what I'm doing sorry.
>>
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>>180652062
I just got back to agdg after having been gone for a while, didn't know you published your game! Can't wait to play it.
>>
>>180660314
>KiD
You're gonna regret it, even at that low a price.
>>
https://godotengine.org/article/progress-report-april-may-2017
>>
>>180660283
google "smoothing groups"
>>
>>180660376
Haven't hit the button yet, why do you say that? I thought it was just your average beat em up but with a cool aesthetic.
>>
>>180660510
how that will help me with unity?
>>
Guys I can make a ball roll around on unity
>>
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>>180654013
>>
>>180660587
It will help the lighting not hit your ship as if it were one contiguous organic form, such as a starfish.
>>
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What are some good resources for learning about turn based 2d grid systems? Similar to the kind of grid and player navigation of Advance wars and fire emblem heroes?
>>
https://twitter.com/remwhat/status/877857838684545024

>>180660774
ok
>>
>>180660517
The game looks like it has a lot of moves but it only has like 5, and of those 5 there are 3 that are just different forms of "mash X to attack". The overwhelming majority of combat will just be mashing light attack until you need to dodge or block (doesn't matter which you do). The shooting quickly becomes obsolete thanks to abilities you can unlock that make the game even easier, and you have to do a really boring series of minigames if you want to unlock different types of guns. The story is nonsense (not like in a Killer7 type of way, but an actual "this is fucking nonsense that goes nowhere" type of way).

It's shallow in every way, even moreso than the average beat em up. Virtually the only thing it has going for it is the aesthetic.
>>
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>>180660126
>webm?
We dont have gameplay yet
We have some level design,music, an inventory system,story... Were looking for someone to do some sketches to help guide the dude that does the 3d models.

This is the the starting area
>>
if I were to make an Arabian Nights inspired RPG, where the villain is based on Mohammad and the emergence of the Muslim religion, how fearful should I be for my life? would I have to in hiding like Salmon Rushdie?
>>
>>180660875
>NES has non-square pixels
what?
>>
>>180661165
Depends on the country. If you are in the US of A then you should be ashamed for even feeling the need to make such a post.
>>
>>180654536
>bangkok
>church
>pick one
looks pretty I'd play it
>>
>>180660453
>tfw I could theoretically die in a freak accident before Godot 3.0 comes out
This alpha needs to come out already!
>>
>>180660842
Learn A*. There's probably a tutorial for A* in every language/Engine out there so you're in luck.
>>
>>180660982
Oh, thanks for the heads up. So is it more akin to God of War/Dantes Inferno than DMC or Bayonetta? Cause the former does get old pretty quick.
>>
>>180661165
You're not allowed to depict muhammed in any way according to islam. Then again as long as you don't openly announce you're the one who made it and put your adress on the store page, the fuck are they going to do about it.
>>
>>180661331
https://twitter.com/reduzio/status/878685834647613440
https://twitter.com/reduzio/status/876619069935558657
https://twitter.com/reduzio/status/875533535205052416

man, godot seems already better than game maker.
>>
>>>180647508

That is really good looking, anon. Keep working at it !
>>
>>180660842
http://www.redblobgames.com/pathfinding/tower-defense/
http://www.redblobgames.com/pathfinding/a-star/introduction.html
http://www-cs-students.stanford.edu/~amitp/gameprog.html#tiles
These helped me a lot when I was making a turn based tactical game.
>>
>>180661447
It's substantially shallower than even GoW/Dante's Inferno.
>>
>>180661447
Suda 51 makes some of the most shallow actions games out there.
>>
>>180661471
what if I put my name as Ryan Jake Lambourn?
>>
>>180661479
>It is finally possible, in 3.0, to use a single-texture tilemap, enable filter on it and not get bleeding between tile edges.
Fucking finally.
>>
>>180661724
better start shilling godot baby.
>>
>>180661348
>>180661495

Thanks anons
>>
>tfw published my game and getting invited to the secret agdg discord with all the popular kids
>>
>>180662145
Oh, so you're a nodev.
>>
>>180655810
how can people tolerate ue4? introducing blueprints has fucked everything up and it's all confusing and vague and poorly documented
>>
>>180651226
>>180651739
So make your stun/death animations start with event that disables all attack hitboxes and what else you need to disable like player input.
>>
>>180662320
They're better developers than you
>>
>>180662370
sepplesfags are subhumans
>>
>>180661572
>>180661637
Shit. Well thanks guys, you've saved me 3$. What about Hollow Knight then?
>>
>>180662320
UE4 has incredible documentation. I learn so much about best practices reading through it. What exactly is giving you trouble?
>>
>>180662449
You don't even need sepples
>>
>>180649924
Thank you for believing in me, even if you are a baka.
>>
You aren't real coders. You just type down scripts that you've memorized and shit into an engine that's prebuilt.
You don't create your code from scratch. You're not creators. You're just like people that mod stuff and play around with map editors
>>
WE
>>
>>180662785
ARE
>>
>>180662883
MODDERS
>>
>>180662883
NODEVS
>>
>>180662702
t. still working on making his box collide with another box
>>
>>180662702
>You're just like people that mod stuff and play around with map editors
You mean like the people who started IPs like Counter Strike, Team Fortress, Dota?
>>
>>180662479
Hollow Knight is a great Metroidvania.
>>
>>180662479
Hollow Knight is great totally get that one
>>
>>180662481
who thought making your users write games with a node editor -- and not giving you the option of just writing all your code in an editor WITHOUT ANY involvement of, or accommodation for, blueprints -- was a good idea? and who thought that giving classes hundreds and hundreds of methods was a good idea?

i miss id Tech 3
>>
File: ship.png (59KB, 400x400px) Image search: [Google]
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I suck at 3D lol.
>>
>>180663752
why not 2Dev?
>>
>>180663426
>You mean like the people who started IPs like Counter Strike, Team Fortress, Dota?
yeah they were cucks desu.
They build their games on top of existing used ones.
They use used goods
>>
>>180663831
I suck at everything lol.
pls god kill me.
>>
>>180663752
That already looks a lot better honestly
>>
>>180663712
You have access to the source code. You can literally do whatever you want.
>>
>>180662320
It's very simple.
I can't fucking code.
>>
>>180662702
>muh code
this is agdg, not amateur coder general
>>
>>180663712
I like Gamemaker2's blend of nodes and code.
>>
>>180663752
You biggest problem here is the texture actually
>>
>>180662702
ummmm not quite swewytie,,,
im making my own language xx
>>
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>>180663752
Don't put hard edges everywhere, they should outline the parts where your geometry "breaks" and it where it starts being a new piece. I'd do something kinda like pic related. (hard to judge entirely on one picture)

>>180664197
Agreed. At that polycount, some of the details could be actual geometry too.
>>
>>180664291
>rebuilding the wheel
sure smells like nodevs in here
>>
>>180664016
yeah great i'll just rewrite it to not be AIDS, brb
>>
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how do I start just like making game?
physics, networking, movement, player input, art, menus?
>>
>>180664659
i'm not rebuilding anything, all languages are shit
>>
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>>180664571
>>
>>180664817
floor
character on screen
input + character movement
then you can post a webm and forget about the game like everyone else does here
>>
>>180664817
If you actually want to make a game start with the gameplay. If you want to pretend you're making a game start with the menu.
>>
>>180664817
start with the credits
>>
>>180664817
don't
>>
>>180664817
start with the patreon link in credit
>>
>>180664817
I don't know, starting with networking seems good to me.
>>
>games made with godot don't exist they said
http://store.steampowered.com/app/652610/Stick_Nightmare/
>>
>>180664934
Oh well, I guess it fits with the "rushed assets" aesthetic.
>>
>>180665251
>let me pick one exception and prove them wrong
You're just like that faggot who uses RoR as the best game agdg could come up with which is sad.
>>
>>180662479
A whole 3 dollars, wow. I guess you would rather feel smug about saving the sum value of half a sandwich than form your own opinion about something. KiD is pretty responsive and fun if you want another worthless two cents on the topic.
>>
>>180665251
Next goal is to not look like shit.
>>
>>180665598
fuck off grasshopper employee
>>
>>180665598
>I guess you would rather feel smug about saving the sum value of half a sandwich than form your own opinion about something

Be it 3$ or 300$, I rather not waste money if I don't have to. Didn't mean no disrespect.
>>
>>180664817
>physics
Handled by the engine.
>networking
Mostly handled by the engine, but this is definitely the hardest to work with, avoid multiplayer games until you're good at gamedev.
>movement
Simple math
>player input
Handled by the engine.
>art
This can take some time to get good at. Go for a stylized approach that doesn't require amazing art. Most important thing is to keep all the art consistent, and keep the colors consistent.
>menus
Usually fairly easy. Depends on the engine you use. Godot makes menu creation dead simple

Stop thinking about it and JUST like make game.
>>
>>180665748
>stop thinking about it
How will he make is GDD or at least plan his features then?
>>
>>180665926
Worst meme in the history of game development.
>>
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>>180665989
>having a solid documentation is a meme
yeah deving on a whim is a good idea anon
>>
>>180665598
>3dollars for half a sandwich
>6dollars the sandwich
wtf 6$ that's literally 4 days worth of food.
>>
>>180665989
its like you never worked or something. Go in any game, or even software companies and try to do anything without documentation. Well you wont because you need a solid plan, its not like you're going to do all the features at once and flawlessly.
>>
>>180666173
>>180666448
No, I mean the meme of doing all that shit before you start actually making anything. A GDD is great for when you've been making solid progress and want to put together a plan to FINISH the game. It's worthless for starting as you want to be able to just try shit.
>>
>>180666194
Do you survive off rice like a chinese peasant?
>>
>>180666479
> A GDD is great for when you've been making solid progress and want to put together a plan to FINISH the game
hem...
>It's worthless for starting as you want to be able to just try shit.
oh okay, I get your point. You're talkign about someone doing his first project who dont know yet what he want. But if its not the case, then doing a GDD beforehand is the way to go. You can still (and should) adjust it as the game progress.
>>
>>180666641
>doing a GDD beforehand is the way to go. You can still (and should) adjust it as the game progress.
That doesn't make sense. The point of a plan is to stick to the fucking plan, if you anticipate having to change it then don't make it.
>>
>>180665740
Last post on this from me but if you thought it was worth the value in the first place then why listen to anyone else? Not saying that you should or shouldn't get the game but without actually playing it you'll never really know if your evaluation was right or not. Hell, you could even just download it and pay for it later, if you like it, for all I care.
>>
>>180666628
Yes. Rice is cheap, tastes good and fills your stomach. You can even throw some eggs or some meat once in a while to improve the taste.

Stop being such a spoiled rich kid.
>>
>>180666750
Anon things happen during a project. What you plan may need adjustments
>>
I've just been away from gamedev for a long while due to the war. I forget what order to do things in. I don't want to start something only to realize I need another part of the game finished first.
t. cart before the horse
>>
>>180667041
Why plan, though? Once you've got your gameplay and art style and whatnot down then you start your GDD so that you don't keep tweaking things forever.
>>
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* Made it possible to inline dialogue forks within a single dialogue outcome (to reduce boilerplate files needed for short, self-contained forks. this picture is pushing it a bit for the extent I'd like them to be used - anything this big or later should actually be in separate files and using the attributes{} block matching stuff to / requirements {} fork on.
* Made message{} block run asynch(lock-step like a coroutine with the main thread) to allow you to place stuff like setClothesOn(Panties, false) within a message chain and have it happen in that order.
* Schools! You can enter schools again, and instead of being an empty black vortex like last demo, they're actually decorated inside and have multiple levels now, gif related
* Lolis are registered in a specific school (the one with the closest untaken desk right now) and have their own specific desk in a classroom. So instead of standing inside the middle of the school-vortex like in last demo, they standby their very own desk. I'll have them do an animation of them working once that's drawn later, and going to the washrooms if they have to go, etc. (which could be an opportunity for kidnapping! or just watching the cuties pee...)
* Various loliscript stuff (like weighted choosing), and improved building editor. I guess players don't care, but anyone who wants to create scenarios/dialogue will!
>>
>>180666995
Stop shitposting and get a job/climb the trumpwall
>>
>always bitched about certian parts of certian games felt rigged as a kid
>"that can't be true anon, it's not like the creators just want you to fail anon,"
>tfw I'm currently being a huge cunt and deliberately misleading the player into doing something that results in death
I knew I was right
>>
oh boy here we go
>>
>>180658337
+ enemies can patrol
+ inventory system
+ depressurization mechanic is refined and bug-free
+ air mechanic (you need air to breath, a room can have no air if you break a window but you can equalize the air between rooms by opening the doors (pretty much like FTL))

>>180658619
if by potatoes you mean guns, yes
>>
>>180667156
can't believe you have been making this game for so long
>>
>>180667156
>* Made message{} block run asynch(lock-step like a coroutine with the main thread) to allow you to place stuff like setClothesOn(Panties, false) within a message chain and have it happen in that order.
Nice, I've been harping about using coroutines for dialogue for a long time.
>>
>>180667141
>Why plan, though?
I'm not sure how to express myself properly without doing an essay. Lets jsut say that if you dont plan your basic class structure at the very least, and the various systems you will need for everything to work and interact properly, then you will probably have the re-code things all the time.
>>
How do I figure out how often I need to give the player New Shit in a heavily proc gen SRPG with perma death? The game is divided into 8 parts and each part takes 20 minutes to get through but a reward every 20 minutes sounds too infrequent.
>>
>>180667568
That's the stuff you should plan out the least!
https://mollyrocket.com/casey/stream_0019.html
>>
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Some progress on level 2.
It's not as hard as it looks, I swear.
>>
>>180666909
>Hell, you could even just download it and pay for it later, if you like it, for all I care.

Which is what I normally do, but I already have a pretty big backlog. I'll probably play it at one point, but it's less of a priority now.

Now, back to deving.
>>
>>180667805
Looks really cool! My only gripe with it right now is that it's hard to follow your red ship in front of a red background. Maybe add a black outline or something, but for a game this frantic being able to easily spot yourself it important.
>>
>>180667693
>That's the stuff you should plan out the least!
As a software engineer (finishing around christmas), thats literally 75% of what we're doing: learning how to properly manage/plan/etc. I pretty much have to do some coding on the side because I dont have to do much in class since I'll have code monkeys later on for that. So yeah I'm fairly biased
>>
>>180668379
Sorry to hear that.
>>
>>180667805
>>180668304
Same opinion, it looks good but red on red is really fucked. Maybe a darker shade of red in the back or a different tint ?
>>
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>>180668304
>>180668495
Thanks anons!
There's options for visibility sort of thing, and the ship changes color depending on the shot type. Ideally it'd be right the first time, so I['ll mess with the color warmth in the background some.
>>
>>180668760
Great, looking good anon.
>>
>>180665251
steam direct was a mistake
>>
>>180668304
>>180668495
The ship doesn't even bother me, I mean you don't lose your ship because you're always looking at it. What I do think is a bit visually confusing is the fire/explosions, I'm assuming the fire from the bombs hitting the ground, those spiraling things and the orbs that shoot flames at you are all harmful, but the explosions from enemies dying isn't, and they look pretty much the same. I could definitely see myself running headfirst into those after getting used to filtering the explosions out as harmless.
>>
>>180661170
NES itself had square pixels, shit was stretched on TVs to fit 4:3
>>
>>180668438
yeah its a bit weird, but still feels less weird than a friend who did is bac in Game design and now works but know absolutely nothing about coding.
>>
>>180650071
just bought your game. Good luck with whatever you're doing now.
>>
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Why do I need an account to use an engine?
>>
>>180669523
Don't ask so many questions.
>>
>>180669523
Because you need to pay if you make too much money, or get paid if you release assets and stuff
>>
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>>180669523
>he felt for the Unity meme
>>
>>180669523
you don't?

wtf are you trying to do
>>
>>180667156
that's some really advanced math for a bunch of lolis to be learning
>>
>>180669319
No offense but making up class diagrams or APIs or whatever without any actual implementation isn't programming either.
>>
>>180669701
University lolis, all characters in this game are over 18
>>
>>180667156
Honestly, I'm a bit afraid of this amount of autism and degeneracy.
>>
>>180669928
>all characters in this game are over 18
well that's boring.
dropped.
>>
>>180669676
idk mang I just installed unity free and that's what appears on the screen when I open it how do I skip it?
>>
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>>180669095
It probably looks so similar because it's the same sprite. I'm guilty of this in a couple places.
This was because the explosion sprite also works pretty well as fire and they both act pretty differently, but that might've been me assuming too much about players's ability to catch on.
>>
>>180670027
I don't know man, you probably should Go for the .
>>
>>180667693
>>I always begin by just typing out exactly what I want to happen in each specific case, without any regard to “correctness” or “abstraction” or any other buzzword, and I get that working.

Literal Pajeet.
>>
>>180669992
Its but a taste of what's to come lad
>>
>>180670561
>I always begin by writing classes and method signatures that do nothing and call it a day since writing actual code is hard and I'll probably have to change the classes since it's highly unlikely that I can model the system accurately without actually writing any code :(
>>
>>180670561
>college CS grads
>>
>>180667156
Keep it up man. I just hope you get some better looking sprites though.
>>
>>180669992
>>>/r/eddit
>>
>>180669523
Pick the offline choice you dumbsrept
>>
>>180670561
Pajeets love that OOP bloat, though.
>>
>>180670948
because OOP is just POO backwards
>>
Damn it, I bought monolith and I'm getting a black screen, but can hear the background music and apparently navigate menus!
>>
>>180670948
The mentality of "getting something working" without any regard to correctness is what makes it pajeet-tier.
OOP does not even matter that much: having correct and testable code does.
>>
>>180671095
so this... is the power... of gamemaker
>>
>>180671176
If it works, it's correct. And there are more ways to determine correctness than unit tests.
>>
>>180671176
>getting something working
sounds more like TDD to me
>>
>>180671179
I'm guessing it's my Nvidia trying to shove AA into 2d games again... we'll see
>>
>>180660842
>fire emblem heroes
>heroes
You mean fire emblem, asshole phoneposting newfag, I bet you're underage
>>
>>180671176
>>180671287
Also, Casey doesn't say anything against unit tests. If you have a piece of code that you want to test, you then put it into a function or whatever because otherwise you'd be duplicating it. So I don't see the problem.
>>
>>180671345
If he was underage he surely wouldn't know what an Advance Wars is ;_;
>>
>>180671095
Vsync is at fault.
Switch it to windowed with either alt+enter or go into the ini in appdata to turn it off.
>>
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>tfw you get ideas from anything
>can't even dev with music because it makes you want to start another project
I hate being an idea guy.
>>
>>180670817
Hey man, I think you posted a wrong link, it says "nothing found" when I go there. :P
>>
>>180671287
"Works on my machine" and "almost no crashes" are not good enough, Pajeet.
>>
>>180671478
yup, solved.
>>
>>180671478
It's the game's fault if it defaults to fullscreen v-sync with knowledge that it might cause a black screen.
>>
>>180671345
Fire Emblem Heroes is honestly pretty fun. As long as you don't care too much about what heroes you get.

It just sucks that FE Heroes sucks down my phone battery even when I'm not playing it.
>>
>>180670830
where is that option? there isn't any in that page
>>
>>180671614
>what are proofs
>>
>>180671630
It's the engines fault for that happening in the first place.
>>
>>180671604
>tfw just gradually changing what my game will be as my interest changes, so long as I can reuse assets
>>
>>180671645
>fun
a word used by casuals who have long lost the way of gaming and try their hardest to justify their shit tier games but the truth is that these games are the cancer killing the series.
>>
>>180671791
If so, it's the developer's responsibility to be aware of such faults.
>>
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I got the object pool for the AI ships up and running. Sets all the values by picking randomly from a bigass list and spreads the ships around the waypoints. Now Im thinking about how I can generate trade missions. Maybe just iterating through the nodes in a random direction until it hits a port, I dunno.
>>
>>180671920
Oh, so you're just autistic then.
>>
>ue4 environment tutorial
>final result looks like a piece of shit
Damn, I spend literally hours every day in search of good sources
>>
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>>180671853
Can't do that when you're making a physics based game, then want to make a mecha game, then some medieval action game, and then an RPG, all in the same day.

>>180672080
I kinda understand. But I'm not (yet) looking for how to make it look good.
>>
>>180671990
very nice
>>
>>180672080
Post it and I'll tell you what's wrong
>>
>>180671853
go away yanderedev
>>
>>180671994
>anyone who doesn't agree with me and my shit taste is autistic
whatever lets you sleep at night
"fun" just might be the most offensive words right beside "comfy" when used in a vidya context. disgusting,notice how only the most casual would cite "fun" as a reason for playing a game.
>>
>>180672338
you must be fun at parties
>>
>>180672223
I just dropped what my original idea was going to be. Maybe your issue is that you have a good attention span? I'm just spasticlly replacing ideas, not making some huge mishmash.

>>180672251
I had a giggle, but no
>>
>>180672427
ur mom is fun.
>>
>>180672492 (Me)
>but no
"no" as in "no I'm not yanderedev" of course, not "no I won't go away"
>>
>>180672559
You could say you had casual sex with her
>>
Congrats, Monolithdev. I'm playing for 10 minutes and your game is already more fun than binding of isaac or rogue legacy.
>>
>>180672641
>fun
fucking casual fuck reeeee
>>
>>180672427
Textbook reddit response. Why am I not surprised
>>
pantsu witch is a shit premise!
>>
This >>180672641
Not a fan of this genre but I definitely enjoy more Monolith that Binding of isaac.
>>
>>180672764
Because you're from reddit?
>>
>>180672771
is that like a sandwich with underwear in it?
>>
>>180672641
Games are not meant to be fun.
>>
>>180672825
>reddit humour
>>
>>180672492
It's just that I really want to finish a game, so I'd rather stick to my idea and finish it. And I'm having fun with it too. But I really have way too many ideas at the same time, and most of them probably aren't that good.
>>
>>180672926
>games are not meant to be fun
here's (You)
>>
Congrats, Monolithdev. I'm playing for 10 minutes and your game is already more COMPELLING than binding of isaac or rogue legacy.
>>
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>>180670830
Thanks unity
>>
>>180673084
The smug attitude in the pic is the quintessence of the Unity community
>>
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>Godot can't handle mouse input and keyboard input at the same time

Holy fucking shit, is this annoying. Why do we even like Godot again? Is there even a way to fix this bullshit? Please tell me there is.
>>
>>180673426
Have you considered PEBKAC?
>>
>>180673426
>>Godot can't handle mouse input and keyboard input at the same time
>Godot can't handle mouse input and keyboard input at the same time
Lies.
>>
>>180673426
Wha? It can, you're doing it wrong.
>>
Gamemaker Studio > Godot
Gamemaker Studio < Godot

Which one and why? Only maybedevs and above should reply.
>>
>>180673084
>:P
>>
>>180673843
>maybedev
Nothing :: Maybe Dev
>>
>>180673843
apples to oranges
>>
>>180673971
>>180673942
I said ONLY maybedevs and above are allowed to reply. I dont see you two in these categories.
>>
>>180673843
I used both and I prefer Godot.
>>
>>180674063
t. nodev
>>
>>180674195
t. nodev
>>
>>180673843
this post is shit but maybedev could be a hot meme
>>
>>180674229
You're the one who hasn't committed to an engine yet anon
>>
>>180674229
t. maybedev
>>
>>180674327
>he uses other people's engine
LUL
>>
>>180674379
You just asked which one you ought to use
>>
>>180673843
well, on one side you have a Maker. on the other side, a GOD. Which would you pick?I already made my choice.
>>
>>180673654
>>180673697
Well, it doesn't for me. The cursor will halt if a keyboard key is being pressed at the same time.

Why can't Godot just process both inputs without one having to overshadow the other? I bet Unity does this just fine.
>>
>>180674379
t. maybedev
>>
what the fuck is maybedev even supposed to mean
>>
>>180674519
>>180674173
Allright, I guess Gamemaker is the choosen one then.
>>
>>180674519
On one side you have game, on the other ...
>>
>>180674639
t. perhapsdev
>>
>>180674590
you are doing it wrong maybedev
>>
>>180674639
nodev
>>
mayhaps I will... dev... today
>>
>>180673520
kys nerd
>>
>>180674639
t. unconcerneddev
>>
>not being in a quantum superposition of yesdev and nodev
>>
>He's not going to make Demo Day
>>
There is a big difference between "maybe today" dev and "maybe tomorrow" dev
>>
>>180674908
today you said tomorrow
>>
Joining these threads has been the biggest hit on my productivity I can remember.

But I like the memes, though.
>>
>>180674590
https://github.com/khairul169/godot-horror-fps
This worked fine for me when I tried it out.
>>
#allDevsMatter
>>
>>180674856
That's an ideaguy.
>>
>>180674856
We all are until we post something and are observed, only progress collapses to yesdev.
>>
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>>180675097
>and are observed
that's the hard part
>>
observe THIS
>>
Guys, I'm afraid of be a whodev =/ pls help me
>>
a whodev is really simply a dev. there is no shame in being a whodev
>>
>>180675308
post progress and you're not a whodev anymore
>>
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>>180674985
;-;
>>
I'm a whatdev btw
>>
I don't have time to dev yet, since I watch 10+ hours of tutorials per day. Am I a

>tutorialdev

then?
>>
>>180674590
nigga wtf are you doing. It absolutely can process keyboard and mouse at the same time.
>>
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>have no ideas
>have no skills
>don't really play games
>want to make games for some reason

wtf is wrong with me?
>>
whydev /agdg/?
>>
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>want to post progress
>it's shitpost-hours on /agdg/
>>
>>180675778
I dev therefore I am
>>
>>180675792
ur gaem will fit right in then xddd
>>
>>180675792
No it's not. G* isn't here shitting things up like he was yesterday. Literally half of that thread is his posts, or replies to his posts.

Just post the progress. You do have progress right?
>>
>>180675562
Just find the node with the broken texture and fix it.
Also I don't recommend using that demo for anything other than just checking that the input works fine and maybe stealing some code, it's just badly designed overall.
>>
>>180675769
you should be fine so long as you don't start namefagging and pretending that you're the biggest yesdev around
>>
>>180646573
Castlevania jam
>>
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>>180675792
>he can't tell the difference between shitposting and funposting
>>
>>180676060
Jams are cancer
>>
>>180676194
Why?
>>
>>180676194
>50 years a nodev
>>
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DOOM UI
>>
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>>180676431
DOOM UI b
>>
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>>180675792
>wants to post progress
>remembers that he is a maybenotdev and probably a 3Dnodev
>>
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>>180676167
>he can't tell the difference between a nodev and a maybedev
>>
>>180675457
>>180675502
I'm scared guys ;-; gonna try post something late
>>
>>180676750
t. latedev
>>
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>>180676167
>>180676692
but there is no difference
>>
maybejam
>>
>>180674770
>>180675718
>it works on MY machine

>>180675978
Yep. The pointer still halts when the writing-related keys are pressed. Shift doesn't though, hopefully.

I guess I'll just keep using that for now. Godot is still a shit.
>>
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>>180676862
Nooooo
>>
>>180677039
ur pc a shit senpai
>>
>>180676252
They amount to absolutely nothing.
>what should the next jam be about???
>2000 posts later
>8 people join
>4 submit something
>2 are kinda playable
>not like it matters because no one cares anyway
>what should the next jam be about???
>>
>>180667693
Thank you for this, sounds like I'll be able to shave off quite a bit of autism from my code with this mindset.
>>
>>180677039
Post some code. Either you're doing something wrong, or your computer can't register mouse and keyboard events at the same time. After 2 years of using Godot I have never seen a single person have a problem with mouse and keyboard events.
>>
>>180677147
>implying 95% of agdg posters aren't whiny shitposter nodevs like you

don't worry this time there's me, I joined smack in the middle of monsterjam and had no time to slap together a game, this time there will be three playable games
>>
>>180677608
why not do it now
>>
>>180677327
Might just be something about my Godot though. Besides this, I also had a problem about Godot not being able to make playable exports.

What should I do? Should I just reinstall Godot or something?
>>
where is the dev doing that game with the things, he hasn't posted in a while
>>
>>180677775
"install" godot?
>>
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>>180677665
I'm doing this now

jams are different from regulardev because there's the competitive aspect
>>
>>180677775
Godot is just an exe, there's nothing to install. You can try downloading the exe again, but I doubt that's the problem.

As for exporting, did you download the export templates and go to settings -> install export templates?
>>
>>180676865
Shitposting is trolling
Funposting is mutual trolling between willing participants
>>
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Added 'Ship Mastery', XP you get if you collect scrap from wreckage. Haven't added this part yet, but it'll increase your fighter in a way you select - IE each level gives you a point, and you can choose between 3 masteries.. ship speed, stability, weapon fire rate, etc, based on the ship.

My metagame stuff is coming together, just need to add weapon configuration next, then I can work more on levels.
>>
>>180678001
Sure I did.
At first, the exports worked fine. But they just stopped working when I moved them anywhere else. Even if just on a different folder.

In that case, I guess I should just have downloaded it again.
>>
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>>180678980
Looking good, anon.

Just now finished up the frontend for the new event system. Ripped the guts out of the old system so that I wouldn't kill myself if I wanted to change the look of a button (each event was a separate prefab and included the UI it interacted with).

Once I get the backend back in to place, this should let me be a whole lot more productive.
>>
Describe your game in 3 words or less.
>>
>>180677147
How is that different from agdg in general?
>>
>>180679413
Manlet fights skeletons
>>
>>180679413
void, empty, non-existing
>>
>>180679413
Pokemon but you're-the-mon
>>
>>180679413
dude mars lmao
>>
>>180679207
Well no wonder they stopped working, you removed them from the folder Godot was looking for them in.

If that whole keyboard and mouse problem is still happening and you really think it's Godot you should report the problem on github.
>>
>>180677147
aggy daggy's tide toward jams is cancer.
Jams are ok as long as you treat them as jams, meaning a good but entirely optional opportunity to have a short break and some change of mind state. Also agdg's jams are too long.
>>
>>180679413
>>
sup pals, I'm looking for someone able to make 3d models for the quake three engine, snyone here snle to help? Or what are some other places where i could ask? wouldn't mind paying a reasonable amount of money.

thanks
>>
>>180679413
driving stealth tactics
>>
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>>180679413
Mechs 'n shit
>>
>>180679413
infinite evidence
>>
>>180679413
Roguelike with graphics.
>>
>>180679413
naked fairy tits
>>
>>180679556
Agdg jams are if anything too short. The longer bootcamps where much more successful
>>
>>180679413
Sweaty Penguin Ball
>>
>>180679413
Projectile fps arena
>>
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I just got fired from my game dev job today.
Fuck me, fuck my life, seriously I worked so hard just to be dumped for cost savings.
What's even the point if shit like this happens?
>>
>>180679793
>why
>where
>what position were you at
>was the job gud
>>
>>180679413
Lots of staircases
>>
>>180679793
That's just part of being in the industry, anon.
If you get to work one job for more than 4 years you're in a rare thing.
More than 8 and you're in that dream-job tier (for rarity considerations).
>>
>>180679413
Zelda, with cells
>>
>>180679413
X3: Somalian Pirates
>>
>>180679413
Don't get hit
>>
>>180679413
Jump, shoot, explore
>>
>>180679793
well at least you probably won't have trouble finding a new job, gamedevs with any amount of experience are in high demand
>>
>>180680154
>4 words
>>
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I'm short on time I have only a little over a month to finish Rym 9000 so I thought of this system to tell the story of this game:

Each achievement unlocks a bit of text talking about some character/place/event in the game, this is both an incentive to unlock achievements and a story-telling solution that allows the player to read about the plot only when they feel like it.

Basically a wiki page of the game inside the game itself, with "links" getting unlocked as you get gud at the game.
>>
>>180679413
fuck a horse
>>
>>180679413
sex with waifu
>>
>>180680278
Does that only apply to programmers, or also to some other positions, like 3D artists and such?
>>
>>180679413
soulsvaniacraft
>>
>>180650991
Gayday 2
Overwatch competitive

Basically any multiplayer game with wide enough spectrum of activities so that everyone has a more or less crucial role
>>
>>180680481
sure, it's more about having the know-how than the actual skill
>>
>>180680339
Sounds good, I don't know how well walls of text will fit your game but unlockables are never bad.
>>
https://www.kickstarter.com/projects/2139542651/bokube
>>
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>>180680996
That's what he gets for not making the MC a cute bunny girl
>>
>>180680339
If the story or lore isn't extrmely important, and the game can be enjoyed just on gameplay, it sounds good to me. Brigador has something similar. You buy pieces of lore with in-game money. Obviously there's tons of in-game money since it's a single player game, and the lore is cheap.
So players that actually want to see the lore can, and the players that don't just play the game.
>>
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>>180679865
>why
cost savings, but I believe it was the boss that just didn't like me
>where
Game dev studio, part of a triple A company
>what position were you at
Engine programmer, I was there to modify the game engine we were using to suit more our needs
>was the job gud
pretty good, comfy office, somewhat good paying for my job and
>>180680012
I was there for 3 years, but I was planning to stay there more time.
>>180680278
As a programmer, it might be a little hard, plus losing a job is a real stress.
Seriously, fuck this, I worked hard and was one of the best programmer in the entire studio, and I don't see any job openings for me any time soon. What should I fucking do?
>>
>>180680996
>10k easy according to discord
>>
you'll enjoy being force fed my extensive lore
>>
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PROGRESS: Spent some time working on the animation code on a new tuning mechanic: Hitlag/frame penalties.

Previously, I'd only implemented a wide-scale hitlag type mechanic that worked as a multiplier on the length of every frame of an animation. While this is usable as a modifier for if the player, say, whiffs a punch and needs to move slower until they fully recover, I couldn't apply a time penalty to a single frame.
Now I can extend the player's animation and frame data to emphasize certain events. In this case, I've made it so when the enemy is reduced to 0 stun (which makes them turn green and break out of the stunned state), there's now a very short delay in the player's animation to give the player more time to react.
>>
>>180681305
>t. enginedev
>>
>>180681524
kek
>>
>>180679413
Megaman Zero Psychonauts
>>
>>180681246
Thank you for the insights. The lore in my case is only important to understand the game's ending. Other than that it's completely optional.
>>180680760
I get what you mean but I think it should allow for comfy reading sessions as opposed to all the restless action in the actual game
>>
how the fuck do I rotate towards a vector3 target in a single axis
>>
>>180682183
Engine?
>>
>>180682017
>The lore in my case is only important to understand the game's ending. Other than that it's completely optional.
Sounds stupid
>>
>>180682235
unity
>>
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>>180682314
Kill yourself you fucking faggot, you're the reason this community is so cancerous, by picking one of worst and shittiest engines ever made. Give me one fucking reason you use yo
>>
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How's that patreon page going, anon?
You do have a patreon page related to your gamedev life, right?
>>
>>180682497
gogem.pro
>>
>>180682183
>>180682314
Try quaternion.slerp, works usually better than LookAt()
>>
>>180682239
¯\_(ツ)_/¯
>>
How many of you are using UE4? Reply to this post.
>>
>>180682749
that gives me a 3D rotation
I need to rotate towards but in a single axis
>>
>>180682949
Hello
>>
>>180682497
I'm neither skilled enough nor shameless enough to justify that kind of e-begging.
I just want to sell my game old school, full game for a specific price, no discounts, no content left out to put as DLC, nothing dodgy.
>>
>>180682980
not him but you seem to be requiring an insane amount of hand holding, if you can't figure out how to rotate on a single axis you need to to back and read docs/learn programming until you understand what you are doing.
>>
>>180682980
Does >>180682749 make your character lean forward/backward?
>>
>>180682497
My ideal life is living in the country with a mostly sustainable homestead and making my tax payments and assorted spendings off Patreon bucks or an online store for something.
>>
>>180683281
It makes my character to spin randomly.
>>
>>180681305
Go into software dev for the time being and make bank while waiting for an opportunity to get back into the games industry if you really want to.
>>
Anybody in need of an enginedev?
enginedev here for hire.
>>
>>180683480
t. enginedev
>>
>>180682497
Sure do. Still at $0/mo, just as it's always been.
Patreon is for ideas that sell themselves (e.g. porn) or established/popular devs.
>>
>>180683389
what the fuck, just post your code
>>
>>180683480
my game is pretty slim chance of making money, so no.
>>
>>180683634
got it working somehow.

but thanks.
>>
>>180682497
Are there even any successful small-time non-porn dev patreons?
>>
Anybody in need of a languagedev?
Languagedev not here for hire, just wondering.
>>
Would you buy my game?
>>
>>180683828
What I need is a miner to get me some minerals so I can make my own computer to write my own compiler to make my own game engine to make my game.
You think you can get me one?
>>
>>180683693
your naughty pet you have no chance of sales.

https://www.youtube.com/watch?v=c1EyN9xTK94
>>
>>180684061
I can't buy what I don't know about.
>>
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I'm at that point where I could improve my game quite a lot by redoing the graphics and code, it would go from "perhaps a good game" to "damn that's pretty cool" if I pulled off what I have in mind.
The problem is that it would be a huge amount of work and I don't know if it's worth it or if I should just finish the content in the game and release it as-is, I'm trying to avoid perfectionism to actually get something done for once.
>>
anyone know if there is a way to set blender freestyle line color by the color of the material the line resides on?
>>
>>180684078
I can't hear you from the bottom of that slippery slope you just fell down.
>>
>>180684392
release it, then make it perfect and add a free patch.
>>
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How lame does it look to have enemies sometimes dying in puffs of smoke rather than proper explosions with fire and shit?

I'm in a bind here because for gameplay reasons I need enemies to be able to die in two ways, one normal where they just die, and another where they explode and potentially hurt other enemies nearby. For that I could think of some options:

1-Explosion and not-explosion: Enemies that die "normally" would have a death animation where they break up but don't explode. This is bad because I'd have to make death animations for everyone instead of just pasting an explosion on top of them and deleting the sprites underneath.

2-Explosion and super-explosion: Have a regular explosion for enemies that die normally, and a more spectacular explosion with shockwaves or something for the one that deals damage. The problem is that my VFX skills are null and anything I could make was too cartoony to go well with the realistic smoke/fire simulation.

3-This piece of shit I just posted.

wat do?
>>
>>180684891
Maybe have them just sorta crash? Like break apart and fall to the ground for the not-explode death.
>>
>>180684569
>releasing a patch that completely changes the game's graphics
That's false advertising even if the new graphics are better.
>>
>>180684891
Pretty lame. If it looks like it's made of metal it needs to decompose like it's made of metal.

If you want enemies to 'poof' out of existence, make them out of smoke.
>>
>>180684891
explosions and death animations are one of the most important shmup elements so tread lightly is all I'll say
>>
>>180684994
That's option #1, the problem is that it adds a lot of work, making specific death animations for every enemy type instead of just a few generic reusable explosions.
>>
>>180685001
Leave an option to switch back.
>>
>>180685165
Could do some trickery with the sprite, like shear and scale it down.
>>
Idea: Partly dynamic, partly static music. If there are enemies around, you switch to the combat version of the track, at appropriate points in the music. But enemy patterns follow the combat track, so everything's still synchronized. Obviously, pausing would pause the music as well, or maybe let it trail off and resume at the correct position when unpaused.
>>
https://www.youtube.com/watch?v=M9RerewwKqQ
pls rate.
>>
>>180686082
slow,nosound,nojuice,loweffort/10
>>
>>180682497
There's no point I would let all my patrons down
>>
>>180686082
You suck at space invaders, you need to lead your shots.
>>
>>180686336
What patrons? lol
>>
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/agdg/ What is a comfy game to you? What would you consider being a 'comfy' game? Can a simulator be comfy?


Have any of you played Harvest Moon?
>>
>>180686082
That looks horrible and you removed the only thing that made that game fun, go play the original and find out what's fun about it.
>>
>>180686082
for first game I rate 7 potato out of no potato
>>
>>180686908
>Can a simulator be comfy?
Euro Truck Simulator 2 is the quintessential comfy game
>>
>>180686908
I'm not sure how to capture the comfy feel but Harvest Moon BTN is my ultimate comfy game.
>>
>>180686082
you've made more progress than the average poster I'm sure
>>
>>180686914
there's nothing fun about space invaders
>>
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>>180687520
OUT
>>
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>>180686908
>>180686908
Adding on to this, the most important thing is a sense of inside and outside. Town and wilderness.
>>
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>make a workaround
>said workaround create new bugs
>make a workaround for a workaround
>repeat until code is unmaintainable
>>
>>180688414
>something isn't working
>reimplement it correctly
>>
>>180686082
the power of unity
>>
turn-based space invaders
>>
>>180689216
Space Invaders but time only moves when you move
>>
What's that thing in anime called where cut-outs of everyone's head's are quickly shown all at once on screen (e.g. when they're all shocked/determined/etc. ?).
>>
>>180689253
ahegao
>>
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>>180689253
>he makes 3D anime-related games
>>
>>180689253
boku no pictures
>>
>>180689802
Billboards are not 3D
>>
>>180689579
>>180689802
>>180689810
not helping

i mean the thing in persona when you do an all-out attack and all the characters are like "yeah let's do this!"
>>
>>180684891
It does look kind of silly that some of the enemies just poof into smoke. It needs something more than that. At least a small explosion, maybe some generic metal bits flying off.
Making a shockwave shader for super explosions isn't hard at all. There's plenty of examples around.
>>
https://www.youtube.com/watch?v=mN0zPOpADL4

>oh boy blender is shit
>>
Name one interesting puzzle mechanic that isn't portals.
>>
>>180690362
you're thinking the wrong way:

Try to come up with a puzzle mechanic that isn't interesting
>>
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Finally got all the male villagers together in one gif, so I'm posting them everywhere. Got a few new ideas for enemies and obstacles too, but now I need to make up my mind on how to organize them.
>>
>>180690506
I like the way they look

why are they so frantic though
>>
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So this.....is the power....of UE4......
https://www.youtube.com/watch?v=wmpIPv2iOb4

>When the fucking music starts
>>
>>180690506
is it the vampire
it's the vampire isn't it
that's why they're frantic
man, this gif tells a story
>>
>>180690362
Just about all puzzle mechanics are interesting. With puzzles whether they're shitty or interesting comes down almost entirely to how they're executed.
>>
>>180690589
Exactly >>180690754
They know there is a vampire trying to kill them.
>>
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>>180690735
>13k views
what
how do you all get so damn popular
you're keeping secrets, I know it
>>
>>180690735
The effects are pretty nice, the low res sprites ruin it though.
>>
>>180690735
I think the mix of styles is actually kind of interesting
>>
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*blocks your path*
>>
>>180690118
Yeah I'm gonna look some more into making a buffed up explosion, because like >>180685149 said, ideally you want to be exploding stuff all the time for maximum satisfaction, and making non-explosive deaths would take away from that.
>>
Thinking about falling for the premade engine meme

For a 2D game should I go with GM, Unity, or Unreal?
>>
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>>180691539
>>
>>180691981
Unity
>>
>>180691981
godot.
>>
>>180691981
GM or Godot for 2D.
>>
>>180691981
>Unity and Unreal
Sure it's doable, but that's kinda like trying to apply a nail to the board with a screwdriver.

You're better off with either Game Maker or Godot. Godot is totally free, and GMS2 offers a trial version to test out it's functions. Try playing around with both to gauge which you would better go with.
>>
>>180692595
>Sure it's doable, but that's kinda like trying to apply a nail to the board with a screwdriver.
maybe true for unreal, but unity's 2d is top-notch
>>
>>180692595
>Unreal has a built-in sprite editor, sprite animation editor, and a tilemap editor.
>Nail to a board with a screwdriver
I think its a lot more capable of 2D than you think.

Unity is shit, though.
>>
>>180692742
No it isn't, no one should require a top-tier phone to play a 2d pixel platformer.
>>
>>180692742
It's only my opinion, but when I want to make a 2D game, I want to make sure it runs well on lower-end devices as well.

Unity still uses an orthographic view to the 3D scene for 2D mode. That produces some overhead.

(I might be a tad wrong on that end though, I've dropped out of using Unity over a year ago.)
>>
>>180692890
>opinion based on playing games made by pajeets who don't know how to use the profiler rather than actually using the engine
>>
>>180693032
>Unity still uses an orthographic view to the 3D scene for 2D mode. That produces some overhead.
Isn't that the way pretty much any modern 2D game works?
>>
>>180692742
unity doesn't have even scene transitions.
unity lack basic features because you can buy shit in the asset store like a good goy.

fuck unity, bloated and incomplete trash.
>>
>>180693032
if there's no overdraw, there is no overhead with this method
>>
>>180693083
It's not an opinion, literally all Unity games run like shit, both 2D and 3D.
The same scene in any other engine runs much faster and this is an objective fact, Unity has huge overhead for no good reason and it only gets worse every update.
>>
>>180693101
>>180693217
With my endeavors, I've had better results with Godot, so I stuck with using that.

>>180692873
This also is just my opinion, but I'd rather rely on tools that were made to do the job. You can't go wrong using Aseprite or Paint.NET, for example.
>>
No, not the Unreal vs Unity debate again
>>
>>180693330
Can I see some actual statistics that helped you form this "fact"?
>>
>>180693410
more like unity vs everything else
>>
>>180693453
gang beast runs like shit and it looks like a dreamcast game.

fuck you.
>>
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Friendly reminder art isn't progress and neither is arguing about engines.
>>
>>180692595
>You're better off with either Game Maker or Godot.

That depends entirely on the game.
Making a UI-heavy game? Don't even blink - use Unity.
>>
>>180693464
I genuinely wonder if it's always the same people arguing too
>>
Guys, I don't know where to ask. I hope you guys can help me. Android user here. I installed this fucking game called Major Gun and one of its folder was mobi.byss.gun3. After seeing that, I was worried (still am) if it was a hijackware or some shit so I uninstalled the game. I am afraid of anything mobi since almost every nasty link and downloaded content I have seen so far is related to mobi. Anyway, am I being paranoid and that the folder and its content were harmless? Thanks guys.
>>
>>180693573
Probably, but I'd argue that Godot is just as good on the UI-heavy stuff.
>>
>>180693573
Godot has better UI tools than Unity you fagget, the editor is made with the engine.
>>
>>180693575
I wonder if it's the same person arguing with himself because 'lol if I distract other devs enough, my progress is worth more'.

>>180693534
Is this bait or are you really that dumb?

>>180693691
Not even close.
>>
>>180693534
Fuck you and your "facts"
>>
>>180693720
>>180693756
gang beast runs like shit, dog shit, and I can only blame the engine for that.
>>
>>180693552
I can just feel the ~20 FPS on my PC right now
>>
If you want your game to look like it came out 15 years ago and be as resource-intensive as an AAA game from 2017 then look no further, Unity is the way!
>>
>>180693552
>art isn't progress
>posts art
>>
>>180690065
that's just an anime's way of conveying common manga reaction shot panels.
>>
https://www.youtube.com/watch?v=juT9aXh7qQ4

>godot already has more features than unity2d
lol
>>
>>180693846
Would you test it and let me know your FPS if I uploaded it?

>>180693903
:^)
>>
>>180693386
There's nothing wrong with appropriating a specialized tool into your development pipeline. At least Unreal has a tilemap editor out of the box.
>>
>>180693552
>art isn't progress
I would maybe understand if you meant like concept art or any other form of ideaguying, but actual asset development is progress
>>
>>180693713
Unity's UI is mostly made with the engine too.
All the Inspector stuff and so forth? That's using the same tools you can use yourself.

Godot's interface-flow is like downgrading to a moped after using Unity.
>>180693823
>I can only blame the engine for that

So you refuse to blame the developer who could've decided to cut back on their performance-harming features and so forth to hit whatever targets they like, despite having the Profiler right there telling them what's taking up cycles and RAM?

>>180693891
Says the Anon-who-Knew-Nothing.
>15 years ago

Get out of here with this trash opinion. You weren't even alive 15 years ago to know what that would look like.
>>
>>180693534
>and it looks like a dreamcast game.
oi cunt
you gotta problem with dreamcast games
>>
>>180693979
I'm HD 6970 guy, so I'm guessing I'm just about correct.
>>
>>180694001
A profiler and making your game look like memepoly won't fix the engine's inherent slowness.
>>
>>180694003
dreamcast games run at 200fps at my pc.

>>180694001
https://www.youtube.com/watch?v=lrwHTJ41JiY

godot already looks better than unity without needing a high end pc.
>>
>>180694001
t. unity shill

get fucked with your asset store engine fag.
>>
>>180694203
>dreamcast games run at 200fps at my pc.
So you don't have a problem with Dreamcast games?
Getting mixed signals here
>>
>>180650872
I've heard quaternion cameras aren't necessary for FPS

Can't you just use two gimbals?
>>
>>180694315
I think the problem he has is that unity games look like dreamcast games and still run like shit on his pc.
>>
>>180694126
>I'm running 40,000 shader-operations each cycle on this one mat in Unreal that I'm now proceeding to put on every model and surface in the game.
>Why is this engine so fucking slow. What is this, the 90s?
>Am I the one who's wrong? No, it is the engine.

>>180694203
And is much harder to work with to get to the same result. PBR looks fine-to-great in Unity, especially with the real-time compositer (which nobody learns to use, or learns how to light anything at all).
>>
>>180693720
I dunno. In the end, I found Godot better to use.

To think this started with me recommending GM or Godot for 2D. I don't mean anything bad by that for Unity or Unreal, just that it would likely work better for performance reasons, hence why I stand by with using those two for 2D.

In the end, they are all just tools, and they are all free to try or use. I never had to ask for opinions if they're out for grabs; personal experience does the talking better.
>>
>>180694315
not m8.
I'm trying to say there's not excuse for your bloated engine (buy the asset instead, god bless the assets store) to render some untextured ragdoll low poly meshes at 5 FPS on my pc.
>>
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shit progress
sprites are hard to draw edition

+ idle animation
+ tile sprite platforms
+ lock frame jump

With this shit art I could start the real thing, yay!
>>
>>180694407
>>180694580
No they don't look like Dreamcast games

This is what a perfectly optimized Dreamcast game looks like and Unity games don't look anything like it
https://www.youtube.com/watch?v=P2yyWBs_4G0
>>
>>180694580
It runs just fine if the developer knows what they're doing.
Developer of gangbeasts doesn't know what they're doing if they're getting the game to run that slow.

That, or your chipset/drivers are shit. The Engine's fine.
>>
>>180694612
>Shitty close-ups
>Terrible voice-over
>Stupid filter
>His website no longer exists

This is the best laugh I've had all night
>>
>>180694612
This is what Unity games ought look like but nobody takes the time to actually learn how all the parts of Unity work. Looks even better with custom shaders but of course, nobody ever makes those.
https://youtu.be/MX1qRM-lTEU?t=159
>>
>>180694752
https://www.youtube.com/watch?v=YkL1R6_gJ10

this game barelly runs at my pc, fag.
>>
>>180694612
>This is what a perfectly optimized Dreamcast game made in agdg looks like
ftfy
>>
>>180694896
>This one game runs like shit
>Therefore the engine is shit

Name an engine and I'll provide a list of shit-running games built on that engine. An engine is only as performant as the developer building on it allows it to be.
>>
>>180695005
godot
>>
Please, answer my question, guys.
>>
>>180695179
no
>>
>>180695179
yes
>>
I've worked in some love2d
I think I want to make a grid-based metroidvania with smooth(Not on the grid) movement.

Any recommendations or tips?
>>
>>180695005
>shit runnng games exist for every engine
>therefore the engine is never at fault for poor performance
I'd recommend a course in basic logic before subjecting everyone online to your dimwitted babbling you fucking mongoloid
>>
>>180695459
install gentoo
>>
>>180695525
i am on Ubuntu with theee cinnamon desktop environment rn thankyou very muchhh.
>>
>>180695459
godot
>>
>>180695665
>Cinnamon on Ubuntu
Why not just use Linux Mint?
>>
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>>180695459
>grid-based but everything ignores the grid
>>
>>180695117
https://batmanasb.itch.io/nuclear-treehouse
>>
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>>180693552
tree leaves look p bad tbqh fampai
>>
>>180690735
The second world got me. 10/10 Would buy.
>>
>guys never make engines, it's a waste of time! you don't need to know how stuff actually works
>oh btw I don't know how the engine works and I think the engine is magic. I've set up a shrine to the engine and worship it. any error is mine alone for the engine is infallible. for every mistake I will self-flagelate and pray the engine forgives my error
>>
>>180695845
I completely agree. I've remade them 3? 4? times now. I just can't into stylized trees to save my fucking life. I'll probably remake them again soon.
>>
>>180695845
your pic looks bad too though
>>
>>180695117
I gave it a good try and I have to say most of the games are pretty performant.
However - nearly none of the games have anything that would cause any sort of performance loss. All enemy counts are kept low, art is kept relatively easy-modo shader, and nobody does any real advanced lighting/shadowing tech. and nobody's doing any heavy or complex particle systems or shaders.

When they do, as this one below does, you can see it running at a low FPS.
http://steamcommunity.com/sharedfiles/filedetails/?id=539629193

An engine doesn't work miracles. Godot is not immune to running slow because it is Godot. The games put out for it so far appear to run fast because there's not a lot going on with them - it'd be very hard to make that sort of game slow and that tells me something right there:

People have adjusted their expectations so that their games run fast - which means Godot's games are running fine because they're running under what would overtax the engine, which means that as far as I can tell what games are out for it right now are about what you can go to with Godot before it starts getting overworked.

>>180695494
99/100 times it's the developer's fault if it's an engine that has any sort of meaningful adoption rate. Learn how optimization and profiling works before shitposting, anon.
>>
>>180695923
>don't worry goy, doesn't matter that unity lacks basic features like tilemaps and scene transitions
>god bless the unity assets store
>>
>>180696015
Godot 2D games aren't 3D games with a fixed camera, though.
>>
I like how nodevs think it's impossible to never use the asset store and just make shit yourself
>>
im sorry godot you are too slow im downloading unity
>>
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>>180696181
>use Unity but just make shit yourself
>>
>>180695798
Runs fine on my PC. Even when the bullets are everywhere.

>Your bullets blow up enemy bullets
A simple touch no one seems to implement these days
>>
>>180695923
>tfw use Godot
>tfw get the benefit of using a premade engine to just like make game
>tfw if there is an error I can look into the source code to identify and/or fix it
>>
>>180696056

>no tilemaps
https://blogs.unity3d.com/2016/06/13/2d-experimental-preview/

>no scene transitions
That's just "make this image go to alpha 100 and then back down to 0". The engine doesn't need a feature for that, that's just how you'd do it in any engine. It's a trivial feature; code it yourself. If you know how a forloop works, you can do a scene transition easily.

>>180696169
I literally posted a 3D Godot game with a fixed camera. What?
>>
>>180695726
Well

I installed it on this computer when I was a bit newer to the deal and the friend that introduced me told me that linux mint was not a long-term release anymore and that development and updates could cease, so I decided to switch to this setup.
>>
>>180696284
>tfw using Unity
>There's a strange bug that makes my game run like shit
>Report the issue and find out its a known bug
>Have to wait until the next release before I can finish my game
>New release is out, download
>Old project isn't compatible with new release
>Unity wins again???
>>
>>180696337
>good goy don't question unity, is perfect
>god bless the assets store goy
>making 2D games on a 3D engine
>>
>>180696443
>unity
>fixing bugs
nice try
>>
>>180696494
>look ma, I'm shitposting
>>
>>180696337
..
make every image go to alpha 100 and then back down to 0..
..

oh, want to find every image?
either write in a boolean for when that specific transition happens OR
make a table of every image in memory
that'll be fun to code huh?
try to make a generic function for it, i fucking dare you.
>>
i've figure out a dirty solution but i'm too tired tonight, tomorrow i'll try to implement it. i was a fool trying to come up with something clever
>>
I wish the Godot devs would commit to allowing full games be made with visual scripting like in ue4. It kind of sounds like a slapped on feature to please the plebs while allowing the programmers keep their GODS status.
>>
>>180696535
>unity doesn't have a dedicated 2D mode
>>
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>>180690735
>generic garbage game
>over 13k views
>+95% like-dislike ratio
>literally who on twitter
HOW
>>
>>180694087
You might be right, its been awhile since I owned a 6970. The triangle count of my scene has doubled, but everything is a lot more optimized now. It should be ~20-30 fps higher than the previous version.

https://xsomedevx.itch.io/fpstest

Also, after pushing my programming skills to the limit and beyond, escape quits now.
>>
>>180696616
>oh, want to find every image?
What are you even on about?

You just use a black square, put it in front of the camera, bring it from 0 alpha to full, load in the new stuff, and then bring it from full to 0.

Why are you making this so hard on yourself?
>>
>>180696742
>Escape quits now
My man!
>>
just like make a game however you like, there's literally flash games and rpg maker games still being sold, as long as it werks it's fine
>>
>>180696753
Alternatively, do a RenderTexture snapshot of the world at that moment, fade THAT out to 0, take another RT and keep that at full alpha, load your new stuff in, and then fade that one out.

This isn't rocket science, we've been doing this sort of shit since Mario.
>>
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>>180696641
3.0
>>
>>180696897
Did artists ruin programming for everyone?
>>
>>180696878
or do the best thing, a primitive image effect shader that you can write in 30 seconds and has literally no overhead whatsoever
>>
>>180696982
Chill your tits, with GDNative, they'll be releasing some kind of C API which will allow anyone to create wrappers to script in whatever language they like.
>>
>>180696641
The visual scripting in 3.0 can definitely be used to make a full game. And it actually works well in combination with Godot's scene structure.
But honestly you shouldn't use visual scripting 100% though, because GDScript is so simple even a retard like me learned to use it.
>>
Is there a way to make the unreal editor not crash completely whenever I make some retard mistake like taking an invalid array index or trying to access a null pointer?
>>
>>180697056
That does require more knowledge than just a forloop though, which was my point from before. It's best handled in shaders, yeah, but there aren't that many folks in the indie dev scene who've even really dived much into that pool - far fewer on AGDG.
>>
>>180697104
Took me a month to figure out too:
Just have the preview viewport open a new window.

But seriously, that whole completely crashing thing is really annoying behaviour
>>
>>180697262
Wow, thanks. This saves me so much time.
>>
>>180697104
>THE POWER
>>
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>>180696742
Well, look at you! This is out where I spawned and in a sec I'll post when I was near the wall
>>
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>>180696742
>>180697394
And here's by the wall
>>
>>180697394
>>180697565
Thanks! That's awesome.
>>
>>180697097
Oh really that's great if that's the case. Whenever I listen to talks by the devs, in relation to the visual scripting I keep hearing "we want it to be there for people learning or making small tweaks but for the main game you'll need to know the regular language" but I guess that's just outdated info.

My problem I don't think is so much in learning than reliably to screwing up my text. Bug fixing is quite easy in ue4 because bugs are rarely due to syntax errors.
>>
>>180697728
No prob, keep up the good work!
>>
>>180669335
Updates for the same game, atm, as shown in that webm
>>
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What game did you rip this character from?
>>
>>180698090
well hello there cutie :3
>>
>>180697869
how long do you aim to support monolith?

any ideas for future games?
>>
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>>180698090
The character models are some of the oldest art I have, from back when I first started working on this game. They were made by a good friend of mine.
>>
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>>180698414
>>
>>180698414
Left girl is my new /agdg/ waifu.
>>
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>>180696897
>>
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>Bullshit flash looking game
>Go to download
>500+MB

HOW?
>>
>>180698863
UNITAAAAY
>>
>>180698863
Unscaled PNGs
Unoptimized WAV files.
>>
>>180698863
https://alienmelon.itch.io/everything-is-going-to-be-ok

Forgot the link
>>
>>180698863
uncompressed audio/textures
>>
>>180698953
You can't "optimize" wav files lad, it's uncompressed data.
>>
>>
>>180698863
just like above, uncompressed shit

also runtime for whatever engine that game is running can weigh it's own
>>
>>180699130
last one was me btw
>>
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>>180698983
>le crazy game by le crazy person >:))
>>
>>180699036
>What is bitrate?
>What is sampling rate?
>>
>>180699207
i believe it
>>
>>180699235
Oh sorry, also:
>What is mono/stereo
>>
>>180699130
what kind of shit ass game did you make?
>jokes about autism/women
>achievement locked behind additional cost
What the actual fuck is this
>>
Is newgrounds down or why is everybody selling their flash games on steam?
>>
>>180699235
Anything lower than 16 bit and 44k sample rate is easily discernable, and that's the default settings most audio programs use.

>>180699365
u srs nigga? mono is horrible
>>
>>180699386
Recently or just in general?

Recently: $100 entry fee, no GreenLight.

In General: Because they were allowed to and there's lots of people buying games on Steam. People go where the money is.
>>
>>180699503
>Recently: $100 entry fee, no GreenLight.
Oh, this already happened?
>>
>>180699480
Looks like you know better than everyone and no game has ever had a larger than necessary filesize due to the way audio files were packaged. Or your a pretentious audiophile faggot. Either way.
>>
>>180699272
so whats the secret bid at these days goog

cmon you can tell us
>>
>>180699503
>$100 entry fee that can also be given back if you can make at least $1k

This your test, /agdg/. Have Valve give back your $100
>>
>>180699480
>t. I can't be bothered to optimize my shit, must justify the cost of my Beats by Dre, and think my UI sounds need Stereo.

Even 'retro' games and whatever don't need high bit/sample rate but are consistently oversampled and over-rated. Tracks that should be something like 320kB wind up weighing 5 mB. I'd bet $5 I could go through your sound library and cut about 30% off the footprint your audio's taking up just by optimizing your files.

>>180699561
As of June 13.
>>
>>180699762
it's currently sitting at "too rich for my blood" *folds*
>>
>>180699661
You're retarded and can't follow simple reply chains, I never claimed that wav is the minimum allowed for acceptable audio quality or anything.

A 22k wav sounds much worse than a 44k ogg or mp3, and that's what you should be using for compression instead of ruining the audio with stupid shit like low rate, mono wavs.
>>
>>180699942
>you're retarded for claiming I am claiming X
>proceeds to claim X
lmao what a faggot
>>
>>180700115
Read again.
I'm telling you that you SHOULDN'T use wav if size is a concern.
>>
>>180699942
Unless your game is using sounds made in BSFXR which most audio these days in indie games it feels like are in which case you're not losing much.

Most sound files can be selectively compressed to reduce filesize while still retaining their lossless qualities.

>>180700221
Right, but your claim was 'WAV can't be optimized lol it's uncompressed'. You have since that post only further demonstrated that you're not an audio engineer.
>>
>>180663752
Your texture clashes with the model. It portrays shapes that the model doesn't have and the sharp edges don't match at all with the texture.

Also your choice of brush for making the texture sucks. It's not supposed to look like you made it in paint.
>>
>>180671604
>iktf
When I'm in dev mode I get launched into ideaguy mode by literally anything and that makes it really hard to stick with the project I'm currently working on. All the new ideas always seem so much more intriguing.
>>
>>180695740
bokube baby
>>
rocket league but with fighter jets
>>
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Will your game be ready for Demo Day?
>>
>>180701486
Then it's gotta be b-ball.
>>
>>180701631
>tfw I don't have a game
>>
>>180701631
Nope, well I dont think it will be "enough" for me to make a proper demo
>>
>>180701486
>>180701828
sounds more like a volleyball to me
>>
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You have 10 seconds to think of a game that can use this new object identification tech.
>>
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>>180701631

The next one for s-sure
>>
>>180702002
find the dick
>>
>>180702002
Scribblenauts but the player draws or photographs what he wants
>>
>>180702002
IRL hidden object game
>>
>>180702002
Hidden object game but you have to find real objects.
That would honestly work pretty well, like a Pokemon Go but more fun and interactive.
Each "item pack" could follow a certain theme.

>find a rollercoaster
>find cotton candy
>find a clown

or

>find a fuel tank
>find matches
>find a hobo
>find fire
>>
>>180702002
The worlds hardest scavenger quest on a global scale.
>>
>>180702002
hidden object game narrated by kizuna ai with AR appearances
>>
>>180702002
Game with Pokemon style combat. But you fight with real life objects. Scan objects to build a team. Each object will get a move set based on what it is. Wine bottles can make enemies drunk. Coffee cups can have speed boost abilities. Screw Drivers can stab things.
>>
>>180702196
>>180702446
>>180702451
Reddit would eat that up
>>
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>>180695959
>>180693552
He was pointing out that the shading on trees shouldn't be per face but per model. Maybe this image will illustrate it better.
>>
>item packs could also work as a sequence of actions to gamify and encourage productive pursuits

>find flour
>find batter
>find cake

>find an empty trash can
>find a tidy bed
>find a smiling mother

no one steal my idea, k?
>>
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>>180702002
>>
>>180703167
>tfw my cake turns out so shit the scanner can't even detect it as a cake
>tfw every time I approach a woman they have a disgusted look on their face, so I'll never find a smiling mother
>>
>>180703167
someone raid the "three things in your shopping cart to make the checkout lady go wtf" threads
>>
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Now I have to update every menu to look like this
>>
>>180701631
I could show off something I guess. It won't be much though because the last two weeks have been nothing but working on the tools I want to make the game with.
>>
>>180703852
I hope you realize that party games rely on humoristic moments like player failure and pressure, both of which aren't supported by your game's mechanics.
Right now it just looks like a really boring tutorial, I would remove the reticle and let the player move while drawing the bow, and instead of targets make moving enemies and such.
So now the player can play risky and run like a madman shooting things if he wants, but he's at risk of missing more shots and getting killed by enemies, which would make the game immensely more fun.
>>
>>180703852
You're making a collection of mini games?
>>
>>180701631
Yes, actually

I hope streamers won't skip it
>>
>>180701631
Nah, sitting this one out because I want a significant increase in content from last time.
>>
>>180704393
that's the intent
>>180704389
>hey this thing you're showing us is bad
>for the exact same reasons that the last thing you showed us was bad
I mean I see your point but repeating it multiple times isn't going to get me to consider it harder
>>
>>180702949
How do you change the normals like that?
>>
>>180705005
That's my first post about your game tho.
>>
>>180705040
Not sure about other software but Blender has a modifier called Normal Edit

I believe they all should have a feature where you can use a separate mesh to copy the normals from.
>>
I need some ideaguyism. Help me out boys.

I've had this idea about a game that would be heavily focused on boarding derelict ships in space and scavenging them while fighting other scavenger crews or possibly some aliens. The core gameplay loop would be focused around that and there would be a higher gameplay loop of scavenging -> selling -> upgrading/buying stuff to scavenge with -> scavenging again.

In a game like this what could be the endgame? Like where does all this go. Surely I can't just let it go on endlessly? When does a game like this end?

I'd rather not tack on some generic story about some evil megacorps and the scavengers accidentally stumbling upon some piece of tech a megacorp was planning to use to dominate the galaxy or whatever.
>>
>>180705160
Thanks anon, I'll check it out
>>
>>180705828
There's no reason it couldn't go on ad infinitum with ever-increasing difficulty.
>>
>>180705828
Make it like that one survival game with the cannibals

add a story at the beginning, but never go anywhere with it
>>
>>180705828
FTL did it pretty well
>>
>>180705130
then the recap is I've tried the specific mechanical stuff suggested and I don't think they made the game more fun or interesting
I def agree that there aren't F U N N Y M O M E N T S yet but I consider that a content problem and not a core loop problem
>>
>>180705828
Avoid the common "pirates vs megacorps" trope and make the story personal rather than grandiose.

Your parents died to some bullshit in deep space, and your goal is to retrieve their bodies and ship, then bury them in their home planet, you are poor as shit so you will have to scavenge shit on the way.
Something like that.
>>
>>180705828
Is it FPS or TPS?

Also does it have space combat, or just the boarding sections?

I feel like there's a lot you can do with it. But it depends on a few things.

>tfw wanted to make a space pirate game with boarding forever
>>
>>180705828
Whatever the endgame of Duskers is.
>>
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>>180706423
>>
>>180706884
I always meant to watch it but never did, don't tell me I ripped off its plot because that's my biggest fear as an ideaguy.
>>
>want to post a webm
>no point since the thread is almost at cap
>no new thread to post it in

angry face
>>
>>180707195
>no point since thread is almost at cap
I've never understood this in the world where even good progressposts get like less than ten (you)s

people will still see it
>>
>>180707195
I hate to think that actual devs might be making these shitposty bitchposts.
>>
>>180707309
It's important to me that I maximize my authentic (you)s
>>
>people that unironically need (you)s to stay motivated
>>
>>180694343
I started with someone else's dual-gimbal camera system and then modified it. Dual-gimbal is a cheap hack that limits what you can do with the camera in the future (What if you want a first-person roll maneuver? How about flying a jet plane? Switching back and forth from 3rd person mode?). Quaternion is more theoretically correct, it places all of the rotation on one node, and it doesn't add any actual complexity to the code, so using it is just a better decision.

Thank you for asking, though!
>>
>>180707059
Not exactly but that guy's story is somewhat similar.
>>
>>180694001
>Godot's interface-flow is like downgrading to a moped after using Unity.
Could you describe some of the downsides?
>>
A dysfunctional family comedy but in space.
>>
>>180707682
please dont give seth mcfarlane anymore shitty ideas for family guy clone # 5
>>
>>180671345
Fire emblem heroes is the only fire emblem I've ever played anon. I chose to make a game like it because I enjoyed playing it and I think it would be fun to make my own game in a similar style.
>>
>>180705828
tfw I posted this idea weeks ago
>>
What are the funnest things to do in open-world fantasy games?

What are your thoughts on:
>hunting
>fishing
>resource gathering (mining/forestry)
>crafting gear
>crafting valuables
>learning spells (if it was done interestingly)
>building
>economy management
>>
>>180708670
fun (super fun if done right)
boring (fun if done right)
boring
boring
boring
fun
boring
boring
>>
>>180708670
People don't "enjoy" timesinks like fishing/lumberjacking/mining, they undergo them as a necessity or to satisfy their autism in games like Nier. Please don't include shit like that in your game.
>>
WebM section
>>
>>180708996
>>180708850
Can't believe I forgot this
>exploration
>survivalism (e.g., for long journeys you need to find/bring water/food while you explore cool ruins n shit, could get diseased and need an alchemical cure)
>>
>>180708670
>>180708850
execution > concept

Papers Please is a good example.
Crafting and survival arent shit concpts because of meme game over saturation.
>>
>>180709118
I would kill for a good fantasy survival game, Skyrim with survival mods was my favorite shit.
>>
>>180709130
>execution > concept
>Papers Please is a good example.
but papers please is a great and original concept
>>
>>180709225
So quality combat and exploration aren't exactly a priority for you.
>>
>>180709287
I just meant in the sense that usually a game like that should be boring and un-engaging.

Crafitng and survival just, unironically havent been properly done yet.
>>
>>180705828
I really like the idea and hope to see it
>>
>>180708670
i think every single one of those would be better as an individual focused game.
the most widespread failure of "open world" games is trying too hard to everything and accomplishing nothing.
>>
>>180709307
Mods fix that too, I like to make the game almost impossible with a billion combat and difficulty mods and disable the map, fast travel and compass.
Together with wilderness mods like bigger trees it becomes gaming bliss for me, some of my favorite moments were playing as a stealth archer in the middle of the forest creeping around and hunting wildlife to survive while avoiding bigger wildlife.
It's the kind of feel that I never experienced in another game.
>>
>>180709307
Exploration and survivalism could go hand-in-hand together, if it's right.

>getting cold
>getting rainy
>fugg where's the nearest tavern?
>or do I try to shelter in those ruins up ahead?
>>
>>180709435
if you hear the concept of papers please and think it would be boring you simply dont understand games.
>>
>>180709435
How would you like to see them done?
>>
>>180709617
From
>Your job as immigration inspector is to control the flow of people entering the Arstotzkan side of Grestin from Kolechia. Among the throngs of immigrants and visitors looking for work are hidden smugglers, spies, and terrorists.

>Using only the documents provided by travelers and the Ministry of Admission's primitive inspect, search, and fingerprint systems you must decide who can enter Arstotzka and who will be turned away or arrested.

You would expect some shitty flash game. Although a lage portion of what made PP good, were the mini narratives with each person.
>>
>>180709701
Not sure desu, a survival game is really far down my project list.
Theres just too many factors.
I think immersion, a good world full of lore and a MP that directly ties into a separate SP experience are a great elevator buzzword pitch though.

It cant be EA as well. EA iteration updates only work well (in my opinion) with a few genres. Your typical arena FPS competitive game being one.
>>
>>180709743
maybe if youre some /v/ brainlet
to me the concept boils down to bureaucracy+detective which are like 2 of my favorite things. if anything the concept > execution because p,p waters it down with dumb minigame events which have nothing to do with the concept.
his new game should be better, boats+history+detective is also a good concept and looks to not fuck around with any dumb minigames.
>>
>>180709617
Says the creator of smash hit Social Interaction Trainer.
>>
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>mom notices my obvious depression
>you need to have more fun in your life!
>what's something that you find fun?
>....
>well what about games, why don't you play a game?
>I don't really enjoy playing games much anymore...
>Well, you're studying computer science right?

>Why don't you make a game?
>>
>>180710832
And instead you blogposted.
>>
>>180710832
you're the dumb anime poster asking for tutorials on finding tutorials aren't you
stop being such an attention whore
>>
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psst
>>
>>180710959
What's the monetization plan now? Selling more achievements?
>>
>>180710959
>implying I'd play it for free
Gogem can place a bid on my time and if he's the highest bidder I'll play his shitty game.
>>
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>>180710959
>>
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>>180711023
He'll recoup the loss through the newly increased price of SIT.
>>
I need an algorithm for choosing colors
>>
>>180711206
ok I can appreciate the humor in that
>>
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>>180711205
>googem drama
>>
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Got some projectile sprites and ripped some explosion sprites for the impact. This weapon is fun
>>
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>>180710959
>>
>>180711265
get current time in milliseconds
color = (time % 10) +1
1 = red
2 = orange
3 = yellow
4 = green
5 = blue
6 = indigo
7 = violet
8 = pink
9 = white
10 = black
>>
what constitutes a demo?
>>
>>180712164
>tfw he probably idles in his lobby waiting for someone to join
>>
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>>180712164
>>
>>180712053
https://youtu.be/AR9gBay9wls?t=3m24s
>>
>>180712053
well that looks a lot easier to use than the boomerang
>>
>>180712239
a miserable pile of bugs
>>
>>180712239
anything that you want feedback on (feedback is very important)
>>
>>180712239
it's gotta have the word "demo" in it
>>
>>180712413
The boomerang sword works good in tighter spaces, it tries to stay close to Blaz so it's constantly pinging around, shredding monsters to bits. But the Rocket Sword is really good for a massive burst of damage, just hold onto your butt because you'll be without a sword for like 30 seconds.
>>
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lmao
>>
>>180712582
>people who don't enjoy my game are sociopaths
>>
>>180712582
>unironically 4chanposting outside of 4chan
And he laughs at bokube for doing that shit
>>
Crazy question but I've seen people upload Doom .wads to Itch, is that actually allowed or are these guys just doing shit without anyone doing something about it
>>
>>180712582
>using t. outside 4chan
kek'd, prime autism
>>
>>180712686
I sincerely doubt ID gives a shit.
>>
>>180712582
>those last two tweets
kek

If you watch the video that plays after the zero percent RRPS vid, a half hour lets play, it makes it look like googs is pretty good at meta mechanics. Not that auctioning an achievement is gameplay, but it elevates it from a blatant cashgrab into something thought provoking
>>
>>180712686
Why wouldn't it be allowed?
Isn't wad licensing liberal as fuck?
>>
>>180712686
There's definitely a hammer waiting to fall on itch 'cause intellectual property violations of basically every flavor go totally unpunished there. Yes, selling Doom .wads is verboten.
>>
>>180712582
Anyone who participates in Twitter drama and has arguments on twitter is a fool. But I already knew Goog was a moron. Now quit posting this dumb shit and post progress

>>180712796
>>180712860
I was more curious if that actually counts as something you can upload to itch, it'd certainly be a nicer way to share links to projects rather than fucking dropbox.

>>180712884
I'd actually just upload gameplay .wads for free as a cleaner way to distribute stuff.
>>
>>180712582
they act like clowns and then they get surprised when people doesn't take their projects seriosly
>>
>>180688142
Yeah, I'm keeping that in mind. I want it to be comfy but not mundane, so I'm trying to figure out where my balance will be.

Plus there's the thing if someone would be willing to do X in a game or not.

Thanks for the image.

>>180687025
Haven't played that one yet but have played the gameboy versions and wii versions.

I need to try the RF series
>>
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>>180712582
Rekt by the people he's trying to sell to
>>
>>180712841
I would be ok with goog's intentionally provoking attitude if it actually produced any commercial success, but right now his only decently successful game was SIT purely because of its memetic nature and that big YouTuber, and he still fucked it up by taking too long to release it and doing shitty things that made everyone mad, I'm sure it could have been 10x more successful if he wasn't so incompetent.

So pretty much his only "hit" wad despite his attitude, not because of it. Makes you think.
He seriously needs to switch tactics.
>>
>>180712796
I sincerely doubt id gives a shit. The question is whether Bethesda gives a shit. The answer is "yes probably" since they felt the need to shit on the DoomRL folks.
>>
For context, this is one of Doom mods I spotted there.

https://microguardian.itch.io/horror-3d-test-1

This doesn't have Doom 2 or any content, just Freedoom, you need to provide Doom 2 yourself and the sourceport to play it on
>>
>>180713203
>DoomRL
Thats using the IP for a new game.
Whereas wads are just extended mods and universally known to be the hugest modding scene on PC.

I dont know, maybe if one made enough money and got buzz around for beth to pick up.
>>
Can someone give me a rundown on why source control is such bullshit?

>always errors if uploading more than 100-200mb at a time
>works fine if you manually upload commits less than that
>computers are based around arrays and loops and algorithms
>for some reason git is unable to handle a basic algorithm that would upload each file at a time

why
>>
>first person
>third person
which is more /comfy/ for exploring?
>>
>>180713350
Although jonnyboy has shit taste in game design, he is right in saying git is shit for games.
>>
>>180713384
first, and not just for exploring but everything else
>>
>>180713167
>caring about commercial success
filthy normalfag
i bet you care about graphics, too
>>
>>180713384
when you can switch at ease between the two
>>
>>180713384
Depends entirely on the world, desu.
Dark Souls is just as comfy/immersive as Metroid Prime. Although the various clipping does tend to ruin it though.


world execution > arbitrary camera type
>>
>>180712884
not gonna happen, not in the foreseeable future anyway

making money on itch is a myth, it's literal pennies at best, barely worth the trouble for the modders, much less so for IP owners
>>
>>180713528
itch getting its ass kicked in by some lawyers if it doesn't do some policy overhauls is the very definition of a forseeable future, don't be obtuse
>>
NEW THREAD WHERE
>>
new
>>180714102
>>180714102
>>180714102
>>
>>180685001
Then make it HD edition or some shit. Have it as Half a dolar dlc
Thread posts: 822
Thread images: 119


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