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/agdg/ - Amateur Game Development General

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Thread replies: 757
Thread images: 121

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madoka 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

Previous Thread: >>180649924
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

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

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

> Free audio
freesound.org/browse
freemusicarchive.org
incompetech.com/music
fantasymusica.org

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter
>>
How low poly can my assets be for first person to not be disgusting?
>>
Suck my block
>>
third for gogem is our town's fool
>>
where's the chicken

I only show up for the chicken
>>
one more monolith track

https://clyp.it/0n010civ

two more
>>
I didn't want to post this in the old thread so here.

>>180705994
>>180706010
>>180706423
So many ways to go about it. Maybe having some initial set up that never leads anywhere but simply acts as a motivation for the whole thing could work.

>>180706259
Weirdly enough I still haven't played this. I figure I should if I am to proceed with this project.

>>180706494
>Is it FPS or TPS?
I was actually thinking TBS or Real-Time Tactics. Controlling a crew instead of one guy.

>Also does it have space combat, or just the boarding sections?
I wasn't planning on having space combat as it would blow the scope out of hand having to make two different combat systems.

>>tfw wanted to make a space pirate game with boarding forever
That's still quite different from this. Or at least I hope so. Go on, space pirates are cool!

>>180706501
Looks interesting. I'll have to look that up. From a first glance seems quite different than what I had in mind.

>>180708458
It's a good example of how similar ideas seem like when you describe it with a few sentences. And the idea itself is a bit generic so it would make sense that a lot of people have similar ideas. And a nice reminder that ideas themselves don't have any value.

>>180709487
Thanks. It's been something that I've returned to fiddling with every now and then but this is the first time I feel like my skills might actually be able to pull it through.

Thanks for all the replies. I think this will help me figure out where to take the initial design.
>>
>>180712841
im all about the meta https://www.youtube.com/watch?v=KsYJUWhgbYI

>>180713167
>I would be ok with goog's intentionally provoking attitude if it actually produced any commercial success
one comma later....
>but right now his only decently successful game was SIT purely because of its memetic nature
if you dont see my beautiful provocateur nature shining from every aspect of SIT you arent paying much attention
>>
>>180714102
this is not a proper /agdg/ header image, OP
>>
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So I have been making a thing, I am getting close to alpha.

Soon in valve time Ill have something to show.
>>
>>180714398
Nani?
>>
>>180714480
is

is the pic related
>>
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>>180714524
U got the thing wrong it doesn't matter some people pretend it does cause they suck penises.

Mah gaem is liek huw 2 saey is getin gud

too many africans to post anything though y'all are thieves.
>>
>>180714102
> How to Webm
>anime OP
so close

>>180714480
nice pic
Alpha will be in demoday?

>>180714382
post detective game progress

>>180714163
Low poly in FPS isn't disgusting, its comfy
Less cognitive load to parse the scene
>>
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>>180714646
It is one of the references and inspirations to my game yes.

same with.
https://youtu.be/uL7Gbpdwv-Y
>>
>>180714760
What's a good example of low-poly FPS?
>>
>>180714480
>>180714824
>someone else drawing inspiration from Doom and Hexen

Tell us more.
>>
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>>180714760
I doubt it somehow because its multiplayer so I need to heavily test everything.

>>180714828
FPS is the genre of what I am building.
>>
>>180714828
Ctesiphon
>>
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>>180714928
Not exactly too sure what I can say we are a small team of 3-4 working out of a labour of love for video games our team formed because we where all upset with the trend modern games where taking.

We are an international team.
>>
>>180714163
Depends on the aesthetic you're pushing. There's stuff like Desync where you can basically see each triangle and they still look decent within their aesthetic. Just go with what works for you.
>>
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>>180715223

I am the Programmer.

halp

learning to program while building the game is painful but i recommend the hard way to EVERYONE.
>>
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So... did you guys hear about the shitstorm going on with youtube DMCAs?

One jewish tranny is fucking everyone's shit up. It's pretty scary stuff.
>>
>>180715579
Give me a summary of the dilemma that is abstracted to the point of being sterilized of the mention of any of the specific people involved.
>>
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>>180715265
I hope we can get our aesthetic right.

>>180714928
Hard to mention specific things without being asked a specific question "whats your health system like"

Its not a traditional hp system.

>>180715579
No? elaborate
>>
>>180715762
What's the gameplay like, what weapons you got planned, monsters, environments you'll be seeing? Any unique gameplay mechanics? Movement stuff, player abilities?
>>
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This is low poly 3D. Anything else is indie rehash shit.
>>
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.
>>
>>180715910
And it looks beautiful
>>
>>180715910
Modelling is easy as shit but texturing is too hard.
>>
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>>180715812
The gameplay is right now something I cannot specifically mention.

The weapons we have planned is a pretty large list

Monsters is an interesting topic each creature has its own unique abilities and AI and are all meant to be difficult

The one interesting thing I can mention is theres a paperdoll for equipment.

Movement is pretty standard.


Lots.

I know thats fairly vague but we are getting pretty close to having something to put out to get people to try it out.

I intend to be pretty active in the community that spawns from it trying to appease and nutcup everyone by making it good, After all I am making it so that we can all have a game to enjoy without me selling out to Microsoft and doing daily DLC shit.
>>
>>180716187
Vague is not a good sign. Tell us about some weapons, and some monsters, because as vague and wishy washy as you're being makes it seem like you either have fuck all planned/written down, or you're just ideaguying at this point.
>>
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>>180715812
>>180716267

here have a tiny hint.

No I am not making a Tacos Flamberg clone

https://www.youtube.com/watch?v=l5xlnfsX8wA

>You can knock people down and steal their boots.
>>
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>>180715762
>>180715745
>indie devs hire a jewish tranny for music
>tranny chimps out during development
>tranny now going around hitting EVERY SINGLE channel that has the game with DMCA strikes despite signing a contract saying all music made is property of the indie devs
>tranny now larping as a lawyer holding DMCA strikes for ransom unless the youtube channels make smear videos about the indie devs
>even adult swim's games are being taken down by DMCA strikes from the tranny
>no one can stop him

Be very careful who you hire for contract work, fellas.
>>
>>180716368
>jewish
will literally never hire a kike or a tranny, or anyone from commiefornia.
>>
>>180715973
It depends on what kind of rewards are we talking about. You didn't really give us enough information to allow any kind of help.
>>
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>>180716368
Yeah already had to go through all those issues when getting my little team setup.

People trying to steal unfinished code man like da fuck.
>>
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How can you design a game to be:
>3d
>have cute anime girls
>not be pixelcore
>not look cringy
Can it be done? Bonus: be achievable by an indie dev

Does anyone have even scraps of concept art or something to help?
>>
>>180716504
>3d anime
>not cringy
impossible
>>
>>180716464
That's true. Fair enough. My experience is that people don't read long posts about mechanics.
>>
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>>180716504
Y-yes.
>>
>>180716472
how did you solve it then?

did you do some sort of "work for hire" deal or what?
>>
jesus fuck for the life of me i can't grok godot.

am i just stupid guys?
>>
>>180716504
Go play nier automata
>>
>>180716504
>3D
>Cute anime girls
Hard but not impossible,
You will have to mess a lot to get the the right model with the right shaders, and probably mess with the perspectives according the camera angle, like they did for GGX.
Simpler approach, do what Tree of savior did, using a 3d model for the character bodies and bilboard for the heads
>>
>>180715910
>This is low poly 3D. Anything else is indie rehash shit.

but anon your post is the definition of indie rehash shit. it even comes from a hipster lowpoly thread.

http://polycount.com/discussion/comment/2544763#Comment_2544763
>>
>>180716968
>GGX
Mean GGXrd
>>
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>>180716772
Basically, yeah.

Contracts are in effect and the team knows its a labour of love we are doing it because we want to play our dream game.

Not make a quick buck.
>>
>>180716504
nights of azure
certain touhou doujin games
>>
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I am paying out of my pocket though for anything thats required and theres alot of nuances there as is with the money issue.
>>
>>180716863
well i've never heard anyone without a serious mental deficiency actually use the word "grok" in conversation so that's a clue
>>
>>180717165
>hangs out in a place like agdg but pretends to be too cool for a word like grok
Is being a tryhard faggot a serious mental deficiency or is it just one of your character flaws?
>>
>>180716863
>shittily maintained documentation
>only a few tutorials online
>basically Unity-lite with no pros and all the cons
>decision on which feature to implement next is handled by asking an Ouija board
>constrained to godot objects

no, its pretty resonable to not get godot
>>
>>180717165
I just wanted to be hip with the rad kids

>>180717338
cool. should I move to unity personal? can that still make me money or something?
>>
>>180717063
i am also compiling a team

It is intended as a free and open source project. But I quess that if there is anything to steal or a way to screw others over then someone will find a way to do it.

So, should I also impose a contract for my free project? What do you think? You already have experience with this.
>>
>>180717482
>should I move to unity personal?
it really depends on what kind of game are you making

some games fit perfectly into that design paradigm that every THING must be an object with a graphical counterpart. And that speeds the work up quite a lot.

however, some other games can be achieved much easier through a graphical API where you are not constrained to that one way of doing things.

I don't know what kind of game you are making, so I can't give you a better answer.
>>
>>180717321
grok is an awful new age term that some early computer programmers used because their parents were braindead hippie burnouts. some teenage retard that complains he can't understand how to drag and drop shit into a premade engine using the word "grok" to look smart is incredibly pathetic.
>>
>>180717663

Like a lot of people I have a shitload of undercooked ideas. I'm starting small, perhaps a text game or something arcade, and I'm sure some other tool would fit better. It's just that I wanna start with one, learn it, and stick with it, and I think a more general engine like Godot or Unity would be better than say, Renpy or RPG Maker or some shit. All of this is hobby for me though so it's k.
>>
>>180717482
>I just wanted to be hip with the rad kids
forget it dude, you will never grok the information superhighway. the world ends in 2000 anyway so let's drop acid instead.
>>
This is a stupid ass math question but I'm trying to make an upgrade have diminishing returns, so it adds 10 on the first point, then 9, then 9, then 8 etc.

But I'm having so much trouble finding a way to make a sequence like this. I'm sure it must be so easy I'm just retarded. Any advice?
>>
>>180717962
That's probably one of the easy stuff. I'm not your guy though, but it's probably something exponential function related.
>>
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whelp my game plays like shit. i tried the last big potential fix and its barely different. should i fake it till i make it or just give up again.
>>
>>180717492
Yeah as a precaution get some documentation and and maybe something like an NDA and that kind of thing.

People will steal from you.
>>
>>180717962
uh, stat += 10 - level? or do you actually want two 9s in there?
>>
Can a game with graphics like Ori and the Blind Forest be made by a 1MA within 3 years?
>>
>>180714102
I hate Madoka. I could never watch it more than 2-3 episodes.
>>
>>180718207
Also keep in mind that even the most airtight legal contracts won't stop the kind of bullshit that's happening to Imagos and Adult Swim right now.

Avoid trannies like the plague. They are ticking time bombs.
>>
>>180716187
>The gameplay is right now something I cannot specifically mention.
>The weapons we have planned is a pretty large list
>Monsters is an interesting topic each creature has its own unique abilities and AI and are all meant to be difficult
zzzzzzzzzzzzz
>>
>>180718313
Ideally it uses multiplication so it works for any values, with any max.

I kinda found a cheaty way.. but it feels like there's a better way than what im doing
>>
>>180718316
It depends. If you already have the skills (art, dev etc.) and if you are not an engine dev, then maybe.
>>
>>180718316
you can get to mars within 3 years if you know what you're doing.
>>
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>>180717962
create an enumeration for the range of diminishing returns, that way you can even apply effects / affects to each state.

>>180718207
Some people won't even realize they are stealing especially if you are working at varying paces.

Becareful with your hiring, don't want to have a situation like

>>180715579


>>180718192
"faking it till you make it"
Is similar logic to people that say trying hard is bad.

Why not just fix it ? don't have fist it all the time.

brush up on your debugging.

Heres my debugging music I like to listen to.


>>180718349
You goto learn to read bro I gave more hints.

Besides it will speak for itself I am not trying to promote it incase you didn't notice?
>>
>>180717165
>anyone without a serious mental deficiency
Grok is pretty niche nomenclature, more likely they're a wonk than a potato
>>
where have you found good free mocap data?
>>
>>180718316
i dunno, can you produce vast quantities of beautiful and consistently stylized artwork very fast?
>>
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WHY IS THERE NO ENGINE/LANGUAGE THAT JUST DOES GUIS EASILY FOR ME AND NOTHING ELSE

WHY DOES EVERYTHING HAVE TO BE EITHER TOO DIFFICULT, TOO BLOATED AND SLOW, OR FUCKS ME AROUND WITH WEIRDASS SHIT LIKE GAMEMAKER

WHY WHY WHY
>>
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>>180718465
woops forgot song.

https://www.youtube.com/watch?v=ILSiVO3dDYg
>>
>>180718316
maybe at full time. but I'd say no. or a really short one.
>>
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>>180718537
>TOO BLOATED AND SLOW
This is really a meme, chances are the bottleneck is going to be you, not the engine
>>
>>180718537
>WHY IS THERE NO ENGINE/LANGUAGE THAT JUST DOES GUIS EASILY FOR ME AND NOTHING ELSE

imgui+sfml?
>>
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Added capital ships, both for player and for AI. Still need to give AI better.. AI.

But now I have fighters and capital ships so there's that. Now I just need to do weapon configuring, then I'm ALMOST done with UI bullshit and can do actual gameplay/levels
>>
>>180718509
saying grok just means you've read some horrible programming tutorial from 2003 and haven't done enough real programming to notice nobody talks like that anymore
>>
>>180718658
I get autistically paranoid about performance.

>>180718735
What is that? Google shows nothing.
>>
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>>180718873
yeah the word grok is not programming jargon, It is nodev jargon.
>>
>>180718767
Whats the point of having a nice ship model if 90% of the time its 1 inch on the screen
>>
>>180718998
Why not?
>>
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>>180718873
>haven't done enough real programming to notice nobody talks like that
How does programming teach you how people talk?
>>
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Ya know, adding more viewing directions didn't look as good as I thought it would.
>>
>>180718537
like use Windows Forms, haha
>>
>>180719163
I like it
>>
>>180718658
different anon but even ignoring the actual game's performance the tools themselves feel really bloated and slow to use. i started making shit by modding neverwinter nights and unity in 2017 feels more sluggish than a silly modding tool did back in 2002.

software is getting slow faster than hardware is getting fast.
>>
>>180718901
>What is that? Google shows nothing.

https://github.com/ocornut/imgui
https://eliasdaler.wordpress.com/2016/05/31/imgui-sfml-tutorial-part-1/
>>
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>>180719267
I use unity as well and disabling auto-refresh helps. That way it only rebuilds your scripts when you hit control-r, rather than every time you save a change.
>>
>>180719163
Maybe better controls, just watching it looks clunky. Like the first person view in metal gear solid
>>
>>180719157
real programming involves working with other people or at the very least reading modern books, papers, watching lectures etc. i'd argue if you've never worked in at least a mid-sized team you have no idea what programming is because you never needed to write something other people had to read.
>>
>>180719415
Or you know, because first person pixel art are a real solid combo
>>
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I found this in the archive today. It looks cool, any updates from this guy?
>>
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>>180719458
How do you think FPS started out?

<- pic related its you
>>
>>180719561
Doom has aged like ass, art wise.
And his art is placeholder tier as well
>>
>>180719458
yeah, doom was awful
>>
>>180719508
thats an awful lot of art
>>
>>180719612
but doom looks great. it sure looks better than the following decade of awful 3d models.
>>
>>180719163
neat
>>
>>180719676
>but doom looks great
it doesnt though, thats all nostalgia/ faux-nostalgia my dude.
And besides his FP is different than dooms anyway.
If youre going to mix 3d and 2d avoid hard lines unless minimalism.
>>
>>180719163
Nice idea.

>>180719612
You forgot the fact that we are making games here. If it's fun, then it's good.
>>
>>180719772
>it doesnt though
it does though. i look at it and my penis gets hard. your argument is that my erection is improperly motivated and therefore illegitimate, but there's no such thing as an illegitimate erection.
>>
>>180719925
I think you need to go take health class again lad.
>>
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>>180719415
first person view was just something I wanted to try out. Otherwise I would have gone full 3d instead of dicking around with opengl

>>180719235
>>180719732
>>180719836
thanks
>>
>>180719772
>it doesnt though, thats all nostalgia/ faux-nostalgia my dude.
Shut your trap because you're spouting shit that you know nothing about.
>>
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Retarded wannabe enginedev here. What resourses would you reccomend for learning c++? I already know how to code. There used to be some stuff in the OP here but it seems to be gone now.
>>
>>180719992
i'm talking about legitimacy, not health. he's trying to tell me that, for intangible reasons, my boner "doesn't count". all boners count.
>>
>>180719163
You could turn them into 3d view models or HD sprites when in view mode
>>
>>180720208
By the way, is it some algorithm which turns the 2D topdown into 3D, or do you actually have both a 2D and a 3D world and switch between them?

>>180720262
Trial and error, to be honest. Other than that:
http://www.cplusplus.com/
http://www.learncpp.com/

And then to shift to game dev:
http://lazyfoo.net/tutorials/SDL/index.php
https://learnopengl.com/
>>
>>180720331
>all boners count.
A gay dude drugs you and ties a rope around your dick.
Is that a legitimate erection?
>>
>>180720456
he should turn them into absurdly detailed "real homer simpson"-type drawings so that when you go to 3d your perfect pixel waifu turns into a greasy blob covered in pimples and gaping pores.
>>
>>180720584
in this analogy, john carmack?
>>
>>180719163
I kinda like how it looks to be honest
>>
>>180720654
No, the most grotesque BBM from the nastiest gay NTR doujin
>>
>>180720706
and this current conversation has what to do with game dev?
>>
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Is landscape features like the circled thing just static meshes mixed with Unreal's landscape tools? Or can you actually do this in engine?
>>
>>180720750
Yeah that's a static mesh. There are a couple techniques you can use for seamless blending, though: verrtex painting in Unreal, or use a triplanar projection material.
>>
>>180720456
I'm a shit artist so that would be down the road

>>180720528
One map, 2 methods. I just switch between rendering a sprite or some vertices
>>
>>180720584
of course. there is blood filling the porous tissues of my penis, so i have an erection. it's a real erection. not wanting to have an erection does not render it "fake" when it does happen since erections are involuntary anyway.

(so is the idea at this point that gay rapists have chemically reprogrammed my brain to like the graphics of doom?)
>>
>>180720903
No, its that im tired and need to go to bed.
First person pixes art is still trash though.
>>
Is Maya LT good enough for 3d modeling/animating for games made in UE4 or should I shill out for full Maya/Max?
>>
>>180720812
Thanks for the info, I've been wondering about that the past few days but haven't had the time to look into it. Now I have something to look up.
>>
>>180720941
whatever, stay flaccid
>>
>>180720262
Windower SDL2
Renderer OpenGL

Whatever math/ UI/ mechanical skills u want in ur game.
>>
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>>180721039
3DS Max has more tutorials for modeling, and Maya is flat out superior for animating. Both are great tools but they each have their strength and weakness. Personally I use 3DS Max to model and animate everything I do in UE4 and have zero problems getting along fine.
>>
>>180723201
not that guy but blender's still perfectly serviceable for the average gamedev, right?
I have Maya/3ds but I realized that I can't actually use it for commercial purposes because I have a student license
>>
>>180716504
Step one: get Japanese artists
>>
>>180721039
Get Maya LT. The only limitation that had me in stupor till now was absence of Component Editor for editing skin weights but that's easily workable around. There are also such limits as a max allowable number of animation layers but I never needed that either. As for rendering - we don't need that in gamedev and ShaderFX is more than enough (I even managed to write a custom GGXrd-like shader for real-time editing just like in the GDC video). I still prefer Max's and Blender's modeling tools to Maya but that's starting to fade away as I starting to get used to Maya's ways.
>>
>>180719163
I think it's cool
>>
>>180719508
Check the demo day
>>
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>>180723975
Anzu didn't want to be a wagecuck, her plan was to make a big hit and live the rest of her life of royalties. If anything she would actually be interested in making a game.
>>
Think a squad tactical game like XCom, Jagged Alliance, Shadowrun, etc.

What would you prefer, turn based (XCom) or real time with pause (Doorkickers, JA Back In Action)? I'm torn here.
>>
1-4 on map battle
5-9 battle on a separate screen
0 give up
>>
>>180724097
Turn Based for sure.
RTWP is harder to manage and adds nothing to the gameplay.
>>
>>180724290
>adds nothing to the gameplay
Except making me hit spacebar every 3 seconds, of course.
>>
>>180723301
Just buy 3ds max before your game goes commercial, nothing wrong with that.
>>
>>180724290
>>180724327
Harder to manage for the player? It seems that Turn Based is harder to program, but my guess it's simpler to manage by the player afterwards.

I am partial to Real Time With Pause. It makes it look more real. I would like everyone's opinion on this matter.
>>
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I added sounds for the rocket sword.
I fucking love this part.
https://my.mixtape.moe/zzlnty.webm
>>
I have this brilliant concept for a multiplayer video game.
It can be done with no graphics within a browser such that you just click stuff, but i wonder if i should dress it up somehow, make a story around it, throw in some graphics and release a downloadable client.
>>
>>180725027
Make a text prototype and if people that test it give a shit dress it up.
>>
FUCK UE4
>>
ok, so i got two monitors n computers, i'm thinking about doing something stupid, multiplayer.
>>
>>180724595
>1470 per year
yeesh
Deving is more of a hobby thing so i'll pass
>>
>>180725102
damn, or you can import your models into blender and then export them from blender.

and voila! you just laundered your 3D model!
>>
>>180719163
experiment with narrower FOV/wider flocal length + zoom/crop
maybe also over the shoulder.
maybe fixed rotations, ease movement, like when you rotate the world in fez
>>
>>180725176
>voila
>not walla
that's crazy enough to work, thanks
>>
>>180718537
libagar
libnuklear
>>
>>180724781
either system is pretty easy to program

hard is programming the AI

if you just make the AI into brain dead goofs, then it doesn't really matter which system you use

however, turn based system is easier to program the AI to. each agent is gonna act in turn afterall. In real time implementation, the AI algorithm has to be effective enough to not kill the computer when running each frame for every actor and real time environment also introduces several new strategies that turn based environments don't have
>>
>>180718537
also Tk
>>
>>180724796
That's pretty epic, man.
>>180725091
What's the problem?
>>
Trying to formulate ideas for a turn based RPG thats all strategy and no RNG, but I'm beginning to wonder if people would even like that. I mean people usually hate RNG in those kinds of games but isn't RNG part of the fun for those types of games?
>>
>>180714298
>And a nice reminder that ideas themselves don't have any value.
Yeah, I like the sound of yours better anyway.
>>
>implement pausing on alt-tab because you want to do other things while testing your game and not have the mouse-move take you to the edge of the map

>>180725660
You'll need good AI writing skills. RNG in strategy is usually to make things more challenging because making "real" challenges is quite difficult. And has low replayability.

I think minimal RNG is good to keep things fresh, but try to keep it out of the core combat system
>>
>>180725985
Yeah, I was thinking more along the lines of no crits or misses, unless an ability specifically causes your next attack to crit or certain enemy attacks to miss. And yeah it'd probably take someone with a good understanding to make something like that good but it was only an idea for now.
>>
>>180725660
I struggled with this for a good while, and anons gave me some solid advice. Basically use RNG but try to minimize its role as much as possible.
I used a new PRNG which is the fastest one yet and with great distribution, and did some stuff so that even with rng, the %chance to hit for the player is higher than shown. For example, the hit rate is shown as 40%, the game calculates RNG and even with that the actual hit % doesn't go below 50%. It is a little rigged in the player's favour ,and some mechanics like manipulate RNG to increase the hit and crit % at low health behind the scenes. It makes it less frustrating like some players complain, like missing at 99% and stuff.
I was biased in favour of RNG too, so it worked out. The PRNG implementation is PCG btw, you can get it here:
http://www.pcg-random.org
Faster and better than Mersenne twister and exactly the one I needed.
I abandoned it and now am rewriting it in godot though
>>
>>180726149
alright, thanks for the advice anon and good luck
>>
>>180714102
I've just checked the duration of the Monster Jam, and I though to myself "isn't the main reason we don't have a lot of participant in our jam the duration of these?"

I mean most of us can't spend two week working on a game, it's too much time.
Wouldn't it be more interesting to make our next jam a "A day a game jam"? Or a mini ludum dare kind of jam, that would be more an excuse to actually try things that we want to do without wanting to spend weeks on it than a real jam?

Because seriously, who want to spend two week working on a side project that will have absolutely no real positive result? I don't. My main project as nothing to do with video games right nows, and I'd like jam to be an excuse to develop more than an investissment that have no positive result.

Tl;dr: Could next jam be a "short timed" jam?
>>
>>180726432
No
>>
>>180726481
Can you give us some argument?
>>
>>180725660
a turn based rpg that's all strategy is basically chess, good luck making a decent ai for that and balancing it to not have a shitty difficulty curve.
rng is part of the fun because there is no perfect play, even if both players play the perfect move set they may loose to rng, which makes fun moments for both parties and doesn't make the game solvable (follow this guide for perfect victory).
now i didn't say to make rng the core of gameplay, just spice things up, a 5-10% chance to fail, +-20% damage to not make it static...
>>
>>180726432
some people from discord who haven't been in the thread for a year made weekend-long jams and did some piss-poor attempts at getting them to catch on here
they got more games than most /agdg/ jam attempts since lewd jam (which hardly was an /agdg/ jam anyway), but i don't think there was any game that came from a non-discorder in there
>>
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>>180726112
>no crits or misses
Yeah, those suck.

>it was only an idea for now
Good. I didn't really want another no-RNG, pure strategy, final destination project here that might eclipse mine.

>>180726149
I think tinkering with the generator and misrepresenting exactly what's going on to the player is dancing around the issue.
>>
>>180726589
yeah, it'd be hard to make good AI, or to also make it fun for all.
>>180726620
don't worry anon, you're safe.
>>
>>180726589
>a 5-10% chance to fail, +-20% damage
Even that's the wrong place for it, imo.

Using it for map gen or item drops will make each game different without making combat occasionally decided by luck alone.

It doesn't get around the fact you'll need a good AI, but AIs are much better at solving games than humans. There's room for randomness in AI decisions too
>>
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> Ideal length for an RPG game tutorial?

I've noticed many games these days dispense with tutorials, when the gameplay is pretty straight forward (puzzle games, platformers, roguelikes), but more complex games (ie. EU4) often require a tutorial to grasp the most basic of gameplay.

One tutorial I hated was the Divinity: Original Sin tutorial. The whole first 30 mins of the game acted as the start of the game and a tutorial rolled into one. Considering how many times I restarted, the charming little tutorial quickly became tiresome.

On the opposite end of the spectrum is Path of Exile, which had no tutorial. Here is a weapon, here is a zombie -> kill it. Now you are on your own kid. That being said, learning how to play PoE was a metagame in itself.

The tutorial for my own game is only around 15 mins and barely scrapes the surface of gameplay, but I feel anything longer would be annoying.

Thoughts? How long are your tutorials?
>>
>>180727174
My tutorial is just the control scheme written on a wall because that's how I prefer to have it, learning stuff yourself is fun and I already have a long ass intro cutscene.
>>
>>180727408
>learning stuff yourself is fun
yeah

>>180727174
What's your game? Unless it's approaching EU4 complexity keep the tutorial minimal. Control scheme + how not to lose immediately if it's easy to do so
>>
>>180727174
make them skippable, if it's that complex, make a tutorial section separated from the game, imo i'm in love with tooltips, if you need to know something you hover above it, whether it's a button or a stat or an action, this way even if you resume your game after years you'd still know everything you need to know, for maximum comfy, add an F1 help, you click it, you get what you need to do and how you do it, simple, condensed, and clean.
any tutorial that takes longer than 5mins and is forced at each game start is a sin, don't waste people's time
>>
>>180726620
>dancing around the issue
What do you suggest then ? They way I've done it makes it so that it's feels "fair". Pure strategy and no RNG,or the luck/risk is quite boring. What's the point when player would hesitate even on a 90% chance to hit ? I'd not call it misrepresenting but rigging instead. While you might disagree, I think it is better than the straight up in-your-face approach.
Strategy games aren't chess, as there's no hit/miss/crit/stats in chess.It either is, or it isn't. Comparing a strategy to chess could spell failure,however making it overly complicated with fuckload of gimmicks is also a crap tactic.
You need to make it just right, with enough thrill. Dunno about you guys but I love it when my 1hp unit crits some smug fucker at 80% hit and 20% crit chance. Some things are not meant to be so realistic. Imagine if stealth games had realistic mechanics, players would drop it in 5 minutes.
>>
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Working on a new game. It's similar to Tropico but still very different. Basically you play as the school's "Student Council President" and you have to make the students happy and respect you, while at the same time you have to study for the exams yourself and maintain/improve your grades.
So far I've only worked on the AI of the students. If it's Class Time, they have to go to the nearest classroom to study. If it's Free Time, they have to work at a fundraiser to earn money, and when they've collected enough money, they go to the nearest Treasury to put all the cash they've collected there. When their Health is low, they go to the nearest clinic or hospital, and when their Fun is low, they go to the nearest entertainment building for their student type. When their health or fun is low for too long, they'll lose respect for you, and you need the students' respect so they'll vote for you in the next school election. There's a bunch of other buildings as well that does other things. When a student has nothing to do (when there are no buildings with free space for them to go to), they just "wander" around randomly.
Almost everything you see right now are placeholder graphics because my artist is super lazy. Right now I'm just balancing stuff, changing the numbers, etc.
>>
>>180727594
what makes it different from every other sim game? The newgrounds-dating-sim stuff on top isn't too thrilling.

If you actually make it a dating sim on top people will probably like it.

>>180727579
>What do you suggest then
design a game that's fun without RNG
>>
>>180727174
If your game can be replayed, just have the tutorial in a seperate "Prologue" that doesn't have to be replayed and isn't connected to the rest of the game.
>>
>stayed up all night making videogames
>schedule now thoroughly fucked

worth it
>>
>>180727174
As >>180727569 said, do not do a Pokemon and make them skippable.

I've seen some games, mostly older ones, where you have tutorial without having a tutorial; the level design forces you to learn stuff or get stuck within first 15 minutes of the game or so.
>>
>>180727761
That's a good way of doing it, like in deus ex.
>>
>his "Tutorial" isn't based on his games story
>his tutorial doesn't introduce the player to the mechanics and world at the same time
>his tutorial doesn't cleverly allow the player to view what they'll get in the future by having a an interesting climax of some sort at the start

It's like you don't want people to be entertained in the first few minutes of your game
>>
>>180727715
Well like Tropico it's gonna be mission-based, so there will be a story and some characters. Each time you start a new mission you'll start from scratch again, and there will be different objectives per each mission.
>>
>>180727594
it's a neat concept but for the love of god make a grid snap feature, there's nothing that makes me mad more that a city builder without snapping to a grid, i like to align things perfectly.
i don't know how a student council president can build those types of buildings tho.
>>
>>180727819
>where you have tutorial without having a tutorial;

But that's literally impossible to do in most RPGs where the game mechanic aren't intuitive or as simple as "double jump by pressing jump twice"
>>
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>>180727408

Yeah, I agree with this, but some games are just too complex to 'learn things yourself'.

>>180727504

It isn't as complex as EU4, but there are a lot of unique systems that haven't been done before in games. The UI is also unlockable, so the player literally starts with an empty screen. It might be confusing for new players, if they don't know how to activate the UI.

>>180727569

It is skippable. I didn't really want it in the first place, but we needed one due to the complexity of the game. I like your F1 idea. I'm going to include that into the final game.

>>180727761

Yeah, that's what I did. The tutorial is a prologue and is separate from the main game. If you start a new game on a fresh install, there is a message 'Do you want to do the Tutorial first?', otherwise there is a separate menu button for tutorial. So generally, players won't encounter it again after skipping the first time or doing it once.
>>
>>180727983
Well I'm not really going for realism lol. I didn't even research what a student council actually does. I just wanted to make a Tropico-based game because I've been really addicted to the series recently.
And I guess I'll make a grid-snap feature, not really that hard to implement.
>>
>>180725660
I think that the thing people dislike about RNG in strategy games is that one HAS to get everything perfect - the implications of failure are simply too harsh. That is where I think the frustration stems from.

Take for example XCOM. Failing a shot can mean losing a valuable teammate, which can mean losing the missions, which can mean the losing of funding from a region which can mean not being able to complete the game.

If the tactical maps were swarming enemies and there was no way to win a tactical map, then the only possible way to end a mission would be to run away. The strategic decision would then be to retreat sooner or later. Since winning was never an option, then "not winning" is not that hard of a blow to one's ego.

Also, if a teammate was downed, the team should have been able to carry the downed dude to the escape zone. And then that teammate would be patched up in the base. That would have eliminated the autistic desire to restart anytime anyone got any damage.

TL;DR - let the random chance affect the possibility of winning. Don't let the random chance affect losing. Loss of something should never come from RNG.
>>
>>180727761
do this, and if anything needs to be explained later on in the game have it be an option if it's explained. Like "would you like me to explain how to use this move or unit? yes or no?"
>>
anons, would you like :
>cybernetic implants and augmented humans
or
>normal human in huge mechas
In a futuristic and relatively "cyberpunk"(I hate this word)
>>
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>programming on windows
>>
>>180728404
Normal lolis in huge mechas
>>
>>180727174
Just make it fucking optional.
>>
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Have you ever wondered what was inside a snowman? haha
>>
OK IM GETTING FUCKING MAD

I HAD TO REFORMAT, IM TRYING TO INSTALL ANDROIDWORKS FOR MY SHITTY MOBILE GAME, IT REQUIRES VISUAL STUDIO 2012-2015, I CAN ONLY GET 2017, AND MICROSOFT WANTS A FUCKING SUBSCRIPTION FOR THE OLDER VERSIONS

WHAT THE FUCK MAN. CAN I SERIOUSLY NOT GET 2015 VISUAL STUDIO? I CAN'T FIND IT ANYWHERE. WHY DOES ANDROIDWORKS NOT SUPPORT THE LATEST SHIT

OH MY GOD IM MAD REEEEEEEEEEEEEEEEEEEEEEEE
>>
>>180728436
>Make it optional
>Retards leave negative reviews "HURR I HAV NO IDE HOW TO PLAY DIS GAME" after they skipped the tutorial

Yeah, don't make it optional the first time.
>>
>>180728283
yeah, thats part of what I mean, especially in games like fire emblem where a bad roll of the die means you lose a character for good. But since I thought of something more strategy orientated I thought that having something like RNG would only make it worse since you can plan and plan but then have a miss ruin everything.
>>
>>180728109
Just give the player a slideshow of concept art as a tutorial.

Seriously though, complex games with tons of things going on have super boring tutorials. You should do the very basics then throw them in the deep end with a F1 help menu as >>180727569 said

Like what every 4X game does.

>>180728404
>>180728416
should've installed gentoo
>>
>>180727408
>learning stuff yourself is fun
for me its the complete opposite
i find that I enjoy the game when relevant information is relayed to me
by that I mean:
>tooltips for each number and stat having a breakdown detailing what causes them to have that number
>vague explanation text in these tooltips to get a direction as to what it influences and how can I improve it in general
>my actions in gameworld should convey understandable feedback (like shooting a dude with a fireball and instead of a damage number floating off a word "Resisted" floats off)
>be actually worth to learn (no point in figuring stuff out if its strickly optional and makes things harder for me)
>>
>>180728558
>especially in games like fire emblem where a bad roll of the die means you lose a character for good

Fire Emblem is all about never putting yourself in that position in the first place, if you have to leave your fate to RNG, then you made suboptimal choices leading up to that.
>>
>>180728503
have the important things built into the game, with an option to skip it all. Like have a prolouge but have the option to skip the prolouge in the pause menu somewhere. Or if you don't want to do that, if they choose to skip something important have a second dialouge box say something like "Are you really sure you wanna skip this? it's important information?"
>>
>>180728589
whoopsie
>>180728404
was meant for
>>180728486


>>180728404
What I meant to say to you was
> just robots fighting
have the humans telecommute. Realistic AND original
>>
>>180728659
yeah, I meant as an example, since thats the first thing that popped into my head where something bad happened has big consequences that also has RNG.
>>
>>180728435
I was gonna make augmented humans and shit, but rest assured, there were lolis then too.
I have taken this oath, no matter how many games I make, no matter if they're shit or fun, if there's one thing that won't change, its that there will be at least one qt loli in my game.This game is a little dark themed so sadly no lolis in mechas, but I assure you there will be in the other game I work on ocassionally.
>>180728486
ask torrent and ye shall recieve,unless you're a good goy
>>
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what type of language should i use to code?im relativley new to coding, using unity to try and make a low poly FPS
>>
>>180728404
I would like
>normal humans using huge gadgets
>>
>>180728283
XCOM is a special case, it has a negative feedback cycle, as you said, you miss you lose a teammate you lose the mission, and you might lose the game, that can easily be avoided if consequences aren't linked, you lose a mission then you lose the game, there's no need to keep going further the spiral because that will be only the longest way to lose, you can also balance failure by increasing advantages, if missing is bad, then you need make critting more important and more often (only for the player side), you can also reward the player for earned wins, if you've won a mission with one soldier standing, there should be a reward to negate the loss, for hardcore players you can turn all that off in higher difficulties.
>>
>>180728818
depends on how dedicated you are. C# is easy enough and it goes fine with unity.Also,
>unity
>>
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>>180729189
>unity
i just really dont like UE4, dont know why, ill give C# a shot
>>
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>>180714102
implemented objective markers, juicy healthbars, character darkening and a fading effect for transparent buildings (healthbars and darkening not in the webm)

i also have a video showing new area types that 4chan won't let me upload as a webm
https://www.youtube.com/watch?v=aFwN2E-dUhQ
>>
>>180729374
Looking pretty smooth.
>>
>>180729374
>objective markers
y tho
>>
>>180729308
I don't see why would a person dislike UE4 and prefer unity.
But, not gonna start enginewars, just stick with c# or it'll be useless.Oh, and read up on various algorithms, techniques make all the difference. An engine doesn't define the game ultimately it's you who can give it a new twist. Don't crap out on studying as much as you can.
>>
>>180729560
how else will the player know where to go and what to kill
>>
1000 shaders down, 5,587 to go..
>>
My character dodges further diagonally in ue4. Please, how can I stop this?
>>
>>180729632
Try context clues and in-game explanations. See: any game without stupid GPS shit
>>
What's more important for DD15, content or polish ?
Because I've got neither and can only focus on one.
>>
>>180729793
Graphics
>>
>>180729793
Which is more important for a released game?
>>
>>180726590
So the jams works more on the discord than here?
Pretty sad... The discord isn't somewhere I feel good to be...

>>180727174
A good tutorial isn't something that have a length. Take a look at portal for an exemple: the whole game is a tutorial, nobody complain.
Make your game so the gameplay feels fluide or understandable from start, and the tutorial won't be needed.
>>
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guess the game from the image
>>
>>180729752
How does your dodge work? Application of a force or what?
>>
>>180729767
>See: any game without stupid GPS shit
every modern game has objective markers gramps
>>180729793
gameplay
>>
ideaguys help me out here

which of these features is the most important for you in a menu basedspace RPG

>ship - fighting ship battles, hauling stuff with ship, upgrading ship
>party - having shootouts with buddies, buddies having their own mission of sorts, dealing with the mess they create
>narrative - overarching plot
>places - being able to visit different kinds of places, experiencing the world, "see that mountain, you can climb it"
>side-activities - being able to encage in activities that contribute little to the central point of the game
>stat building - increasing stats and skills of oneself and teammates
>custom character creation - choose the species, background and stuff
>>
>>180729848
I'd say content is more important. When talking about polish, I'm talking more about graphical polish, adding small things in the scene so that it doesn't look just like a bunch of boxes.
Gameplay polish is as equally important as content, no point in having a thousand levels if they're shit.
>>
>>180730107
>>custom character creation
easily this, how else will I make loads of OCs for porn?
>>
has anyone here used gamemaker's built-in special effects? how are they in terms of look an performance?
>>180730107
>menu basedspace RPG
the CoC dev is already making one of those
>>
>>180729835
the graphics, thats really what it's all about
>>
>>180730076
>every modern game has objective markers gramps
stop playing AAA garbage

>>180730258
>the CoC dev is already making one of those
TiTS is mostly porn though. And kinda shit in the gameplay department.
>>
>>180728818
>im relativley new to coding
make something simpler first

Something you can finish in a week, then make something you can finish in a month. Even if you run overtime make sure to finish. Building discipline along skill is very important on this industry. If you get started with an overwhelming project you're going to drop it and start something else. And never finish anything.

Good starting projects are pong, breakout, asteroids and other really simple games.
>>
>>180730332
>stop playing AAA garbage
shadowrun returns did it so i'm doing it
>And kinda shit in the gameplay department.
it's a menu-based rpg lol
>>180730354
terrible idea, just follow tutorials for the game you want to make then gradually start implementing your own shit
>>
>>180720750
hes a pretty big guy

https://clyp.it/5eq1vt2w
>>
>>180730174
>used gamemaker's built-in special effects? how are t
it doesn't really have "fuckable" alien waifus besides humans
and those "unfuckable" alien waifus that it will have, are constrained to one or two 200x200 pixel character icons. assuming you are not able to jerk off to written description

>>180730258
>the CoC dev is already making one of those
its fine, my targeted niche doesn't have a single overlap with their niche
>>
>>180730614
UUUU
>>
>>180730676
shut up maria goddamn it
>>
>>180730662
You'd be surprised, even starbound has porn.
>>
>>180725463
Would it actually be such a challenge performance wise? What if I just run the script that determines the action for the following second each sec?

Wouldn't that get the compromise between performance and real time?

I also believe that Real Time with pause would be easier to program, as you don't have to manage a turn order or anything like priority lists. Just a tactical pause button. Am I missing anything?
>>
>>180729752
looks like you need to normalize dodge direction and multiply it with distance, if you're doing something like :
if (key_right) : x += 10
if (key_down) : y += 10
when pressing both buttons it will be moving a distance of 14 (+vector(10,10))
>>
>>180730662
if it's popular it has porn, hell even if it's not popular it has porn. porn artists will draw everything and everything, they also like to race to see who can make porn of something first.
>>
https://www.kickstarter.com/projects/2139542651/bokube

you can do it!
>>
>>180725463
>however, turn based system is easier to program the AI to. each agent is gonna act in turn afterall. In real time implementation, the AI algorithm has to be effective enough to not kill the computer when running each frame for every actor and real time environment also introduces several new strategies that turn based environments don't have
I haven't tried programming any turn based AI yet but doesn't it boil down (in a really basic way) to just analyzing the situation (current HP/MP, player HP/MP) and taking decisions based on that + a random chance ?
>>
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>>180730058
It's a launch character node and I'm just multiplying the forward and right vector of my character by a large amount that's scaled with the
up and right inputs.

I wish there was a subtract node that'd always subtract towards zero so if it were negatives it would actually add instead of subtract.
>>
>>180730930
>it'll be on the switch
wait, how hard is it to make a licensed game for a console? Do you just need to pay for the license and get official approval from the company?
>>
>>180730802
>I also believe that Real Time with pause would be easier to program, as you don't have to manage a turn order or anything like priority lists.

Managing turn order and priority lists is as easy as pissing into the snow when compared to programming the AI. If you are able to program the AI, then programming game to work turn based is really easy.

In programming AI, priority lists are the main things that feed you. You might even make priority graphs and priotity maps. When programming AI, you will be programming how the gameworld affects the priority mechanisms of an actor and how the actor then acts according to the priority scores.
>>
>>180730934
No. What you mentioned is the most basic,not-fun-to-play-against type of AI.
Ideally you'd want to implement multiple mechanics like the AI deciding based on the number of allies and enemies(the player), the distance between them, type of attack to be used, whether to split up or gang up, to move or wait for the player to come close,who to attack, to eliminate the weakest first to thin the numbers et cetera. AI is indeed the hardest part in coding, "analyzing the situation" is a statement which greatly over simplifies the whole concept. It's like saying "isn't gamedev just,like, make game with sprites and shit ?"
>>
>>180731079
I suspect the problem is your forward and right vectors add up to more than 1. Try adding them together, normalise them, then multiply.

>I wish there was a subtract node that'd always subtract towards zero so if it were negatives it would actually add instead of subtract.
You could make one. Use a select node to check if it's >0, then add or subtract depending on that.
>>
>>180730802
>>180730802
>Would it actually be such a challenge performance wise? What if I just run the script that determines the action for the following second each sec?

If its a small script then it has minimal impact. However a thing as simple as pathfinding will have an impact on performance if ever actor is doing it every game "tick".

But you should really try it out yourself, how it works for you. There is no greater teacher than personal experience.

Also, you can reduce the amount of thinking actors through clever tricks. For example, putting 4 soldiers into a squad, where only one soldier pathfinds, others will just use "squad attraction" to stick near the path finder or to shoot at the same general direction as the "leader" squaddie is shooting at.
>>
>>180730934
it depends, if each unit is independent then it's just "find closest player unit and attack", but if it's squad based it will be more complicated, since the former strategy may win you the turn but may be bad for the squad, if units need to take positioning into account it will be even harder, the ai will need to choose the best unit layout even if it means taking hits early on.
>>
>>180731312
>>180731472
>"analyzing the situation" is a statement which greatly over simplifies the whole concept.
Hencewhy I said "in a really basic way". I'm talking about even simpler gameplay, like in an SMT where movement isn't taken in account. Which I assumed it was what we were talking about, I should have read more.
>>
>>180730859
>>180731404
Thanks so much! This is a lot of info to work with!
>>
>>180730759
>>180730862
its a bit scary to be frank
>>
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> progress
too hungover to do real progress. givin out game keys an chattin on /v/, gettin some good feedback a lot of it positive but i dunno if thats cuz i gave the game for free or because its actually fun, we'll see

http://store.steampowered.com/app/337290/Still_Not_Dead/

>>180730034
dunno but that looks sick
>>
>>180731617
I see it the same as fan art. Someone actually took time to incorporate your work into something else, meaning that it's something they like (probably).
>>
>>180731595
>bokube_being_bullied.webm
>>
>>180731595
what did he mean by this?
>>
>>180731595
i didnt need this sad right now
>>
>>180731595
link
>>
>>180731470
>>180731472
>>180731472
>>180731549
This is some good food for thought.

Which are your opinions regarding a hybrid system like the one from breach and clear? You decide the actions for the next turn (5 seconds), then all the actors perform them simultaneously in real time.

I found it intriguing.
>>
>>180730567
>shadowrun returns did it so i'm doing it
>game I like did this retarded thing that totally takes away from the RPG and adventure aspect of it
>I'll do it too!
Great reasoning.

How about thinking for yourself for a second and seeing why GPS features are usually detrimental to game design?
>>
>>180732050
view?i=487_1457090676

found it
>>
>>180731595
>chinks
These people are not human.
>>
>>180731595
unity_dev_tries_c++.webm
>>
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>>180731986
pls rember that wen u feel scare or frigten never forget ttimes wen u feeled happy

wen day is dark alway rember happy day
>>
>>180732134
>game I like did this retarded thing that totally takes away from the RPG and adventure aspect of it
more like the only marginally successful topdown rpg did it
>How about thinking for yourself for a second and seeing why GPS features are usually detrimental to game design?
they're not though
>>
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Daily reminder that your game will never be a bigger failure than pic related.
>>
>>180732060
>breach and clear
haven't played it, but the closest equivalent that I can think is Hostile Waters or Republic Commando(it did it really weakly when compared to Hostile Waters tho)

It was REALLY fucking fun for me.
>>
>>180732450
It does bring me some peace that no matter how bad my game does, it will never be at the bottom of http://www.homph.com/steam/ since Googem exists.
>>
>>180732450
>$5
>people still bought it
I thought I was being a jew for aiming to price my game the same but now I feel better, thanks anon.
>>
Anyone here developing with Unreal Engine using Linux?
>>
>>180732704
We're not THAT autistic, anon.
>>
>>180732134
>How about thinking for yourself for a second and seeing why GPS features are usually detrimental to game design?
not really

it comes down to the focus of the game

if the game is about action&shit then the context "why" is pretty optional and thus GPS is mandatory
if the game is less about action and more about indiana jones style puzzle where half the fun is finding the goal then GPS is detrimental, since it circumvents half of the game
>>
>>180732134
it's completely legitimate for character knowledge to be exposed to the player via the ui. if the character is supposed to know how to navigate the area, the ui should provide hints to the player, just like you're given a ui element for ammo without needing to count it yourself in hour head. something like shadowrun is not about exploring an alien planet, it's a bunch of street thugs in their natural urban environment, so there's no reason why the player should be "discovering" where shit is in the city.

not to mention that something like shadowrun is just a pile of 2d art assets, 95% of which are purely decorative, and they need ui elements to direct you to points of interest so that you can avoid horrible crap like clicking on 20 different computers in fallout 1/2 in order to find the one computer that actually does something.
>>
>>180732704
Anyone using linux for dev here is a guaranteed nodev.
>>
>>180732976
i'd say that anyone using linux is THE nodev

there is literally no reason to put oneself in a position where one has to be a OS engineer foremost to dev apps
>>
>>180732704
Godot is your only choice.
>>
>>180732743
>>180732976
>>180733103
Ok...
I just hate to reboot every time I switch between deving and dolphin porn, but it's not an actual problem in the age of SSDs.
>>
>>180733103
the hell are you even talking about? if you use libraries like sdl or whatever there's nothing different about coding your game on linux. yeah if you did it from scratch by interfacing with the os directly it would suck but windows isn't any better in that department. the answer is to use a library.

the actual reason devving (a desktop game) on anything but windows is retarded is that 99% of your users will be on windows and the rest are an afterthought.
>>
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This was way more time consuming than I thought it would be. Yeti needs a roar animation to make it complete still.

Also the runes will be placed around the level. One is placed next to the cave so players get its purpuse, the next ones are hidden behind paintings, in chests, in a snowman (you have to destroy it first), etc.
>>
>>180733724
wat game? looks dope
>>
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>>180733826
It's called Jim the Dim Reaper. We don't have a site or anything yet but you can follow it on Twitter: @CowardCreations
>>
when programming in C# in Visual Studio, how do I ensure that the final build has all the API's I have used?

Does the compiler automatically include all the API's in the exe?
>>
>>180733669
Thanks to your posts the other day I started paying attention to what I eat. And exercising more.

O- One day I'll be a healthy dev!
>>
>>180733907
is this similar to haunt the house? or is this just one part of the game?
>>
any gay devs here
>>
>>180733724
this looks fun, i like how much content you have and the artstyle is nice, how many levels you will make?
>>
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>tfw making indie game so I can gather funds to commission art for my dream porn game

SoonTM.
>>
>>180734137
yes

do you want to touch my reflection probe
>>
>>180734236
>freud
is it about a mom and son?
>>
>>180734236
Doesn't it work better the other way around?
>>
>>180734259
i have a fetish for breaking gay people's necks and masturbating over their dead body. what is this called
>>
>>180734387
being gay, you're masturbating to gay people
>>
>>180734387
homo-icidal necrophilia
>>
>>180733669
>can barely do 30 seconds
I gotta start working out.
>>
HOW DO I STAY MOTIVATED TO MAKE PROGRESS, AGDG? DO YOU GUYS KNOW ANY MENTAL TRICKS TO KEEP ME MOTIVATED?
>>
>>180733907
oshit u made uncanney, i liked that game think u gave it me for free. wats ur name on steam, ill giv u my game (http://store.steampowered.com/app/337290/Still_Not_Dead/) i think i got u in my pals list.

game looks sick do u just like haunt people and shit?
>>
>>180734593
dont make ur dream project. make what u enjoy making.

i dont like making levels but i like coding new features so i jus make a fps roguelike i can constantly throw in new features and weapons, and not make levels. i did the art and sound in a way where it doesnt take long to add new shit (weapon icon, and the actual fps weapon are the same sprite)

so yeh thats how i do it.... i really wanna make a narrative horror game, but i know i wont enjoy making it so im not gonna make it lol. its a shame but whatever
>>
Is there some property hidden in AIController or Character Movement in UE4 to limit movement to only the direction the actor is facing in? Right now the AI vehicles are doing some tokyo drift shit, going sideways while slowly turning towards the movement direction.
>>
>>180734593

Discipline yourself, motivation juice get old
>>
>>180734732
I've already made so much progress on my game though, there's no turning back now.

>>180734748
>Discipline yourself
I don't know how to do this.
>>
>>180734491
homoicidal neckrophilia more like
>>
>>180734279
Among others.

>>180734285
I care more about the quality of my dream porn game, so I'm keeping it for when I have money and more experience.
>>
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> trying to explain relative velocity in 3 dimensions to your programmer
>>
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>>180734109
It's part of the game. You are a reaper, main idea is to kill targets without them escaping the level. But you can scare other people. There is a global panic meter. You can scare people, but panic will raise. This makes it easier to kill targets (since other people will not intervene) but will spawn special enemies and if panic is too high, targets get spooked too. So it's risk reward.

>>180734181
Original plan is to launch the game with 10 levels that are very different (will post a few). After that we plan to release at least 3 levels for free additionally.

>>180734617
Yeah, I gave lots of codes here when it was released. My steam name is Karl Toffel, check if you have me on Steam.
>>
>>180735338
added now

shame ur not doin another horror game, i feel like u probably learned a lot from the first one
>>
>>180734593
you need the juice.

https://www.youtube.com/watch?v=gP-AbRTYNhI

and a dog as sidekick.
>>
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>>180735338
>>
>>180734828
keep track of your devving time and use stuff like pomodoro timers
>>
>>180734828
>I don't know how to do this.
remove or get away from any distractions

a recovering alcoholic wouldn't surround himself with booze, or live close to a bar

find what distractions are making you lazy and remove them. if you're playing games or watching anime too much, remove them or set aside a schedule when you'll allow yourself to do it. I usually play games only in the weekend to reward myself.
>>
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>>180735430
Yeah, not just making a horror game but making a game in general (it was very buggy, had pointless mechanics). Everything is a lot smoother now.
>>
if bokube fails there's no hope for me
>>
>>180734387
self-hatred
>>
>>180735219
>not having an absolute frame of reference
the bane of programmers
>>
>>180735630
don't believe in bokube, anon. if you won't believe in yourself, believe in me, who believes in you!
>>
back to tactical rpgs, should it be :
- player turn > guest turn (if any) > enemy turn ...
or
- fastest unit > fast unit > slow unit ...
the way i'm implementing it would work both ways and i will only need to add a speed stat to units, but i feel the second one would complicate ai
>>
Getting back to the RNG topic, what do you think about the effect of RNG through skills the player can unlock. I don't mind being punished by RNG (that's life) but I'd like to give the players the option to reduce its severity.

Thoughts?

>>180725660
>>
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>>180735219
>he makes 3 dimensional games
>>
>>180735703
pics of you smiling and giving a thumbs up or I will not believe in you either.
>>
>>180735729
do you mean giving them a move with low accuracy but high damage, or low damage but high or perfect accuracy?
>>
>>180735729
A lot of RPGs have a 'Luck' stat which gives more favourable rolls.
>>
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>>180735741
>>
>>180735741
https://youtu.be/C-T4VVZrmkA?t=7s

This is me and that other poster
>>
>>180735709
>each unit has initiative stat
>each unit gains "initiative" to its movement pool every time anyone starts a move
>after each turn, the unit with the highest accumulated initiative score gets to go next
>after each turn, the unit whose turn it was, its accumulated initiative score gets reset to 0
>>
>>180735893
Chuck Norris is a devout christian, he would never dabble in filthy Japanese heathen Drill references. You fucking nisemonogatari!!!
>>
>>180735338
seems neat
>>
>>180735729
if you mean
>skills modify the RNG of actions
sure, different squaddies can have different specialities through that

>each time a char levels up, the RNG chooses 3 random abilities from a pool and presents them
it could be good, but is pretty unorthodox
>>
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>>180735741
>>
>>180735703
okay i believe in you
>>
>>180735872
Yes, but if everything is rolled for, isn't Luck OP unless it's weak? And if it's weak it defeats the purpose of making it seem more fair to the player.

>>180735836
Actually thinking about a global perk that increases chance to hit after a miss. Even more after consecutive misses. The objective is to cater to the RNG haters without handing them victory without struggle.

I'm thinking that adding the misleading % mode would work fine, as this seems a can of worms.

Telling the player he has 80% chance when he has 90%, and so on.
>>
>>180736252
so RNG via passives that they can choose over something else?
>>
>>180736252
If you're putting stats into Luck then you're not putting them into other things like health and damage.

So players can choose to have a low chance to land their 1000 damage attack, or a high chance to land their 200 damage attack.
>>
>>180736252
>Actually thinking about a global perk that increases chance to hit after a miss.
Paradox games use that alot.

The chance of something is 1/2000 for a tick. At the next tick, it is rolled. If roll fails, the chance turns to 1/1999. If the roll fails for the next 1998 ticks then the next one is 1/1 chance and that roll will succeed no matter what.
>>
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>>180736252
>making the stat page lie is a good idea
>>
>>180736008
Grandia does something along these lines, where if somebody is fast enough, they can get more than one turn relative to other units. Final Fantasy also did once.
>>
The best thing about rng is when it makes you miss multiple times in a row or crit multiple times in a row. It's what makes it fun.
>>
>>180736628
I think it's a good idea if it makes the player believe that the chance is lower than what it is. If we're talking about the other way around, that's bullshit.
>>
>>180728818
May the best low poly FPSer win then
>>
>>180736458
>>180736480
Exactly! I also believe it would make people more friendly towards RNG.
>Well, Greg died after failing the dodge roll, and though we all miss him there's no way in hell I'm going to pick a perk other than <insert here your biggest gayming boner. Which is it, btw?>

>>180736528
I'm glad to see it's not such an outlandish idea.

>>180736628
I don't like it. That's why I would make it an option ("Tell me sweet lies")
>>
>>180716368
>hire not mentally stable person
>>
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>>180734828
>I don't know how to do this.

This is what worked for me:
- You should NEVER be a dev slave. Our game completion is important to us, but that is not an excuse to take a mental and physical toll. Passion plays a dangerous role here.
- Limit gamedev hours at a specific period of your day. Do NOT surpass sleeping hours, even if you dev for one hour only.
- Treat gamedev hours as an important event: Take a bath. Don't dev tired. Get your comfy clothes on. Get your water/beverage and snacks ready. Get everything distracting away from that period.
- If you suffer a creative block or you currently are in a bad mood, get away from your project. That shit is what causes the 'imma work in something else' syndrome.
- Do not let your routine in auto mode; meaning that you should be present and focused on what are you doing. Being mindless is dev suicide.
- Finally, be clear with your goals. I am not talking about the game design, but about YOUR goals as a gamedev. Does it make you happy? Doing it for the money? Is it a satisfactory challenge? If you are honest with yourself about this, the path to follow is going to be clear.
>>
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>>180716368
bain?
>>
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Does this look like a fun mechanic to you? You have to grow this sculpture from the bottom up by choosing either straight or wedge-shaped blocks, and touch the rewards while avoiding obstacles.
I can add all manner of special-purpose pieces later of course, but I'm not yet sure if this is interesting enough to base a puzzle game on.
>>
>>180737207
good advice
thanks anon
>>
>ue4 has no way, with blueprints, to precache anything
>i am forced to deal with stutters every time a new particle or texture is loaded
>my solution was to spawn every particle and unit in the game while the camera is faded black after the load screen

this is stupid
>>
>>180737280
I could see it being fun. I'd need to see a puzzle with more corners to be sure though.
>>
The Turn Based Strategy tutorial and example is 404.
Where is it?
https://docs.unrealengine.com/latest/INT/Resources/Concepts/index.html

And a question. There's a paid TBS toolkit. Not too expensive, I'm not sure if I can use it for commercial purposes, but it would cut a metric ton of dev time.

Should I do it? Feels like throwing money at my "problems" or cheating.
>>
>>180730076
at least put option to turn them off.
>>
how do I make a level transition in unity?
>>
>>180737427
why do you all hate objective markers so much
>>
>>180737280
I see potential, but if you had to pick them one at a time it'd seem tedious.
>>
>>180737663
They're boring as fuck.
>>
>>180737734
what and not having them would be more interesting? having LESS FEATURES would be more interesting?
>>
>>180737663
if I wanted to play a UI-based game, I'd buy gogem's shit
>>
>>180737812
Nice fallacy my dude.
>>
>>180737407
Seems like it's gonna be difficult to construct complex puzzles without some additional gimmick.
>>180737407
Good point.
>>
>>180737812
>adds ugly ui bloat to the game
>claims it's "features"
>>
>>180737663
hand holding dont feel great
>>
>>180737812
Correct. It's possible to have too many features. Also, objective markers aren't a "feature". There's no reason to pay attention to the world or the people in it if you're just chasing big blinking signs.
>>
>>180737812
stop calling your bugs features
>>
>>180716504
Dixie is doing it. That game looks awesome.
>>
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>>180737812
hmmmmm
>>
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progress: working on the warhammer animations
>>
>frog jam
>no frog game with swinging mechanics
>>
>>180737827
>if I wanted to play a UI-based game, I'd buy gogem's shit
it is literally the equivalent of a floating exclamation mark with some more difficult code

like this took actual effort to implement, unlike anything gogem has ever done, if you were a gamemaker dev you'd understand
>>180737839
ty
>>180737929
>bloat
every AAA game over the last 10 years has had objective markers
>>180737942
if they didn't exist just as many players would be confused and wouldn't know what to do because i don't have a quest log, this isn't the 90s anymore
>>180737985
>There's no reason to pay attention to the world or the people in it if you're just chasing big blinking signs.
all it does is tell you if your objective is onscreen or not, you still have to look for it if it's onscreen and hidden behind a building or whatever, like watch the webm
>>180738006
how is it a bug
>>180738102
that is literally the only UI element on the screen, watch the webm
>>
>monogame isn't an engine, its a framework
>use godot if you want to actually make a game

what did he mean by this?

I've looked up XNA tutorials and I don't see how its considered engine devving for 2D games. all of the hard work is done for you.

I just want to make a simple top-down RPG so if anyone else has input I'd be glad to hear it. (don't tell me to use rpg maker though, I want to practice my coding)
>>
>>180737812
please add malicious software feature to game
there's no way MORE feature can be bad don't you agree?
>>
>>180738216
everyone just stop replying to this dumb faggot

if he wants to make a shit game let him do it. not our problem, and you're clearly not going to change his autistic mind.
>>
>>180738216
>all it does is tell you if your objective is onscreen or not, you still have to look for it if it's onscreen and hidden behind a building or whatever, like watch the webm
No you don't. It tells you exactly where the "objective" is. There is no "looking for". Objective markers are silly. It makes your world stop feeling like a world and start feeling like a checklist. A small town of people becomes a small town of beacons. It's not a good idea.
>>
>>180737372
That's your fault for falling for the ue4 meme.
>>
>>180719163
That's pretty cool, actually.
>>
is Godot better than gamemaker?
>>
>>180738516
anything is better than game maker
even scratch is better than game maker
i'd rather play a scratch game than a game maker game
>>
>>180738516
It's better than unity and UE4 but not gamemaker.
>>
>>180738114
I like the model but hate the pose, he looks like hos back arm doesn't have any room to move forward. He seems more like hes ready to do some curls than swing at someone in fromt of him.
>>
>>180737409
I would greatly appreciate your input on these matters, guys.

>>180737812
>all posts before this become invisible.
>>
>>180738264
by framework i meant, in monogame, you need to code your ui, menus, pausing, sprite animation manager, your own tile manager, loading, sound manager... and pretty much everything, in godot most of that is done for you.
it sounds easy when you just want to make a sprite moving on a grid, but then you have to manage menus and other shit to actually make a game, that's the difference between a game and a prototype, you can do the later using anything.
>>
>>180738603
Check the bottom of the Learn tab in the launcher, the links there seem to work
>>
>>180738598
what's a curl, in this context?
>>
>>180738373
>hurr durr if you want to implement features UR DUMB AND AUTISTIC
where's your game?
>>180738429
>It makes your world stop feeling like a world and start feeling like a checklist.
every open world game uses objective markers

you would know this if you people actually played games
>>
>>180716368
What did they expect when hiring a mentally ill Jew? You'd be taking a huge gamble with only the Tranny or Jew part.
>>
>>180738763
Objectively untrue. Even those that do, usually have a context masking them. For example, the Focus in Horizon or the GPS in GTA. Just having a big ol' exclamation mark above a character's head is early 2000s MMO shit. I'm not saying your work is bad or even that it's useless, I'm just saying that using it as a hovering objective marker is a bad idea.
>>
how easy is to create a mobile game and get rich
>>
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Opening a chest.

(This was my first recording and I have no idea how I avoided any of the coins landing on me.)
>>
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>he doesn't walk the full 1MA path
>he doesn't have full creative control over his game
>being a fucking lazy loser afraid to learn new skills
>>
>>180738947
As easy as buying a lottery ticket
>>
>>180738947
try clorox
>>
>>180738216
>every AAA game over the last 10 years has had objective markers
this is because AAA games prefer noisy realistic/"cinematic" visuals over readability and thus have to rely on the UI to provide any useful information, hence it's also common to have threats like grenades and shit highlighted with UI icons rather than actually have them clearly visible to the player

passion games can afford to communicate more things via visuals and don't have to use the UI as a crutch

AAA games are thrown-together sweatshop products, keep that in mind. they cut corners left and right, and the people working on them don't have much awareness of the big picture
>>
>>180738757
With like a dumbell or something, but a wider beam you'd use with two hands. I'm trying to remember the name of the actual exercise, its the one where you sit down rest your triceps against a pad to keep your elbows stationary, then lift a beam up and down with your biceps.
>>
>>180738963
me trying to make money with gamedev
>>
>>180738682
>in godot most of that is done for you
for real, everything from UI to animations to tiles, all of that is done for me? so its basically a bigger version of RPG Maker?

I don't mind coding all that stuff. It shouldn't take too long.
>>
https://www.youtube.com/watch?v=FzOCkXsyIqo
>>
>>180738216
>like this took actual effort to implement
quickly abandon the idea that anything that takes effort to make is automatically worth it

if you were a yesdev you'd understand
>>
>>180738746
Thanks!
>>
>>180738991
>using a premade engine
>>
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>>180739057
Ah I get it. I made it that he slides his right hand on the handle when he swings
>>
>>180738815
Fucking RNG. I swear.
>>
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>>180738757
He looks mid-rep. I see what you're going for in the pose, the sort of relaxed grip before a big downward swing thing. At least, I think that's what you're going for, if so, make the warhammer less parallel to the ground.
>>
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>>180739171
>Pixel made his own tools and cave story by himself
>not being like pixel
lol

so, this is the amateur general after all.
>>
>>180739057 (Me)
Preacher curl, thats what I'm thinking of. Looks too much like that as opposed to a "batter up" sort of stance
>>
>>180738923
> For example, the Focus in Horizon or the GPS in GTA.
i know horizon uses objective markers for targets, it's just that they're smaller and placed on the body
>I'm just saying that using it as a hovering objective marker is a bad idea.
i can always disable it if the target is onscreen
>>180739043
>AAA games are thrown-together sweatshop products, keep that in mind. they cut corners left and right, and the people working on them don't have much awareness of the big picture
yeah but they're what people like and what they're used to
>>180739143
it sounds like the thing you really hate is the hovering over the head part and the size of it

i originally had a smaller icon i'd use for an onscreen target, perhaps i'll go back to that
>>
>>180739298
I think making the forearms less paralell woild be more important for him. Like when I chop lumner, I actually hold the axe beam paralell to the floor while catching my breath, but I keep my back elbow out.
>>
>>180739327
It should be asked, are you planning on using them for objectives? The only use we've seen so far seems to be on top of an enemy's head. If you're absolutely adamant that you want this objective marker, at least find a context for it. Don't have disembodied floating icons in your game. It works in Horizon because you can say "ah but she's seeing that in the focus" and it works in GTA because you can say "ah but that's how a GPS works". It doesn't work when it's just a floating icon.
>>
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Working on the outside world graphics, hopefully, will have a small thing finished for demo day.

>>180738264
Monogame is a best
>>
>>180739441
>ZA WOILD
not sure if my inner jew is showing or if this is just karma for phoneposting
>>
>>180738963
your art is flash tier, change that color pallet at least
>>
>>180739467
>It should be asked, are you planning on using them for objectives? The only use we've seen so far seems to be on top of an enemy's head.
watch the youtube video i linked, you need to kill those enemies in order for a door to spawn, then they lose the objective markers and the objective marker above the door is enabled
>If you're absolutely adamant that you want this objective marker, at least find a context for it.
>muh lore
yeah ok sure, just make it scifi, big deal
>>
>>180739298
>>180739321
>>180739441
ho
>>
>>180739838
See that's bad application of objective markers.

>sci-fi is the only way to make objective markers have context
Creatively bankrupt too, I see.

Also, getting all pissy because people tell you that one tiny little aspect of your game is shit? Wise up.
>>
>>180739972
was gonna say, how's this then
>>
>>180739972
It's his right arm. Something about it, especially on the left there, seems like he's got his palm facing down rather than facing up.
>>
>>180739992
>See that's bad application of objective markers.
that's how objective markers work in games
>sci-fi is the only way to make objective markers have context
for that style it is
>Also, getting all pissy because people tell you that one tiny little aspect of your game is shit? Wise up.
i'm getting pissy because you started talking about the lore for some random reason
>>
>>180739838
>kill the space pirate chief
>his lair is in uncharted space
>he has made his lair as hard to find as possible
>player chooses accept
>objective marker appear over pirate chief's head
muh GPS
>>
>>180739195

Character is overswinging.

The hammer should travel to the point of contact then stop -> reset

Also, downward strikes should begin from an overhead hold.

Have you ever used a sledgehammer before?
>>
>>180740156
>that's how games use them
and has been told you a dozen times over: that is a bad thing

>for that style it is
You're disabled.

>started talking about lore
Nope. That was you. You disabled cunt.
>>
>>180739679
Any more advice on improving? I'm quite happy with the gnome but everything else is just placeholders right now.
>>
>>180740201
>Have you ever used a sledgehammer before?
No, but I'll look into the stuff you said and think about it.
>>
>>180739972
Looks better from the front since its harder to tell how far forward his right arm is.
>>
10 is the worst possible pain
>>
>>180740169
if you're already in the lair then what's the problem? i can just make it so that you have to do something before the objective marker to the hidden room where the pirate chief is spawns
>>180740252
>and has been told you a dozen times over: that is a bad thing
well then i guess every AAA game is doing a bad thing
>You're disabled.
i don't actually give a shit if the context exists or not in case you didn't realise
>Nope. That was you. You disabled cunt.
context is lore you fucking spastic, talking about muh FOCUS and muh GPS is story shit and it's the farthest thing from my mind right now
>>
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time to move on lads.
God has spoken.
>>
>>180740607
excusing shit design with lore doesn't make it not shit
>>
>>180739304
>japan
>>
>>180739195
>swinging the hammer back over your head, then forward
A good way to throw out your back
>with both hands at the bottom
A good way to also club your own arse

You keep your right hand close to the head as you lift it up, then slide it down the base as you chop.
>>
>>180740639
what
>>
>>180740639
fuck off fag
>>
>>180740607
>well then i guess every AAA game is doing a bad thing
Correct. How many times do you need to be told this before it gets through your thick fucking skull?

>an interactive map is "story shit"
Disabled as fuck.


Enjoy making a shit game that nobody ever plays because you refuse to learn from others mistakes, I suppose.
>>
Bokubeeeeeeeeeeeeeee
>>
>>180740201
>fighting with a hammer in this anime game should look exactly like using a sledgehammer IRL

>>180740417
The most important thing is that the animations look cool, so don't take that guy's advice to heart.
>>
>>180740417

Warhammers were usually 1-handed, but the heavier maul or mallet was used with two hands by archers in close combat. (They had them to drive in stakes)

A maul in combat works very much like a sledgehammer. With a 2-handed hammer, the combatant leads the strike with the butt of the weapon and follows up with the strike. Because the weapon is heavy, it is held close to the chest.

Diagonal or downward strikes had to be followed up with a step or a movement to catch the weight. Letting the hammer follow through would create an opening for the enemy, so it was stopped pointing at the opponent to follow up for another strike.

The butt of the hammer was also commonly used as a strike. So, that is something you can work in as a 'light strike'.

Downward strikes are done from a vertical position, with the hammer held in the air. The strike itself is done purely with gravity.
>>
>>180740802
>>180740806
time to move on to ethical software, lads.
>>
>>180740873
To be fair, using a sledgehammer IRL is among the coolest things a human can do. Absolutely do take that guys' advice to heart.
>>
>>180740716
i don't care about lore
>>180740837
>Correct. How many times do you need to be told this before it gets through your thick fucking skull?
it's not going to get through my head because it's fucking stupid you contrarian /vr/ retard
>an interactive map is "story shit"
talking about the gay AI thing in horizon is story shit you mental midget

neck yourself
>>
>>180740873

> Morrowind/Oblivion/Skyrim combat animations

They were shit because the developers didn't know anything about real weapons.

Real weapon use makes a world of difference for combat animations.
>>
>>180740873
He didn't make it an anime sized hammer, so I assumed he'd want a semi realistic swing. Also what >>180740952 said.
>>
>>180741010
>calling me /vr/ after I explicitly mocked objective markers as being outdated

>talking about the gay AI thing in horizon is story shit
Except you said "GPS is story shit".

Do keep up.
>>
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>want to make a plane that stretches towards the horizon
>don't want to bloat the scene with a huge mesh, figure out it might be better to make some material that gives this illusion
>all answers I can find are "just make a big plane dude"
>too dumb to figure it out myself
>>
>>180741147
Is a huge plane really bloating if its just one poly?
>>
>>180741147
size doesn't impact performance, meshes are just a collection of coordinates
>>
>>180740909
>>180740952
PlatinumGames completely disregards realism when making their animations and theirs are the most stylish on the market. It's foolish to pretend that anything about the animations need necessarily be realistic.

If realism is what he wants to go for, then sure, but realism doesn't need to be the goal.

>>180741110
That'd be a great counterargument if I didn't just provide an example on the opposite end of the spectrum where lack of realism improves animations.

>>180741116
>He didn't make it an anime sized hammer, so I assumed he'd want a semi realistic swing.
This is fair. He's making a tokusatsu game so it could go either way. >>180740952's argument isn't particularly compelling, though.
>>
>>180741134
>I explicitly mocked objective markers as being outdated
they're not outdated if everyone still uses them are they
>Except you said "GPS is story shit".
either the GPS in GTA is either story shit or it isn't and therefore i don't need to provide context for my objective markers
>>
>>180741147
How to avoid feature creep?
>>
>>180741349
>Platinum memeing
Oh dear. What a terrible post. And I love Platinum.
>>
remember to take it easy
>>
>>180741349
>Muh Platinum
>>
>>180741278
>>180741343
It's water though. It has tessellation, is translucent, and receives shadows. I can't imagine having that stretched super far is good for performance.
>>
>>180741363
You're an out and out disabled cunt. It's actually stunning how retarded you are. Your game is shit and all that work you did on objective markers only made your game worse. I'll do well to ignore you and your shitty game in future like everyone else in this thead has done.
>>
>>180741437
>muh realism
>>
is there an autotiling algorithm already written down somewhere? there's gotta be...
>>
>>180741520
>You're an out and out disabled cunt. It's actually stunning how retarded you are.
you're so retarded that you can't even respond to my posts coherently
> I'll do well to ignore you and your shitty game in future like everyone else in this thead has done.
i don't want a RETARD like you to play it anyway
>>
>>180741412
So Platinum's animations don't frequently disregard realism or you don't think they make good animations? 'cause what you posted isn't an argument.
>>
>>180741116
>>180740952
>>180740909
>>180740873
>>180741349

Thanks guys. Debate aside, it was all food for thought. While it is true I'm making a tokusatsu/henshin hero kind of thing (he is a floating armor on fire), I'll experiment around with the animations. At least I'm aware which parts I'd be doing are technically non-humanly realistic to pull off.
>>
>>180741768
I don't think its a matter of realism personally, just a matter of efficiently managing momentum. Like look at the crypt blackswords 1HR1s in ds2. Not realistic, but it comes around the ahoulder nicely.
>>
>>180741721
Are you illiterate? 'cause what you posted makes it seem like you are.
>>
>>180741635
your game is shit
>>
>>180742017
Thanks for confirming that you had no argument and fell back on referring to something as a meme as though that's sufficient justification for why it needn't be addressed.
>>
>>180742285
Your strawmen hold no weight. You were rightfully mocked by 2 different posters for your terrible post.
>>
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>>180731592
Here's what I use to get the rotation of the left stick in world space. It will return forward if the left stick isn't being pressed.

You should getXVector from this rotation, then multiply it by a force.
>>
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>>180742653
And the input settings
>>
How should I handle skill increases? The character levels up and picks where to allocate the points or learning by doing? This means using a skill increases it eventually.
>>
>>180742860
Whatever you do, don't do both. Either auto level or allocate points manually. The former makes things natural, the latter lets the player optimize, but the combination of both leads to really painful and uncomfortable minmaxing. Though you could make it so that earning your points certain ways limits the stats which they can be allocated to I guess.
>>
>>180742860
t. allocationfag

idk skill allocation is more fun to me, levelling up is like christmas and I can pick fun things I want my character to be. learning by doing feels less satisfying and you don't feel like starting on new fun things because you're deterred by the prospect of having to grind them before gittin to a point where doing them is fun
>>
>>180739972
I like everything about this guy except the horn on his head
>>
>>180743242
>>180743258
What about this one? You allocate them, but there's a limit of how many you can allocate to each skill. That limit is set by "learning by doing. The limit can be increased learning from a character with that skill, so training can replace "doing".
>>
>>180743685
>but there's a limit of how many you can allocate to each skill
there's almost always a limit to these sorts of things

>That limit is set by "learning by doing. The limit can be increased learning from a character with that skill, so training can replace "doing".
so "doing" increases your caps? That's not a bad idea, though there still should be an endmost cap.
>>
>>180742653
>>180742753
Hey that's really helpful! Thanks I'm definitely saving that.
I'm so glad that ue4's been out long enough to have plenty of knowledgeably people now.
>>
I am trying to get the SDL-CS to work.

I am using Visual Studio.

It throws the following error: System.DllNotFoundException: 'Unable to load DLL 'SDL2.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)'

I downloaded the SDL-CS from their github and I included that as a separate project within my solution and I did mark it as a dependancy for my program's project.
>>
>>180743984
Doing and training increase how many points you can allocate to a certain skill.

So if I level up and get 10 points but I have been doing nothing (NEET knight) but I studied healing and explosives I might have a cap of 7 on each.

So I could do 7-3, 3-7 and everything in between. Do you guys think it's a good mechanic?
>>
>>180744415
>visual studio
you deserve it
>>
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>dont know how much polys is low enough
>spend 15 minutes trying to cut it down without looking like shit
should i even worry? ill just use 1 gun and one playermodel for now then try other weapons, this should be fine right?
>>
>>180744415
well is the dll actually there? you might have to place it manually in the same folder as the exe.
>>
>>180745303
>low enough
jesus when will the low poly meme end
>>
>>180745303
do you mean for a low-poly aesthetic or just performance? there's no reason to worry about the latter prematurely.
>>
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>>180741768

> swinging a sledgehammer in my room at 3am in the morning

Did this for you anon.

Sledgehammer Combat Principles

https://youtu.be/3xKu3IZQY0c
>>
>>180745658
>there's no reason to worry about the latter prematurely.
unless you're using unity, of course
>>
>>180745692
wow
>>
>>180745692
>unlisted
why
>>
>>180745692
I am genuinely impressed that you did this. Though I'm not sure if I mean that as a compliment or not.
>>
>>180745931
Why would you want people to be able to find that video lmao
>>
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>>180745692
>>
>>180745931

It's my official dojo channel. When I do proper videos I like to do a script and editing to make it look more professional.
>>
>>180745729
if you're actually deleting edge loops to offset your shit sdk's performance issues it might be the time to rethink your choice of sdk
>>
>>180741147
https://www.youtube.com/watch?v=T6tIf8ZWSFc

sorry i don't do 3d. just make a plane dude.
>>
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wow, a simple transition makes it looks so good.
>>
>>180746038
lmao XD
>>
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>>180745692
>>
>>180746038
because people might be looking for this information?
you're literally doing
>pmed you the answer :^)
>>
>>180745692
We've successfully attained /tg/ levels of grognardism.
>>
>>180745692
what the hell are you like a marine or something
>>
>>180745692
>Lindybiege's deformed forgotten child
god bless you
>>
>>180746663
dunning-kruger hema-fag most likely
>>
>>180741490
can you fuck with the shaders? because all these features could be turned off based on camera distance. or have a smaller plane with bells and whistles on and a simple blue one that covers the rest and blend between the two.
>>
>>180745692
>being this devoted to constructive criticism
I'm pretty glad we have people like you here. Going the extra mile to help a dev out.
>>
>>180746793
>lindybiege
>not Matt Easton
Now that's an insult. At least Nosferatu actually knows what he's talking about.
>>
>>180745692
That was educational, thanks. While I think video games don't need to be realistic, it's always good to know how something works in real life.
>>
now I can kill my entire family with just a sledgehammer, thanks
>>
>>180746938
people get an endorphin rush when a developer implements their suggestions

it's a form of validation for them
>>
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>>180745692
This is actually really good, thanks.
>>
What is normalizing vectors usually used for?
Why is it useful?
>>
>>180747946
when you just need the direction, not the value.
>>
Are there any Gamedev podcasts?
>>
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which is more /fa/?
http://www.strawpoll.me/13283083
http://www.strawpoll.me/13283083
http://www.strawpoll.me/13283083
http://www.strawpoll.me/13283083
>>
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>>180748035
>vectors
>value
>>
>>180748379
english is my second language, I'm not very accurate on some terms
>>
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>>180747946
A normalized vector represents direction, and can be easily made into a translation by multiplying by a single value.

There are other calculations that are easy and cheap to do when working with normal vectors. For example, the dot product will give you the angle between two normal vectors.
>>
>>180747946
Basically >>180748035

VectorA - VectorB = a vector which goes from B to A.
You might not want your results to vary based on how far apart those vectors are, so you can normalise it to keep your scales consistent.
>>
>>180748379
when did anime take such a nosedive?
holy shit.
>>
>>180748379
they clearly meant magnitude you insufferable nodev
>>
>>180748106
that would be extremely cancerous
don't give anyone ideas
>>
>>180748205
Why not builder pattern? Right now it's not clear if created object state should be mutable (setters) or not (constructor).
>>
>>180747946
It makes the total magnitude equal to 1. When you multiply something by 1, it stays the same, so you can multiply things by it to change the direction without affecting the overall magnitude.

Let's say you have a 2D vector [1,1] (or just anything of the form [x,x]). On a grid, this points "northwest". You have a speed value of 7, and you need a character to move northwest at that speed when W and D are held down (instead of moving up at 7 and sideways at 7 simultaneously, which would give you more diagonal speed than cardinal speed). You normalize that 2D vector I listed earlier to get [1/root(2), 1/root(2)], then multiply by 7 to get [7/root(2), 7/root(2)]. If you draw the line from the origin to the point picked out by the vector, you'll have a line with is still just 7 units long, but it'll have been rotated in the direction of the [1,1] vector.

>>180748379
You're the same person who had to ask the original question, aren't you?
>>
>>180748794
You better start believing in podcasts, anon....

YOU'RE IN ONE
>>
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I'm fixing up the options, it doesn't look like much of a change but it runs smoother now and without the bad glitching in the previous version. I've made it so that pressing right/left switches between the different squirtguns (someone said it looks like it could work for difficulty settings but its just a test) and its a step towards an ingame menu for switching squirtguns that I'd planned.
I removed the sega logo at start to be on the safe side which also lets the player into the game with less waiting.

I haven't uploaded the new version yet because I'm still working on fixing it up, making the collision for the tileset and scrolling be better so I can make bigger and better levels but its something that's been taking me a while to figure out.
>>
>gore
>asinine conversations by nodevs and """"programmers""""
cool thread agdg
fucking losers
>>
>>180748973
I reported the gore post. you're welcome

KEEP AGDG CLEAN
>>
>>180747946
pos = vector2.nomalize(destination-position)*2;
>>
>>180733907
this looks really polished and fun
>>
>>180748961
Do you have a twitter?
>>
>>180748860
It's just some POD vulkan uses for passing params to funcs so I'm not worrying about that, just readability
>>
>>180748205
something like an error report shouldn't have mutable state, that makes no sense, B is the best choice
>>
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slow progress is slow, i wasted hours on a bug that was caused by an extra indent, it made me feel really stupid, anyway flood fill function for the tile selection screen, i still need to tweak it, but at least the basics are done.
it's so fun making everything modal for maximum reuse.
i still don't know if i should make combat on map or do like fire emblem and have separated battle screen with side animation. i want to make characters customizable, it's easier to make animations in side view.
i will try to finish the logic loop by tonight.
>>
>>180749197
>>180748860
sorry, what I meant was "vulkan uses PODs like that all over the place to pass params to funcs"
>>
What are some good resources for learning general camera control theory?
I can't wrap my head around how the math works in terms of following and rotating around a 3rd person player.
>>
>>180749140
No, but you can see the demo page here;
https://hik.itch.io/catgirl-pool-party
>>
>>180749452
Side animation is best. It looks a lot cooler and you can add more detail to the characters/animations.
>>
>>180749595
Your game is one of my favorite games here
Keep it up
>>
>>180749498
if it's a wrapper to function params it also shouldn't have mutable state, stay with the constructor
>>
How does a person find motivation?
>>
>>180749879
>motivation
Discipline is the answer my friend
>>
>>180749879
think of money, respect and high class thai prostitute (((pussy)))
>>
>>180749624
that's what i thought, i guess i need to add a side view screen later
>>180749879
aggy daggy gives me motivation, whenever i see progress i get motivated to work on my game, also posting progress makes me focused and i don't want to betray expectation and waste people's time (even if nobody sees or care about my progress)
>>
>>180731831
proud cuz my vidya thread is still up hours later :)
>>
>>180749879
>>180734828
>>180737207
>>
lewd jam is the next jam
>>
>>180750567
:thinkhunh;
>>
Question for you guys have a twitter and tumblr: what do you decide to post in each? like, if you do some progress, do you just post it at both places?
>>
>>180750743
Both yeah.

Anything which requires a longer explanation I make a tweet linking to the tumblr
>>
>>180750743
Has to be unique so they keep visiting both
>>
>>180749879
read the thread and realize what you will become if you aren't deving
>>
>>180714102
hey is unity good for a duke nukem-like game?
>>
>>180750835
>>180750819
ok, ty
>>
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guess what my game will be from the image

hint: based off of a jojos episode, and named after a song, but not one which is ever referenced in jojos
>>
>>180751332
thread is full of so many successful ppl

>>180750507
so don't dev when tired?
Okay. I am sleep deprived right now.

>>180750423
agdg seems cool but I am way out of you guys league so.

>>180750107
buccy?

>>180749939
okay
>>
>>180751495
「shit」
>>
>>180751708
「piss」
>>
"A Cruel Angel's Thesis"
>>
>>180751592
>thread is full of so many successful ppl
Anon, we need to talk
>>
>>180751592
>he thinks we're some kind of AAA devs
oh boy.
>>
what happened to the recap
>>
>>180752108
>>180751831
you guys are making amazing games.
They're close to mario desu.
>>
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>>180752280
>>
>>180752531
wasn't that last weeks
>>
this thread is pointless, you're wasting your youth and nothing good will ever come from here

you're welcome
>>
>>180750567
that's not tokusatsu jam...
>>
>>180752663
That's the latest one posted 2 days ago.
>>
>>180752695
>>180750567
let's have a pol
>>
>>180752678
I'm wasting my youth anyways, by spending 4+ years on this CS degree that I hate. If I didn't have a side project that I can at least aspire to, I wouldn't even be able to function day-to-day.
>>
What are the differences between Lerp and Slerp?
When would you use one or the other?
>>
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>>180753010
Bully free zone, eh?
>>
>>180753010
>bulli
You deserve to be bullied for that
>>
>>180753010
You're such a Debiru
>>
>>180753010
I want to bulli her bucci
>>
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the time moves when you move
no seriously, why did nobody cloned super hot? that game is shitty and short with a huge room for improvements, is the game mechanic patented or something?
>>
>>180754060
The game mechanic is what makes it shit.
>>
>>180754060
>the time moves when you move
Every roguelike
>>
>>180754060
There are plenty of clones already, you just never heard of them because clones are retarded and never become popular.
>>
why didnt you protect bokubes smile
>>
>>180754304
>clones are retarded and never become popular
>he's never heard of minecraft
>>
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>>
>>180754060
whenever I play games with this mechanic (braid, superhot) I feel like when I start moving, I fail to account for something and it's really frustrating
>>
>>180752784
i would rather have a jam instead
>>
>>180738963
Ayy, that's very very very nostalgic, Anon.
>>
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>start working on game
>remember that Monolith failed
>remember that Bokube failed
>look at my twitter feed
>hundreds of decent looking 2D games with 1-2 likes
>realize that there is literally no point in game dev if your game doesn't have tits, super-deep number shit or ZOMG 3D graphics
>I have self respect, don't have autism nor am I a graphics whore
>get depressed and stop deving
How do you deal with it bros?
>>
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>water texture with foam looks good but makes the framerate do a nosedive
>take a look at the material
>Base pass shader without light map: 440 instructions

Don't use noise guys.
>>
>>180755031
Did the Bokube kickstarter fail?
You're shitposting, right?
>>
>>180745692
Anon, what the fuck
>>
>>180745692
>mfw he actually made it just now
I thought you linked someone elses video on the matter.

The problem with what you showed and what video games often do wrong with overswinging and stuff is the difference of making the combat feel good. I heavily doubt that using a realistic hammer animation set would make for satisfying combat.
>>
>>180755031
embrace the horror. your here forever.

https://www.youtube.com/watch?v=ZBYZns9bd2o
>>
>>180755031
>can't deliver anything worthwhile
>WHY CAN'T PEOPLE JUST GIVE ME MONEY FOR NOTHING
>>
>>180755131
it will in 5 days
>>
Mostly working on getting my drawing skills up, but I should probably start working on learning the coding side a bit. What's a good engine for a princess maker style game? I fully expect to get made fun of for suggesting this, but part of me feels that RPG maker is very suited for it.
>>
>>180755240
>Making games for money
You guys know that there's way easier ways to make money
>>
How guilty should I feel about using a tutorial to implement something?
I feel like I should have figured it out by myself, and it's sort of cheating.
>>
>>180755320
Yes, but people want to get paid for what they enjoy.
>>
>>180755320
>colossally failed the only job interview I've ever had
>make a living with video games
Speak for yourself
>>
>>180755254
>3.6k/5k
Doesn't most of the stuff happen in the final days?
>>
>>180755374
as long as you understand the code you're copy/pasting: zero
>>
>>180755031
realize you will die in the end anyway.
>>
>>180755031
Monolith didn't fail, the game is FUN
>>
>>180755045
Render noise to texture and then use that.
>>
imagine if regular art worked like game art

>the worse you are at it, the more dated it looks
>babby's first illustration looks like 80s/90s anime/cartoons
>talented drawfags' stuff looks like steven universe
>>
>>180755031
go furry, or make meme games, it seems that even with all this flood of games if your game is decent you can get 7k$ average, use that money to make better games, gain popularity, use marketing, marketed shit get sales because it caught people's attention, not because it's good.
>>
Is it wrong to consider going real time because of turn based being a hassle to implement? For what's a tactics game I'm not sure if real time would drive players away even when I'm probably going to include a pause and the pace of the game is going to be nothing like an RTS.

There's so many TBS coming out these days following the success of XCOM and the like that it also made me think real time might stand out from the crowd better.
>>
>>180755569
>the worse you are at it, the more dated it looks
wrong right off the bat
>>
>>180755031
You just gotta do a good game people are willing to play if you want money, Anon. The games here are mostly for self-amusement and even then, those you listed hardly count as failures.
>>
>>180751495
Is this 3d with a low render res, outline and some sort of toon shading?

How did you do it?
>>
>>180755031
>Monolith failed
literally a meme
>Bokube failed
bokube may have a defense force on /agdg/, but when you look past this, it's pretty lacking in some areas like overall gamefeel and visual design
>>
>>180755569
>Implying the shit pixel graphics all those indie games have looks anywhere as good as NES/SNES games.
>>
>>180755421
yes, Bokudev. don't you worry.
>>
>>180755835
>t. nostalgiafag
>>
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>>180755240
The point is that it doesn't matter if your game is good or not. If it doesn't appeal to waifufags, autists or graphic whores it's going to fail.
>h-haha I don't care if after month of work no one plays my game, who cares right?
Stop lying to yourself.
>>
>>180755674
You could do try a hybrid like Door Kickers or Frozen Synapse
>>
>>180755939
>tfw 2 out of the 3
I will make it
>>
>>180755939
>If it doesn't appeal to anyone it's going to fail
>>
>>180755938
Whomst are you quotin[B]?
>>
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I'm overly critical of my UI designs, could you guys tell me whether this looks OK, and mention any possible improvements I could apply?

one thing to note is that the icons are (probably) placeholders
>>
>>180755939
If you want to be popular, be a Minecraft Youtuber or something
>>
>>180755979
Turns getting executed at the same time doesn't seem any less of a hassle to implement.
>>
I'm so curious to see the games of these negative nancy posters.

You're like that guy who made a post-mortem for his generic gravity based platformer with a sickening camera and was baffled when it didn't sell.
>>
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>>180754060
the time stops when you move
>>
>MC hovers, removing all need for walk cycles and all the blends required
fucking genious
>>
>>180756491
here's a screenshot of it
>>
>>180756538
adadadadadadadadadad
good game
>>
>>180756538
Gameplay is Mirror's Edge time trials but to pass the stage you need a time of 0:00
>>
>>180756316
Not a fan of the font. Or the amount of space it takes.
>>
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>>180756670
>>
>>180756772
can you suggest a better looking font for a game dev sim type game? I've been looking for a decent looking royalty-free font, but this is the best I've found so I settled for it
>>
>>180756316
Add a free slander option which makes you shitpost about the rival company on internet forums.
>>
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>>180755031
>Monolith failed
??? ???
>>
>>180756316
>$70 chance of success
???
on another note, you need a better color pallet, blue and grey isn't pretty to look at, the title need to be clearer, if you won't use round corners then make the X icon a rectangle.
>>
>>180757321
less than 2k sales
>>
>>180757390
so far
>>
>>180757390
Did the dev say that?
>>
>>180757321
do positive reviews give you money?
>>
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>>180757079
done
>>
>>180757516
Yes
>>
why do you shit on monolith when it just launched? it has poor publicity but i'm sure it will keep selling, if you want high exposure at launch date then use kickstarter instead and shill your game hard.
>>
>>180747130

>>180757079
Do you feel it?
>>
>>180757350
>???

the basic idea is that you start a slander campaign, and there is a chance that it will succeed; if it succeeds - the rival loses reputation, if it doesn't - the rival loses no reputation, but I might make it so that he loses a portion of it

also, thanks for the feedback, can you suggest a better color palette or at least point me in the right direction?
>>
>>180757556
>$20 chance
>>
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>>180757556
very noice

>>180757707
yes
>>
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>tfw you're trying to model an older women's hair.
>>
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>>180757321
seems to me that its getting more people and growing in interest
>>
>>180757657
How did this concept of using a kickstarter to shill your game happen.

You market your kickstarter, not the other way round. If it worked like that games wouldn't fail to get funding.
>>
>>180757792
oh shit hahahaha, I didn't notice that

thanks anon
>>
>>180757842
use another object for the hair. Will be a lot easier to texture/slightly animate/etc.
>>
It worked for a minute back when KS was new. But like all marketing tactics, it lost it's effectiveness immediately.
>>
>>180757870
bokobey got a lot of free attention

honestly I can't see the downside of making a kikestarter even if it fails
>>
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pls rate.
>>
>>180758102
I keep a notebook of games that have failed on kickstarter and carry it with me to developer meet ups. If I see one of those developers at the meetup I might mention it to them in casual conversation.
>>
>>180758132
if you're going to make the projectile come out of the top middle of the ship, maybe we could something on the model to indicate that? Otherwise make it pop in front of the ship.
>>
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>>180755821
yes

The outline is just the freestyle tool in the blender renderer. If you're using cycles you won't have it available, and to be completely honest its not very good. You also could do something like create a scaled up version of your model, make all the faces black, then turn them inside out and only render the front of each face, but that would double your polycount. There's probably a plugin you can get that does it better than any of the aforementioned options.

The colors/shading are normally done with ramped shading but for some reason one of the blender updates changed ramps to look like gradient shit even if you specifically disable the gradient and tell it to use constant shading. Though if you just use a toon diffuse and specular, then change the size of them, you can move the edge of the shadow further forward/back. Pi is the max. Anything your diffuse isn't large enough to reach will just be a pure black shadow. With ramping you used to be able to have more stripes/edges but they changed how it works and I don't feel like fiddling with it.

That'll get you as far as pic related. After that all you gotta do is make a camera with a small resolution, then disable antialiasing.
>>
>>180758102
I can't imagine it's useful or motivating to see a good solid indication that your game might fail.
>>
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I've spent the most of this week doing various normie shit so I missed the recap thingy and I didn't post any progress here but I'm still alive

Here's what my game looks like right now. more progress to come next week
>>
>>180757870
games fail because they're not interesting, kickstarter let you have feedback with users, and people like when they're heard, add something they asked for and you just got yourself more shills, you can always adjust your game before selling, that's a thing you can't do if it's already out, let people design or add characters for 500$ each, give special rewards.
look at risk of rain, the best boss in the game wasn't even designed by the dev, you can't ignore the positive feedback.
>>
>>180758132
>>180758306
>Otherwise make it pop in front of the ship.
just make it come out from underneath
>>
>>180758459
yeah but visually you still end up seeing in appear in front of the ship.
>>
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>>180758459
>>180758549
done.
>>
>>180758635
good good
>>
>>180758635
I've seen people shitting on your model but it reminds me of Gitaroo Man and I like that.
>>
Me and codebro are trying to come up with a small jam-sized game idea to do in a month or so to accustom to each other before taking on a bigger project.
Here are some of the ideas we have right now, feel free to suggest some or tell which one sounds the best/better suited for its purpose.
>racing game, could be 1 vs 1 or not

>'fighting game' (ala Smash more than SF), obviously smaller roster, like 3-4 characters
>single player training/vs 100 modes, focus is on online 1v1
>of course the moveset would be much smaller too
>was thinking that it could incorporate some light RPG like features, like:
>play single player mode to level up and unlock different skills/moves before going online to fight other people

>card game
>self explanatory, of course would be super small and simple, just a couple of rules and a handful of different cards

>vs puzzle game ala tetris/puyo puyo

maybe a girls und panzer game? tank battles with little girls handling the tanks?
>tank battles with the pilots sticking out of the tanks ala Tank Troopers (pic related)

>3v3 soccer (of course the player controls one character, the other 2 are AI), shoot, pass, slide and that's it

>a turn based puzzle? game based on a paper and pen one, kind of complicated to explain only with words but
>basically you have a squared field, you take turns in making straight lines, when the line bumps into a corner of the grid it makes a 90 degree curve until it meets a flat wall
>after your turn is over, you check if the line created any full squares and mark them as yours (this is your score)
>the other player does the same, and of course the first player's line is still there so it can be used to create more squares
>sounds confusing but it's actually pretty straightforward in practice

The focus here is on multiplayer, but it's not a requisite.
>>
>>180758324
It's VERY VERY useful to gauge your audience's reaction, if you can't handle that then you're a little bitch and shouldn't be devving.
>>
>>180758972
>1 month
>>
>>180758324
Failure is okay if you learn from it.
>>
>>180759164
That helps the developer improve, but we were talking about the kickstarter helping the exposure of the game.
>>
>>180758972
people will fall for this
>>
>>180759161
>>180759318
I forgot about the bait that got posted yesterday.
I guess I'll wait until people don't associate my post to that.
>>
is "we're making a 1 month game" the new "artist looks for a programmer"?
>>
>>180759437
Considering people make games in 2 days for Ludum Dare, is one month that weird as long as the scope is small?
>>
>>180759437
>Me and codebro
but they're already a team
>>
>>180756924
The font is fine and readable, spacing is ok. Sure, I'd recommend a simple color palette without gradients and too much shadows, but I see are going for (yet another) pixel retro style, so I think it fits.
>>
>>180758350
Is that your own art, anon?
>>
How many of you are using (exclusively) blueprints?
>>
>>180759637
frankly I'm not sure what art style I'm going for, I'm not an artist, in fact, I'll need to hire an artist to get sprite work done, so if you have anything to suggest in terms of a potential art style - go right ahead, more feedback is good
>>
>>180759776
me
>>
>>180759776
Not exclusively, but almost
>>
>>180759565
just like "artist looking for a programmer," it's not 100% unrealistic, only 99%, hence the meme lives
>>
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am i finally gitting gudder
>>
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>>180758972
Multiplayer co-op top-down action-adventure.

In other words, multiplayer Zelda.
>>
>>180759908
>artist looking for a programmer
It's a meme programmers are the ones looking for artists.
>>
>>180760356
Depends what site you're on, when I frequented FPSBanana programmers were much rarer than artists because most people were there to do custom skins or maps.
>>
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>>180758972
CUTE tank battles!
It's probably going to take longer than a month to get something decently playable. But don't give up.
>>
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>>180755557
sweet, I didn't know you could do it in engine.
gotta find how to make it seamless though, I can't export it to an image format.
>>
>>180760912
Is that the nazi-communist flag I always wanted in order to spite both communists and neo-nazis?
>>
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A-are there any artist looking for programmers?
>>
>>180761230
If you want to go WAY in depth, here's a cool video:
https://www.youtube.com/watch?v=QGIKrD7uHu8

They even specifically cover baking animated caustics to textures.
>>
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>>180761232
not really, its a schoolgirl communist flag
>>
>>180761305
Yeah if you have a decent pitch and a track record of completed games.
>>
how do you find motivation to work on a game with programmer art ?
>>
>>180755031
My game have tits so it cannot fail.
>>
>>180761836
you can't
you use programmer art if you already have motivation not the other way around because programmer art looks like shit
>>
>>180735219
>not making 2d roguelike in unreal
Casual.
>>
>>180761836
Extremely hardly. To be honest, most of the times I drop my projects because of it. Now I think I'll go full ASCII, but then I see games like Brogue and realize that even making characters look good and appealing is hard as fuck.
>>
>>180761836
I mean the most important part of your game is the game. You can hire someone or learn how to draw afterwards. Making a good and fun game is the challenging part.
>>
>>180761230
There should be a checkbox for "seamless" in the noise node. You can even do things like painting with blueprints by finding UV coordinates on traced planes, modifying the texture however you want and rendering that to static texture too.
>>
Anyone know how Steam community News works?

Can I add/link to articles myself or do they just show up magically?
>>
>>180761836
I don't see how that would affect my motivation at all.
>>
So Unity 5.6 actually allows for runtime creation of navmeshes? They really did something right this time since not even assets from the asset store offer that consistently.
>>
>>180763854
pretty games are more fun to dev for
>>
>>180764170
fun games are more fun to dev for
>>
I am going to make a Metroidvania game as my first project ever.
>>
>tfw no artgf
>>
>>180762753
>You can hire
t. artist
>>
>>180764408
Don't forget the "roguelike"
>>
>>180758317
Hot damn this was way more info than I was expecting. Thank you!
>>
>>180764408
How original.
>>
>>180764506
>giving up 50% of your profits to an artist
laughing homer
>>
>>180758317
Freestyle works with cycles, and the backface culling/inverse hull method of outlining can be done with a solidify mod with flipped normals

Also there's a pixelate node that's worth experimenting with

Did you set your ramp blend from mix to result?
>>
>>180764595
50% of 0 is still 0
>>
How to earn money
>>
>>180764750
programmer socks and livestreams
>>
>>180764750
Make a good free game and put it on itchio
>>
>>180764750
be a publisher
>>
>>180764506
Even if you knew someone who's good at drawing or modelling it would be hard to convince them to make graphics for your entire game without offering money. I think its in every devs interest to learn how to do at least okay tier assets for their game, not only is it free but it's also nice to have complete control over the visual aspects aswell as the game mechanics. But some people can barely draw a fucking stickman and in that case it might be an idea to ask someone else to do it.
>>
>>180756542
>mc is a cube so there's no need for animation at all
fucking super-geniuius
>>
>artfag asks for atrocious amount of money for assets
>tell him to fuck off and code a neural net which feeds on anime to create 100% pure OC for me
>wanted a qt tough loli so trained it on girls und panzer
artfags get fucked
>>
>>180765067
>programmer power fantasy
>>
>>180765139
>artfag coping with the eventual obscurity
>>
>>180756542
literally babby's first cut on resources
>>
>>180761489
Thanks, I'll bookmark it for later.

>>180763650
It's already checked though, so I don't understand why that happens. It's fine if I directly apply the noise material onto a mesh.
>>
>>180757390
Wow really? I think they had atleast around 6k by now.

Yeah that's pretty bad.
They didn't shill enough.
>>
>>180765973
If they got that figure from Steam spy then it isn't particularly useful
>>
>>180765218
Lol nope.
>>
>>180765973
steamspy says 2200 +/- 1300, but that's unreliable plus doesn't account for the summer sale. either way it's an order of magnitude lower than it was hyped to be and it should be
>>
>>180766516
The dev said they made less than 5 digits so far. And it is a team IIRC
>>
>>180766616
Steam spy themselves say figures under 30,000 are pretty useless.
>>
oh my god gus i can't believe BOKUBE (!!!) (nintendo quality!!!) and monolith is bomb..
is agdg deda?
>>
how do i convince my artfriend to work for me for free
>>
>>180766728
>>180766737
perfect thread summary, good work anons
>>
>>180766737
Try to come up with something that you both are excited to make
>>
>>180766629
>less than
Pretty sure they said they've "made" five figures so far, so no. If you mean they've SHIPPED or SOLD less than five digits, sure, maybe.
>>
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>>180766728
>BOKUBE (!!!) (nintendo quality!!!)
>>
>>180765218
By definition, Neural Networks can't create new things, they only base their content on what they have been fed.
So bad artists with no inspiration will be useless, good ones who can come up with a consistant universe won't.
It's pretty much already the case anyway.
>>
>>180767090
less greedy fucks,deviantart/tumblr userbase plummets, dunno,sounds really fucking good to me
>>
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>>180757390
>search Monolith on youtube
>literally one video with 332 views

Maybe the dev should let more youtubefriends know about his game
>>
>>180767451
>name game monolith
>whoah lets plays are hard to search
>>
>>180767451
/agdg/ was blacklisted by lets players lounge and monolithdev did not pay up
you must learn from this, fellow devs
>>
>>180766875
Let's give them the benefit of the doubt and say they sold 3k units

3,000 units x $7.99 = $23,970 USD
23,970 - 30% = $16,779 USD
16,779 split across x members they have.

Considering Monolith took more than a year to make, this is shit so far. The biggest purchases come from the first 2 weeks. A sale might help a little bit, possibly an additional $10k. Still nothing though.
>>
>>180767607
5 years

their only hope at this point is that the near perfect reviews translate into a slow burn of sales
>>
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167KB, 504x224px
>>
>>180767607
Team D-13 consists of 3 individuals, so 5,593 per person. It's not that awful if you consider that they are hobbyist and have real jobs
>>
>>180767854
this is the power of godoh? w-wow...
>>
>>180767704
>their only hope at this point is that the near perfect reviews translate into a slow burn of sales
The game only needs to pick up some steam. E.Y.E. Divine cybermancy has had a similar case (only website I heard about it was a small french one focused on FPS), and the game has more than 400k owners according to SteamSpy, which leads to a mean of 66k sales per year (which I assume was more of a big spike). And it's a flawed game, which doesn't look stellar, has an awful translation from a plot that doesn't make sense, and is packed with confusing mechanics.
>>
>>180767581
What the fuck is lets players lounge and why does it mater at all?
>>
>>180764623
>Freestyle works with cycles
Really? I was told it just lacked the option myself, never checked to be honest.

>Did you set your ramp blend from mix to result?
I set it to "result," yes, unless "from mix to result" is its own thing that I missed out on.
>>
>>180768231
>And it's a flawed game
One of my favorite, so much pure and raw fun
>>
>>180767704
How the fuck do you work on a game for 5 years and not have a giant fanbase by release?
>>
>>180768248
This one guy likes to pretend there is a cabal of youtubers who won't play your game unless you pay them.
>>
>tender arms dev and vine going godoh
it's the end isn't it
>>
>>180768340
Why would you assume that in the first place?
>>
>>180768471
t. gockgem
>>
>>180768445
>i unironically partake in engine wars instead of just jumping ship to whatever seems to be the most sensible option to go with at the time
>>
>>180768340
Depends on how you market. I mean I've been here for like... 8 years, and still dont have a tumbrl/twitter/youtube page because fuck that
>>
>>180768445
Its not a meme. Gamemaker has been replaced and Unity is next on the chopping block.
>muh shill
>>
>>180768614
>Replacing
They're tools, people using them dont need to switch to something else.
>>
How do you get lerp/slerp to go from slow to fast instead of fast to slow?
>>
>>180768329
I'm not saying it's a bad game, but a lot of weapons are useless (because half of them are completely overpowered), the story makes almost no sense (even in french), and some mechanics are confusing (research, hacking, critical hits).
But, it has a lot of juice, being able to feel like a merciless god is very satisfying, and the atmosphere (visuals and audio) are very nice, although a bit raw.
Which is why I think Monolith could follow the same path, I haven't played it yet but it seems like a honestly good game.
>>
>>180767607
>The biggest purchases come from the first 2 weeks.
That's only really true for AAA games, most indie games grow in popularity over time, at least if they're good anyway. It's all about word of mouth
>>
>>180768814
it's simple
instead of lerping from slow to fast, you lerp from fast to slow.
reverse the inputs you fool
>>
Looking for an artist?
I'll check back in an hour, to check for serious responses.
Please include the time you've been working on your game, how many others you're working with, previous games, engine being used, genre or comparable games, free or commercial.
Let's get this started.
>>
new
>>180769006
>>180769006
>>180769006

>>180769002
i'm looking for cock please come to my thread
>>
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>>180769002
>>
For the love of christ don't reply to that idiot.
>>
>>180755031
Monolith dev did like 000000 marketing. I never expected it to "succeed" to begin with. whatever that means.
>>
>>180764801
>programmer socks
?????
>>
>>180768471
5 years is a really long time, just doing some random shit on social media every now and then would have been enough to establish an online persona. It's mindboggling that a group of people would work for 5 years on a game and not organize a community around it.

>>180768613
>I've been here for like... 8 years, and still dont have a tumbrl/twitter/youtube page because fuck that
Yeah, why would you need one of those, to archive your shitposting?
>>
>>180755031
Turn to patreon porn games lad
get started on getting gud at drawing (you only need to be above average, really)
>>
> How to Webm
obsproject.com
nvidia.com/en-us/geforce/geforce-experience/shadowplay
gitgud.io/nixx/WebMConverter
github.com/thetarkus/WebMCam
Thread posts: 757
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