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/agdg/ - Amateur Game Development General

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Thread replies: 779
Thread images: 148

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if you zoom in the pic, you will notice the pic has "agdg" written on it, so it's indeed agdg related edition

> Next Demo Day 15 (4 DAYS 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 Steam Games: www.homph.com/steam
AGDG Logo: pastebin.com/iafqz627

Previous Thread: >>180833195
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.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
nvidia.com/en-us/geforce/geforce-experience/shadowplay
gitgud.io/nixx/WebMConverter
github.com/thetarkus/WebMCam
>>
FUCK YOU
>>
always enginedev
>>
FUCK YOU
>>
>>180876735
>>180876790
is there a problem?
>>
FUCK ME
>>
FUCK US
>>
>tfw just finally finished coding the settings for analog sticks
now I have to test them out and see which parts don't work
>>
>>180876916
>>180877001
maybe later
>>
Game development helps to stave off my lifelong depression and anxiety, I don't feel like a complete NEET waste and I'm proud of my progress, I finally feel like I'm part of the world and not just an observer.
>>
>>180877367
Same. And Im not even a neet.
>>
>>180877367
>I finally feel like I'm part of the world and not just an observer.
>tfw still feel like a visitor no matter how much progress
>>
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>>180877367
>>
i want to see his chart.

https://www.youtube.com/watch?v=6mKpGmdmvtk
>>
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I didn't expect this to happen
>>
>>180877783
TIME TO LEAVE THEM ALL BEHIIIIIIIIIIIIIIIIIIIIIND
>>
>>180877783
Is the bat supposed to be an enemy? I thought it was an alternate form of the MC.
>>
>>180877783
I like the look of your game
>>
>>180877891
The player can become any enemy.
>>
i've picked godot and reading through the docs, why does anybody complain about bad docs when it has a step by step tutorial and you can pretty much check every usable class in the engine itself?
>>
>>180877997
yeah but it doesn't look like an enemy, the color scheme is the same as the player
>>
>>180878027
it doesn't burp you and change your diaper so its shit
>>
>>180878067
Because there's a whole class of enemies that are the same type of monster as the player
>>
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i'm trying to improve the general feel of all of my movement to be more fluid. i've been working on turning, decided to mess with some values for fun.
>>
>>180878027
Because people don't read through the docs and expect tutorials in the class reference instead.
>>
>>180878027
Yeah when you move away from the more commonly used classes you may notice that a lot of them have nothing but the function names written in the docs.
>>
>>180878136
But can he stand up consistently after falling?
>>
>>180878136
When did this become a break dancing game?
>>
>>180878382

it didn't. but you can break dance if you spam all the movement keys while rolling and kicking.
>>
>>180877105
what are you talking about, anon?
they should work first try, you don't ever need to test if something works, because it does works
That's how programming is, write once, test once.
>>
So I finally have time to get back to developing my pet project, a game heavily inspired by the battlenetwork games.

If you had something to add/improve upon the original formula, what would you do?
>>
>>180878335

i was going to do a canned get up sequence but i want to do it right. i'm working on a more procedural system for getting up.
>>
So, *a-hem*, as it turns out, I'm an amazing dev and my games are really popular.

I think some apologies are in order.
>>
>>180879315
Post them faggot
>>
>>180879315
where is your game?
>>
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>>180879359
>>180879340
right here
>>
>>180879340
>>180879359
https://www.youtube.com/watch?v=gbNYWRWRuwg
and to think I only made this game in school
Imagine how popular Mirklings will be

But it's okay, I won't leave you non-300000-view-lets-play devs and keep endowing you with my vast, vast knowledge

It hurts how they're bullying me in the comments how do I cope with that I never had to do that before I only have 20 twitter followers dammit I shouldn't have to suffer like that
>>
>>180879315
we ain't apologizing for shit especially considering you don't actually have a game
now get out of my thread before i kick you in whatever you might have instead of nuts
>>
>>180879595
Nice, I almost bought that one but I decided $1 was too much.
>>
>>180878734
More instantly accessible and infinitely usable command moves like the met shield from BN2 hubstyle, ideally either tied to styles or customizable in their own right.
>>
>>180879616
I'm not watching that because I don't care.
>>
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rate
>>
>>180879616
Post your twitter in reply to the most popular comments and tell people to come talk shit to you there.
>>
>>180879881
And I'm not watching it because I can't take the possibility of people making fun of me

We're in the same boat here
>>
>>180879616
>>180880026
Okay I changed my mind, I care. Definitely do this.
>>
Can a female dev make an appealing VN?
>>
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The Bokube Kickstarter will succeed, and here is why

1: It's a better game than many which are funded at that price. It is a puzzle game with custom assets and it works.

2: A demo is available to prove it works. This puts it above most kickstarter games.

3: It is super casual and norm norms have money.

4: agdg shitters are always wrong about kickstarters and said at the beginning it wouldn't be funded, so you can guarantee it will

5: Kickstarters have failsafes and only the kind of baffoon who thinks professional wrestling is real would believe the negative hype and fake drama about whether it would fail
>>
>>180878136
WHERE IS ROBOT SAMURAI
>>
>>180879616
>300k views
wew, that's pretty awesome
>tfw my game will never get roasted by youtube commenters
>>
>>180879892
I can just imagine the space invader giving a fateful monologue before commencing the final attack on Earth's brave defender.

thrilling and dramatic/10
>>
>>180880163
>appealing VN
>>
>>180880163
Yeah
>>
>>180880163
If she makes it about herself and uses pictures of herself in the game. Nudes, obviously.
>>
>>180880163
a girl cant write about anything interesting. what's she going to make the story about, doing her makeup?
>>
From last thread:

>>180878389
What would it be multiplied by? 0.x?
Would subtract work with both signed and unsigned values?
>>
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>>180880348
looks bretty good.
>>
>>180881120
Subtraction won't work with negative values.
Multiplication will.
This is 5th grade arithmetic.
>>
Hi, I'm just getting into game dev and this is my first project. It's a top down shooter, obv. I'm making it in Construct 2 because that seems like a pretty easy place for a novice to start.

This is my first ever progress post so I'm not sure what to say other than "I'm here and not a nodev anymore". This is fun so far! Although I think as soon as I start creating enemies the fun is going to stop immediately.
>>
Why does opening structs in Unreal cause the editor to crash?
>>
>>180881229
That's what I thought as well.
I was wondering why it was suggested.
>>
>>180881662
Good luck!
Good to see some yesdevs here for once
>>
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>>180881201
>spatial
>>
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>>180881662
oh hey another fpdev
>>
>>180881989
????
>>
>>180882025
Hello, friend.

>>180881857
Thank you, it's not too hard yet but then again I haven't made anything really complex so we'll see.
>>
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>>180877783
>>
>>180881662
Good luck!
>>
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>21 tumblr followers
>13 twitter followers
>>
>>180882250
That's not a lot, anon.
>>
>>180882250
Why didn't you follow me back? :(
>>
>>180882407
I'm a nobody.
>>
>>180882443
post tumblr twitter
>>
>>180877783
the moon thing in the background looks kinda weird. like its too obviously just a 3d model positioned behind the other level geometry. you should maybe position farther away or think about using some filters at some point in the future. I know you probably gonna change it but its just something i noticed
>>
>>180881662
Enemies are one of those things that are easier to do than they seem.

Even if you make really basic AI, you'll find it works just fine in practice. Of course like with most things the more effort you put in the better it gets, but it doesn't take much work to get something simple and fun.

So yeah don't worry, just do it.
>>
>>180882645
I hope that's the case, yeah. I was thinking of doing it sort of like Hotline Miami where enemies have a couple of different states when they're not active (patrolling, investigating noise etc), but only one or two when they are (moving around, closing in on the player, standing still and firing etc).

The pathfinding is what I'm worried about, that seems like it's gonna suck no matter what I do.
>>
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Monolith dev your game is hard But it's really fun
>>
Unironically, would an artist like to collab on my Unreal 4 space pirate game?

I literally just need 2D character portraits for dialogue cards. Like 5 or so for a few characters. I don't even care if they're shit, better than my MS paint.

inb4 memes. Good luck on my project.
>>
post games
>>
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with this, i rewrote the entire colision system 3 times now

but now i finaly got what i was looking for, you have "control" to were the asteroid will go.
>>
>can't call a custom event in Unreal without an instance reference
So are these just functions for retards or what
>>
what are some cool mechanics involving lighting systems?
>>
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>>180883208
>Can't call a non-static function without a reference to the object that contains the function
Well, yes. This is how you program anon
>>
>>180883208
No they're pretty different
>>
>>180880237

i was in between models when i recorded it.
>>
>>180883373
Dark Aether
>>
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shit progress
first mechanics edition
+ camera switch
+ bouncy bodies
>>
>>180883413
that's not what an event is though
>>
threadly reminder to back bokube

https://www.kickstarter.com/projects/2139542651/bokube
>>
>>180883724
thanks bokube

with best regards
bokube
>>
>>180883724
no
>>
how the fuck do people write structured and clean lua?
coming from a strictly typed compiled language, the freedom overwhelms me.
>>
>>180883858
tables
>>
>>180879892
lowpoly was a mistake
>>
>>180883413
I'm really not all that familiar with events, but the way I saw them explained in a Unity tutorial a while back is that you put functions in a box (the event), and then you call that box and it calls all the functions for you.
In this particular case it doesn't much matter because I was just trying to reduce the number of nodes in my graph by replacing a function call with an event, but if I wanted to say, call an event on every instance of an actor, I can't do that without iterating over an array of every instance, and at that point I may as well just use a function to avoid clutter in the main graph.

>>180883457
How so?
>>
>>180883858
chairs
>>
>>180883724
Wow, that's not going to make it(unless bokube fills the gap himself). And the guy who pledged $1,000 is either bokube himself or someone who is going to refund on the last day.
Life is too cruel for bokubedev.
>>
>>180883913
but everything's tables and there's never any guarantee about them unless you litter your code with if table[key] thens.
>>
>>180883858
You don't, Lua sucks.

Probably the only good dynamic language is Scheme
>>
>>180883858
I get around this by using another language instead.
>>
>>180883951
>you put functions in a box (the event), and then you call that box and it calls all the functions for you
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/EventDispatcher/
You bind events to an event dispatcher, and call the event dispatcher which proceeds to activate all those bound events.
>>
>>180884290
>>180884294
but muh löve
>>
>>180883951
Events are just an execution starting point with a optional input parameters, after that it's a normal graph. Functions have an output, can't have latent nodes etc.
Events can be bound to timers/event dispatchers.

I have no idea what you're on about with your description. If all you want to do is reduce clutter then just collapse the nodes.
>>
>>180883724
I feel bad for bokube but at the same time I would never buy or even play his game. Weird feeling.
>>
Of the projects that have reached 60% of their funding goal, 98% were successfully funded.
>>
>>180884294
>>180884290

you have to understand lua is a SCRIPTING language. that means it's for implementing single responsibility, isolated functionality. not for organizing a whole program
>>
>>180884434
so is scheme
>>
>>180884550
What's your point? Scheme is much like Lua in that it gives you almost too much flexibility.
>>
>>180884361
what is love?
>>
>>180884632
baby dont hurt me
>>
Reminder that if an engine is not in the OP then you shouldn't be using it.
>>
>>180884612
scheme is a far more consistent and powerful language
>>
>tfw theres never been a dev bullied harder than bokube
>>
>>180884839
That's beside the point, if someone is having trouble with discipline in Lua, Scheme is not going to help.
>>
>>180884869
objectively untrue
>>
>>180884832
What about your own?
>>
>>180885003
Is it in the OP?
>>
>>180883724
>https://www.kickstarter.com/projects/2139542651/bokube
What the hell is happening. I come back to AGDG after being gone for a little bit and now 2 agdg games are making it. I need to get back to deving hard.
>>
>>180884365
>If all you want to do is reduce clutter then just collapse the nodes.
Fuck, I didn't know you could do this. This makes everything better.

>>180884310
This looks like it still only fires for a single instance.
>>
>>180884832
But muh LibGdx
>>
>>180885038
Are (You) in the OP?
>>
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>>180885210
>>
>>180885210
german engineering
>>
>>180885210
daily reminder that 80% of people on /agdg/ are more excited about ass techdemo without gameplay than your game
>>
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Game over screen.
>>
>>180885210
Is this hand animated or dynamic?
>>
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probably gonna miss demo day, but if I finish my entry for the "so bad its good" jam I might have time to push a new demo of Creature Castle

w/ audio http://i.4cdn.org/wsg/1498527155807.webm
>>
>>180885471
>same as title screen
>>
>>180885468
Vocal minority
>>
>>180884839
scheme is more powerful sure, but I wouldn't say it's more consistent
the fact that any real program has to venture into dialect-specific extensions pretty much guarantees that
>>
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>>180885589
>sneaky skelly
>>
>>180878027
There are still classes and functions that completely lack description. But you're right, it's not nearly as bad as some people say.
Also some of the complaints I've seen is that there's not example code for every function. I think that's too extreme though. Example code for every class might be something that would be a benefit though.
>>
>>180885589
LOVELY
>>
>>180884839
it's also slow as dicks. it's for a different kind of problem than game scripting
>>
>>180885589
>that music
i'm sold
>>
Why can't someone just make a language that is as fast as C++ but easy to use and with all the modern niceties?
>>
>>180885931
golang
>>
>>180885931
Rust
>>
Would it be cool to have the style of puzzle solving in a point-and-click adventure game swing wildly between logic puzzles, lateral thinking puzzles, lateral thinking puzzles that look like logic puzzles, and logic puzzles that look like lateral thinking puzzles, or would this just be frustrating and add a kind of "false" difficulty?
>>
>>180885931
>as fast as C++
>with garbage collection
Anon...
>>
i'm all out of ideas /agdg/
>>
>>180885724
100% xylophone free

>>180885792
thanks anon

>>180885845
soundcloud.com/jasozz/skellies-01

without explosions and punches, if you wanted to hear it better
>>
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>>180885967
>go
They should have called it stop
>>
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https://www.youtube.com/watch?v=1dNuBRNV3QY

Kid friendly streamer is back for de bokubay
>>
>>180885931
>c++
>fast

https://blogs.msdn.microsoft.com/jonathanh/2005/05/20/optimizing-managed-c-vs-native-c-code/

>After Raymond’s sixth optimization, his C++ code finally beat the C# code — because the runtime got down to where the 60ms startup overhead of the CLR made a difference!
>To accomplish this, Raymond had to:
>Write his own file/io stuff
>Write his own string class
>Write his own allocator
>Write his own international mapping
>>
>>180886143
is he an irl hedgehog
>>
>>180885931
They already did, it's called Rust.
>>
Fuck programming. I know what I need to do but I don't know how to fucking do it. Godot's docs are shit and tutorials don't ever explain what I need to do.

How the fuck do I make a sound effect work on an event? I'm trying to make a *bump* sound for the Pong game when the ball bounces but I can't get the shit to work.
>>
>>180885589
>>180886083
Beautiful, you are starting to become my favorite dev here
>>
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wow, game is done.
this was fun to make.

now It needs music (have no clue how to do music lol) and sound effects.
>>
>>180886185
Yeah, for a fucking dictionary application.
>>
>>180886143
His brightness settings look like ass. Bokube isn't suppose to be THAT bright I wonder why he did that.
>>
>>180886365
Should've paid him more, bokudev.
>>
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>>180886317
>game is done
>It needs music...and sound effects
>>
>>180886242
get_node("SamplePlayer").play("Bong")
>>
>>180886365
it's typical to increase brightness for recording so it's easier to see in a video
>>
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>>180886479
I have no money for anything why do you think I did a $5000 kickstarter.
>>
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Webdevs, is there a way for my function formAction() to know the values of the input element in the form?

Right now I'm thinking of manually passing in "q" as an argument, then inside formAction do some getElementByName() on each argument
>>
>>180886185
>>180886363
Also, this is from 2005, and it's probably MSVC which used to be even worse compared to GCC than nowadays.
>>
>>180882626
I disagree, I actually like the low poly obviously 3d aesthetic
>>
I deeply regret not getting that sound pack that was on sale a few weeks ago..
>>
>>180886603

document.getElementByName(name).value
>>
>>180886532
Jesus Christ, I'm a fucking idiot. I literally had "SamplePlayer" the entire time. The tutorial I looked at said to do
get_node(SamplePlayer).play("Bong")
I thought I was pulling the class, not the node's name. Thanks dude.
>>
>>180886143
>"Mary-o cart"
Nice that he gives a shoutout to the kickstarter
>>
>>180886603
I'd probably just use jQuery, bind submit on click, then inside the callback function use $(this).parent().children() and make sure to ignore the button element.
>>
>>180878125
this doesn't really change the fact that it's visually confusing. Gameplay should probably trump lore in a game like yours.
>>
>>180886849
So theres nothing inherent about form onsubmit functions that include the forms inputs as arguments?
>>
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>>180886143
He changes his hair color every 2 months I hope he doesn't get brain cancer.
>>
>>180886559
Those are some big boobs. Please make a lewd version of this game.
>>
>>180887145

onsubmit attribute works on the DOM

Backend will handle the post method
>>
>>180886954
Which tutorial?
>>
I hope you succeed bokube
>>
>>180887205
or he painted his hair green and uses a green screen effect to change his hair color
>>
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>>180887490
You can do it!
>>
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If I take off that Node2D, would your Player instance be freed?
>>
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>>180887825
>>
>>180886143
>Waaah this game doesn't have checkpoints
>Oh no I die in one hit
>I wanted an easier game, even though this is babies first puzzle game
This guy is ultra casual like damn.
>>
>>180887825
yes
>>
>>180887481
Nope, nevermind. His SamplePlayer was named "SamplePlayer" and it confused me.
>>
What dead projects do you miss the most, /agdg/?
>>
>>180888130
He's right though, Bokubey is too hard and levels are too long to not have checkpoints.
>>
oh well, time to make a song using what I've learned doing art.

Basically stealing parts and tracing.
>>
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>tfw you realize a way to actually make your shitty gameplay good
>4 days to release
i- it's the thought that counts, I guess

If you make the squishy enemies react to the bombs you're dropping, you could potentially add a pacifist route which would go well with the overall tone of the game and increase the solution space. But alas, fuck it.
>>
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>want to make webms
>download the WebMCam think because all of the other options look like cancer
>try to use it
>theres no .exe
>google help for how to run it
>nothing
>readme is in some dipshit format instead of a .txt and it seems like it has no helpful information anyway

What am I doing wrong? Is it a linux program or some shit?
>>
>>180888194
mine
I will go back to it once I finish my current one, r-right?
>>
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>>180888314
is that game what i think it is?
>>
>>180888194
CityStacked
the doom-art point and click
pugs life
>>
>>180888350
OBS
>>
>>180888314
l-lolidev?
>>
>>180888314
what is this
>>
>>180888350
Sorry anon, the OP link should instead point to
https://github.com/TheTarkus/WebMCam/releases
which has a zip and exe for u
>>
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>>180888472
>>180888614
>>180888641
Now I feel a little bad for lolidev because people mistake my click-cramp simulator with his paragon of autism.
>>
>>180888194
Sojourn
>>
>>180887354
Its kid friendly but with a thicc girl.
>>
I want to make a 2D game with hand-drawn art, not pixel art. Is Gamemaker a good engine for this or does it only work well with pixel art?
>>
>>180888130
You're developing for your market, not for you. It is too hard.
>>
>>180888806
phewww
Going to put it in DD?
>>
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>>180888956
Thats right anon but the correct term is thicc oppai loli.
>>
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>>180889139
>>
>>180888962
It's all pixels either way dude, what does the engine have to do with anything?
>>
>>180889103
yee boi

my first Demo Day, I am so excited
I bet all the streamers will skip it
>>
Is it wrong to steal someones idea from agdg? One guy has a game that just makes me want to make a game like it so much
>>
>>180889312
not if you make a better game.
>>
>>180889290
Except in vector graphics
>>
>>180889290
I'm mainly asking about scaling and stuff. It's just that I've never seen non-pixelated Gamemaker games besides some simple vector ones so I'm wondering if there's a reason for that.
>>
>>180889312
I allow it
>>
SOMEONE MAKE ME SOME FUCKING CHIPTUNES GODDAMMIT
>>
>>180889309
I'll play it
>>
>>180888662
Thanks senpai.
>>
>>180887825
When a node is freed all child nodes are also freed. Note that removing the node from the scene tree does not free it, and it doesn't free itself when it's not referenced anymore. This can cause a memory leak if you don't free a node and it has no references.
Anything that extends from Reference will free itself when it's not referenced anymore, so you don't need to worry about that.
>>
>>180889507
Thanks man

Unless you're playing with my feelings, in that case still kinda thanks but with a passive-aggressive undertone
>>
>>180889464
beepbox dot co
>>
You guys always say that Unity is a meme and that Gamemaker and Godot are the go-to for 2D games, but why do big hitters like Ori and Hollow Knight go for Unity?
>>
It's kind of weird how there's always writers, level designers and ideaguys wanting jobs when you don't want them, yet when you go to look for someone who does those things (maybe more design than ideaguying), you have to pay..

I'm actually at a point where a writer would actually help. Not that I'm asking you memers.
>>
What's the best way of infinitely scrolling a vertical background? Do you guys create two instances and move one on top of the other once it reaches the bottom of the screen, or do you make one image that's twice the size of the screen?
>>
>>180890691
Because CAN WE HAVE A SINGLE THREAD WITHOUT ENGINEWAR AUTISM REEEEEEE
>>
>>180890703
because idea guys can't tell the diference between a professional writer that knows grammar, classical language, figures of speech, poethry, classical metric, oratory, rethoric, dabbles in philosophy and history and their high school essays.

writing is fucking hard as fuck.

t. wannabe writer and poet.
>>
>>180890691
autism
>>
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>>180890257
>>
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wew finally added the third set to the game. This sure took forever.
>>
>>180890928
FIX THOSE UNITY SLIDERS GET BETTER UI
>>
>>180890703
I'll write for you bby ;) Just give me your base plot
>>
>>180890968
little early in development to worry about that eh?
>>
>>180890889
I can't write stories or dialogue but I did two years of AP English and I've got an oversized vocabulary, an above-average understanding of sentence structure, a casual knowledge of Classical philosophy, and the ability to use a semicolon correctly.
How much $$$ is that worth
>>
>>180889464
https://soundcloud.com/glitchedtransmission/180889464a

for (you)
>>
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>>180890928
Sweet.
>>
>>180890968
Nooo I don't want to
>>
>>180891061
I can tell you where to learn how to write, are u interested?
>>
Artist looking for artist.
Reply with art.
>>
>>180891163
Nah, I'll just wing it.
>>
>>180877783
GONNA REACH FOR THE STARS

TONIIIIIGHT
>>
>>180891269
writing is hard as fuck if you're trying to write like shakespeare.

learn from him.
>>
>>180890714
Why not a combo of both?

I'd expect having a super long one wouldn't be great. But having two small ones constantly placing after each other would not be great for memory either.

So depending on how long the level is, split it into fourths or fifths and have them spawn after each other but that way it's not too quickly
>>
>>180891083
>4 second loop played 12 times
very generous anon
>>
>>180891434
But Shakespeare was a hack who resolved stories with deus ex machina.
>>
>>180891516
> for free
you are welcome
>>
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C- could it be?
Less blurry webbums?
>>
>>180891530
he's not the best at writing plots, but he invented the language we're using right now, faggot.
>>
>>180891623
i'm not the one who asked, i just don't see the point in that response
>>
>>180891643
Holy shit, this webm looks P A S S A B L E

Big thanks to the guys talking about the webm tool above
>>
>>180891643
make it about european reffugees.
>>
>>180883184

Know what your game needs? Loading screen quotes about defensive philosophy.
>>
>>180891768
Play it till the end
>>
>>180891653
Yes, he's one of the greatest wordsmiths who ever lived.
But he was a hack when it came to telling stories.
>>
>>180891643
What is this game
It looks like you just click randomly to win.
>>
>>180891937
his plots are better than 99.9% of the shit I see in hollywood, anime and games.

so, meh.
>>
>>180891937
its about the memes
>>
>>180890889
>rethoric
>>
>>180891083
That's actually not bad; I might just use it. Thanks anon.
I'm the anon you're replying to btw.
>>
>>180891865
send me some and i'll see if i managed to put then im before Demo day
>>
>>180892035
You have to kill the Mirklings
If they reach your loved ones, your loved ones die
You click to make explosions
Explosions kill Mirklings, going back to point 1.

There's a disco level
>>
>>180892075
the three act structure hadn't been invented yet
>>
>>180892232
But the explosions are so big it doesn't seem like you can lose unless you want to.
>>
>buy comfy laptop stand and new battery so it can stay cool and i never have to use it on charger
>now my laptop suddenly wont boot despite the battery being confirmed good

why do i even try, desu.
>>
>>180892282
But the Mirklings will be really fast. There's some challenging waves, especially if you don't expect them to rush you.

Of course, in a way you're right, this game is supposed to be easy because all my games till now got the complaint that they were too hard. I think you may get sucker-punched by some levels, but a normal human with normal reflexes should be able to win it in one go, give or take.
>>
>>180892160
Update licence and enabled download
>>
>>180892256
his plots are still structured and contain subplots that mirror each other, also his orchestration of character is the among the best in history.

seriously bro, this is common basic knowledge about him.
>>
What is the best way to share music you made?
>>
>>180892721
give to me.
>>
>>180877783

That game looks awesome (I would never buy it, because I would never buy an indie plat former). But holy shit great art. Good job!
>>
>>180892304
>buy comfy laptop stand and new battery so it can stay cool

I just slip my fat wallet under it, makes a nice air gap all the same

wouldn't be so fat had I bought bootleg laptop accessories instead
>>
>>180892761
https://soundcloud.com/user-778905919/donk-pockets-trash
>>
>>180889312
If you have no shame then surely you can name it right anon?
>>
>>180892691
and I just said modern Hollywood stories are shit because they all write from the same template
>>
>>180892884
desu, it was mostly for when im sick of sitting in a chair at my desktop, and it came with a nifty cable manager.

Now i have to decide if i want to sink more money into possibly buying replacement parts or just say fuck it and take the loss.
>>
>>180891236
art
>>
>>180892975
is a good template, but hollywood is crap.
better watch europeans films I dunno.
>>
>>180892963
I don't think it has a name. It's that isometric creepy low poly one.
>>
Why the fuck do people think mixing "logic" and "presentation" is inherently bad? They make so much more work for themselves. Why would you try to separate logic and presentation for e.g. GUI code? The whole point of a GUI is that you're showing stuff to the user and doing different things when the user interacts with it.
>>
>>180893125
For POO, you always want to abstract away the details so your interface can just werk.
If you dont use POO, then its a little different.
>>
>>180893098
no it's a bad template that stifles creativity

Hollywood is shit because of it
>>
>>180892168

Sure, these are crappy pulls from google but I'm sure they are valid.
>Offense wins games, but defense wins chapionships"-Becky Novacek
>"Self defense is the clearest of all laws; and for this reason the lawyers didn't make it." Douglas Jerrold
>"Self-defense is not just a set of techniques; it's a state of mind, and it begins with the belief that you are worth defending." Rorion Gracie
>"Defense is attack, attack is defense, each being the cause and result of the"Bruce Lee
>"There is nothing so likely to produce peace as to be well prepared to meet an enemy.
>"Self-defense is not only our right; it is our duty. - Ronald "Star Wars Reagan.

If you want to sound like an asshole and get those sweet SJW points you can quote Malcom X, who really sounds like a psycho on that topic.
>>
>monolith probably has already +3000 sales
I am glad it's picking up steam.
>>
>>180893318
I'm glad Steam picked it up
>>
>>180893318
Get it? "STEAM"
>>
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>>180893318
>picking up steam.
>>
>>180893216
the hero's journey is simply a tool, if you're a hack it will be shit.

most of the better stories still use the hero's journey.

Is like calling the rule of thirds or the golden ration shit because everyone uses it.
>>
>>180893318
How much of a cut do they take anyway?
>>
>>180893438
the heros journey isn't even the three act structure, it's even more cancerous since it's literally just the same story over and over
>>
Is it a bad idea to buy this just for a couple of the features? I've already got a better combat/inventory system so I don't need it for that (plus the inventory is not that great), but what I really want it for is the movement system (the climbing and all that) and the stealth takedowns. Also the gravity system is kinda cool which I might have a use for. Would it be a mistake to buy the kit for that? I can't really see any cheaper alternatives, aside from making them myself.

https://www.unrealengine.com/marketplace/adventure-kit
>>
>>180893540
45%
>>
>>180893642
shit wasn't it like 30% before?
>>
>>180893540
Steam takes 30%, I heard European devs lose another 8-20% to VAT tax or something.
>>
>>180893580
It's a narrative structure, is like calling a humanoid character cancer because is always the same structure.

you can twist it however you want, make the story begging in the middle, put the end the in the beggining, make subplots, make the story more complex, make it a tragedy, make a bittersweet ending.

It's just a tool, if you're a hack your story will be shit.
>>
>>180893216
After doing psychedelics and reading up on psychoanalysis, I've come to realize the monomyth is a hell of a lot more than a literary device.
>>
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https://www.youtube.com/watch?v=yezmNCQk_S4

>tfw I want to make a game about this song.

>>180893821
is an structure that we evolved in our brains somehow and that feels satysfying because it imitates the struggle of real life.
>>
>>180893781
no it's literally a complete story. if you use it you're a fucking hack who just ctrl+f'd the name of the characters and locations

it was suitable for use in star wars only because it hadn't been used for a long time and because it resonated with george lucas' enough to inspire him to make a story about growing up without a father
>>
>>180894024
>is an structure that we evolved in our brains somehow

this is what hollywood hacks actually believe
fuck off goldstein
>>
>>180894024
I think it's just a pattern that our brain is good at following and it allows us to learn more effectively or empathize more with a character, which is why it's so prominent in religion, art, and psychology.
>>
>>180894131
is a template retard.

I literally told you a dozen ways to make it interesting, you can parody or simply ignore it.

>>180894243
read joseph cambell book, fag.

>>180894279
is the same when we see human faces in tress and clouds.
>>
>>180894243
t. didn't listen to jung
>>
>>180894358
it's a complete story that's about one very specific thing

go on, remake star wars for the 1000th time, surely that will be exciting

you have nothing to say. you're a waste of air. kill yourself.
>>
humans are all the same, we're born and then we die
we should stop making more humans because everybody has the same story
>>
>>180894468
is like saying because I draw some thing with a head, a torso, two arms and two legs I'm somehow making luke skywalker.

fuck off retard.

go make some shitty antitrama if you want to be original like those eurocucks making shitty experimental films that nobody cares about.
>>
>>180894468
>star wars and the lord of the rings are the same story
Do you have to wear a helmet all the time, or just when you leave the house?
>>
>>180894542
that's some real weak logic there mate
>>
>>180894660
that was the point, dumbo
>>
>>180894609
I don't know why you think conflating anatomy with storytelling is clever, but it basically just confirms how retarded you are
>>
>>180894690
because I'm comparing what is anatomy in storytelling versus anatomy in drawing.

retard.

have you ever written a story?

I can write a dozen stories that follow the hero's journey and you will never imagine they're the same.
>>
>>180894832
I will know they're all contentless shit and that you lack creativity and life experience to come up with your own story
>>
>>180894983
>own story
>makes his shitty story
>people doesn't like it because it doesn't contain a proper narrative structure, static conflict, shitty character orchestration and tridimentionally

I could write the same story in a hundred diferent ways.

you're literally complaining about the fact all houses have a roof, a door, some windows and walls.
>>
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Y'all knock on game maker, but I can test out all sorts of game feel pretty fuckin fast
>>
>>180892160
https://soundcloud.com/glitchedtransmission/boss-agdg

There that song iis free as well, let me know if you need the main loop
>>
>>180895127
stories aren't built with walls. they're built with meaning do you think your shitty analogies mean anything? or your copy paste """""stories""""" for that matter?
>>
>>180895275
this is bait, stop replying
>>
the heros journey is the story equivalent of tracing
>>
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Monolith looks fucking cool and fun as fuck.
I love roguelites like RoR and BoI, how close does it hit to that 'feel'?

Also here's some progress I guess. Clockwork tower began as a 'lunar' tower focusing on two orbiting moons that acted as moving aoe fields for creeps. I added a functionality to change the speed and radius of the arms and then made the sprite look more like a clockhand and figured it'd work better like this.
>>
>>180895275
where do you think the meaning in stories come from?

nobody is stopping you from making a shitty story without the hero's journey.

>bahhh drawing realistically is so shit
>literally the same muh style excuse

kys fag.

learn to walk before running.
>>
>>180887636
i do this with my pubes
>>
>>180895410
>where do you think the meaning in stories come from?
not from copying and pasting that's for sure

>heros journey
>realism

pick one faggot. you're the one making the muh style argument. you're tracing anime while I'm telling you to draw on life experience
>>
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>>180895160
>>180891083

Hey /AGDG/, request me chiptune loops. I wanna practice.
>>
>>180895720
can you make an island-y sounding tropical jam for easy background listening?

and can I use it in my game? crabdev here
>>
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>>180895630
>he has no clue over what's he's complaining
>he doesn't know all the stories from mythology uses the hero's journey
>he thinks is like copy pasting
>he has no clue why people uses the hero's journey in the first place
>thinks is tracing anime
>>
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I spent some time working on a more polished character sprite. I'm worried that without outlines it will be a little confusing on the eyes, but I haven't seen it in motion yet. What do you guys think?
>>
>>180895919
>he thinks all the stories from mythology uses it
it's a common story that doesn't mean it's the only story
>>
https://youtu.be/c8obag-NgRs
Writing music for the 2a03 is fun & cathartic.

>>180889464
Where's your game
>>
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HELP!!!!!!


>>180896039
It's the only good story.
Our brains evolved it somehow.

go complain to God or something.

you're literally complaining about biology.
>>
>>180893125
It's bad because if you want to change just the text or just the look, it's all mixed together. If you want to reuse a logical component, it's full of text that you don't want probably. They're separate concerns and should be kept separate.
>>
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>>180896167
>It's the only good story.
>Our brains evolved it somehow.
>>
>>180896239
In narratology and comparative mythology, the monomyth, or the hero's journey, is the common template of a broad category of tales that involve a hero who goes on an adventure, and in a decisive crisis wins a victory, and then comes home changed or transformed.[1]

The study of hero myth narratives started in 1871 with anthropologist Edward Taylor's observations of common patterns in plots of hero's journeys.[2] Later on, others introduced various theories on hero myth narratives such Otto Rank and his Freudian psychoanalytic approach to myth[3], Lord Raglan's unification of myth and rituals,[2] and eventually hero myth pattern studies were popularized by Joseph Campbell, who was influenced by Carl Jung's view of myth. In his 1949 work The Hero with a Thousand Faces, Campbell described the basic narrative pattern as follows:

A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.[4]

Campbell and other scholars, such as Erich Neumann, describe narratives of Gautama Buddha, Moses, and Christ in terms of the monomyth. While others, such as Otto Rank and Lord Raglan, describe hero narrative patterns in terms of Freudian psychoanalysis and ritualistic senses. Critics argue that the concept is too broad or general to be of much usefulness in comparative mythology. Others say that the hero's journey is only a part of the monomyth; the other part is a sort of different form, or color, of the hero's journey.
>>
>>180895816

yees and yess
>>
>>180896167
rescan for plugins and add it.
If its not on the list, then manually add the path and rescan.
>>
>>180895942
That lighting will be tricky in motion. The shine on the sword will look terrible if it just stays there as it's swung, for example.

Is it vector art?

What's it look like on the terrain? If it's too indistinct give it a outline.
>>
>>180896193
Break things up based on how you need to reuse them, not because a principle tells you to.
>>
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>>180878598
>you don't ever need to test if something works
>write once, test once
>>
>>180879595
>not even transparent, just blue
>>
>>180896294
did any of that back up your claims?
>>
>>180878598
Either you are the greatest programmer in the world or you have never written a line of code in your life.
>>
>>180896438
Yeah it's quickly made in inkscape. Then I export each bodypart as a spritesheet and animate it directly into unity. The game is isometric. Would it be possible to simulate the lighting with some kind of shader maybe?
>>
>>180879892
the water is off
otherwise it's a fine start
>>
>>180896770
https://www.youtube.com/watch?v=lG_rrVwSqEs

do you know that real life imitates the hero's journey?
>>
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>nazi mech is finally in, so what's next?
>refine the color-customization
>work on the UI
>work on melee combat/animation
>finish pic related
Suddenly I want to take a month long break from dev'ing
>>
>>180896881
actually is sand.
>>
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>>180897006
just alternate, some modeling, some UI, some more modeling, some combat mechanics, etc. Thats what I do to keep things relaxing enough.
>>
>>180896939
do you know that overproduced motivational videos have nothing to do with real life?

you better be a dumb fucking teenager who just took your first writing class, otherwise it's pretty damn sad.
>>
>>180897190
>he literally complains all vehicles uses round wheels
>why don't we use other shape like square wheels
>literally complaining that cars don't use square wheels

post a good story that doesn't follow the hero's journey.
>>
>>180897318
>post something subjective so I can move the goalposts and draw attention away from the fact I haven't actually backed up my claims

not today bucko
>>
>>180884230
that's why you design them well?
I knew all this "strict protected internal private dancer" shit was going to have negative effects
good design doesn't come from rules, it comes from knowledge and discipline-- it can take the form of rules, but if they're someone else's rules you're massively more likely to break them
>>
is GMS2 good yet?
>>
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>>180896843
> Would it be possible to simulate the lighting with some kind of shader maybe?
Not really. You'd need depth info, you may as well make 3d models at that point.

The shadows on the helmet and body are ok. But once you have a couple of them on screen it'll start looking inconsistent.

You might want to stick with flat shading and just have the highlights be details on the armour
>>
>>180897318
my dude you are being trolled
stop replying to him because you two are shitting up the thread and he will just keep spewing stupid bullshit until you stop giving him (You)s
>>
>>180897589
>>180896843
2d normal mapping isn't new
>>
>>180897445
>he can't even disect a story narrative structure
>call it subjective
so, you have no clue over the art of storytelling, nice.

https://www.youtube.com/watch?v=zv5w2O0G9KM

and yes, real life follows the same story.

It's the same story everytime.
there's only one story.
>>
>>180897695
see >>180897650
>>
>>180897151
Oh shit your the guy I want to steal ideas from. Also I wanna say keep your guys movement him just cross armed and not actually moving but rather floating. It gives off a pretty surreal vibe.
>>
>>180897746
yeah, I'll go and check FL studio.

see ya.
>>
>>180897695
do you think posting these shitty scam videos proves anything?

>there is only one story
if everyone just uncreatively copies the same story over and over, yeah.
>>
>>180897783
that's an interesting perspective
>>
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>>
>>180897151
Maybe I'll do some level design, the current map is pretty sad and a prettier environment should make it easier to shill my crap on twitter.

Anyway, what's your game actually about? The desolate map and abstract enemies always remind me of something but I am not what exactly.
>>
Just started my gamemaker roguelike tactics game thing. In true nodev fashion, I'll start posting updates that nobody wants and then probably stop after a few weeks.

Today I managed to implement walls. Obviously, I've already done movement and floors and whatnot. Next on the list are doors and line of sight, which I'm not looking forward to doing. And don't even get me started on the battle system or random level generation.

Wish me luck!
>>
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>>180812060
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Logic, Blender, SDL2
Web: http://mako.itch.io/skylarks
Progress:
+ Lore
+ Refactoring
+ Pleasantly surprised by accidental performance improvements
+ Devised a workaround for some bullshit while I'm waiting for upstream fixes
- I had to make the same edits dozens of times in every file
- It was a fucking pain in the ass and the next step will be a lot worse
>>
>>180898141
I really love Goblet Grotto and the other weird surreal games, and your game looks so much like one. Like the entire aesthetic with the lack of animations scream, "Dark, sinister and deep"
>>
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>>180898474
Forgot my shitty webm.
>>
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>>180895942
If you go no outlines you have to pay a lot more attention to the foreground/background contrast.

As for within the character though, you've got colors that are close that blend into each other as well...
>>
>>180898272
I'm going for some eerie/weird vibe of a few stuff. The game will take place in the Dreamlands, which is loosely inspired by "The Dream-Quest of Unknown Kadath". By loosely I mean that I will include some actual area and things from the story (like ghouls, moon-beast, Kadath, Celephaïs) but also a lot of my own since a dream world is pretty open (my screenshot so far show a primordial dream for example).
>>
>>180897589
>>180897687
Thank you guys! After trying some animations I can confirm that the sword does in fact look weird when swung. The shading on the head not so much, since they are small on screen.

I'll look into the normal mapping. is the sprite >>180897687 posted drawn in flat colors first and then shaded using the normal map? I mean, the different shades of grey on the hair are different shapes based on the light sources?
>>
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Ok I think I managed to make a super explosion that looks pretty dope. Old explosion got demoted to normal death and overall I'm pleased with the results. Will try to make the larger versions for big enemies tomorrow.
>>
>>180898659
Thank you aswell! Yeah the main problem I'm noticing in animation is that the right arm kinda blends into the beard
>>
>>180898750
>no parallax
>>
>>180898915
The background is placeholder.
>>
>>180898708
>is the sprite posted drawn in flat colors first and then shaded using the normal map?
yes
>the different shades of grey on the hair are different shapes based on the light sources?
Not quite.

The normal map is the height information. You use that as input to the shader to determine how to brighten various parts.

That pic is kind of an incomplete example. It has the base sprite and the normal map, but not the sprite in-game being lit.
>>
>>180898750
>top down shooter
>no cute girls

What are you doing?
>>
>>180898702
Sounds neato, if it means anything to you, I just realized what your game reminds me of: Planescape Torment
>>
>>180898636
I'f you can't do graphics, steal some tiles from another game. Use Dwarf Fortress tilesets or something.
>>
>>180899112
Would it be possible to apply the normal map on a flat image, and then add another shader that makes the lighting cell shaded?
>>
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>>180899134
Cute girl goes inside the fighter, don't you know?
>>
>>180899471
AWFUL I HATE IT
Where's the flat loli? The superior girl!
>>
>>180888130
I'm not a casual, and not having checkpoints just makes that shit annoying for puzzlers.

This isn't the early 90's where someone is going to spend 25 minutes solving a puzzle, only to die by making a mistake at the end and having to repeat the entire process again.

All he needs to do is make an achievement to award those who can do every level in 1 shot.

I fucking told Bokube about checkpoints ages ago but of course he ignored it. Now he's going to suffer.
>>
>>180899689
t. spoiled baby
>>
>>180899469
Yeah. Seems like you'd have the shader calculate lighting as normal but round the result to 0 or 1.
>>
>>180899201
>>180898526
Thanks!

I should really replay Planescape Torment, I didnt see much it when it came out.
>>
>>180899615
t.faggot
>>
>>180899469
No, such a thing is impossible.
>>
>>180888130
>being forced to restart a long level every time you make a mistake is "difficulty"
This is why no one likes your game.
Once a segment of the level is solved, it's solved. Forcing players to replay it every time they mess up later just causes frustration and wastes time.
>>
>>180898750
looks hot
>>
>>180888130
yeah he should make every level timed, and make it so if you die 3 times you restart the entire game

then watch as all of 1 person plays his game past level 4.
>>
>>180893757
>Euros
>Getting fucked especially harder than other countries.

Like they do in all things.
>>
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>tfw didn't make any progress over the last two days due to buying shit in the steam sale
I didn't realize good racing games existed
>>
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>>180894131
>in star wars only because it hadn't been used for a long time

You do realize that there are alot of movies made every year, right? Like, for over a century now.
>>
>>180899856
t. baby who never played Mario or Sanic
>>
>>180886143
At least he ate some humble pie at the end when he realized he was wrong.
>>
how does /agdg/ feel about interactive fiction (text adventures to be specific)?
>>
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>>180901130
Those both have checkpoints
>>
well fuck
I'm not going to make it for demo day
I'm not going to have time to finish anything after what I'm working on (which is a small but important feature), I may not even finish with that
>>
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>>180901130
You must be 18 or older to post on this site, child.
>>
>>180878136
>>180878382

Break dancing skeletal 3d bullet hell game release when?
>>
>>180901279
Let me tell you about Jordan Peterson and the power of archetypal storytelling.
>>
>>180895149
I can hear the sounds.
>>
>>180878136
you ever heard of nekofight?
>>
>>180895816
https://soundcloud.com/glitchedtransmission/island-agdg

There's an ending to this loop. Let me know if you only need the main one.
>>
Daily reminder to also work on Social(media) Progress!
>>
>>180899856
clearly if you got hit by an enemy you didn't solve it
>>
>>180902092
>>180895160
>>180891083

Any more request?
>>
Text adventure engine is coming together, haven't bothered to make loops yet.
Currently adapting an adventure I found online to test. Need to edit the text and narrate it
>>
>>180902541
That's assuming they got hit by an enemy.

It's very easy to accidentally roll off a ledge.
>>
@180903167
>ironically bad VO
and closed
>>
>>180903167
its so bad is good
>>
>>180901130
Not only do those both have check points, the mario games that didn't have check points had extremely short and to the point levels.
>>
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>>180903167
>>
>>180903392
Mario/Sonic weren't even puzzlers, so comparing them(even if they didn't have checkpoints) is pretty dumb.
>>
It's no good. The only thing worse than trailers are covers.
>>
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I'm torn on how I should place my camera and crosshair. At the moment my camera is offset to be quite high because the character always shoots forward and I want a good view of the things you'll be shooting but that means the gun isn't aligned to the centre of the screen so I have the crosshair a bit below the centre to compensate.

Does this look fine to you?

Also the gun passively charges so that's why some shots are big and small. I'll add ui for that now.
>>
>>180903586
Regardless of what you do, if the bullets ricochet and stay active, you need to draw the ray so the player can see where it'll go accurately and pull dope trick shots.
>>
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It only took me a year of nodevving and telling myself I'd start devving later, but I finally made PONG. Has a main menu with a start button, and a win/game over screen with a play again button, and stolen Mario sound effects for scoring/bouncing. I know it's not much but I made something. I'm proud.

Meta question: are there any meme games that use explicit memes that got published on Steam? Like Pepe or anything? Don't know if there's a precedent for that. I'd like to make a game starring the living pants meme guy, I never learned its name.
>>
>>180904164
Congrats anon!
>>
>>180904164
Living pants? You mean gondola? Please don't steal my idea
>>
>>180904164
Pepe is from Boy's Club. Like, he is unambiguously someone's intellectual property.
>>
>>180890889
>writing is fucking hard as fuck.
its a good thing that normies understand even less about it, then
they can't call smth bad if they don't even know its a thing

>"the tone is not consistent"
>niggga wtf, you on drug?
>>
>>180904164
now, a first person shotter mmo. with dynamic quests.
>>
>>180901512

Game?
>>
>>180904378
does Furie enforce it though?
he seemed pretty chill with it (philosophically anti-IP) even as it became an FBI designated hate symbol.
>>
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>>180876631
What's the least cucked way to get gamemaker? Is there a cheap alternative to paying the 100 bucks for it so that I have access to all the features to fuck around with? Will yo-yo games know if I just publish a game using a pirated version of their software?
>>
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>>180904164
using memes as an actual focal point of your game is fucking retarded.
>>
>>180893757
>European devs lose another 8-20% to VAT tax or something.
if I remember correctly, in some European countries, you have to pay taxes off of yearly company income minus 10 000(or whatever is the local number). If that -10 000 makes your income go negative, then you don't have to pay the tax on it. If after the minus there is a positive amount left, then the 8-20% goes off of that.

Basically the minimum taxable income is +10 000 or smth like that.
>>
>>180904657
what's he supposed to do, sue the FBI?
>>
>>180904789
the problem is that memes age like milk
>>
>>180904789
>using memes ... is fucking retarded.
>>
>>180904860
exactly. Plus it says a lot about the creator, as an indie you have like, full control of your project and you can pretty much do anything you fucking want, and going for memes says a lot about how creatively bankrupt you probably are.

The only acceptable thing is sneaking a loss edit somewhere in your game, but even then you have to hide it.
>>
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>>180904164
>>180904316
gondola game is MY idea you cant steal him from me
>>
>>180882626
>moon
that's a moon?
>>
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Javascript dev, where are you?
>>
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I made a game, can i shitpost with you guys now?
>>
>>180905307
rollaballdev? I know that guy
>>
>>180905307
I made that game once
>>
>>180904316
Ohhh Gondola! So that's his name, thanks!

>>180905014
I'll race you to the front page of steam :)
>>
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>>180903586
Did that robot's gun continue to fire after getting detached?
>>
>>180905648
there are constant threads on /wsg/ if you want.
I used to follow them and save everything, but now it's pretty much a general. there's way too much.
>>
>>180904827
normally you would start trying to protect your IP once it begins associating you with hate groups by say, sending C&Ds to websites where hatespeech is being used in conjunction with your IP.
>>
>>180905014
>the frog is an online nazi white power symbol
>the 2 bears are online pro-pedophile symbols
whats the white guy do?
>>
As an ideaguy is it wrong to recruit 3 friends and just handle writing, design and general layouts, then take 50% of the profit and spliting the other part with the three friends?
>>
>>180906235
nothing's wrong when you get the others to accept your terms :)
>>
>>180906006
>everything's politics
why won't you finish your politics game googs?
>>
>>180903586
What you could do is raycast forward from the center of the camera until its something and then IK the cannon hand to aim that point. That way it should always hit the crosshair. It might need some edge case exceptions so that the arms don't flip out but I imagine it would look good otherwise.
>>
>>180906235
if its a VN'ish game where 50%+ work is writing then its okay
>>
>>180906235
no
>>
>>180906291
https://www.youtube.com/watch?v=D2pCaA9AiMw
>>
>>180906006
>gondola and spurdo
>pedosymbols
They might have evolved from pedobear but they have nothing to do with it. The memes are on entirely different subjects.
>>
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Making fail animations is fun
>>
>>180906592
>ANOTHER fucking menu sim
incredible
>>
>>180906620
they evolved from it for a reason.
Spurdo is based on pedobear because all Americans are pedophiles.
>>
>>180906757
>he still cant get over menus being the future of gaming
sorry gramps but xyz coordinate games are dead.
>>
>>180888194
The low poly TPS inspired by Max payne. Can't remember the name, but I loved seeing the progress in the threads.
>>
>>180906673
I alway hated those. Simle punches are cool. All you need to do is move the arm. Heaven.
>>
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>>180906774
>says the aussie
>says the aussie who made a loli sim "game"
Swiggity swoo, have a (you)
>>
>>180906919
Doesn't look like beetle punches though. And honestly I think it's better he tosses enemies with his horn
>>
>>180906935
much like the Russian porn industry, i work to please the American audience. they are the biggest audience in every conceivable way.
>>
>>180906882
>>180906774
>>180906592
Everything you say and do is wrong. What went so wrong in your life that you ended up like this?
>>
>>180899471
What's with those tumors? Are those supposed to be tits?
>>
someones in my if's, ifeng around.
>>
>>180906882
hey gog where can I go to discuss your ideas and views with you more seriously?
>>
>>180907210
i thought it was funny.
>>
>>180906235
consider this: you need them more than they neeed you
>>
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>>180906774
I'm a Finn and you have no fucking idea about the origins of Spurdo.
>>
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still fiddling with textures and whatnot. planning on making real areas soon
>>
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I just want to dev, not be wrapped up in peoples petty drama
>>
>>180907559
>hospital.unity
thinly veiled loss edit
>>
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>>180907421
indeed
>>
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>>180907421
Share what you think you know then, because it sure looks like the same colors and eyes as pedobear
>>
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>>180907040

For the record, Beetle does not punch indeed
>>
>>180907559
I really like that outdoor scene
>>
>>180906235
It's not wrong so much as it won't work.
>>
>>180907562
human interaction is so hard
>>
>>180907674
that picture is so goddamn comfy
>>
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>>180907858
we gondolaposting now?
>>
>>180907332
irc i guess? irc://rizon.net/AGDC
>>
it's time for the 3 am jucuzi dip baby.
>>
>>180907620
I H
H L

>>180907760
thanks, it's only going to be outdoors for the tutorial though :/
>>
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>>180904765
a-anyone?
>>
>>180907676
Still hoping for more BURLY moves from this guy, suplexes, a lariat, other ridiculous stuff. I'm also eager to see more Moth, I'm fond of characters who have to patiently put up with the shenanigans of the rest of their team
>>
>>180904765
>mecha piss bottle
>>
>>180908013
hey i can get a jucuzzi for 300 our so eagle bucks,sounds like a solid investment.
>>
>>180878136
lol
I have more idea guy ideas for you. How about you could find and install different limbs at parts throughout the game? If you install a mismatch one it would make you walk funny or whatever.
>>
>>180908225

If god wills it I want to implement Kirby's Up throw and causing an underground quake through sheer anger alone as skills

Moth's next after Beetle's basic skill gets set up and the battle map gets readied up for next update
>>
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>>180908335
>Kirby's Up throw and causing an underground quake through sheer anger alone as skills
That's what I'm talking about
>>
>>180908192
it's on sale right now on Steam
there's no crack for the last version yet (GMS 2)
>>
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>>180908378

(Let's hope for the best)
>>
>>180890928
>that eye flicker
I know it's probably unintentional but I like it.
>>
>>180907562
What makes you think we give a shit about your petty drama? Why share it with us? Fuck off, faggot.
>>
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Spent the entire day writing up a new system for events and stuff, just so I could get a damn locker to open and close.
>>
>>180908603
>creep simulator
>watching school girls change
Make it happen.
>>
>>180908287

that's a feature i was planning if the scope allowed for it. there would be 2 kinds of currency, scrap metal and electronic salvage. if you did a clean kill and didn't spend 5 minutes damaging enemy components you get more electronic salvage and parts to equip/resell.

so if you wanted an enemies arm you would not damage it during the fight.
>>
>>180908603
neater still
whats the gameplay going to be?
>>
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>>180907674
We have this thing called Jonneilu. It's hard to explain but it's basically teenagers fucking around and being stupid. Spurdo is one of many memes born in the early days of Finnish image boards from the collision of Jonneilu and 4chan memes.

I think it all started from mass pedobear posting and then devolved into a poorly drawn version of it that eventually became Spurdo. Other than having evolved from pedobear it's never really been used to meme about pedo related things. In the early days Spurdo actually related heavily to the Jonnes (people who do Jonneilu) consuming a lot of energy drinks. It also coined the term Spurdoilu. The american Spurdo came as a variation of the meme way down the line as simply making fun of americans on the Finnish chans.

The name comes from similar application of Jonneilu into the English language. This >>180907668 for example.

Gif related is a prime example of Jonneilu.
>>
>>180908681
No.

>>180909014
Puzzle, similar to rpgmaker games. Collect clues and move on.
>>
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SEND HELP SEND HELP SEND HELP
>>
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>>180890928
>>180897006
>when you add random shit to your game because you don't know what the fuck you are doing
Remember kids: Design Documents are your friends.
>>
>>180908603
>suddenly 3d
hory sheet
>>
>>180909492
>design documents

nobody outside of awful game design courses actually writes those
>>
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>>180909492
Oh no, he added cool parts to his customizable mech game.

Faggot.
>>
>>180909492
how does one ever write a design doc? do people even write those?
>>
>>180907674
>tfw saved this picture for inspiration
Nice color aesthetics. Kind of similar to Rime.
>>
>>180909608
>>180909735
Yeah, but when you start a project, how will you manage your team without having some sort of guide with a basic overview of a game? (This obviously does not apply to one-man-devs).
>>
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3 more days and then I can finally just make game again.

I want to make a game where you kill a shit ton of enemies with over the top weapons,but I can't decide what kind of world to set it in.

The main idea is that you're a sort of "paladin" whose task is to purify a planet/place from demons/orcs.

Should I make it fantasy-ish (melee ,crossbows and spells) or something similar to warhammer40k (melee , guns and spells)?
>>
>>180906592
>patreon
>that shit looking game
>that know-it-all sounding voice & attitude

has anyone ever told you you're delusional?
>>
>>180910150
constantly

He has armor to it.
>>
>>180909608
Design documents prevent people from going "hahah let me add knights and nazis to my armored core knockoff" halfway through development.

>>180909650
>edgy teen shit
>cool
>next stop: werewolf, dragon and maid mechs
You know what would be cool? Coherent design.

>>180909735
http://www.gamasutra.com/view/feature/131791/the_anatomy_of_a_design_document_.php
>>
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>>180906673

oh hey.

you're back.

do you have a twitter or something?
>>
>>180910257
>You know what would be cool? Coherent design.
what a dork lol
>>
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>>180910257
>Estimated Schedule
>>
>>180906774

pedobear is based on kuma bear. pedo bear was not the incarnation of the character.
>>
>>180910386
>kuma bear
bear bear?
>>
help bokubedev pls
>>
>>180903802
Oh yeah. I didn't even consider ricochet shots to be a feature.
>>180905670
Yeah he fires in three shot bursts that will go through even if he dies. Don't know if I should remove it. It looks funny but at the same time, they do a lot of damage so it might be a problem.
>>180906307
I considered that but it kind of makes things a bit inconsistent I think. I'll give it a shot.
>>
>>180910421
私も日本人です
>>
i'm thinking bitch nap till 6 am. yeah ill get to work on that/
>>
>>180904164
I'm proud of you anon. Onto brickbreakers!
>>180910292
@PaperBugDev
>>
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>>180892168

> The best defense is to be offensive.
> Appear bloody minded when you are docile, docile when you are bloody angry.
> The supreme art of not losing is not to be not bloody stupid.
> If you know yourself and know your enemy, you are doing too much bloody knowing.
> Supreme excellence is breaking down every barrier in your path like a bull in a china shop.
>>
>>180909735
design docs were a fad in the industry back in the late 90s and early 00s because team sizes started to balloon and somebody had the brilliant idea that if you wrote a little book about the game before you made the game then the whole team could read it and be on the same page. in reality the document would become outdated instantly and nobody would read it anyway, so the whole idea was abandoned in favor of something like an internal company wiki or some other flexible structure that can be constantly updated.

however people outside the actual industry clung to the design doc idea. amateur nodevs love design docs because it makes writing down wishful thinking look like real work, and horrible game design courses love design docs because they can assign them as projects and make it look like the students are doing something useful when they really aren't. the purpose of a design doc is now to confer legitimacy on a total waste of time.

a design doc is a (failed) attempt at communicating with a large team, so a small team or individual dev writing those is pointless. if you need to pitch a project to an artist or something, write a brief pitch, not an intimidating document. if you need a to-do list, write a to-do list. if you need it to be shared, put it in a google doc. don't fucking write an elaborate structured document describing the whole game, it's just procrastination masquerading as work.

and then there's the fact that your main asset as a single dev/small team is your agility. you can discover something fun by accident as you're devving and immediately reorient the entire game to be about that and if it turns out to not be that fun after all you can pursue something else next week. you get to react immediately to how the game actually plays. abandoning that flexibility by following a document that describes exactly how the game will work based purely on what you IMAGINED would be fun before the game even existed is totally misguided.
>>
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Some new deco, some new encounter preparation, and some new mobs >>180897151

Overall, pretty relax evening. Have a good one AGDG.
>>
Will putting vocals in my video game music make everyone say it's the greatest thing ever even if it's mediocre?
>>
>>180910257
>The Anatomy of a Design Document
>October 19, 1999

yup, that's when everyone in aaa had a boner for design docs. they went flaccid very quickly over the next few years.
>>
any good tutorials for retargeting animations and how to set up IKs in blender?

lot of the stuff is outdated and incomplete info
>>
If I have a decently developed idea for a gameplay, I don't have any story.

If I have a decently developed story, I have no real game mechanics.

Fuck, what do I do?
>>
>>180911205
mash them together no matter how ill fitting it is
>>
>>180911205
>If I have a decently developed story, I have no real game mechanics.
what did he mean by this?
>>
>>180911230
But they are not similar at all.

>>180911274
I meant that if I have some story, I usually envision my gameplay to be pretty much "you go through these places and fight those kinds of enemies, and it's a mish mash of these games in terms of gameplay feel". No detailed or original mechanics at all.

I don't know which one to pursue.
>>
Hello, thread. Progress update for the evening:

First off, I added my own font so that I don't have to use the blurry windows fonts anymore. The one I chose scales up pretty well so for the time being I'll keep it.

Second, I added the rest of the weapons my game will have for now. Dual pistols, a couple shotguns, a bunch of automatic weapons, and a rocket launcher that fires currently terrible looking rockets. All in all, a pretty good evening for progress.
>>
>>180911471
I forgot to mention, you may notice that the bullets currently don't actually go toward the crosshair, just outward from the gun. I am fixing that next with subtle tweaks to the weapon spread. Shotguns also will be made fairly less random because I hate when games put in shotguns with totally random spread.
>>
I'm doing Zelda II-like combat, which means high and low attacks, which can be blocked high and low or ducked. I'm using Godot.Would you implement this using multiple hitboxes - one each for high and low attacks, high and low blocks, and a standing and crouching one - or some other way? I was thinking I'd have an area2d node for each, so I'd have access to body enter events.

Also what kinda progression is suitable for demo day submissions? If I can some kinda combat in, I might throw together some stages and submit, but it still barely looks like a game, and it's really only my first game. Does that matter?
>>
>>180911428
>"you go through these places and fight those kinds of enemies, and it's a mish mash of these games in terms of gameplay feel"
your stories must not be very interesting
>>
>>180911543
>totally random spread
but it is an unpredictable factor
the bullets also deal less damage and lower velocity after firing
>>
>>180911628
That doesn't even make sense. Not every story can work as a video game. Do you think every great movie could be turned into an interesting game? That's why if you just have a story, you shoot a movie instead of making a game.
>>
>>180911707
Well, it will still be a bit random. For shotguns I was thinking something like this: The outer two pellets are always at the max width of the cone (so the player knows their max range), and the one in the center always fires straight ahead, but the other two have random angles between the edges and the center. I might nix the one in the center going straight depending on how it feels with each method.
>>
>>180911780
how about have the center bullet random angle within a smaller cone area so its most controllable at close range
>>
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Can you still get by without attack animations in commercial roguelikes or do I have to give every single fucker an attack animation?
>>
>>180911941
I'll try that too. I think I might reduce the spread of all of the guns a little, looking back at my webm they get kind of shitty at long range.
>>
>>180911601
just like make game
>>
>>180912030
do a 2D/3D character with a skeleton
use the same animations for all matching/similar skeletons
>>
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>>180812060
----[ Recap ]----
Game: Legacy Code
Dev: legcodev
Tools: GMS, Photoshop
Web: legacycode.itch.io
Progress:
+ Slide kick by pressing down and attack
+ Spikes implemented but don't spawn yet
+ Exploding barrels spawn in the levels
- Need music by demo day
>>
>>180911763
I'm saying your stories aren't creative enough that good gameplay goes with the plot
>>
>>180912030
Your game will fail without silky smooth vector puppet animation, it's the industry standard. Frame by frame animation is like using max repel that works on humans.
>>
>>180912030
the player needs a clear indication that the enemy is attacking
>>
I need a good map to test stuff on.
>>
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>>180909608

Well, look at how many people don't make games or have their games in perpetual development.

A game design document is so you can keep your project in some scope and that you are going to remember fuck all of what you were planning after six months of pounding out code.
>>
How to write a good GDD? How long should it be, anyway?
>>
>>180913324
You can just make the sprite bump into them like old games did, but that might not be enough anymore.
>>
>>180913610
>How to write a good GDD?
succinctly explain what you want to make
>How long should it be, anyway?
succinct
>>
>>180910791

You have never seen a design document in your life, have you?
>>
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>>180910791

That's a project bible, genius.

A design doc is a plan. Literally a plan.
>>
>>180913818
what did you think it was?
>>
>>180878136
Eddy Gordo over here..
>>
bitch nap, achievement unlocked.
>>
>>180913509
no, a game design document is for communicating with large teams. i mean even some guy who advocates their use posted an article about them that says:

> A design document is a bible from which the producer preaches the goal, through which the designers champion their ideas, and from which the artists and programmers get their instructions and express their expertise.
>In broad terms, the purpose of documentation is to communicate the vision in sufficient detail to implement it. It removes the awkwardness of programmers, designers and artists coming to the producers and designers and asking what they should be doing.

and then a comment from the author, 15 years later:

>Wow, this is really dated. I should rewrite it.

i you need to write something down, write it down. an actual game design document is a specific technique of triple-a team management from 15 years ago that has since become deprecated. actually following this format when you're a single dev or small team would be insane. i mean look at this:

>A useful exercise is to break down all of the player verbs (such as shoot, command, run, purchase, build, and look) and envision how player performs each. Then, for each verb, ask yourself if it's fun. Then ask yourself if the target market would find it fun. Be objective. If the action that the player takes isn't fun, figure out another action for the player to take that is fun or drop the verb entirely.

can you actually envision a modern amateur dev sitting in front of unity or whatever but instead of implementing and tuning a jump he's writing paragraphs into a word document about what he IMAGINES the jumping will be like and writing justifications about why an imaginary target audience will find the hypothetical jumping "objectively fun"? it's comedic.
>>
>>180898236
Nice.
Just watch out for the soon incoming DMCA.
>>
>>180913743
why don't you show me yours and we see how useful it is
>>
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Making assets for LRHH. Would you hide behind/inside these?
>>
Please don't, I'm that guy that needs to express my game in as much detail as possible, in words. I am even supposed to write a script for every cutscene and I guarantee the teacher has no clue what he is asking us to do.

I'm gonna cry. If I had to make a game, I'd focus on mechanics, but now I think I'll focus on story, because I don't know how to have enough pages by just describing the art style and gameplay systems.
>>
>>180891643
what engine is that? game maker? or is it just a flash game?
>>
>>180910791
Wouldn't it still make sense to design games beforehand even if it doesn't go into too much detail about everything?

How do you design your games if not by making a design doc?
>>
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Hey aggy daggy! Have a nice day! Remember to post progress and give feedback on ur fellows.
>>
>>180914486
Those branch leaves look pretty artificial
>>
>>180912030
Depends on how you set it up. The more symbolic things are, the less you need animations.

It will look real weird if stuff has animations for walking but just attacks while standing still.

If you set it up a certain way, you can have the attack animation be part of the walking animation...

Or you can rotate the sprite a bit and have a separate attack effect that many monsters use, etc.

Stuff like that.
>>
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>>180914836
Good point.
Postan more assets for feedback 1/3
>>
>artist wants 200$ a day and says it will take "several days" for 175x175 2D character portraits

guess im sticking with MS paint characters
>>
>>180914959
I refuse to believe you actually found someone this jewish.
>>
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>>
>>180914959

He doesn't have some Russian name does he? Because I've heard of some guy asking for a ridiculous hourly rate.
>>
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>>
>>180915051
Good stuff, so what kind of game will it be?
>>
>>180914173
Well looking at how shit triple-A games are nowadays, maybe they should start doing it again.
>>
>game with ancient greek art style aesthetics
>still no game with ancient egyptian art style aesthetics
do you even anubis?
>>
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>Godot's site is down
Is Godot broke yet?
>>
>>180915360
>inb4 that gay furry game

>>180915369
3.0 cancelled
>>
>>180914173
Yeah I always start projects taking the GDD/design part seriously because it IS nice to have a format to follow, but that always ends up hitting reality where there's just so much shit I need to implement, what is the point in stopping all this progress to write about the progress I want to make?
>>
>>180915360
wew
How come that game didn't get popular.
>>
dawn take you all, hey it's sunrise again.

https://www.youtube.com/watch?v=XmISCcWcepY
>>
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>>180914173
>Instead of writing a design document, write a design document. Design documents are for big teams that take alot of coordination and haven't been used in years while design documents are important thoughts, outlines, and goals you should layout before you focus on development of your project.
>>
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>>180915154
They're for this game.
>>
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>want to have a radio-station kinda like GTA with a QT radio dj inspired by the DJ from The Warriors (in that she's flirtatiously commenting on events going on)

but it'd be hard to get a soundtrack, and even if I did, many people might not like it.. easier to go with generic battle music I guess..
>>
>>180915430
You shouldn't allow your daydreaming-self to write the GDD, if you do, make sure to strip down all the superfluous stuff you put in it.
Keep it simple, add the core gameplay mechanics and design since the GDD is not something you write once and forget, it should be changed to accommodate new milestones once you completed the important stuff.
>>
>>180916026
This anon knows the road
>>
>>180914997
>an artist
>not the jewest of jews
>>
>>180914173
>can you actually envision
Actually breaking stuff down into actions and making rough designs how they could be sounds like a decent way to go about it. Seeing if it's fun comes AFTER it's been implemented in a prototype. Nobody can imagine if something is fun accurately. It might seem like it could be fun but you won't know until you actually have it to test.
>>
>>180915536
no advertising.
/v/ barely know about it.
Although it has some repetition problems and the final boss is pretty shitty desu. Still enjoyed it alot though.
>>
>15 objects max for GMS2 free version
What the fuck am I even supposed to try in this demo if Im this limited
>>
>>180914823
My new waifu, awesome work.
>>
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>>180916635
>>
>>180916635
use conditionals and you can make a game with 1 object
>>
>>180916635
implement your own object model
>>
>>180915729
Why don't you give that black lady longer socks?

Like here:
https://www.reddit.com/r/ZettaiRyouiki/

It's so much hotter. Yours doesn't look very stylish.
>>
>>180916647
Keep ur waifu but that’s from internet
>>
>>180916820
I thought of it, don't remember why I went with shorter ones to be honest.
>>
For movement collision what's the technical term for getting up close and meeting the colliding object perfectly?
>>
>>180916837
I kinda suspected that. Still hot. Do you know the source?
>>
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Does this look like fire?
>>
>>180896827
If you think about it, those are the same thing.
>>
>>180916908
Add a bright white sphere or something at the base, the rotating is too obvious and looks weird.
>>
>>180916876
Try it out, maybe it won't work so well here, but it shouldn't take much work.
>>
>>180916908
A magical fire, maybe.
>>
>>180916908
make the flame heights more random, and add flicker
Looks like fire in an invisible teardrop case.
>>
> his game uses an a posteriory collision detection
>>
>>180916950
greatest programmers go through hundreds of thousands of lines of code before they go into a dormant state where they merely manage lesser codemonkeys
>>
>>180916908
the animation might look a little odd but much more importantly is the impact it has on the environment, plonking it on grass like that looks bad
>>
>2 people work on a game
>Each creates an AI controller that uses the same character and weapon classes
>Rounds are hosted and tallied, with revenue shared in a percentage based on your AI win ratio
>Programmers motivated to create good AI
>>
>>180917048
Good videogame ai doesn't win 100% of the time.
>>
>>180917084
if it can lose, it's not good
>>
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>>180916973
looks good I think
>>
>>180917118
If it can't lose, there's no point in having it.
>>
>>180917118
Chances are a good AI would just choose to not play, like happened before, it calculated the best way to win a game was to not play it.
>>
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>>180916908
>>
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>>180917118
>>
>>180917156
Nice. Yeah, I also think it's better now.
>>
>>180917156
Damn, your shortstacks are way better than mine.
>>
>>180916889
Sorry, no.
>>
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>>180915360
Would anyone sue me if I turned tapestry memes into a game?
>>
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>tfw wanted to make a turn based strategy game and had problems with it
>found a dude working on it, already had cutscenes and combat functional
>his project is open source
AAAAAAAAAAAAAAAAA
>>
>>180917118
t. blizzard playtester
>>
>>180917450
i remember that game, what happened to it?
>>
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>>180917156
>lowpoly
>>
>>180917451
That dino game, right?
>>
>>180917451
>>his project is open source
Cool, now you can steal his code, make a better game, and then sell it.

That's why people don't like open source, right? Because other people can just steal your project, right?
>>
>>180917591
i meant this :
https://godotdevelopers.org/forum/discussion/18419/turn-based-strategy-rpg
monster tactics was good i'm still learning from it, but it didn't have custcenes
>>
>>180917568
i miss fitlit
>>
>>180917568
Post your high poly models, then you can talk.
>>
>>180908603
So people are billboards (from several different angles) and everything else is 3d models?

Does the top-down mode use the same models/sprites?
>>
>>180917806
thinking about highpoly models is still better than making lowpoly ones. duh.
>>
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>>180917156
While I was fiddling in blender I tried an alt outfit.
>>
>>180917707
Ooh that one. The dev shared on Godot’s discord (haha didn’t had turn yet back then)
>>
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so this... is the power of godot...
>>
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>>180917651
>implying you can't get the source code of any unity game ever
>implying gamemaker decompiler doesn't exist
everything is open source if you know how anon
>>
>>180918019
>brochete machete
>>
>>180917895
why does she have horse feet? you missed monster girl jam
>>
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added simple key and health pickups. not sure what kind of inventory system I should implement.

out of all the resident evils, which inventory system did you prefer? RE1,4,5 or 7?
>>
Give me your best spaceship name. I need random pirate and non-pirate spaceship names for my array of ship names.
>>
>>180918209
The ark
>>
>>180918209
big baby alpha 1
>>
>>180918019
>implying this is worth the effort

retrofitting someone else's potentially shitty code into your project is more trouble than just writing it yourself, unless you're one of these retards that never learned to program for real and has to make do with code copied from tutorials.
>>
>>180918209
La Muerte Negra
>>
>>180917716
I miss mlpol
>>
How can anyone afford to make music for their video games? I thought I would just be able to buy FL Studio after completing my songs on a pirated version but all the recommended plugins are like $300 each
>>
>>180918384
straight copying is stupid, it's more of "hey that's a cool feature, i wonder how it was implemented", you can't get tutorials for everything and you'll never find a tutorial about proper game design, making a game together is harder if you can't into planing and hierarchy
>>
>>180918209
>Pepita Leone
>The Empress
>Siren's song
>The Kangz
>>
>>180918618
i use music maker an old version. can't make anything great,but not programs fault.
>>
>>180918146
>gun jam
>>
>>180918618
>proprietary software
If you're a 1MA you should switch to freedom
>>
>>180918209
>for old-ass star sailors
Maryon

>government ship
Avandar

>anime edgy teenage girl fellowship
Bubba

>serious mercenary band
Daxim

>jew
Zaintirari
>>
>>180918685
The Kangs should be >>180918395 La Muerte Negra's previous name
>AYO, SO YOU BE SAYIN WE WUZ THE KANGS N SHIIEEEET?
>>
>>180918209
Coluna III (battleship, huge, without details, last one of its kind)
Mesa (Tactical operational ship)
Latri (small n fast)
Doutrinador (battleship)
Samuk (small n fast)
>>
>>180918768
Not him but what exactly do you mean?
>>
>>180918618
LMMS is free and can do similar things to FL studio.
>>
>>180917895
Do you use a base template when you make your characters or you always start from scratch?
I want to learn how to do low poly waifus but seems I suck at it.
>>
>>180919091
I start from scratch but I often use a sketch I made before as a guide.
Also I pretty much use the same workflow to make the base body (start with the waist, extrude the torso, extrude the arms from there, extrude legs from the waist, etc) so it's almost like if I was using a templaye anyway.
>>
>>180918904
I mean you should use free software.

Instead of Photoshop, use Krita or GIMP
Instead of Vegas or Premiere, use Shotcut or Blender or Natron
Instead of Maya, use Blender
Instead of FL, use SunVox or Ardour or LMMS or something
>>
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well finished my first pass at cooking. estimated time 5 minutes. actual time 24 hours. i slept a lot though.
>>
So what do you guys think of the Blender Game Engine?
>>
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----[ Recap ]----
Game:Kick-in'
Dev:Kickindev
Tools:Gamemaker Studio
Web:kickindev.tumblr.com
Progress:
+Completed making an optional tutorial for those that need some hand-holding.
+Almost all player states are functional! Just need to work on polish. Tonight I'll be working on the player's failure states and victory states.
-At this point it's beginning to look like my art from here on out is all going to just be placeholders...
>>
>>180919258
I see. Thanks. I will try starting from the torso next time. I always start from the head and I feel I never make any progress at all.
>>
>>180919401
never tried to use it.
>>
>>180919265
Noted.
>>
>>180919451
Yeah I used to do that too. Now I either extrude from the head or create a sphere and merge it with the neck.
>>
>>180919401
there's a decent chance of it getting canned or otherwise scaled back in the foreseeable future so i wouldn't tie myself to it at this point. it's more viable as a prototyping tool than something you'd ship.
>>
>>180919401
literally no reason for it to exist.
They need to drop it now.
>>
>learn programming for 1-2 years
>make working shooter/platformer/rpg game without art
>spend rest of years learning art
>make art for the games you have
>reuse the same games and swap art over and over
>???
>profit
>>
>>180918618
speaking of, is it possible for people to detect whether your music was made with pirated plugins? I know that there's some way of detecting if FL Studio was pirated, but I never heard about the plugins themselves.
>>
>>180920103
they've been wanting to drop it for years but there's a small group of devs that keep working on it so there's no reason not to let them. it will probably disappear or get absorbed as some sort of scaled-back "interaction mode" when they redesign the whole blender architecture for 3.0 (which is years away).
>>
>>180920462
gee, if only blender were open source so people could maintain their own special fork.

I fucking hate devs who refuse to drop legacy shit for the greater good, because people will bitch.
>>
>>180920249
Nah. If you are experienced, you can hear if somebody used a specific library or sample, but nobody can know if it is pirated or not. Who cares anyway. There are many musicians who still sold their music made with pirated software, years after getting famous.

But also, you can get some good stuff for relatively cheap - Serum for synths (but there are many free decent ones, like Synth1), and you can buy a subscription for orchestral libraries.

http://www.soundsonline.com/composercloud
>>
>>180920249
I have heard the Software developer will know from the library you used and ask for your license.
>>
So do you guys think this type of GDD is good or not?

https://www.reddit.com/r/gamedesign/comments/6j7i9z/chris_taylors_total_anihilation_dungeon_siege/
>>
>>180920585
stop spouting ignorant nonsense.
meta-data signing and digital watermarks are trivial.
But IL probably wont give a shit.
>>
>>180920563
Kind of like the fags who insist that right click absolutely must be the default, even though it would be much easier for the experienced users to go to the options and switch it than for new users to learn the backwards clicking bullshit.
>>
>>180920892
They can know you pirated a software based on your exported WAV or MP3?
>>
>>180919567
I'll try that next time, and post results if I get anything decent. I burned out today.
Again thanks for the answer.
>>
File: cgpp.png (18KB, 272x153px) Image search: [Google]
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----[ Recap ]----
Game: Catgirl Pool Party
Dev: Hik
Tools: SGDK, Paint, GIMP, Qt Creator, Notepad++
Web: hik.itch.io/catgirl-pool-party
Progress:
+ Fixed the options
- No fix for tileset collision yet
>>
>>180920563
the bge is already a separate module. having it sit there and receive occasional updates from the small community that uses it doesn't impede the rest of blender. what would impede blender is trying to maintain bge when the core of blender (which dates from the mid-90s) gets rewritten for 3.0, so that's when the bge is likely to get dropped.
>>
Are normal textures just totally fucked in Godot for 3D or something?
>>
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I know nothing about this general but these OPs have been making me laugh for the past couple of weeks. Thank you.
>>
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>>180918209

> Cadzand
> Arnemuiden
> Sluys
> Saint-Omer
> Tournai
> Champtoceaux
> Brest
> Morlaix
> Auberoche
> Caen
> Blanchetaque
> Crecy
> Cross
> Calais
> Roche-Derrien
> Uruk
> Megiddo
> Gibeah
> Kadesh
> Dapur
> Tollense
> Troy
> Gilboa
> Bitter Lake
> Jerusalem
> Zemaraim
> Karkar
> Gezer
> Diyala
> Halule
> Deres
> Foss
> Hysiae
> Ulai
> Susa
> Ashdod
> Arrapha
> Assur
> Nineveh
> Harran
> Carchemish
> Hamath
> Halys
> Median Border
> Hyrba
> Fetters
> Pasargadae
> Pteria
> Thymbra
> Alalia
> Rome
> Naxos
> Sardis
> Ephesus
> Regillus
> Lade
> Sepeia
> Eretria
> Marathon
> Thermopylae
> Artemisium
> Salamis
> Himera
> Plataea
> Mycale
> Byzantium
> Cumae
> Eurymedon
> Mons Algidus
> Bantam
> Nagykanizsa
> Brasov
> Dobrynichi
> Kirchholm
> Cape Rachado
> Gol
> Groenlo
> Gibraltar
> Ebenat
> Troitse
> Sergiyeva Lavra
> Kluszyn
> Smolensk
> Kringen
> Imafuku
> Kashii
> Tennoji
> Honda
>>
>>180921167
Why would you encourage retardation like that?
>>
>>180920954
i will never tire of how much buttblasted discussion the mouse button thing generates considering it's the most trivial thing in the world to change. who cares what the default is?
>>
>>180920884
i could finish a game by the time i read this
>>
>>180918209
Boaty McSpaceFace
>>
>>180921082
No, they work fine. Make sure you either export the model with tangent arrays, or import it with tangent arrays.
>>
File: collab promo img 3.png (290KB, 809x760px) Image search: [Google]
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Collab Ad

Project length: ~1 month

I need a programmer. Currently you can still choose what engine/language/framework you want to work in.

Payment: I don't recieve a dime from this and so won't you. Only thing I am after is to put something finished into my portfolio.

Contact: [email protected]

About game itself:
>interactive story
>menu based RPG
>futuristic fiction

Questions? Complaints? Suggestions?
>>
>>180916738
I wonder how triggered the GMS2 devs would be if someone makes a full game like this using their free version.
>>
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>>180921238
>>Smolensk
>>
>>180921382
You don't need a GDD for yet another space invaders clone.
>>
Is it just me or is the first thing Roy Jones says in this video, "I'm writing shit posts, man."

https://www.youtube.com/watch?v=GoCOg8ZzUfg
>>
>>180920884
Not for an indie.
Your game design document should be fairly small and concise. Just make notes of key things you want to add to the game and maybe some structure for systems in the game. But remember as you code the game you will likely discover new things you didn't think of, like new mechanics or better ways to structure the game.
>>
>>180921469
thx
>>
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>>180921479

So people capture these space creatures, carve out their insides, use electronics to control it internally and live inside like parasites?

That's actually a really great idea.

I'm stealing this.
>>
>>180921568
>You don't need a GDD

true
>>
Arthritis here, looking for programmer, project length: ~1 month
>>
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>>180921479
>Pament 0.00000000

ill get started right away yessa mista anon ill be right on dat sa
>>
today we expand cooking to cooking maximus!
>>
Is it normal, or even advisable to use multiple different paradigms throughout a game for different systems?
I see some people act like you have to use only OOP, or ECS, or whatever else in a project.
>>
>>180922342
as long as nothing breaks,it's probably fine.
>>
>>180921479
>so won't you
>>
>install service packs to try and fix a specific software issue
>doesnt fix it but whatever im up to date
>3rd service pack has a huge bug thats even worse
>now I have to reinstall everything before continuing

thanks autodesk
>>
>>180922342
Use what works best for you, stop thinking in blacks and whites like some /pol/tart
>>
>>180922580
Blender will always be there when you finally get sick of the enterprise fucking you.
>>
>>180922591

> stop thinking in blacks and whites

Was that a clever pun?
>>
>>180922580
What engine?
>>
>>180921662
>So people capture these space creatures
not really. In past they captured them, but now people mostly breed them. Kinda like reindeer herding. Wild ones are not so agreeable about someone living inside them.

>use electronics to control it internally
Total electronic control is used rarely. It is more of a "suggestive" control like with horses. You can "tell" it what to do in general, but the animal is still in control. If its frightened by something, it may just decide to gtfo. So, eletronic total control is only used in situations where the creature would be shitting its pants - like a frontal assault in a battle.

>live inside like parasites
more like commensalist since they have to feed, doctor and protect their beast, since they are a significant investment

>I'm stealing this.
I'm flattered
>>
>>180921479
>I don't recieve a dime from this and so won't you. Only thing I am after is to put something finished into my portfolio.
yeah no, if it contributes to your career then you're not doing it for nothing and neither will I.
>>
>>180922342
people get really dogmatic about this shit but no, there's nothing wrong with applying different approaches when their use is warranted. i personally think writing games in mostly simple c with some c++ features and some lightweight oop stuff is the best. it makes sense to conceptualize certain things as objects that acquire and release resources in the constructor and destructor, but if i actually had to write an entire game that strictly follows raii and "proper" c++ exception handling it would be a huge waste of time.
>>
>>180908603
I like the transition from 2D to 3D.
>>
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>>180922726

Wait, don't tell me. Oxygen is a byproduct of the creature's digestive system.

So, people inside are breathing space creature farts.
>>
>>180922859
And you can't put your shit in your portfolio because...?
>>
>>180921839
>>180922545
look, fellows, if I had the means to pay, would I really be looking for a programmer from here? Would anyone?

jeez, what is this /ic/ contamination?

>>180922859
>yeah no, if it contributes to your career then you're not doing it for nothing and neither will I.
so? It contributes to your career aswell.
>>
>>180923012
I was making fun of your grammar not your lack of payment
>>
>>180921479
Eat a fucking dick.
>>
>>180921479
>ideaguy wants someone else to make a game for his portfolio
>>
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>>180923012

I'll do it for $60 USD an hour.
>>
>>180922936
>So, people inside are breathing space creature farts.
I wold imagine in the future when you can carve out giant space squid ships, you could figure out a way to make their digestion completely efficient. Or even remove the need in the first place with some completely renewable means of food -> digestion -> back into food to avoid any waste at all

not collab-kun though.
>>
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Level editor hype!
>>
>>180923012
>so? It contributes to your career aswell.

why would a career-oriented programmer write your game for you when he could just spend the time writing some tech demo that showcases his skills better and doesn't involve relying on the cooperation of an internet stranger? you're just another egocentric ideaguy that's perplexed that other people have their own motivations and won't just give you free labor.
>>
>>180923483
>you're just another egocentric ideaguy that's perplexed that other people have their own motivations and won't just give you free labor.
You know it amazes me how I've been here for 3 years and still get physically ill about people like that. I just can't fucking understand them and my mind races with visions of who must have raised them.
>>
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>>180923263

We are doing ideaguy collabing right now.

I thought it would just be funny for poor space people to live inside giant spaceship creatures, breathing space creature farts and eating space creature shit (because somehow miraculously the space creature converts inedible biowaste into nutritious food and shits it out of little holes in its skin).

Then the poor space people shit into the space creature and it laps it all up and turns it back into food.

Just makes me chuckle.

You could make a whole society of nomadic space creature travelers that are like hippies who live as one with their ships, but get shit on by everyone else because eating your own processed shit ain't civilised.
>>
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The current state of unity VR
>>
Now artists on the other hands, they're greedy bastards for thinking their art is worth paying for.
>>
>>180923551
they are raised by parents who dont discipline them, buy them all the games and shit. probably got decent grades in school because they cant actually think for themselves
>>
idea jam when
>>
>>180923183
I can pay you in Good-Guy-Points. Quick, what's the exchange rate from GGP to USD?

>>180923263
I don't know about the oxygen yet, but those creatures ARE useful for asteroid farming. The creatures eat asteroids or other smaller asteroid eaters to get their building materials and then they come close to the sun to recharge their biocapacitors to go back to eating asteroids further out. While these creatures are near the sun, they are hunted and their bodies are then stripped down to various construction materials. Outer solar system resources come right to one's doorstep.
>>
>>180923605
>nomadic space creature travelers that are like hippies who live as one with their ships, but get shit on by everyone else because eating your own processed shit ain't civilised.

Sounds like something in Stellaris, desu.
Space hippies just going around trying to convert everyone to the way of the squid.

Its a pretty neat idea though, i might steal it as well and maybe add a little Gargantia as well.
>>
>>180921479
heck even if you were kojima i wouldnt work for free, i need some kind of compensation you filthy homo
>>
File: 3dmouse.jpg (100KB, 1920x1080px) Image search: [Google]
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I think I found the inspiration for Who's Your Daddy

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

Or it was inspired by Who's Your Daddy
>>
>>180923789
>Quick, what's the exchange rate from GGP to USD
jack point shit.
get a job.
>>
>>180923551
for my own sanity i imagine them as teenagers because adolescence makes everyone into a self-absorbed butthole but if they're older than 20 and still behaving like that then they are lost.
>>
>>180923643
Artists who get abandoned get screwed over more than programmers who get abandoned. Programmers can salvage some of the systems and code they write for other projects, but usually artists have to give up their assets if a game is dropped.


Artists should be the most careful about collabs.
>>
>>180923789
>The creatures eat asteroids or other smaller asteroid eaters to get their building materials
Then that would open up precious metals, and also space viruses like phazon.
>biocapacitors
How long until they reverse engineer them into bio-computers for communication and other uses?
>>
>vector math
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>180923483
>>180923551
>>180923748
bitterness is not an argument, anon
>>
>>180923748
>>180924034
Your definitely supposed to have some amount of self sufficiency beat into you by the time you graduate HS so unless these ideaguys are dropouts or made it through school by blackmailing teachers I don't see how they ended up here asking strangers on the internet to work for them for free. It's a personality disorder.
>>
>>180924065
Vector math is easy tho
>>
>>180923884
>heck even if you were kojima i wouldnt work for free
lots of people here work on their game for free

i find there little difference between one amateur making a game and two amateurs making a game
>>
>>180923551
>Wahhh, I've been here for a long time, I deserve special treatment
Ah, the Nick Ridgeway school of thought.
>>
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2MB, 1920x1056px
----[ Recap ]----
Game: Geoya
Dev: anon
Tools: SFML C++ Blender
Web:
Progress:
+ counter attacks and first strikes in
+ pathfinding accounts for troops as obstacles now
+ more animations
- no demo for demoday
>>
I'm considering studying Unreal as a viable alternative to Unity, because I'm tired of writing everything from scratch and not having money to buy cool assets.
Just opened that engine a while ago just to see visual editors for shaders, AI and "scripting" aka Blueprints.

Heck, just because you're a programmer doesn't mean you have to work with code all the time. Not if you are making the whole game alone, anyway.
>>
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i need some answer from programmers/artists.
If i have a game that allow player to change their hat,
how do i make it possible in frame-by-frame animation like pic related?
but without having to draw the hat in every frame following the character's head, and do it for each hat available in game, and for each animations the character have???
>>
>>180924053
>How long until they reverse engineer them into bio-computers for communication and other uses?
people still have regular technology
people just don't have the tech to travel the stars and thanks to space ISIS they will not have that tech for many decades to come
>>
>>180923751
You have to make a game based on the first ideapost you read after you join then jam.
>>
>>180924507
>how do I put a hat in every frame without drawing it?

What
>>
>>180924409
>two amateurs making a game
In agdg?
>>
>>180924507
Depending on what you're using, you can have the hat on a different layer of animation.
>>
>>180924192
>everyone is out to get ME, its survival of the fittest, fag
I think that you have a disorder. Such paranoia is not normal, you know that, right? Its an indicator of schizophrenia.
>>
>>180923608
why doesn't unity do patches? or do they now? its been a while
>>
>>180924414
Ridgeway was insane and delusional but at least he 1MA a game himself and even sold copies. He wasn't just an ideaguy.
>>
>>180924409
>i find there little difference between one amateur making a game and two amateurs making a game

except the hidden assumption that one of these two is you and the other one is someone volunteering free labor to make your project happen. of course the entire problem is that you implicitly assume all your relationships will have this asymmetry because that's what you were raised to expect.
>>
>>180924507
Make the hat a separate sprite and move that sprite programmatically, you will restrict the hat styles a lot though since they will all have to follow a base animation, doing several base styles would work too though.
>>
>>180924784
Because Unity is trash.
>>
>>180924772
>everyone is out to get ME
Where did you read that? Are you okay?
>YOU'RE ALL SCHIZO
Oh I see. You're insane.
>>
File: 1466064784109.gif (1MB, 571x589px) Image search: [Google]
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>errors starting to pop up on something that's worked perfectly fine and remained untouched for weeks
>>
>>180924857
That didn't answer the question champ.
>>
>>180924507
learn 3d modelling, learn shader programming, make 3d models, dynamically modify the models in real-time with modular attachments, filter the models with a custom shader that makes them look like hand-drawn 2d sprites. this is the only truly robust solution and if you do anything less you are a scrub.
>>
>>180924784
>>180924857
Use your fingers for 1 second
https://unity3d.com/unity/qa/patch-releases
>>
>>180925054
no idea as i dont use trash.
But all those versions are because the VR sdk ecosystem is also a clusterfuck mainly due to non-compete.
>>
>>180925145
>no idea as i dont use trash.
Then you were talking shit and made yourself sound stupid. You probably didn't even read the entire post because your little hate boner for Unity has you too excited to think clearly.
>>
Tooldeving time
>>
>>180925237
external tools or built into the game to edit in real-time?
>>
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>>180812060
----[ Recap ]----
Game: Seasons Past
Dev: ambientdev
Tools: GMS
Web: https://ambientdev.itch.io/seasons-past
Progress:
+ objective markers, sprite darkening when units are in shadows, fade efeect for transparency, juicy healthbars
+ranged enemies, art, character respawn points, misc bugs
-need to figure out the mission i'm going to make for demoday
>>
>>180925236
i in no way said a false statement.
>>
>>180924857
>>180925145
>literally answering questions when you don't know
Why?
>>
>>180924675
right now, im doing it this way (not in that pic, just example)

>sprite_base is the character without hat.
it has 4 animations of character idle,run,attack,jump
and they have 3, 5, 9, 6 frames each.
>sprite_hat1 is the hat of the character
i have to draw 3,5,9,6 frames for the hat based on the head position of sprite_base.
>sprite_hat2 is another hat of the character
i then draw another 3,5,9,6 frames for hat2 based on the head position of sprite_base
and everytime i change the animation, i have to change EVERY hat's frame based on the animation again.

so, my question is, how should i actually do it so that i can change character's costumes without redrawing every single frame??
>>
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>>180925328
>>
>>180924847
>because that's what you were raised to expect.
you are the one making those crazy assumptions, friend
the things you have asserted have been pulled out of YOUR paranoid mind
you haven't even bothered to ask what kind of relationship I want to have with my collaborator. you just assume that I want a monkey.

>>180924871
now-now, anon
>>
>>180925340
Depends on the engine but the easiest way would be to make another object and give it animation keyframes that line up with the head, then simply change its sprite to whatever hat you want.
>>
>>180925340
I'm just spitballing here, but im guessing the only think that changes inbetween each hat animation is the angle and maybe the height of the hat? Maybe you could just program the animations, so all you do is draw each hat once, and then depending on the players animation you adjust the hats rotation/position accordingly.
>>
>>180925508
>you are the one making those crazy assumptions, friend
I think we were just talking hypothetically about ideaguys. Getting a little too close to the truth?
>>
>>180925138
thanks
im retard
>>
make thread
>>
>>180925467
Where the fuck this post come from?
>>
>>180918209
M'Dick
>>
>>180925340
you can make your animation have extra data, you need to provide for each frame, a position of where the hat (any hat) is supposed to be, then draw said hat on that position, the problem is when the head of your character rotates, depending on if you supply rotation data, the hat will stay still or rotate, when it rotates however, the sprite will rotate and will looks ugly (look rixels/rotated pixel) while your character rotation will look clean (because you draw it rotated instead of rotating the sprite), a mid solution is whenever your character rotate his head, you need to add a frame for the rotated hat, if your character doesn't rotate hist head that much that is fine, but if it does, well, you draw the hat every frame.
>>
new
>>180925789
>>180925789
>>180925789
>>
>>180925806
You don't need to avoid rotation to avoid rixels, it's easily fixable by rendering the game in low res or using a shader.
>>
>>180925508
>the things you have asserted have been pulled out of YOUR paranoid mind

yes, yes. people would be flocking to do your work for you if they weren't bitter, paranoid etc. deeply broken people who don't understand charity, specifically that you deserve it.

>you haven't even bothered to ask what kind of relationship I want to have with my collaborator.

i don't have to ask, you've explained it plainly. someone needs to devote a month of their life to making your game, for free. that's a relationship and it's called "mommy cleans up after me because she's my mommy". nobody wants to be your mommy.
>>
>>180925236
>doesnt know the difference between past and present
kill yourself you Unity shitdev
>>
>godot editor is made in godot
sasuga GODot. jewnity and gaymaker could learn a thing or two
>>
>>180926825
is this why it's one of the most wonky and unstable interfaces i've ever had the misfortune of dealing with?
>>
>>180926825
Can you make the godot editor using godot then ?
>>
>>180927017
No.
>>
>first concept for my game was super tiny
>now its something completely out of scope

please kill me

do i keep going or downsize back
>>
>>180925302
External
>>
https://www.youtube.com/watch?v=LLItPEpkK7A
>>
>>180928156
sorry i forgot to say, this video is his playthough of demon's souls but he covers a ton of game design type stuff. really interesting on his perspective
>>
>>180914892
>>180915051
>>180915145
looks nice
>>
What do the dot and cross products produce?
How are these used in game dev? Like what are the normally used for?
Thread posts: 779
Thread images: 148


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