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/agdg/ - Amateur Game Dev General

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Thread replies: 783
Thread images: 115

File: agdg-dev.png (178KB, 800x800px) Image search: [Google]
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Just like submit demos edition.

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

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

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

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

Previous Thread: >>181290128
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

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

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

> Free audio
freesound.org/browse
freemusicarchive.org
incompetech.com/music
fantasymusica.org
>>
arise chcken
>>
You will never make it guys
>>
>>181348829
First for goodluck demo day devs
>>
Anyone know a way to make blender export older fbx versions? Blender exports to fbx 7.4 but I need 7.1 - 7.3.
>>
>I'm starting to think it's all about visuals and stories, while we are playing more or less the same game.
Pretty much.
>>
>>181348829
>no chicken image
YOU STUPID PIECE OF SHIT
>>
>>181348943
no hope

only despair
>>
is the unnamed pixel platformer game made in Game Maker?
>>
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Kick-in's Demo Day 15 build is out, now with 100% more super attacks, a tutorial, and actual win/loss states for the player.

https://itch.io/jam/agdg-demo-day-15/rate/141520
>>
Has anyone made a full game using only Scheme?
>>
>I got 1 download
Yey
>>
>>181349195
C++ and SDL I believe.
>>
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Crosspost from /rlg/. I'm in the process of designing a cyberpunk roguelike. What kind of features would you guys like to see in it? So far I have in my scratch list:

- Top-down, tile & turn-based, i.e. classic roguelike style
- Procedural cities, streets, buildings, corporations
- Local economies, all city property must be owned by a corporation that exists in a trade or war relationship with other corporations
- Biology-based combat, you don't have HP, you die when blood pressure in your brain becomes abnormal
- No XP or leveling, character progression is done through cybernetics/augments
- Powerups are procedurally generated drugs (chemical effects on your character's body cause random things)
- In true dystopian fashion, the goal of the game is to get as much money as possible while screwing everyone else over

Settings I'm looking at:
- The street: Interaction with street gangs, skate punks, drug dealers, pimps & prostitutes, bioengineered mutants, and other seedy futuristic street denizens
- The corporations: You can visit to conduct a legitimate business deal, or just infiltrate to steal and hack things
- The "jungle": Densely populated urban areas where humans are heavily packed in, mostly controlled by violent gangs
- The lab: Mysterious scientific research facilities, where you can pay off scientists to create new drugs/viruses
- The catacombs: Creepy sewers and tunnels inhabited by mutants and monsters
- The matrix: a separate graph-based game mode primarily used for information gathering, and occasionally hacking and infecting other computers

Does all of that sound fun? Anything else cool that I should try to do with it? I figure realistically, I can get maybe a few of these done in a reasonable amount of time to launch an alpha version, and then after that I'll see what features people are most excited about. Pic related, a mockup I threw together. I don't know if I will end up using these tiles, but it's fun to give it at least some rudimentary art.
>>
>>181349290
are you in the process of actually making this into a game or are you just typing down design document destined to never become a game #200158735 ?
>>
>>181349290
the mock up sucks but your idea sounds fun
>>
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Legacy Code

Good artstyle.
Great gameplay.
Strong core concepts and a very well done execution of them.
I'm also impressed by the AI code of the drones and the frogs.

However every 3 minutes or so the game crashed for me.
The tutorial didn't work at all.
Faulty script for the shaders of your drones:

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_pickup_weapon:

Variable <unknown_object>.<unknown variable>(100126, -2147483648) not set before reading it.
at gml_Script_scr_drone_setshader
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_drone_setshader (line 0)
gml_Object_obj_pickup_weapon_Draw_0

Previous reviews:
>>181337802
>>181335791
>>181334623
>>
Is there anything wrong with using the Source engine to make a game?
>>
>>181349115
who are you quoteing
>>
mom look i samefagged on agdg again
>>
>>181349390
I'm actually making this, I have a couple of prototypes ready, but trying to get some more ideas of what people think of the design

>>181349450
Yeah, programmer art
>>
>>181349735 Good job, my daughter! I am so proud of you
>>
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holy heck
congrats fightknight
>>
>>181348916
Isn't that an obscure /mlp/ meme from years ago?
>>
>>181349096
maybe there's a plugin for that? or you could try that free fbx converter from autodesk
>>
>>181348829
> How to Webm
obsproject.com
nvidia.com/en-us/geforce/geforce-experience/shadowplay
gitgud.io/nixx/WebMConverter
github.com/thetarkus/WebMCam
>>
>>181349124
are you implying that Will Wheaton isn't a coward?
>>
ortho renders of humanoids look like absolute shit in 3/4 iso. they legs and feets is too big
>>
Why are you so obsessed with profits, devs? You have to make art for the sake of art. Make something that speaks to your soul, not something for the market.
>>
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>>181349880
Delete thyself, and then use some real arguments.
>>
>>181349921
Aqua Teen Hunger Force, mlp might be referencing that
>>
>>181349195
Dev here, I'm using C++ and SDL2.
>>
>>181350205
dumb frogfucker
>>
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>>181350205
>hay guyz, why do you need moneyz to livz ?
>>
>>181350384
Let's see, what's easier:
>get a part time job
or
>spend months making a video game and praying that it will make money
>>
>>181349646
It's pretty old and not that great. The one thing it has going for it is pretty solid multiplayer.
>>
>>181350205
BECAUSE I NEED MONEY
>>
>>181350205
my plan is to make the games I want to make until people start supporting my work through cash. Besides, I have no idea how to play to the market anyway.
>>
>>181350384
psst, don't tell them that one day mommy and daddy will die and they'll have to feed and clothe themselves
>>
Every day, I wake up, walk over to the mirror and have a hard look at myself. I say, "You're not a game developer, but you will be one."

Then I start coding.

I code for at least sixteen hours a day. Some days I code a little more. Sometimes I skip meals for a little more time. Some nights I go without sleep.

Most days I don't shower. I have food delivered to my door and it's mostly microwave meals and ramen.

People tell me, "It must be hard to keep going." Perhaps, but I must continue. I'm so blessed to have autism, to receive welfare so that I don't need a job and can code all day. When I'm tired and I'm thinking of giving up, I get up and look at myself in the mirror. I say, "Think of all the people who fund your lifestyle. Are they doing it so you can just give up?"

I look at myself and see the wrinkles, the receding hairline, the matted and greasy hair, the culmination of years of self-abuse for the sake of my art, and I think, "If I apologize or feel regret, everything will be over. I'll never be able to reach this place."

I've been doing this for two years now. I'm not a game developer yet, but...

I will be one.
>>
>>181350234
I remember playing the demo where flowers marked secrets. I surely play this one first. Great job.

Did you implement physics as well?
>>
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>>181344168
>Weren't these figures more middle way between spirits and gods?
Well up to this day Ukko is called Ukko Ylijumala which is a bit like Odin being called the Allfather. Jumala is the Finnish word for God and adding Yli- prefix to it literally makes it OverGod or AboveGod basically meaning a Supreme God, still being seen as something higher than the Christian god or at least implied so by language. Though I'm not sure on the origins of the word Jumala.
There were other less prominent gods but they could've as well been more like spirits. Like Tapio the god of the forest and Tuoni the god of death. Kalevala portays a lot of godlike characters and the origins for those might have been actual old gods slowly fusing with more human like characters much like the Norse pantheon where the gods often walk among humans.

There's also a complicated spirit aspect separate from these named deities. It was believed that a person has 3 spirits, one for his body, one for his mind or self and one to act as sort of a protection spirit. On top of that spirits were heavily assumed to be part of everything in nature and specific places or things could have their own spirits or 'elves'.

Christianity itself is a difficult subject because as far as I see it the Finns never took to it. Most of our pagan holidays were adopted as Christian holidays and we kept the a lot of the traditions of the old. In a way Ukko fused with God because they were in many ways similar. As long as it was legally required to be Christian, Finns followed along.

>Since some other Finnic people had a different main god
Most of the gods had multiple names so I think of it more like the tribes that now make up modern Finns simply having raised Ukko above the rest and other tribes elsewhere did the same to other gods of the pantheon. Tribes living in proximity to other religions probably developed into a different direction as well. There is probably a logical reason for Ukko and Thor being so similar.
>>
>>181350750
extremely gay but also identifiable, except the autismbux part and the wrinkles but including the receding hairline
>>
How do AAA devs bring innovation to their games? I'm trying to figure out what makes e.g. Uncharted or Tomb Raider so special. I mean, the mechanics are always more or less the same, you shoot, you hide behind a cover, some exploration, la la la. I often don't even want to think about going in that direction with my game, since I can't think of anything original, but then again, what original things are they doing? I'm starting to think it's all about visuals and stories, while we are playing more or less the same game.

How do you make an elevator pitch for those games? How can you sell them to somebody in 15 seconds?
>>
>>181350234
>>181349195
Which game is that? Can I see a webm, pl0x?
>>
>>181350384
You don't, really.
>>
>>181350750
I know that feel
>>
>>181351105
you don't know that what if he owns some big cash to the italian mafia
>>
Why there is no sfml precompiled for visual 2017 ;_;
>>
>spending years of your limited lifetime making a game that can be completed in few hours.
>profit/time ratio will mostly be not worth it.
>you'd need to waste more years to make games to survive, and that only if the games actually sell well.
no wonder why gamedevs are such depressed suicidal bunch, when you got redpilled on getting an actual job and keeping gamedevving a hobby/side job?
>>
>>181351334
gamedevving as a hobby is a surefire way to get your game out in 8 years and by then it will be obsolete
>>
>>181350750
Is it really worth it to speed up the death of the game developer you'll be?
Are you so desperate for success or/and happiness?
Do you know those funds are going to pay a hospital/mental institution?
Is the message of your life to destroy yourself to live your dreams?

Why anon, why?
>>
>>181350491
>work part time job
>want to die everyday due to the monotony
>remember that anon says it's better than making games
>kill self at the tender of age of 46

hmm
>>
>>181351452
Not him but what makes you think that just because a game takes long to develop it will be "obsolete" when its finally finished?
>>
>>181351287
my dude just get the source off git

>>181350750
jesus h. christ

seek help and remember to exercise atleast 20 minutes a day.
>>
>>181351046
it's this game >>181321298

Btw, I wish the game had a full screen mode.
>>
>>181351761
gaming is changing my man, in 8 years we're going to inject anime straight into our brains
>>
>>181351761
if you take a really really long time your game could be done just as there is a nostalgic resurgence of that hot trend you started on
>>
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Working on this stage atm, any ideas I could put into the stage? It's mainly centered around getting to the clock tower in the background
>>
>>181351006
>I'm starting to think it's all about visuals and stories, while we are playing more or less the same game.
This is true for a lot of AAA games. Especially the ones you mentioned. They're becoming more focused on the story and less focused on gameplay. There's rarely innovation of gameplay in there.
>>
>>181351883
wait nevermind, I'm retarded. Just checked the settings screen.
>>
>>181351917
reminds me of the year 2000
>>
>>181351931
>that hot trend you started on
>implying
>>
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>>181351917

>>181351931
Or you can just make an original game and it will be cool no matter when it comes out.
>>
>>181351334
friendly reminder that undertale sold more than one million copies even though the entire game has enough content for ~8 hours, and speedruns are like 1h

even if it was priced at 1$, one million copies is still one million bucks; its price is higher than that
even if toby got only 10% of that, that's still one hundred thousand with the lower estimate
>>
>>181351452
>>181351917
i love how people still think we can improve technology at the same pace since start, we already are at the limit, computers can't go any faster without costing billions, "VR" is just two tiny screens attached to your eyes.
in reality, nothing can get obsolete anymore, even if it happens, nes and snes games are holding fine even by today's standards, just make a good game.
>>
AGDG tell me, should i go buy some junk food
>>
>>181352450
Gotta get them quantum computers
>>
>>181349840
bokube and googem on suicide watch
>>
>>181352559
No

Stir fry some vegetables
>>
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>>181351046
Here's some gameplay footage.

>>181351883
>>181351998
You can also switch screen modes with alt+enter.

>>181350785
That level is still in as the first of extra mode, if you want to play through all the old demo levels back-to-back.
>Did you implement physics as well?
Well, I didn't use any external libraries if for physics if that's what you mean. Many things are faked though instead of "proper" physics.
>>
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Ghost Knight Victis

I like that the PC floats (even though its easier to animate and code) because its something different.
The enemies design is very well done and they're much more believable now that they dodge and feint attacks on their own.

The rapier is pretty much useless when you can use the spear in combination with backtracking.
Optimization is horrible. I'm struggling to get 40 FPS on a semi-decent rig.

The models look great though and the code is function-able. If you did this all by yourself I'm really impressed.
Try to think of a proper aesthetic around your current build, and stick with it.

Reading your itch.io you already seem to know most points of improvement. Good luck! Please keep posting progress in the threads.
>>
>>181352789
Sonic?
>>
>>181352789
wow sonic got a lot cuter
>>
>>181352218
>implying everybody has equal chance to be the next toby or notch
this is why people commit suicide, you should never tell a kid "you can be anything you want", people need to be realistic and smart about choosing their goals, if something doesn't work, do something else, banging your wall at a wall won't break it no matter how many times you do it, the sad thing is that by being autistic about dreams is that you will never learn what was your potential and where you could've shined, imagine if usain bolt wanted to do something else in life, he woudl've never found out he'd be the fastest man in the world.
life is about discovering what you are truly good at, no matter if it's what you want or not.
>>
>>181352709
but i want some ;_;
>>
>>181353009
Stir fried veggies taste delicious anon and they're good for you
>>
>>181352789
What's the narrative?
>>
>>181352874
>>181352881
I've never actually played a Sonic game.
>>
>>181352789
Reminds me a lot of DoReMi Fantasy.
>>
>>181353163
Almost literally your game.
>>
>>181352891
but toby and notch weren't good at making games
>>
>>181353163
considering the way your game plays, that is an extremely difficult statement to believe in
>>
>>181352664
gaycum's butthurt in the previous thread was really funny
>>
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did you post your demo yet? can't wait to download them :^)
>>
>>181353473
NO

DON'T STEAL MY BABY
>>
Unity3d or Unreal 4?
>>
>>181353627
Why not CryEngine?
>>
>>181353627
gamebryo
>>
>>181353627
polycode (the binaries are actually out)
>>
>>181353121
go find your friend while killing creatures
that's about it right now
>>
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Asking the same question as previous thread, does anyone have example of flying 3D level design along the lines of Zone of the Enders/Strike Suit Zero, or just plain old ideas ?
I'm having a hard time picturing anything other than empty space with some geometry blocking a little bit.
>>
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Everybody's making demos and I'm just making tools
>>
>>181353121
You're a cute little girl picking berries in a forest. That's about it.

>>181353250
>>181353270
Well, I might be ripping off games that originally ripped off Sonic, like Jazz Jackrabbit. The original idea was to have only projectile attacks in the game too.
>>
>>181353772
Pretty nice use of autotiling.
>>
>>181353680
You'd have to be one sick puppy to use CryEngine over UE4
muh foliage
>>
>>181353772
nice goin senpai
>>
>>181353772
Good, reminds me of Advance Wars's map editor. Probably had as much fun playing with it as I had playing the game.
>>
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>>181353680
>not picking Lumberyard the CE definitive edition with botnets pre-installed
>>
>>181353812
>jazz jackrabbit
yfw the turtle's second phase can be oneshotted
boy that takes me back
>>
>>181352852
Thanks for the feedback there!

>The rapier is pretty much useless

Other than the planned parry ability, minor thing about the rapier is that it will stunlock the enemy, provided they are flinching already. If you combo an enemy with the spear, they can break themselves free from it by dashing away (provided they have enough stamina to do so). But if you are comboing with a rapier, as long as they are already flinching (the regular hurt animation), you can keep at it until they die (as long as you still have enough stamina to attack)


>If you did this all by yourself I'm really impressed.

The level assets are a mix of free stuff I got, and stuff I got from the Asset Store on sale. Other than that, the rest is all my work (characters, animations, programming, GUI).


>Optimization is horrible. I'm struggling to get 40 FPS on a semi-decent rig.

Optimization is actually missing; I haven't put any yet. If it's ok, may I ask what your PC specs are, so I have a point of reference on what kind of PC gives 40 fps for the game?

Something from Speccy would be nice.


>Try to think of a proper aesthetic around your current build, and stick with it.

What do you mean?
>>
>>181353772
tool demo when
>>
>>181353846
>>181353903
Why? I always hear it, but I don't think I ever got a reasoning.
>>
>>181353772
this is fucking great honestly.
>>
>>181353080
ok, you convinced me, but i have no veggies
>>
>>181353772
it's comfy asf, post it in the demos
>>
>>181353772
This looks really cool. Make it 3D, please.
>>
>>181353772
What did you use to make this?
>>
>>181353772
looks like something that'd get 500 reblogs on twitter
>>
Is Unity the best engine to make 3d games quick?
>>
>>181354173
It's just unity lol
>>
>I can just create a sandbox project for testing things instead of messing up my demoday game page
only took me an hour to come up with this master plan
>>
>>181351942
This looks seriously grody, dude.
>>
>>181351942
>Working on this stage atm, any ideas I could put into the stage?
effort
>>
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Still working on the cards appearance so they take less place since this is a quick flip (simplified them a little, compared to >>181311613). Also diversifying the enemies decks. I still don't have good animations for this so its very abrupt. At least the card dictionary is easy to use now and I'll be able to do the real encounters more easily. Oh an this is a test area, unsure if I'll use it, if I do I'll tone down the spiraling.
>>
>Legacy Code
I'm not gonna use a command line interface to navigate your options menu, so get fucked.

>Shipwreck
I don't know whether you intend for playing without lock-on to be the skilled option a la Dark Souls or if it's only meant to offer nominal functionality until the player locks on to an enemy a la DMC 3 and 4, so without knowing that I'll offer suggestions on both sides of that line.

I have some problems with the keybinds you're using. Dodging, which is basically a backdash, requires the player to take his hand off the right analog stick to press B, but the stick is necessary in aiming the backdash well (assuming the player is not locked on). I'd bind it to one of the shoulder buttons (this could be useful for both locked and unlocked combat but it depends on whether you've got more important things reserved for the shoulder buttons) or less ideally L3/R3. You're using the RB button as a modifier switch for selecting special moves, which means that Right Trigger does absolutely nothing but the standard combo and dash attack, which could be a waste of a button. You could use left stick direction vs. the direction of locked-on enemies to determine which attacks come out, but that would mean the player couldn't execute special moves without locking on. On the other hand, you could do away with RB and simply make holding a button before pressing Right Trigger execute a special attack. I think this is the best option; even if you have important functions like dodge on the face buttons, you can prevent the accidental input of one command over another via input windows (the basic dodge function in Metal Gear Rising is a double button input and I've never seen players complain about accidentally jumping or light attacking instead of dodging, which are the two commands pressed simultaneously to execute a dodge).

The dash attack executing if the player is moving at all forces the chore of remembering to not move at all when trying to do basic slashes.
>>
What do you think of collecting hardware information of one's userbase?
>>
>>181354968
http://store.steampowered.com/hwsurvey
>>
>>181353906
Jazz 2 was where I took the idea for pixel-perfect collision masks from as well.
>>
>>181353772
10/10 would live in
>>
>>181355062
That's going to give me an average of the Steam userbase (which is valuable information without a doubt) but no information on how my game performs on different machines.
>>
STREAM WHEN?
>>
>>181355467
>asks about hardware information
>really wants performance metrics
>>
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>>181353919
>Something from Speccy would be nice.
pic related
Its a 4 year old laptop which can run Wolfenstein: The New Order on 50, and GTA: V on 35 fps.

The average Steam user will be slightly below this if you believe the Valve hardware research.


>What do you mean?
Dark Souls is build around (dark) Gothic architecture. Bloodborne is a clash between the Victorian style and Lovecraft's Eldritch horror.

If you're going to design levels, and the enemies within them, it might help if you pick a certain aesthetic to remain consistent.
>>
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>>181355521
>>
>>181355581
people hate consistent aesthetic though
they'll just call it repetitive or boring
>>
>>181353903
>Amazon botnet
I want to see evidence of this
>>
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Make a cluttered floating city. Realism be DAMMED.
>>
>>181356092
thats manifold garden, m8.
>>
>>181355581
>underclocked yet overheated 3630QM
>750M
>above average
>>
>>181356092
is this antichamber 2
>>
hello amateur developers, nodev here looking for some ue4 user who could maybe answer me some questions. i want to create a small thirdperson demo from an idea i've got using the marketplace bux i've still got from back when ue4 was monthly cost.

there are two blueprint and animation assets, and i'm wondering if i will be able to easily combine these two, and pick both apart and remove things i don't need and keep what i need? i guess i will need to watch tutorials and learn stuff but i'm wondering if it's possible overall

the two things i want to buy is a set of ragdoll physics based animations, and another one adds gta 4 type of character becoming a ragdoll if they get hit hard in any way. what i'm wondering if i'll be able to apply the ragdoll physics from one asset to the animation asset which also has some ragdoll stuff going on.

tl;dr i want to add gta 4 ragdolling (not as good just basic) to a purchased set of animations for a tiny thirdperson demo idea
>>
>>181356092
>deforming polys to the origin played in reverse at very high speeds
>>
>>181356319
It should be fine, check if they both use the UE4 skeleton (basically every marketplace thing does)

What exactly does the second asset do? Just becoming a ragdoll is really easy to make yourself.
>>
I'll make videos for Demo Day b-but you have to actually upload your demos...

...guys?
>>
>>181356638
Demo-less day
>>
>>181356638
All that's missing is the web version, but that one sucks anyway
>>
Can I upload a demo and only let people who paid for it to play it?

It will seem more exclusive and will trick people into paying for a shitty demo.
>>
>>181356825
good luck not getting shitposted to death for this
>>
>>181356319
start a new thirdperson starter map
make an environment out of built in primitives
press x to ragdoll, space to jump, 0-9 to set gravity
at worst, you might have to retarget the animations, or just rig a character to the animation's rig
>>
>>181356092
Did you make that? That actually looks incredible seeing it for the first time.
>>
>>181356904
Visionaries get ridiculed by people who don't understand all the time.
>>
>>181357075
"visionary" is a big word for a shitposter
>>
>first twitter follower
>he's some huge weirdo 'intellectual'
I guess it's a start
>>
>>181356825
DAY ONE PIRATE
>>
>>181354204
That would be UE4
>>
How do you manage health attributes?
Say a player starts with N of health, but it increases as he unlocks new skills.
>>
>>181353903
>Lumberyard is free, including source ... there is no requirement to connect your game to the cloud. There are also no seat fees, subscription fees, or requirements to share revenue.

this is the best game engine available
>>
>>181357275
Health as a variable that can take a maximum amount of MaxHealth
On level up, increase MaxHealth.
How the fuck do you not figure this out yourself.
>>
Why y'all always saying Unity is bad for 2D? It is literally better than all the alternatives.
>>
>>181357275
>>181357410
this is fine, but here comes a clever trick: store damage instead of health. this means that when maxhealth increases, so does your health
>>
>>181357410
I don't want to sum directly to a MaxHealth, because:
- I can change skill bonuses during updates
- I need to serialize it back
- There's no levels, only skill unlocks
>>
>>181357671
I don't get it either. I guess it's just because it doesn't have 'bowling alley bumpers' for pixel perfect graphics, which are very easy to pull of anyway.
>>
>All those people downloading my shitty demo day entry
Are you that bored? Or just hopeful?
>>
>>181358038
we're looking for something to laugh at
>>
>Ghost Knight Victis
I thought you had different combos per weapon before but now it seems like the player simply has access to 1 rapier combo string and 1 spear combo string that they can interrupt with the other. If this isn't the case then I think it would behoove you to include a movelist like I've suggested before because it would save the player the trouble of aimlessly mashing out combo strings with different buttons held down in the hope that something new happens. If it is the case then the different weapons basically amount to light and heavy attacks, with none of the attacks in either string having particularly notable traits (that I could discern) beyond being one of the two types. Also, the first attack in the rapier string takes quite a long time to come out IMO. The characters' appearances seem to be incrementally improving (both Disparo and the marionettes). The AI improvements are noticeable, but for whatever it's worth, opening with a spear attack and then spamming rapier strikes if the spear connects seems to be a strategy that's pretty much unassailable.

>Spaceship Crew Self-Defense Simulator
Most importantly, nice ASCII. I feel like the player has a relatively low vision radius/area for how deadly everything is, and I think said vision radius works against the concept of using the broken-window vacuum mechanic to one's advantage; seeing further would allow the player to better utilize the layout of the station in tactical planning. I feel like pressing the door buttons is far more difficult than it ought to be; the player's position seems to need to be oddly specific for the press to go through, which is less than ideal in the heat of combat. I'd make whatever check you're using for that a little more permissive.

It's kinda dumb to whine about programmer art, but using the same color for the enemies as the "shadows" of vision-obscured areas seems like a bad decision to me. More contrast would make them more obvious.
>>
what can make FTL combat deeper? you have different weapon, different systems, teleportation, fire and oxygen, that means you can kill the crew or destroy a ship in different ways, but can you add more to it?
i want some gameplay elements that doesn't rely on weapons.
>>
$$$$$ 3 downloads $$$$$
>>
>>181358125
Y- you think my games are funny? Really?
>>
>>181358208
:)
>>
>>181356631
>>181357009
thanks, after some thought i guess i meant more like once i purchase those blueprint/animation assets i will have full access to them to modify and cut and paste and so on? i checked and both use the ue4 skeleton
>>
>>181356001
"Consistent aesthetic" doesn't mean "make your entire game a cave or city or egypt level", dingus.
>>
>>181358174
A more complex stat and class system for crew members?

Being able to physically change your ship layout midway through a play-through.

Being able to land on planets with just your crew so they can explore terrain/bases.

Different systems that react to different hazards. For example maybe you could have a sprinkler system that puts out fires but maybe it spreads toxic gas if the enemy fires it or makes the rest of the room slippery or something dumb.

taking enemies hostage from a wrecked ship to take to a slaver to sell but maybe they can break out if that subsytem gets destroyed.

>actual 2d gameplay where you have to aim your guns and maneuver your ship

>multiplayer
>>
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what happened to this game? can i steal it yet?
>>
>>181358174
Actually piloting the ship is the most obvious thing that is sorely missing from FTL. I'd vastly prefer it over two ships flying around in abstract space and missing/hitting because of evasion ratings.
>>
>>181358152
>now it seems like the player simply has access to 1 rapier combo string and 1 spear combo string that they can interrupt with the other
Not the dev, but I personally prefer "emergent combos" to "canned combos". And this isn't exactly a niche opinion - look at the success of Souls games and NieR: Automata.
>>
>>181358152
>>Spaceship Crew Self-Defense Simulator

Thanks for the feedback. The low-vision radius area is a common complaint I've been having since DD11. I tried to improve this with the always-on dynamic camera on this iteration but I think I'll have to resort to increase the range of the game window and camera.
>>
>>181358821
Except in both of those games the individual moves within the strings have unique properties that make them significant in themselves. Also, both of them have a lot of auxiliary command/utility moves that can be used to supplement the strings.
>>
>>181358770
how would you fly the ship and control the grew at the same time?
>>
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How does itch.io class the submissions for DD15? Is it sorted by popularity?
>>
>>181358821
...Also also, both Dark Souls and Automata allow you to swap between multiple weapons in real time which grants access to substantially more of the types of significantly different moves that I previously listed.

Dark souls: 2 offhand weapons, 2 main hand weapons with light and heavy attacks each
Automata: 2 sets of weapons, each with light and heavy attacks

I didn't criticize him for using what you deem "emergent combos" (which is a complete joke of a term because it implies that Dark Souls or Automata have a more emergent nature to their combat than games like Bayonetta or Devil May Cry, which any perusal of footage of high level play across these games would reveal to be false), I criticized him for having poor attack variety across these strings.
>>
Should I use godot or libgdx for 2D android games?
>>
>>181359724
It's sorted by * * m a g i c * *
all we know is that they roughly correlate to views/downloads and seems to be semi-random
>>
>>181359724
Try F5'ing.

It's random.
>>
>>181359542
The same way I control the crew and the weapons and the abilities at the same time: queue movement orders. Duh. The game's real time with pause, it wouldn't be a big deal in the slightest.
>>
>>181359542
Make it like Dwarf Fortress where you command the crew themselves to pilot the ship (like commanding dwarves to pull levers and such).
>>
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Catgirl Pool Party
https://itch.io/jam/agdg-demo-day-15/rate/88779
Megadrive/genesis game (use an emulator to try out)
Yes I know, there's no music/sfx and not much to do in it yet but its some progress from last time (mostly bug fixes) and I'll keep working on it
>>
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>expecting me to download an emulator for a demo

n-no thanks
>>
>>181350234
>not sfml
Enjoy all those pointers
>>
>>181360392
I was waiting for this
>>
>>181360392
>emulator

lol fuck off
>>
What do you guys think of a walking simulator named Hellblade? What do you think about games that focus on experience and story rather than gameplay mechanics?
>>
>>181360407
why would you even be interested in pixel games without already having every emulator and rom set on your HDD though?
>>
>>181360407
>>181360748
>americans afraid of papa fbi barging into their house in the middle of the night because they download an emulator
land of free
>>
I don't get it. I did the same exact thing 1 year ago as him >>181353772 and got no replies.
>>
>>181360179
That actually sounds kind of interesting. You're hired.
>>
>>181360392
I'll tell you more gently than them: you should bundle the emulator and include a batch file that runs the ROM
I mean it's only illegal if the ROM is someone else's, right?
>>
>>181360832
What do you think about being the dumb motherfucker still asking this question in 2017 like it hasn't been trod into a fine dust at this point?
>>
>>181360842
Oh great, an insecure eurocuck. Just what the thread needs more of.
>>
Honestly, I'm a little shocked none of you guys have a Mega Drive emulator installed in the first place.

You're not casuals, are you?
>>
Could Lerp be used to gradually rotate a character in the direction being pointed toward?
Or would it feel unnatural?
>>
>>181361259
never owned any console in first place
>>
>>181361259
>not just owning a Mega Drive
>>
>>181361408
Goddammit I was the casual all along

Time to play some Minecraft, I guess
>>
>>181360654
>pointers are hard
i forgot nobody here is an engine dev.

just a daily reminder that SDL is god-tier. even Steam Runtime provides it.
>>
>>181361336
using lerps with angles has some fun corner cases

example:
359 deg -> 0 deg
instead of moving 1 deg to the right a naive lerp would do an almost full turn to the left
>>
>>181360991
I have no idea what you are talking about, senpai.
>>
>playing music stored as audio
>not having a custom player for modules from a custom tracker
>>
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So, whats the best demo currently in DD15?
>>
>>181361408
>>181361259
I thought the casuals were the ones playing on a console?
>>
>>181360654
Thanks, I'm enjoying them.

No really, I don't get what the issue with pointers is.
>>
>>181361856
you should download them and make a ranking
>>
>>181361856
Your game
>>
>>181361879
That's only for modern consoles anon.
If you play game consoles that were around when you were a kid, you're THE MAN.
>>
You guys ever start to get fucked up mentally after spending too much time devving? I just thought about how I need to go to bed by getting my world up vector and rotate it's pitch 90 degrees so I match the local rotation of the bed, laying down
>>
>>181362026
when does a console go from casual to not casual
>>
>>181362102
xbox
>>
>>181361962
please no
>>
>>181361670
>not incorporating VST support and programming MIDI in your game
>>
>>181362181
>reinventing the wheel
>>
>>181362086
I dream about videogames
>>
>>181362102
2 console generations
>>
>>181361670
>not playing a 1 second sample at random frequencies
>>
>>181362086
It's all I think about these days
>>
>>181362086
us developers amirite xd
>>
>>181362086
I've probably dev'd in my dreams before, I usually forget them right when I fully wake up
>>
>My super funny title screen joke is thwarted by the popup blocker
I will have my revenge
>>
>>181361505
this is why you calculate the shortest angle before you lerp
>>
>>181362223
reinventing wheel is fun
>>
Added the web version and it runs like shit
Webdevs, how do you live like this?
>>
>>181362426
hit enter by accident
what happens to me a lot is coming up with an idea right before bed, so I put down a comment describing it so I don't have to spend the whole next day figuring out how to solve the problem again
sometimes this'll happen for a week straight without much in between, so I'll start working on the idea I had the previous night, work on that for several hours, finish, move on to the next thing, get stuck and/or distracted for another several hours, and then right before I go to bed come up with an idea to fix it, which I work on the next day and sho on
>>
>>181362086
I started peeking through walls with my head during the first few weeks of owning a VR headset. months have passed - still no game
>>
>>181361505
lerp a derp
>>
>>181362459
Calculating the signed least difference is part of lerping under modular arithmetic. You don't do it before - your lerp just needs to use the right subtraction operation.

>>181362640
Inventing new wheels is even more fun.
>>
>>181362852
>Inventing new wheels is even more fun.
programming is just fun
>>
>>181362441
don't worry anon. I got your wiki how to I thought it was funny

>>181361856
My game
>>
>>181350234
>SDL2

What resources would you recommend to a begginer?
>>
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>>181360392
I think it's a neat idea, but there's not much of a game yet. Keep going, you absolute madman.
>>
>>181363089
Now I can die in peace, thanks anon.
>>
>>181356226
>>181357026
It's as >>181356163 says. Manifold Garden is the game and I didn't make it.
>>
is it easy to animate in unreal? if i just want to create some placeholder shit? can i do animations without any skill directly in the editor?
>>
>>181363749
>can i do animations without any skill
No.
>>
>>181363780
i just want to create the shittiest placeholders
>>
>>181363118
Lazy Foo tutorials are fine if you're otherwise familiar with C++.
http://lazyfoo.net/tutorials/SDL/index.php
>>
>>181360407
>not having a mega drive
>not injecting the demo into a chip and playing it the way it was meant to be played
>>
>>181363749
Unreal has some really half-baked in-engine animation stuff. You should use an external program like Blender instead, it will be the same amount of work to learn and you'll get something more useful. If you have time to mess around, this technique could be useful
http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach. But when I tried to implement it in Unreal I dropped it after a few days. I think you'd still need to define like a 1-keyframe animation in Blender and use that as the keyframes.
>>
I GOT TWO DOWNLOADS
YEY
>>
>>181363749
Yeah you just rotate stuff and keyframe it, it's good enough for placeholders.
>>
>>181363139
Thanks I will.
>>
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progress into platforming mechanics
>>
I want to get started with game making. I took a computer science class in high school but I was completely terrible at it, but I want to try again. The engines I've set my eyes on are Godot and LOVE, but each use a different programming language. Python or Godot and Lua for LOVE. Which one is better to use?
>>
finished unnamed pixel platformer. was a lot of fun. the controls were tight and it was smooth with good game feel and it was challenging. the mosquito enemies were incredibly frustrating and there were so goddamn many of the things. it kept me coming back to keep trying though and I would keep playing if there were more levels.
>>
>If I add the web version, the Dreamcast and the Windows version are no longer downloadable from the Jam page
Should I just drop the web version? I think >muh light gun and >muh Dreamcast are the only thing my game has going for it.
Damn itch, way too kill my multiversion programming fun
>>
>>181364290
Nice dude, are you going to make a super mario 64 like game?
>>
>>181364290

Bing bing wahoo!
>>
>>181364290
damn doggy that's some satisfying looking movement
>>
should I play bokube?
>>
>>181364290
I like the way the thing wobbles in the background
>>
>>181353919
Hey,
I thought the combat was really neat and would obviously get a lot better with more choices and enemy attacks. The only real complaint I have is that the enemies are not really telegraphing their attacks all that clearly when you're close up. But yeah once you get sound in, that would probably help a lot Also I guess balance doesn't really matter right now but man, dashing into enemies and starting up a combo is really strong.

Also, is the horse peeing fire on a brain? wtf
>>
>>181364821
bokube is probably not a botnet so go for it
>>
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>>181364413
What was that? The game needs more mosquitoes? That can be arranged.

There's the old demo level reel in extra mode, in case you missed it. They were designed with slightly different gameplay in mind though, so there are unintended shortcuts and whatnot.
>>
>>181364310
I'm not familiar with Python, but I know Lua is fucking shit. The way it handles objects is just ridiculous. Definitely would not recommend as a first programming language. However many says that Python is a good first one.

However keep in mind that when you rely on an engine or a framework, you are rather learning the framework than the language itself.
>>
Can someone help me understand how this dampening formula works? I don't really want to use it when I don't know how it works. It's used for turning the character.

float new_ratio = 0.9f * deltaTime * turnRate;
float old_ratio = 1 - new_ratio;

player.forward = ((player.forward * old_ratio) + (localMovement.normalized * new_ratio)).normalized;
>>
>>181365248
Why do I hear their voice when /vg/ doesn't have sound webms? What did you do to my brain?
>>
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>>181365347
>The way it handles objects is just ridiculous.
>>
>gamedev.net is now anti-adblock
dropped
>>
>>181365248
jesus christ
>>
>>181365347
Lua doesn't have OOP.
>>
>>181365502
Aren't these suppose to be vectors?
>>
>>181365991
No, the only vectors are localMovement which is the direction the stick is being pointed in relative to the camera, and player.forward obviously.
All other values are floats.
>>
>>181365838
literally what did that site even provide?
>>
Would raycasting downwards every frame on every actor to see if he's on the ground be intensive ? I'm trying to make my own movement component in UE4, I can know if something is on the ground by checking the hit normal when the actor hits something but I can't find any other solution to know if he's not on the ground anymore.
>>
>>181366368
uh... um how can you call yourself a gamedev if you don't know what it provides, sweetie?
>>
>>181365918
It supports it pretty much out of the box, with closures for encapsulation, method syntax, and prototypal inheritance (metatables). It's just not class based OOP.
>>
>>181366479
what about, y'know, collision detection
>>
>>181363886
the editor can be used to alter animations but it's not really intended to create animations from scratch, just learn blender
>>
>>181350750
This is disgusting
>>
>>181366368
Basically a forum for professional and amateur game developers to talk about programming, art, music, writing, etc. mostly free of engine specific cancer.
>>
>>181349840
so how many projects did this game kill by sending devs into deep depression?
>>
>>181366479
no, a single raytrace every frame is not expensive, it's what you do with it
>>
>>181349290

I'll steal your ideas to make a 2d isometric clone of REDACTED
>>
>>181366479
You really want grounded to be its own state, not just a flag. Otherwise slopes will be a real pain to implement.
>>
>>181366681

i don't want to become an animator though just want to give the default dummy some moves to my blueprint shit so i can keep the ideas going
>>
>>181366368
Dunno. For me it'll always be the site which appears under the Stack Overflow hits in my Google search list.
>>
>>181366669
That only returns hits. What I do currently is add a velocity (sum of input, current velocity and gravity, I'll deal with acceleration later) every frame, and make in sort that if it is on the ground, it doesn't add the gravity input to it anymore. (so that it doesn't end up having an insane downward velocity after staying on the ground for five seconds).
So basically once it's on the ground, the OnHit event doesn't really fire anymore.

>>181366880
What about that case though ? Thinking about doing it only when it's on the ground too.

>>181367132
What do you mean by that ?
>>
>>181365248
I was legit trying to herd all the mosquitos in the level. Shit's tough, I only got like 7 or so.

I'm trying to 100% the game, but here's a couple odd things I guess.

Pressing down + jump on solid ground has an odd effect. I assume it's from not being able to pass through the ground as you can the tree platforms.

Also, if you jump, then press and hold jump in the air, you'll jump again when you land.
>>
>>181366479
I raytrace hundreds of times per frame without any framerate issues.
>>
>>181357671
lol no.
>>
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Working on making the view turn to a low-detail map sorta thing once you zoom out enough. Mostly to save fps but also it looks pretty nice
>>
>>181368242
That's a really cool effect.
>>
>>181367398
not telling you to become an animator, it's just fucking hella easier to do your shitty animations in an animation program

or just go download some shit from mixamo
>>
>>181368497
hirvi perkele
>>
>>181367820
if you just need to set a bool every frame with a raytrace you shouldn't worry about it
>>
>>181367846
>I was legit trying to herd all the mosquitos in the level. Shit's tough, I only got like 7 or so.
Now why would you do that? There's 31 mosquitoes total.

>Pressing down + jump on solid ground has an odd effect. I assume it's from not being able to pass through the ground as you can the tree platforms.
Indeed. I'll do something about that eventually. For now you can use it for a frame perfect trick to do a roll on the ground though.

>Also, if you jump, then press and hold jump in the air, you'll jump again when you land.
This is intentional. You can't do it by just holding the jump button so accidental jumps are rare, and it makes jumping again easier.
>>
>>181368242
can we get a webm/gif?
>>
>>181365248
>blighttown.webm
>>
To AWK (harmonicdev)
Can you upload a 64bit binary for linux?
>>
imagine a world where artbros look for programmers

fuck i just want to like program game i dont want to draw i dont want to design levels i dont want to design gameplay i dont want to write a history i dont want to make songs
>>
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>Watch Unity's Unite Europe 2017 Keynote
>End of keynote mentions developers being affected by the "travel ban"
>Some faggot from some shithole might not have been able to enter the country for 2.5 seconds
>They think people actually give a shit

Aaaaaand Unity still has nothing on UE4
>>
>>181368909
Why do you even want to make a game, then?
>not liking doing art
pleb
>>
>>181367820
also, if you're worried about it, you could use a timer to do that check every .1 seconds
>>
>>181368880
I will upload it in a few minutes.
>>
>>181368463
i checked maximo and there is nothing that fits but if i import something similar from that will i be able to edit it inside unreal to match more to what i need?

i only need one animation that i can't find anywhere that fits the idea i have
>>
>>181369273
thanks
>>
>>181368497
Hvorfor er du en faggot?
>>
Why are jungle settings so rare in games? I mean real, deep jungles, I think there is so much potential in that, especially with all the myths surrounding something like Amazon and similar areas.
>>
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>>181369079
i just got a great game idea. i call it infidel ninja.

its a touch screen game where you get a level that consists of infidels with heads that need to be severed and you have to cut them by drawing a line on the screen, and other things can be in the level that need to be triggered, for example you may need to cut a head off so it falls on a lighter that ignites a cage with another infidel in it
>>
>>181369217
there's a difference between all those things i like programming why does a programmer need to 1MA while the others only do what they like
>>
>>181369318
yeah you can alter them and save them as a new animation
>>
>>181369542
Rendering dense foliage is hard.
>>
>>181369542
nigger,

>mgs
>donkey kong
>crash bandicoot
>tomb raider
>uncharted
>>
>>181369542
because making the art for a desert is 50x easier than making the art for a deep amazon jungle
>>
>>181369542
hitman (2000)
it's shit
>>
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>>181348829
Ok so Yeti is ready to kidnap people if they come near and are unconscious. Maybe I need to fix his path a bit, or maybe I will move a rock to somewhere else depending on playtests.
>>
>>181369620
I like where you're going with this.
>>
>>181369667
cool thanks
>>
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>>181369542
amerzone had a pretty good jungle level iirc
>>
>>181369886
it looks really weird for that stone to just slide perfectly horizontally like that. make it crumble into a pile of rocks or something.
>>
>>181369751
>MGS
No, unless PO, PW, GZ or 5 did it and I didn't hear about it. MG, sure.
>>
>>181369542
>crysis
>far cry
>monkey island
>prehistorik
>lion king

jungle is a stock setting in games because it allows artists to stretch their muscles and woo the audience
>>
>>181370061
Yeah agreed. I tried to adding a shaking effect and a snow animation below (so it looks like it's blowing snow apart due to force) but I like your idea. It's simple and works well.
>>
>>181370116
Snake Eater?
>>
>>181370116
you know which one I mean
>>
>>181370235
you should also make the yeti fade in from black before his signature roar, maybe with glowing eyes.
>>
>>181369380
>>181369273
It's up.
>>
>>181370249
>>181370298
Oh, so you can't tell the difference between a forest and a jungle. In that case there's fuckloads of "jungle" levels in games.
>>
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behold my masterpiece
>>
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what does people think about this?
http://yugioh.wikia.com/wiki/Dungeon_Dice_Monsters
i'm talking specifically about the unfolded cube mechanic, you unfold a cube to create tiles which your units can walk on, a move is valid only if you can fully unfold the cube (you can't occupy existing tiles), can a game like this be fully solved or there's room for strategy? since there are only 11 combinations (excluding the rotation) to unfold the cube and the board is relatively small.
>>
>>181370470
Thanks!
>>
>>181369751
>>181369760
>>181370169
But this just proves my point, that's still not a lot, and neither of these have real deep jungles, they are always close to civilization. I'm talking about being lost in the middle of nowhere and battling for life amidst predators, tribal hunters, diseases, storms etc.
>>
>>181370475
Not for honor
>>
>>181361912
I'm ignorant. What can pointers do that non-pointers can't do?
>>
>>181357671
Don't listen to haters, I love it when I need to own an expensive gaming rig to play a 2d platformer.
>>
>>181370475
Not for revenge
>>
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>>181370571
what the fuck
>>
>>181370702
Ok, FC and Crysis are good examples, Uncharted and Tomb Raider okayish and obvious ones which come to mind, but that's not a lot.
>>
>>181370571
>not making an array with all the names in it
>>
>>181370891
Tarzan games
>>
>>181370659
Early Yugioh had lots of cool games. There's tons of stuff you could potentially turn into a shadow game.
>>
>>181370812
IDGAF about PC I just want it to run at 30 FPS on the Switch
>>
Definitely not for
>>181370719
>>181370838
>>
Play game please
>>
>>181370702
see >>181369705
if you're aiming for a realistic approach, then making a jungle is hell.
>>
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>>181370719
BUT FOOR YOOOOOOUUUUUU
>>
>>181365712
Butthurt pajeet detected.
>>
for england, james
>>
>>181371060
Gimme a few secs

I'll even comment, which is worth, like, 5 (You)s
>>
>>181371070
Yeah, that's what I'm aiming. I have to agree with that, eh, one day...
>>
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i didn't make it to DD15 with any of my projects but the demos that are up look neat! glad to see ctesiphon is still alive! keep up the great work anons

my entry for "So Bad Its Good" jam wound up taking more time than I thought but its done and playable, if you want to punch a ton of skeletons

jasozz.itch.io/graveyard-shift
>>
>>181369620
Make the game in Unity and the infidels the unity dev team plz
>>
>>181371215
>fight knight alpha release
>>
>>181371215
fight knight?
>>
>>181371215
Combat paladin?
>>
>>181371215
Nice Fight Knight cl-

>>181371331
I declare this a meme now.
>>
>>181370726
Point to things.
>>
>>181371060
I don't play whodev games.
>>
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>>181370571
>using capitalized return strings for key presses
>using R. Shift instead of rshift
>using spaces
>Pause SLASH Break
what the fuckkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk
youre gonna mess it up a lot lmao
>>
>>181371331
>>181371341
>>181371372
>>181371380

punching skellies is always great

glad to see fight knight dev met their KS though
>>
>>181371060
whoeven
>>
>>181371407
I mean, what makes pointers more advantageous to use instead of non-pointers.
>>
>>181370571
You better have cases for the play/mute/fastforward/reverse/record buttons some keyboards have. You can't call it a game if I can't play it with the same buttons that are supposed to be used for windows media player.
>>
>>181371824
Indirection.
>>
>>181371824
for one, change the value of a variable within a function without having to use additional memory for a local copy of that variable
>>
>>181371961
Elaborate please?
>>
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>Working with Windows, such a seemingly simple task such as handling keyboard input can turn into a small engineering nightmare. There is a myriad of deceitful APIs for basically doing the same thing, yet every single one of them has its own flaws.
>>
>>181371810
>>181371425
Listen, Am I a whodev just because I've never posted any updates about this game whatsoever and made it in two weeks? I'll have you know that i'm a prolific shitposter/lurker.
>>
>>181371824
Reuse of memory and modification from different parts of the code.
Libraries like SDL specially use these a lot since it was originally for C and pointers were the only way to some shady kind of OOP stuff back then, but I'm not going to specify on that.
>>
>>181372071
SDL in particular uses them for its objects since you get a consistent ABI while an object can have a different implementation for each platform.
>>
>>181372071
It's so your computer can figure out what to do to what to where at when time.
>>
>>181372125
just use SDL2
>>
>>181372059
>>181372147
>>181372249
Ty
>>
Hi everyone!
A few weeks ago I posted a shitty cell phone video of a game I'm making in Unity. I've been looking to make a 2d metroidvania shooter for PC. Still haven't thought of a title, but development has been chugging along. It's been a challenge, but it's very rewarding.

I wanted to keep you guys updated on my progress, so I've captured some new footage (in Fraps this time). The biggest addition I've made is the ability to push physics objects around. I've also patched a few collision bugs and synthesized a new jumping sound in Massive.

https://youtu.be/Qeh-3D2tX_Y
>>
>>181372134
Fix the ricochet
It's more of a luck-based game right now
>>
>>181370726
http://www.learncpp.com/cpp-tutorial/67-introduction-to-pointers/

scroll down to What Good Are Pointers?
>>
>>181370470
>>181370668
Shit son, this demo is my favorite.
I was so into it before it crashed.
Love the aesthetic, the sounds, the mystery.

The intro animation and the transitions are so fucking nice.
Complains are the crash and that it can't go fullscreen.

10/10 would buy on multiple platforms
>>
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>>181371891
My keyboard doesn't have those buttons.
I have cases for xbox controllers tho, look
>>
>>181371083
woah what are the settings for these unreal graphics
>>
>>181372134
>never posted updates

pretty much in my book.
>>
good night agdevs, have productive dreams
>>
Did someone literally just make a shitty melee only Doom clone and it got $10k funded? Jesus christ how?

Everything really is a meme now

You can create something really stupid, slap loud music on it and reddit and tumblr will suck your asscrack because the game is "lmao so random and funny xD"
>>
>>181373060
just further proves that there's no such thing as shitty ideas, just shitty executions
>>
>>181373060
What game are you talking about?
>>
>>181373060
yet another epic dignity poster
fuck off back to your spreadsheet simulators
>>
>>181373060
anon, so much salt is not good for the crops
>>
>>181373152
Wrong. There are shitty ideas and shitty tastes.
>>
>>181372698
Nice, thanks a lot.
It crashed when switching levels, right? I used a pretty horrible and hacky method for transitions but I will be rewriting the entire game in the next version.
>>
>>181372750
DELET THOSE FUCKING BREAKS IT'S GIVING ME SEIZURES
>>
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>>181368327
Thanks man

>>181368785
Yeah here, I don't know why the quality turned out shit but whatever. There's a bit of a an fps hit during the switch currently though; hope it's an easy fix.
>>
>>181373290
I bet you're one of those people who doesn't use any seasoning ever.

Bland food for a bland person.

How does it feel having no personality, no ambition, no emotion, no soul? Trick question, you don't feel anything at all.
>>
>>181373459
>Not salting crops = not salting food.
>>
>>181373459
he said for the crops, you fuck. if you salt the earth, you're going to ruin the harvest dammit.
>>
>>181370571
So this... is the power... of rebindable keys
>>
>>181373379
but what if it stops working after i do that?
>>
>>181373416
>>181368785
Oh, and the little white flash during the switch was an accident but I think it makes the transition cooler. Don't know if I'll keep it. Thanks for the interest by the way!
>>
>>181373353
I like your game but it was really confusing for me that the blue was stuck to your position relative to when you first stepped on it. It took me ages to do level 2
>>
>>181373353
Yes, switching to the 3rd level it crashed.
Keep up the good work.
>>
>put music that is 100 times better and took 100 times more effort than game itself onto the games trailer, demo or whatever
>instant kickstarter success

there's the secret, i've got it all figured out now
>>
>>181373571
>he doesn't put salt on the food while it's still growing
>>
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>>181373580
my code for actually checking the input is also a piece of art
>>
>>181373554
>>181373571
Well fuck, I thought he said chops.
>>
why is os_is_paused() retarded but window_has_focus() isn't but only works on like windows 8 or some dumb shit
>>
>>181373831
Actually he said crops :^)
>>
>>181373798
so this.... is the power..... of gamemaker
>>
>>181373459
I'm white so I flavor my food with water
>>
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>>181373589
IT WILL RETUNR BEFORE THAT GO BACK TO THE DUM DUM FACTORY
>>
>>181373863
I think I might be hungry, anon
>>
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well that was a short experience
>>
>>181373982
Never dev on an empty stomach. That's my motto.
>>
>>181373416
That's a cool effect. I like the zoomed in graphics too, it all looks real nice.

Someone should put a (you) above the little dude, and have it zoom in and out with him.
>>
>the motivation is gone
>I must now employ discipline mode

This time I will prevail
>>
>>181373960
oh, i didn't know that
thanks anon

>>181373905
this is nothing, you should have seen the first time i tried making online multiplayer
>>
>>181374298
Why didn't you protect your excitement, anon... WHY DIDN'T YOU PROTECT IT!
>>
what if my crop was chops
>>
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>>181374298
I believe in you anon!
>>
>>181374298
>>181374421
>>181374475
epic fucken epic
>>
>>181374542
fuck that, just put half and half in it
>>
>>181372769
Not him but do you really expect people to start posting updates from the first day of deving? A lot of people at that point are just messing around with gamemaker not really knowing if they're going to go anywhere with it. Really the only time you should complain about whodevs is if they come here with a game they've been working on for months that's near completion and they're either shilling or asking us to play test. There's nothing wrong with starting posting a week or 2 into deving
>>
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how do you get to the right side? I think I saw an area that could lead you up there with a bee, but the platform was too high.
>>
>>181374220
Thanks! Yeah, that's the plan. Markers for your player, your armies, your settlements etc. Right now I just needed a low-res render so I can look at the whole world w/ good fps while I tweak the world generation, so I haven't put it in yet.
>>
>>181374671
I'd rather wither and corrupt, thanks
>>
>>181374671
nigga, that shit costs money. But mostly this >>181374905
>>
>>181373906
You mean you're white so you're a self loathing bitch who's only capable of self deprecation.
>>
>>181374905
>>181375029
Pathetic subhumans
>>
Slowly making my way through the submissions.
Gonna steal all your ideas
>>
>>181375029
How do you obtain food?
>>
>>181375174
you will give up
>>
Even ideas you didn't have yet
4-dimensional idea stealing
>>
>>181375174
I'd like to see you try. No seriously, post your game when you do. Or will you just steal them so you can idea-guy on /agdg/ all day long?
>>
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>>181375176
>>
so does gms2 always crash this much or is it just my toaster
>>
>>181375460
I see nothing wrong with this. your orange grows over my property, it's my orange
>>
>>181375495
People who say Godot is a meme are wrong. GMS2 is the real meme.
>>
>tfw I can't even ideapost anymore
>>
>>181375616
one meme doesn't make another not meme
>>
Ok since I saw a bit of a discussion on SDL2 I'm going to leave this awesome talk here for anyone who's interested in general info on it:
https://www.youtube.com/watch?v=MeMPCSqQ-34

It's easier to use than you expect, there's bindings for it in almost any language (a big advantage of C libraries). It's also cross-platform with virtually 0 overhead.
>>
>>181375278
I already made my way through the devs I didn't know. All that's left is charted territory.
>>
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>>181374709
This is the intended way.
>>
>>181366889
Please do, I'd love to see more games in this genre
>>
>just realized that If I want to actually sell my game that I've actually made significant progress on, I will literally have no choice but to interact with the public, at the very, very least as support.

I don't mind supporting my product or anything but I quit my last job because I couldn't stand taking pizza orders over the phone and talking to people. I didn't really think this through, selling a game actually involves a lot of social interaction.. also I fell for the gamergate meme..

fuck me
>>
Where's your TF game?
>>
>>181376051
what ever are you doing on a forum then
>>
>>181375846
Damn, I figured it was something to do with the spin attack. I didn't think it would push me up high enough though.
>>
>>181376051
>a lot of social interaction
I don't think some forum posts counts as a lot.
>>
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Are you ready?
>>
>>181376319
It's an anonymous one full of autists like me who share in my hobby

That's a bit different from the.. subservient nature of talking to anyone who buys my game, having a social media presense, etc
>>
>>181376370
Then you have either released an immaculately polished game or you have not released and properly supported a game.
>>
>>181376391
I'm still shit at 3D modeling. But I'm gonna try to make something decent.
>>
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I like this. Thanking the player is important. The player is your friend.
>>
>>181376559
You only need to be a twitter account with a fake name, as long as it's associated with your game, you're good.
>>
>>181375846
Man that's tough. I managed to get up to the platform, but I don't think I'll make it past the mosquitos... I suck at controlling the spin attack anyway. Might try later.
>>
>>181376847
I kinda feel bad about that secret since I can't pull it off reliably myself. I can promise it's not worth the effort unless you absolutely must get every secret though. Score-wise you just need to get on the platform so you can kill the mosquitoes if you're going for perfection.
>>
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>>181376391
man, blender(or maybe modeling in general, i haven't done it before) is fucking confusing to get into. I quit trying to learn like 3 times already -_- I guess I'm fated to do 2D forever. Or maybe I'll start procedurally generating shit, I can already generate planets so why not everything else.
>>
>>181375846
Sanic
>>
>>181375846
you didn't lie when you said you played your game too much and you mastered controls, i thought this cute game would be for casuals
>>
>>181377534
>implying plebs should be allowed access to secrets
>>
>>181375846
what does the sign say?
>>
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How is that a fucking X, cunt?
>>
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This Z is looking weird, too.
>>
>>181377891
That's for you to find out.
>>
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>not producing working game cartridges for your AGDG Demo Day Demos, printing out the manuals and boxes, shrink wrapping them, and then opening them before playing on your Mega Drive (you do have one, right?) on your color TV

Seriously, really cool that you actually made a Mega Drive game.
>>
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progress here!
I added analog stick support and changeable settings for analog sticks
it may not look like much but this was a doozy of a coding job (largely because of my own typos)
I also tweaked menus in general along with a bunch of comments and some other tiny things I don't even remember
this is why I didn't have anything up for demo day, but at least I got it done, in fact I had it done something like an hour before demo day, but I wanted more stuff to be done to actually put out another demo
what do you think of the sensitivity UI element? I largely made it out of not wanting to fuck with more UI code but I like it, it's different and efficient
>>
>>181376318
The Fuck?
>>
>>181378412
finally a promising porn game on agdg once again
>>
>>181378517
Transformation, anon.
Where's your game about a guy being turned into a cute dog girl?
>>
>>181378330
Tanglewood had a Gamescom demo like that, it was pretty cool.
>>
>>181352559
Drown yourself in caffeine and finally implement that feature you jackass.
>>
>>181350205
I used to ask the same question until I got my first internship. Then I had schedules and obligations, and also less time to work on my games.

If you truly love making games then you should consider making money from it, because if you succeed you'll have all the time to work on more games without living with your parents.
>>
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First try at generating islands. Looks good, but there isn't much chance for bluffs by the water, which I'd like. Hopefully fixable with some tweaks but might be a bigger issue.
>>
is there anyone that finds bokube fun to play? am I just not getting it? I tried to enjoy it, its obvious a lot of effort went into the graphics and music and atmosphere but I just cant get into the gameplay. maybe its just for young children
>>
New to all this and trying to make a tactics-like combat system. How should I go about determining how many squares can be moved? I.E. how can calculate the distance of the target square from the current square in terms of squares. I hope this makes some sense.
>>
>>181379392
desu it's not a very fun game imo, seems like the puzzles are just there for the sake of it rather than being interesting.
>>
>>181379418
A* pathfinding
>>
>>181378412
here's the commentary of the madness that made this (that is, my notes on what to do next for each problem I had):
-- write a little bit of code that loops over the axes on a gamepad and shows the direction value for each of them (Joystick:getGamepadAxis)
-- make jumping respond to stick state
-- move the stick menu response code because this whole section only runs when a key or button has been pressed
-- implement activation rate limiting for stick input in menus
---- make analog stick control toggleable, moveable, and adjustable
---- add another window accessible from the bottom of the controller controls window
-- add 12 to controller errors
-- get everything moved down consistently
---- fix the cross-device control assignment (e.g. keyboard attack = "start")
-- check input_type when entering control_edit
---- figure out why the control_cross message doesn't show up for control_edit device mismatches
---- fix input device becoming unresponsive for menus after moving window while in controls menu by not going to the main pause menu if the game is already paused, and also for out-of-game quit methods opening the quit check menu-- reset game_status.input_type
(1/2)
>>
>>181379903
(2/2)
---- try to fix up direction switching with an analog stick in menus, if the active direction is different from the stored current direction then switch the current direction immediately instead of waiting for the cooldown
---- build the actual stick settings submenu
---- build in code to make inversion work, should just be more nested branches
---- make sticks work AGAIN, and make settings menu actually activate
-- still make sticks work vertically, and make settings menu actually work (unfreeze? and not freeze on error)
-- build the reset for going into an error state
-- fix up which stick sensitivity adjustment goes to which actual stick setting (h/v)
-- move up the bottom of the stick settings menu and make it wider
-- inversion branches are being tripped and shouldn't be
---- up and down are being tripped, non-inverted is being tripped, inverted is being tripped when set to "both"
---- clamp stick sensitivity readings away from 0, that is, make them not be 0, and make positive and negative (both directions) behave the same
---- fix data not leaving the stick sensing section
---- make x-only and y-only inversion work
>>
6/15, I'll end it for the day.
I bet I'm gonna wake up and there are more than six new submissions.
Current favorite is Legacy Code, because holy shit that juice
>>
>>181379418
http://www.redblobgames.com/pathfinding/tower-defense/
Towards the bottom there's an example of using the algorithm to calculate how far away a tile is from the starting tile. You can use this to decide where a unit can move or where an attack can hit.

http://www.redblobgames.com/pathfinding/a-star/introduction.html
A* intro showing how all this path algorithm stuff works.
>>
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Working on projectile system for today.
>>
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>>181377903
>>181378117
;)))))
>>
>>181380115

Thank you very much.
>>
>>181380209
ya cheeky cunt

good game, though
>>
>>181378603
fuck it, I'll take that as positive feedback
>>
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>>181354656
I appreciate all this feedback on Shipwreck. I'm aiming for a mix between DMC and Dragon's Dogma, so there will be more functionality on the left stick for combat when locked on (or when just aiming with the right stick,) so generally you're expected to be locked on. Currently, left stick input doesn't have much affect, but holding forward causes a stab rather than a swing. As for the dash, it's not just a backstep, but rather it takes you where ever the left stick is pointing, and it it's pointing no where, it goes to back step, much like Dark Souls. I know none of this was obvious, so I apologize. Only realized there was a demo day right when it opened last night, so I just made a quick splash screen and pushed it out.
>>
>>181380482
But what about the stone, fampai
>>
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>>181380661
>>
>>181380790
11/10 would throw again
>>
Any opengl experts here?

How can I query attributes for the default framebuffer in OpenGL 2.1 or ES 2.0? I'm specifically trying to get the value of params like GL_RED_BITS, GL_DEPTH_BITS, GL_SAMPLES etc. I thought you could use glGetIntegerv while the '0' framebuffer is bound (glBindFramebuffer(GL_FRAMEBUFFER,0)) but the docs say querying state on the zero framebuffer will generate GL_INVALID_OPERATION
>>
>engie
>>
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>105 posters
where's your game?
>>
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Hey friends what do you think of this?

I feel like its lacking something but I'm not really sure.
>>
>>181381658
It's lacking contrast, isn't it?
>>
>>181381658
shading
>>
Best way of making generic, reusable modules in Unity? For example one enemy might have behaviours like patrol, idle, and attack. Another one would have the same behaviours but also a flee at low health, and another decision making in combat (different attack sets etc). Honestly I've never written AI before so I have no idea.
>>
>>181381594
D- do you really wanna see it?
>>
>>181381658
Shading, color palette could be better, that house there looks kinda fat
>>
>>181381830
eeeh... not really
>>
>Decide that I don't find many of the mobile games on the app store very fun
>Decide to make one that I would want to play
>Realize I don't know what I want

How do I into gameplay design?
>>
OBS won't work on my computer anymore. Can't figure out the problem.

Whats the alternative?
>>
>>181382067
None, you are fucked
>>
>>181382017
DUDE

ARE YOU SERIOUSLY FATSHAMING RIGHT NOW
>>
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>>181381594
In DD15. Why, where's youts?
>>
>>181381594
on demo day
nobody downloaded it
>>
>>181382329
m-more?
>>
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Working with Unity is kinda fun inb4 >Unity for 2D platformers, but when I start looking up info for platformer physics and all that shit, I keep seeing two solutions
>Kinematic Rigidbody2D, but script all physics with the help of Unity's gravity-related variables
>just use Unity's built-in physics engine

Is there any direct advantage to manually scripting every minute detail regarding physics and collision over using Unity's physics engine? (aside from the ability to assume direct control over every minute detail via scripting)
>>
anyone need their game played
>>
>>181382340
link it, cunt
>>
>>181382067
webm cam is technically usable
>>
>>181382432
There's no more, sadly. Sorry, Anon.
>>
>>181382519
https://itch.io/jam/agdg-demo-day-15
>>
giving out free demo plays just (you) me to secure yours
>>
>>181382561
is that from your game
is it kickin
>>
>>181382574
Did you make Mirklings
Such a great game
Very enjoyable
Must have been conceived by the greatest mind known to man
I bet he's handsome too
>>
>>181382502
the advantage is the ability to assume direct control over every minute detail via scripting. I've generally heard go with scripting over built in physics for the extra control and to reduce physics jank. Better to rely on your own code than unity physics stuff you cant change
>>
>>181382630
>>
>nobody played it
>>
>>181382630
I- it's not a lie this time, right?
>>
>>181382645
Yeah, my game's kickin. That art's not in the game, though. It's just of the player character.
>>
>>181382630
claiming
>>
All you had to do is play the damn game
>>
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am i ripping off sonic too hard with these targets
>>
>>181383090
I doubt anyone would say that. It's just you.
>>
>>181383090
nigger, that's kawaii. And it's just you.
>>
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Soon
>>
>>181383090
yes and it doesn't fit the environment
>>
>>181383090
silly frog anon, sonic doesnt use his tongue
>>
>>181383090
Ripping off Ristar if anything
>>
>only 15 demos
is everyone waiting till the last second again?
>>
>>181383654
You haven't even played all the demos you've got yet. Don't be so greedy.
>>
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play my game
>>
>>181384260
put it on linux
>>
>>181383269
that doesn't look like a game
>>
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>>181384325
>>
how do i know u guys didnt pack viruses in your demos? this is 4chan after all
>>
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I don't know what happened here really.
>>
>>181385004
the thumbnail looks like a face
>>
>>181384991
> pack viruses
>>>/out/
>>
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>>181384991
IF YOU CAN'T STAND THE HEAT STAY OUT OF THE KITCHEN
>>
>>181385278
>If i wanna taste food, i need to be able to eat rotten food
what a retarded logic
>>
>>181384991
do you seriously think a single resident maybedev is capable of googling how to pack a virus with his "game"
>>
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I AM DOING IT
I AM INSTALLING SFML
I AM NOW USING BOTH SDL AND SFML
I AM DUAL-WIELDING LIBRARIES
SOMEBODY STOP ME
YOU CAN'T
>>
>>181384991
If you're running games with administrator privileges, I don't know what to tell you, anon.
>>
>>181386346
WH- WHAT IS THIS POWER
>>
>>181386346
That sounds counter productive.
>>
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>>181386346
And here I am, using only one like a stupid fuck.
>>
I'm using, like, 20 libraries in this exact moment
>>
>>181386346
Sometimes I just include libraries I don't even need so my executable will become bloated and I can pretend I'm making progress
>>
>>181386914
People are sceptical of games that are too small. Below ~half a gig it makes sense to add bloat
>>
my game is nothing but a collection of external libraries stuck together
>>
My game is a library that is dynamically loaded by a platform specific executable.
>>
>>181387003
>monolith was only 8mb

I was impressed. testament to the skill of the devs involved.
>>
My game is just two state machines.
>>
>>181387213
Well shit, my game is 991kb. I must be super skilled.

Could probably get it down to under 100kb with the right compiler settings.
>>
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>make small demo in godot (a simple ball bouncing on walls)
>the upper and lower walls works perfectly, get noticed
>make literally the same node twice on the left and right wall
>doesn't work
>literally the same setup as the upper and lower walls
>they don't even get reggistered when I try to print them
>literally the same node as the upper walls
>doesn't work
>they don't even print their names
>but they still block the path
>>
Can someone give me a monolith key
>>
shitdot
>>
>>181387528
>>181387213
https://www.youtube.com/watch?v=2NBG-sKFaB0
obligatory
>>
>>181387213
it runs like shit though
>>
>>181387983
The best part about .kkrieger is that it's exactly as good as you'd expect.
>>
>>181387983
Meh, software rendered so there's no massive OpenGL overhead. At that point, the 3D demoscene stuff for the GB is way more impressive. Shit's like 8kb.
>>
>>181388350
looks like it desu
>>
>>181387983
this is not a good use of autism
>>
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Hey guys, want to send my shitty demo made with gamemaker without the install thing, how do i do that?
>>
>>181390052
Those crab trilobyte things look cute
>>
>>181390052
Here's what a quick google gave me.
https://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/009_distributing%20your%20game.html
You'd want standalone it seems.
>>
>>181390052
when you build, you can choose to save as single runtime executable
>>
>>181390296
Thanks bud
>>181390380
>>181390402
Thanks too!
>>
>>181372419
Looks more like a 2.5D Megaman than a 2D metroidvania, but that's just my opinion. I'm guessing all those models and textures are just placeholders so I won't comment on them. Good job anon.
>>
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A VR game where you play as a god that develop a small village. You can use your controller to make sign to use magic and sacrifice villagers to fill your mana. Oh! and you have giant beast to do your bidding.
>>
>>181390832
this sounds familiar
>>
Ctesiphon, you can rocket jump in your game with the shotgun right click. You can escape the level through the windows at the end. Tried to make a webm but it fucked up.
>>
>>181390832
why isn't black and white a vr game yet, itd be perfect
>>
spaceship self defense game

############################################################################################
FATAL ERROR in
action number 1
of Step Event2
for object obj_grenade:

Unable to find any instance for object index '120087' name '<undefined>'
at gml_Object_obj_grenade_Step_2
############################################################################################
>>
>>181391641
The power of Unity...w-whoa...
>>
>>181391641
So this is... the pow..er... of Go Dot...
>>
>>181391710
>people will fall for this
3/10
>>
>>181391641
so... that's the might of unreal
>>
>>181391641
the... strength... of Monogame... wow
>>
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>>181355581
>If you're going to design levels, and the enemies within them, it might help if you pick a certain aesthetic to remain consistent.

My game takes place in the modern day as a dark urban fantasy kind of thing where the supernatural world is slowly "invading" the real world. I don't know how to best describe it. Think of Silent Hill which has a real world and a fog world, but while Silent Hill's fog world transforms the real world into a rusty industrial look, think of the Eldritch worshipping statues in Yahar'gul

Thanks for the speccy!


>>181358152
You're correct in your analysis. The reason it feels lacking right now is because I have a lot still to add in. I view Demo Day as a means of showing a snapshot of my work-in-progress, so there's still a lot missing there.

The player will have a 3rd weapon/attack in the form of a two-handed warhammer so you'll have a total of 3 attack buttons. I certainly don't plan on making unique combo strings, it's just not feasible, the amount of animations I'd have to create will be too much.

Each weapon will have a special property: Rapier will allow parrying incoming attacks, Spear will impale enemies, and Warhammer will knock back or send enemies flying away.

On top of that there will be magic spells related to the weapons: summon spear wall for defense, flying rapiers that you can use as a ranged attack, (I haven't thought of a spell for the warhammer yet)

Much much later, I will implement the player's 2nd armor. The 2nd armor has its own set of weapons (Greatsword, Lance, Flail) which have their own moveset and special properties. You can freely toggle between your 1st and 2nd armor in-between combos. You can think of it kind of the same with Nier Automata's switching from weapon set 1 to 2.
>>
>>181391641
>enginedevs
>>
>>181391641
the competence... of clickteam fusion...
>>
>>181391883
I doubt it
I laughed though
>>
midnight, real dev hours.

https://www.youtube.com/watch?v=-UJ9K8lMxPA
>>
>no vr multiplayer historical tank fighting simulator
It's like you people don't like profit.
>>
>>181369886
That yeti has some grooves going on. I love it.
>>
Having trouble getting my levels to load, people only playing demos on the first day is a meme right?
>>
>>181392026
why not some kind of shockwave for the warhammer?
Not that it really makes sense that a shockwave travelling through the ground would hit hovering shit, but VIDEOGAMES
>>
Is there a list or guidelines somewhere saying what your game can and can't have in it on steam? Postal and loli shit are on there so are the rules pretty lenient?
>>
>>181392457
The 2 or 3 people that do bulk reviews usually take a week or so to get through all the titles.
There are stragglers occasionally playing after day 1.
>>
spaceship self defense game whats the point of putting something like ammo that isnt directly usable into your active inventory slots? just seems like a pain in the ass to me
>>
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>Realize it's been almost 5 years since I gave up on my dreams

https://www.youtube.com/watch?v=NFdFfs9DQMo
>>
>>181392391
why bother when this is a thing

https://www.youtube.com/watch?v=na530jGHOtI
>>
>>181365029
>enemies are not really telegraphing their attacks all that clearly
I plan on adding sound yes, plus their eye will briefly brighten before their attack

>Also I guess balance doesn't really matter right now but man, dashing into enemies and starting up a combo is really strong.
There will be more powerful enemies later on that should help compensate that. The enemy I have there right now is the basic easy-to-kill type.

>Also, is the horse peeing fire on a brain? wtf
I literally rushed making that level on the 1st day of demo day submission itself, using some assets I got from the Asset Store. I would have preferred some Cthulhu-like statue, but the only free thing I found was a horse statue.


>>181392526
Thanks, that's a good suggestion. No worries on realism when it comes to the weapon's "spells" because that's the point where it becomes magical in nature.
>>
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I MIGHT make it for demoday but dont expect any actual demo with objectives. It's most likely going to be an empty environment full of nothing where you can fuck around with the ship and explore the first draft of the world.
>>
>deleted

what did he mean by this
>>
Is it normal for Visual Studio to be slow as hell?
>>
>>181393705
That he wanted to repost without making a reply.
>>
>>181393738
with unreal engine?
>>
>>181393837
sorry with unity.
it's gotten to the point where monodevelop is legit faster and its old and buggy as hell
>>
Why do console manufacturers think it's a good idea to keep their APIs and such so secret?
>>
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I posted my prototype, next time i promice i will make a character selection.

>>181393705
I quoted someone by mistake
>>
>>181393925
Money.
>>
>>181393990
I don't understand how that could lead to more money. Surely that makes it less likely that someone would want to develop for their platform. It sure dissuades me.
>>
>>181393738
you might have some extensions/plugins initializing on startup that you don't really need, check your tools menu > "Extensions and Updates"
>>
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object ob_enmy_slm:

Unable to find any instance for object index '0' name 'ob_plr'
at gml_Script_sc_randomshoot
############################################################################################
>>
>>181394105
did the player die?
>>
>>181394249
yeah
>>
>>181394395
Ah, then it is in the soon to be fixed list, thanks bud
>>
>>181394482
I think your black and white sprites look better than the crabs, but it's a local optimum. The black and white crude sprites against a gray background is a deliberate style, but the crabs are colored pretty amateurly and just look like a bad attempt at good art. In the long run learning to sprite will be better, but for now just turning everything black and white will give you an aesthetic game.
>>
>>181392567
I think the only rules are that it can't have porn (but it can have censored porn with a patch available elsewhere to uncensor it) and it can't be illegal in the United States. Making a game that's illegal in the US would be a feat unto itself, so it's really just porn that will get you in trouble.

Hatred got its store listing deleted before it was released, but Gabe personally put it back and apologized to the devs.
>>
>>181394962
Thanks, i will look into either changing the background or grooming the sprites.
>>
>>181352789

You should put that on the game jam page. The screens don't portray this action.
>>
>>181360392

I hate your artstyle but I salute you making it in assembly code for the megadrive.
>>
>>181361259

I have the mega drive/genesis front end emulator you get off steam.

I am the pleb
>>
>>181396672
Can you just plug any ROM you want into that?
>>
>>181361856

That game
>>
>Literally 1 fucking download after 6 hours

This is is lads, I'm giving up
>>
>Unfortunately, the XBox 360 controller has been built to misbehave as a HID device. The analog triggers can not be read independently. I assume this was done in an attempt to promote XInput, but I’m honestly not sure.
This is why we can't have nice things.
>>
>>181397130
Don't make us beg. Post the link and someone will play it and give you feedback. Let this also be a lesson that no matter how far along you are in development, your game needs to catch people's attention.
>>
>>181397202
>The analog triggers can not be read independently
w-what the fuck
Is that at the hardware level or did Microsoft just ship shitty drivers?
>>
>>181397279
They can only be read independently if you use XInput. With raw input or anything built on top of it, you're fucked. Think they "fixed" it with the Xbox One controller. So it's the drivers that are shit, maybe intentionally.
>>
>>181397385
Why won't Sony just release a PC-compatible Dual Shock already
>>
Whose game should I play?
>>
>>181397385
And normally I wouldn't care and would just use XInput, but Microsoft was retarded and based XInput on polling rather than events.
>>
>>181397657
Mine.
>>
>>181397707
And what is the name of the game that is yours?
>>
File: DDq6Gf4W0AEfycN.jpg (52KB, 1200x177px) Image search: [Google]
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Reminder to pay for art assets if you can't draw.
>>
>>181397764
That's a lot of replies.
Was he shitposting or did he really pay $600 for that?
>>
>>181397764
x fucking d
>>
>>181387213
my game is 0mb
>>
>>181397742
>>181397742
https://andyman404.itch.io/the-cat-in-the-hijab
>>
>>181397935
>#ResistJam
Nice meme
>>
>>181387213
My current project is 24.70mb, I bet I could make it smaller with some optimization
>>
>tfw your game is 10mb but the music is 200mb
>>
>>181398351
Did you pay per megabyte
>>
>>181398410
I didn't pay for it, I took it from some random website with royalty free music.
>>
>>181398679
if you're so worried about the size you could re-compress it in lower quality. Honestly I don't think anyone would mind if the music was in 56 kbps mp3 while they play, it's the game they'd be focusing on.
>>
>>181397839
Dunno. Here's an archive link if you find yourself mildly curious:

https://archive.rebeccablacktech.com/mu/thread/73681469/
>>
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So my current solution to add variance is to use three perlin maps. One "detail" map with more curves and two lower-detail maps.

Basically the perlin value for any tile is the sum of the "detail" map's value and the "low-detail" map's value, weighted according to the third perlin map's value (ie: a higher value on the third map means the computer perlin value more closely follows the high-res map).

This gives areas of broad changes (the south coast) and areas of tight changes (the northern bay).
>>
>Game Maker no longer working.
>The devs have stated they don't know what it is.
Whelp. Time to learn Godot.
>>
I am going to make a game that save vidya industry. Where should i start?
>>
>>181398857
It's been cool to watch this materialize across the course of the day.
>>
>>181399006
I was hoping someone would find it interesting. It's just a lot of fine tuning and dicking around so progress comes pretty easily I think.
>>
>>181398914
Get a freshman programming book and learn the difference between a string and an array of chars.
>>
>>181398872
>Game Maker no longer working.
?
>>
>>181398857
That's pretty neat.
>>
yawn what a boring demo day.Sell me your game with one pic or webm
>>
>>181381594
I already posted it
>>
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>>181400363
>>
>>181400640
is this a screenshot of your latest shovelware release
>>
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https://blog.molecular-matters.com/2011/09/05/properly-handling-keyboard-input/
http://joostdevblog.blogspot.ca/2012/08/the-craziness-that-is-joysticks-on-pc.html
>>
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>>181400363
I can't sell it, but here. Old version with bad hud and shit, but you can still do pretty much everything pictured

https://track5.mixtape.moe/yglxyb.webm
>>
>>181385004
Phil Collins?
>>
>>181400640
this makes me want to watch kaiji again
>>
File: Particles1.webm (2MB, 1200x700px) Image search: [Google]
Particles1.webm
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No demo :'(
But I'm finally starting to understand particles and dynamic materials!
>>
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>>181386346
>>
>>181400834
I like the effect.
>>
>>181400834
That's cool mang.
>>
>>181400834
That's a good muzzleflash
>>
>>181400424
i 'm not gay and not sold at all
>>181400640
why do you even bother
>>181400727
now this is how you sell your game,nice webm dude i would totally play that
>>
>>181399427
Any time I try to execute the program, it doesn't work.
>>
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>>181400803
which will in turn make you want to play Restricted-RPS
keikaku doori
>>
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>>181401197
>i would totally play that
You can play that current version right now if you're interested, but I would rather have newcomers experience the new version I'm busting my testicles over.

I appreciate the compliment though. Really, I just want to like, make fun vidya, it just so happens this one is about a manlet knight fighting the forces of hell
>>
>>181401043
>>181401075
>>181401150
Thanks! I'm glad the cartoony effects are coming out well enough.
>>
Your game or gamemaker itself? Just confirmed this moment, both GMS & GM2 both working perfectly at my end.
>>
>>181401329
They are, I'm a sucker for exaggerated muzzleflashes and explosions, your game has a cartoony and fun theme to it, so going full action hero for fun effects is a good idea, all I suggest is making the smoke a little more transparent, or fade quicker, visibility is important.

That said, other than the minor smoke complaint, well done.
>>
>see people taking issue with file sizes

Are you guys going to sperg out if mine is 700mb for a top down shooter? My low poly models DEMAND pbr.
>>
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>>181400715
>This means that according to Microsoft, any new flightstick is automatically 'legacy'.
>>
I really want to build my own engine.
>>
>>181401292
>but I would rather have newcomers
i agree first impression is king and usually i play demos for few hours and giving a 2000-3000 characters feedback on an older build is pointless
>>
>>181400727
>making a literal doom-like in 2017
hopefully youre making it in unity so you can sell it in the developer store, i cant imagine anyone but other nostalgiadevs wanting this.
>>
>>181401543
dont
>>
>>181401580
yes making a game in unity would be the best way to make it look exactly like doom
>>
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>>181401574
You will see it in due time then, friend.

>>181401580
Sorry Goog, this IS doom, it's just a mod. GMOTA ain't about the money, it's about making something good out of passion, and to practice some gamedev like mechanics, balance, a little of spriting, sound editing, the works. Been working at this for nearly 4 years now.
>>
>>181401341
Game Maker itself.
I re-installed twice now and it refuses to start. Even tried an earlier build.
>>
>>181401667
>best
not what i said at all....you could make it in the quake engine but literally who would care?
>>
>>181400834

pretty juicy effects. even with no effects the robot breaking into pieces is a nice touch. just needs a few explosions and the pieces to be on fire and sparking leaving oil trails.
>>
>>181401580
>>181400640

Rumor has it youre working on a western rpg now with 2 other guys?
>>
>>181401580
are you in any position to accuse others of having no market?
>>
Whoever is appropriating Googum's name is doing a really bad job of impersonating him.
>>
>>181401807
I dunno, he seems like the same arrogant shoveldev as always.
>>
>>181401807
I'm the real goggum actually
>>
>>181401727
does your game require using modern source ports or is it faithful to the old engine?

your game looks really fun by the way
>>
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>>181401749
You always draw people, can I see what a creature drawn by you would look like?
>>
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>>181401727
>working 4 years on a mod
stop it, how do i hide you?
>>
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>>
>>181401870
Not really. Maybe to the shitposting retards that inflate every speck of drama they can get their hands on. I wouldn't be surprised if one of them was doing it and simultaneously responding to himself.
>>
>>181401887
I don't think the real DOOM engine supports mouselook, does it?
>>
>>181401435
Fantastic, that's exactly the effect I'm going for.
And yeah you're absolutely right about the smoke. Can't even tell the robot is dead until the smoke clears. Gonna add a bit more flash to it, too.
>>
>>181401887
you do need a slightly newer version of Zdoom/GZDoom, it should also be compatible with Zandronum 3.0 when I'm done so you can have multiplayer manlet knight shenanigans. HOWEVER there is a madman making a total conversion of Doom called REKKR, and that will be compatible with Chocolate Doom, so essentially DOS-tier settings.

>>181401902
If you really are googs, the fact I just disturbed you this deeply is a pretty big milestone for me.
>>
Like this:
>>181401580
>>181401902
Googum isn't known for giving a shit about what anybody else does or thinks.
>>
>>181401731
Different anon here. Just for giggles I went ahead and started my GM:S 1.4 up. Loaded last project and everything is working fine. Dunno what to tell you, anon.
>>
>>181400715
fuck
I guess I should figure out DirectInput support in LOVE for my game
>>
>>181402197
If you're using LOVE or any cross platform framework this stuff is irrelevant and hopefully has already been dealt with on Windows.
>>
>>181401780
Thanks and I like that idea. I just needs to make the particles to add to the dead robot.
>>
>>181401879
fuck off imposter
>>
>>181364310
What language do you have the most experience with? Go from there.
>>
Anyone know much about getting loans? I'm thinking of getting a 1-2k loan for my game.

For perspective, I have decent credit, and I have a released game related product on stores with sales. Furthermore, I have an actual game, and people tend to be mildly impressed when I show footage of it.. or at least I can make it look good decent enough. Especially to someone who doesn't know much about games, IE a banker. My point is, I can make a good case for myself and my game.

And 1-2k would really allow me to finish it off with more juice. I could target specific areas I want work done to stop worrying about them while I build out my game now that much of the programming is done and a few levels are done.

I guess I could kickstarter as well.. I'm not much of a social person, and that seems to require a following and.. well getting the link out somehow. Also, while my game looks okay, it's scope is relatively contained.. I think my game can get sales if it's on Steam and completed, I'm not sure it's big enough or meme enough to get kickstarter bucks. I do think I'd make my money back from a bank loan though.

Anyway.. thoughts?
>>
>>181401902
WE'VE FOUND OUT HOW TO HURT HIM AND DRIVE HIM AWAY
IT MAKES SO MUCH SENSE
JUST PRESENT GENUINE PASSION IN YOUR DEVELOPMENT!
>>
>>181402358
You'll need a following anyway if you want the game to succeed.
>>
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>>181402039
>the fact I just disturbed you this deeply is a pretty big milestone for me.
you guys make me out to be a monster but im very empathetic so i cant help feeling the crushing painful unending sadness when someone tells me of their long years of work on something that they dont actually own and could be C&D'd in an instant and even worse probably provided minimal acquired skills since it only involves a fraction of the development requires for real gamedev.
hurts too much.
>>
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A game where you play as the monster that hunt humans. Every movement will impersonate wild animals. It has hunger and thirst and you have to replenish them by interacting with the environment. You can play as 150 different monster(151st as a secret monster)
>>
>>181402269
back off kid
>>
>>181402451
I'd probably spend 500$ on assets or less, and the rest on helping myself to market.

I guess I should start marketing my shit now, but I fell for gamergate in the past so I've always avoided connecting my 'studio' with myself personally.. guess I can't really do that once I release a game on steam though.
>>
>>181402358
>make demo
>put footage on youtube
>post demo publicly
>1 month later, make kickstarter
>link to demo and youtube footage
Having a good demo puts you above 90% of Kickstarter.
If your game isn't finished or good enough for a demo then you don't need the money yet.
>>
>>181402562
I do have a playable demo, though I'd want to polish it with more stuff that requires money before releasing one. Like no music for example. Can't release a demo with no music.
>>
>>181402562
>make demo
>post demo publicly
>people love it but also know now exactly what it is, so they can't dream up crazy bullshit about how it might play
>interest in game completely deflated
Fixed that for you.
>>
>>181402461
>DOOM mod
>C&D
Donny you're out of your element.
>>
>>181402559
>I fell for gamergate in the past
You keep saying this but you won't say what it means.
If you did some shitposting about Anita Sarkeesian on Twitter, just delete the tweets and change your username. No one will notice, and if someone with a vendetta drags the skeleton out of your closet you can take advantage of the attention to get the GG crowd to buy your game out of spite.
>>
>>181402218
you know after looking again I think it does, but I still need to rig stuff up differently, because 360 controllers and similar are detected as "gamepads" and can be accessed via button names, which is what I'm doing, whereas other controllers are detected as "joysticks", which are a superset of "gamepads" that have a different interface
>>
>>181402668
If your demo is REDUCING interest in your game it means you have a bad demo.
>>
>>181402691
I just don't want to deal with my family members getting harassed, anon.

Also, while I was pro-gg, it was because I actually cared about the state of the shitty industry. I probably fought more with GG trying to keep them focused. I piss off everyone because I am an autist, it is a problem.
>>
>>181402461
>DOOM mod
>could be C&D'd in an instant
What timeline did you wander out of? It sounds dreadful.
>>
>>181402768
Nah good demos will do that too unless you're defining a demo as something that doesn't actually show gameplay but just teases you
>>
>>181402769
I'm telling you, nobody cares. If you don't have enough followers to fund a Kickstarter then you don't have enough followers for anyone to remember that you called Zoe Quinn a cunt. Just delete the compromising tweets and change your username.
>>
>>181401923
i like my games how i like my women
>>
>>181402674
>>181402774
are using any unoriginal assets that havent explicitly been made compyright free?
then yes you can be C&D'd.
>>
>>181402859
I never really said sexist things, I wasn't one of those types, I do say racist things though.

I have like 4k followers on my personal twitter that I haven't touched in months.

I could just make a new one for my studio and start over, and hope people won't make the connection.

But yeah you're right. I guess no one really cares until I'm nolonger a nobody.
>>
>>181402916
That is the case for literally all games.
>>
>>181402828
Sure, if your game is pure gameplay with no content beyond what is necessary to be playable. In which case you can't even

>>181402916
If he's using assets from an existing game he can distribute as a PWAD that requires the game to already exist on the user's machine.
>>
>>181402998
thats the dumbest shit ive ever read and ive read everything ive ever written.
>>
>>181403015
*In which case you can't even really make a demo, it's just the game. By definition a demo needs to tease or it's just the game itself.
>>
>>181402358
>1-2k loan

If you can't save that much money normally, then its an extremely bad idea to get a loan for anything, let alone a hobby that probably won't pay off for a good while, if at all.
The only people who will give you a loan for an amount that low are payday advance companies who are essentially loan sharks that specifically prey on low income/beyond-their-means people like you who are likely to default on payments and accrue an eternal debt.

Either save the money yourself or forget it.
>>
>>181403108
I've already invested some, but I don't want to go overboard. I mean I don't want to fund my game using a credit card when I can get a lower interest loan.

I could save that much, but if I have my game ready to sell on steam, what am I going to wait month by month to add asset packs before I release an otherwise ready product? I'd rather take the loan, release faster and pay it off.
>>
Bottom line: if you have any aversion to releasing a demo because you think it will harm sales, the game is probably not worth selling in the first place. If you've just made a one shot "experience" or silly time waster then put it up for a couple bucks but don't try to hype it up as a real game and don't complain when people refund.
>>
>>181403043
You can get a C&D for violating someone else's copyright by using their assets without permission.
This is true whether you're using the DOOM engine or Unity.
>>
>>181403015
>he can distribute as a PWAD that requires the game to already exist on the user's machine.
technical mumbo jumbo cant stop you from being C&D'd, mods get C&D'd all the time no matter what there form is.
the real thing stopping that from actually happening to him is that Doom and Doom-likes do not make money anymore so theres no incentive to do so, i wasnt talking about it as an actual threat but in the context of wasting so much of ones time on soemthing that isnt actually yours.

>>181403290
ok?
>>
>>181403194
>I mean I don't want to fund my game using a credit card when I can get a lower interest loan.
They do have credit cards that have no interest for six months or something. Plus you can earn points/cash back, so you can end up earning a small amount
>>
>>181403341
Take off that name. Googum is highly opinionated, not plain stupid.
>>
>>181403349
That's not a bad idea
>>
>>181403341
The DOOM engine is open source you fucking moron.

>technical mumbo jumbo
It's not illegal to distribute a program that's dependent on assets from another source. This is literally how source ports work: they don't run unless you feed them data from a copy of DOOM or Duke or whatever it is that's been ported because they're just engine ports.
>>
>>181386346
use glfw aswell XD
>>
>>181369886

Is that a SkiFree reference?
>>
>>181403451
That's not even what a PWAD is. A PWAD is a mod of an IWAD, which is an independent game. If you mod Hexen, for example, you make a PWAD that requires the Hexen IWAD. If you have all original content, you can make an IWAD.

As long as you're not distributing copyrighted assets, there's no legal basis for a C&D.
>>
>>181403549
Is every yeti a skifree reference?
>>
>>181403451
>technical mumbo jumbo
like i said that wont work if you dont own it and someone has incentive to lawyer you.
and once against it's about the principle not the actual threat.
wasting 4 years making mods is just too sad. you couldve made so many beautiful things.
>>
IWAD

UWAD

DWAD
>>
>>181403606
>wasting 4 years making mods is just too sad. you couldve made so many beautiful things.
You're not even replying to me, dingus, and either way, the time I've spent with GMOTA and its development ain't wasted, I've been loving what I've done. I have plans for the protag and his buddies in the future.
>>
>>181403451
>>181403560
Well, infringement of copyright or trademark in any way.
>>
>>181403560
>That's not even what a PWAD is.
I know. I'm just giving an example of the same principle of releasing something meant to work with copyrighted assets obtained by other means.

>>181403606
Oh, that anon is right. You're definitely an impostor. Gogem isn't THIS stupid.
>>
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>>181403673
>you're not even replying to me, dingus
you're all anonymous so its hard to tell...
>I have plans for the protag and his buddies in the future.
except when you say things like this... that sounds exactly like what someone who wasted 4 years of their life on a mod would say.
>>
>telling people to stop doing X because it won't make them enough money
>telling people to stop doing X because it will lead to a lawsuit (when it won't)
This is just regular AGDG shitposting with Googs' name and Kaiji images attached for extra points.
>>
>>181403838
You definitely ain't googs.

>>181403869
Business as usually then
>>
>>181403869
>missing the point completely and trying to make it about names/personality drama
>"This is just regular AGDG shitposting"
when youre right youre right
>>
>tfw your game became too lewd to post on /vg/
>>
>>181403604

No, but I saw the ski trails in the snow and I want to believe.
>>
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artist/programmers,
How can i do a lighting beam effects like pic related??
>>
>>181403950
>trying to make it about names/personality drama
But this is exactly what you are doing in the first place. And this is another common AGDG shitposting tactic - stirring up shit but then blaming it on the people calling it out.
>>
>>181404006
What engine do you use if any?
>>
>>181403994
/aco/ has a fairly active eroge general
>>
>>181404006
>Heart of darkness
Good taste
>>
How easy is it to make a 3d game in godot?
>>
>>181404060
godot :^(
>>
>>181404060
planning to use GMS.
right now, the only idea i have is to make a 1x3 textures with blue,white,blue colored.
and i will create the lightning 1 by 1 until they collided with walls/etc, while randomly +1 or -1 it's y-position a little for every created lightning

but no idea if this is the right way or there's a simpler way to do so
>>
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Drew a shitty rat for my shitty game. Next piece!
>>
>>181404006
The simplest way would be to make 10-20 different lightning bolts as individual sprites and pick a random one every time you fire the gun.
>>
>>181404006
Linedraw with midpoint displacement.
>>
>>181404121
you mean that general where they complain about having no games and play really crap with uncanny 3D models?
>>
>>181404232
draw me a sexy rat.
>>
> How to Webm
obsproject.com
nvidia.com/en-us/geforce/geforce-experience/shadowplay
gitgud.io/nixx/WebMConverter
github.com/TheTarkus/WebMCam/releases
>>
>>181404482
n-no
>>
>>181404232
>shitty
it has a lot of character actually
>>
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A strategy game with a focus on quests and random events. Stellaris but with events turned up to 300%. Reigns but with actual strategy
>>
>>181404571
He calls all his art shitty. I can't tell if he has low self esteem or is fishing for compliments so I just refrain from replying.
>>
>>181401902
>working 4 years for shovelware games
l o l
>>
>>181404672
Sorry, a habit. Nothing really to reply to anyhow (unless there's a specific way I might improve).

Compliments are as useful as a fart!
>>
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alright, the result seems pretty good.
guess i will be working on this new project now.

it's gonna be a mech roguelike where you can mix and match your mech's parts to suit your needs and playstyle.

i hope to get on kickstarter within 6 months.
>>
>>181392026
>My game takes place in the modern day as a dark urban fantasy kind of thing where the supernatural world is slowly "invading" the real world
Between this and the itch page's mention of needing to keep the protagonist alive until the end of the year I'm getting a Persona vibe. Is that intentional or am I misunderstanding the calendar aspect?
>>
>>181405163
>I'm getting a Persona vibe
That's certainly the idea, but I'm concentrating development on the combat part only for now.
>>
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>>181405159
>i hope to get on kickstarter within 6 months.
Well then RIP your fucking dreams, buddy.
>>
>redesign something nonstop
>never pleased with the results
going mad here
>>
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Finished the projectile firing animations and one of the projectile animations. I spent most of the day though writing out all the abilities I want to do and planning out when and where the player obtains/unlocks them.
>>
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>>181404482
Here you go my friend!
>>
>>181405238
Neat. Combat already had my attention because it looks like DMC crossed with Dark Souls, but I'd love to see what would happen if any other dev the balls to rip off Persona's calendar system.
>>
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>>181405454
>>
>>181404232
I miss Capitol Critters
>>
>>181405368
Nice work with the smear effect, making a Metroidy thing?
>>
>>181405715
Making a Metroidvania, yes.
For gameplay I'm going for Metroid / HLD / Kurovadis
>>
Sup with my fellow nodevs?

Why are you never going to make a game?

Example me: I can code, follow tutorials, even write a game plan. Just can't finish anything, ever. Even the simplest game.

How about you?
>>
>>181405970
I want to do it but I can't draw, program or make music and I'm poor as fuck. I have an amazing idea for a game but it requires a bit of modeling and decent music work to pull off.
>>
>>181405970
I get stuck on something I thought would be simple and I get kinda depressed thinking that I'm too stupid to solve the problem

Then I fire up a new project
>>
>>181360748
Is a free homebrew game, you won't go to jail for that, is perfectly legal.
But, if the issue is that you are too lazy to open an emulator and load a rom on it, then I have no clue on what you are doing on a thread focused on a shit ton of work.
>>
>>181405970
no code friends
>>
>>181405970
>>>181406658
shitposting is more fun
also no motivation
>>
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>>181404232
>>181401901
like this i guess?
>>
New thread:
>>181406890
>>
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>>181406861
That... Actually isn't bad, your style works there. Do another.
>>
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>>181405368
Finishing off the night playing with some color values. Thank god I don't have to replace the sprites and just tell the color to change.
>>
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>>181404006
if you want it to closely resemble the Heart of Darkness plasma canon, make a looping 2D drawn animation of a flickering bolt of lightning as well as several frames before and after the continuous loop. You can probably find a tutorial for how to draw such online. If I remember correctly the continuous loop for the gun is ten or eleven frames total with four additional frames to start the fire and two when you stop it.
If you more so meant to look like the lightning but generated in 3D I can't help you there.
All of Andy's sprites were hand drawn. The prerendered stuff is all background objects so I'd recommend animating a similar effect frame by frame.
>>
trying to figure out whether to get complicated with hiring, our a nice one time payment.
>>
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>>181376391
Ready for what?
>>
Ctesiphon dev here, thanks for everyone trying it again! Not a very exciting update but I'll keep on truckin'

>>181390920
I know you can, that's the whole idea, the map was built before I added this and I'll be redoing it later. What I'm more concerned about is randomly falling through the world for no reason...

>>181371215
I'll die when I'm dead!

>>181334623
Yeah, the AI's a clusterfuck of me trying to be clever.

They intentionally lose you when you run out of their line of sight, but I'm going to be tweaking that with a delay. There's a navmesh that they're supposed to use but it's currently ignored as my traversal code was just a quick hack to make sure it was loading.

I get the stuck guys too, I'm pretty sure I know what the problem is so it shouldn't be happening any more next demo day.

The level design has been a very low priority while I make everything to populate the maps with. My plan is to have about 6-8 maps, each about 2-4 times the size of the current one. Depending on how fast/slow that is to make, I could make more, but I won't release with less.
>>
Did that one dude ever get around making that video demonstrating spear usage for animation reference?
>>
>>181360867
post it and I'll explain why
>>
>>181391641
Can you tell me what happened just before the crash? What were you doing?

I've messed around with the grenade launcher for 10 minutes and I can't crash the game. I've patched my code for things that might have been the cause but it's a shot in the dark.
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