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/agdg/ - Amateur Game Development General

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Thread replies: 760
Thread images: 144

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agdg released steam game list needs to be a constant element of the op edition

> Play Demo Day 15
itch.io/jam/agdg-demo-day-15

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

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

Previous Thread: >>181802325
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
UE4: unrealengine.com
Unity: unity3d.com

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

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

> How to Webm
obsproject.com
nvidia.com/en-us/geforce/geforce-experience/shadowplay
gitgud.io/nixx/WebMConverter
github.com/thetarkus/WebMCam
>>
The best language for gamedev is Norwegian Scheme
>>
He is worse than a nodev. He is - may Allah forgive me for using this word - gogem.
>>
>>181903071
What is the most exciting happening in indie gamedev in the past year or two? Any foreseeable big changes in the landscape?
>>
>>181903306
vr, distributed publishing, the internet, revival in retro graphics
>>
post how long you have been coming here and how many original games u have finished

1 year
3
>>
>>181903306
google "the witness"
>>
>>181903639
>distributed publishing
>Distributed content is any content that a publisher creates to live “natively” on an outside platform
I don't get it.

>revival in retro graphics
That's not new!
>>
>>181903756
Do not ever dare speak to me again, nodev peasant.
>>
>>181903806
you got me
>>
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>>181903306
twitter devs discovered they can light their pixel sprites in unity and unreal

agdg has yet to catch up on doing this properly
>>
Dreadful. Simply dreadful.
>>
>>181904081

unironically though what's the process for this?
>>
>>181904081
grixels ree
>>
>>181904081
I suspect there is no game whenever I see art like this and I'm usually right.
>>
>>181904247

not this time, it's a game.
>>
>>181904149
I'm pretty sure that specific image was created in photoshop using the usual bloom/blur filters at a low res
>>
Anyone have a good example on using a list/dictionary in Unity to set controls? If my person is walking around on foot, I want left and right to make them go left and right. However, if they're in a vehicle, I want right and left to turn/spin the vehicle.

Right now I just have checks in the update function to see if they're mounted or not, but that seems very inefficient.
>>
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kek
>>
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>>181904149
I wouldn't know, I can't do it properly myself

the way I try to do it in Unity is that I set up a custom material and use that instead of the basic unlit sprite material, I use my own cartoony surface shader with the material, but unity's default standard shader is good enough for most purposes

the main trick to the whole thing is to use normal maps to make things reflect light in that slick 3D fashion rather than just appearing like lit flat pieces of paper
>>
>>181904081
>>181904149
I've been telling people to do this for a couple years now. Dungeon of the Endless dudes did a Unite talk about how they did it. Probably not the only way.
>>
>>181904635
The concept you are after is a state machine. It doesn't need to be implemented with a data structure (although if you are creative you might find a way to do it). You'd be better served by looking into the concept and seeing what you can find.
Also, depending on how many different control contexts you have, your checks might be enough control flow. Only go for the more complex control flow structures if you need the structure and flexibility (presumably because you have more than 2 contexts to track).
>>
>>181904337
it's not photoshop, it's basic realtime lighting effects

https://www.youtube.com/watch?v=pupdeq1MoVw
>>
>>181904247
it's a game but you pretty much just walk to the right the entire time.
>>
>>181905071
I don't have a state machine coded in because I've just been using animator as the state machine.

Currently everything is controlled by an InputHandler script that uses the command pattern. Maybe I can move the movement parts of the script onto the gameobject itself, but call them the same thing.
>>
>>181905149
there's a pretty significant difference between the image you posted and that trailer
the trailer is all 3d cutouts and shadows where the image you posted is all about the light bleed
>>
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Reposting in new thread. Messing with some assets for decoration.

As a side note, what do you anons listen to when working?
>>
>>181905664
the pic is quite a bit older, it just has HDR'd self-illum I guess

would be pretty weird to waste time photoshopping stuff when you can just do it in-engine with 3 clicks
>>
>>181904149
Make a separate "alpha" texture, except instead of transparency it drives the emissive
>>
>>181905784
Carpenter Brut
>>
how do i become creative?
>>
>>181906163
peyote
>>
>>181905647
If what you have set up works for you, then there's no reason to change it. The only concern I'd have is if it's easy to back over it at a later date and see what's happening. As long as things are obvious you should be fine then.

Good luck with your project friend.
>>
>>181905784
When drawing / level designing: Vidya music ( gamemp3s.net ).

When programming: silence.
>>
>>181906163
Throwing yourself into slightly uncomfortable situations. Creating in noisy places, creating at odd hours, creating in odd places, creating when listening to music, etc.

It doesn't mesh with the discipline you need to maintain when you're in "get shit done" mode, though.
>>
https://youtu.be/6aUcOP6Iqo4
I think an RTS about a matriarchy society like feminista claim could be interesting.

Males are a waste of resources and they do nothing excepto breeding new kids.
Females are vital to society, they build shit, take care of ThE children.
Females need to get pregnant to make new units.
Females are your soldiers but theyre as well your farmers and hunters.
Your villagers can die of starvation as well.
ThE females can die hunting as well.
Females cant do shit while pregnant.

Many interesting ideas.
>>
>>181906319
I actually don't like programming in silence. It's just too quiet for my taste
>>
>>181906513
>Females cant do shit while pregnant.
>Females cant do shit for 9 months straight
incredible
>>
>>181906572
Chill ambiance or the likes can be alright, but I find myself still having to turn even that off when I need to focus particularly hard.
>>
>>181906163
Put yourself in different situations.weed
>>
>>181906513
whatever "the top" means. when was the last time we had a single president?
>>
>>181906287
Given it's a command pattern, I can make it send messages to the console easily to see what's happening.

Thanks for the advice though.
>>
>>181903670
what game?
>>
What's better: a 2-3 minute walking-only scene that provides exposition at the very beginning of the game (thus delaying the action), or putting it halfway in the game as a flashback?

This would be a scene that's set years before the main setting of the game.
>>
>>181907413
start off with the action, it's the core value of your game.
>>
>>181906513
>have to feed men alcohol, tendies, and video games to keep them from getting too antsy
>>
>>181907413
Either way allow me to skip it.
>>
Trying to figure out what to do on the tools.aggydaggy.com home page; thinking of just removing all the garbage, having the link dump and info dump on there and calling it a day. I can't keep up with keeping it up to date. Anything anyone wants to see there?
>>
>>181907413
Start off with interesting shit. This is a well known cornerstone of stories/vidya.
>>
>>181905784
podcasts. or lounge jazz.
>>
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All my code is in side my devstudioname namespace. Is there a way I can add System.Linq to the devstudioname namespace so its inherited or something by all the other files so I don't have to keep doing
>using System.Linq
each time
>>
>>181907413
everyone's saying to start off the game bombastically but honestly I'd say take it slow

with my first couple of games I'd just drop the players straight into action before they even realized what's going on, that was a terrible strategy, not just because they had no idea what's going on all of a sudden. it also means that (if you suffer the chaos till that point) the inevitable midgame stereotype kicks in much sooner

it's honestly much better to start off slow and slowly pick up pace, introducing new gameplay mechanics and environments and stuff gradually. think about your favorite game, chances are that's exactly what it does
>>
>Infinite loop
>Forced to end task
Man its been a while
>>
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So this is the power of Unity...
So this is the power of Unity...
So this is the power of Unity...
So this is the power of Unity...
>>
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Gameplay impression for FERAS, I did a few others too I'm gonna upload
https://youtu.be/WLuLgkClB0w
>>
>>181910753
You're looking at the wrong metric. You should be looking at sweet easy $$$ metric.
>>
>>181910554
Made my first infinite loop the other day. Only lost about five minutes of progress so it was a good learning experience, I think.

Did you get lazy with your crash avoidance because it hadn't happen in such a long time or something?
>>
>close one tab in ue4
>whole editor shits itself
>>
>>181911010
No, and its my 3rd time now. Theres something I'm not gettign with yield return new WaitForSeconds(X); and IEnumerator.

If my IEnumerator is going through various states, each creating their own coroutine with the stuff I want them to do, why is the yield not stopping it from looping? (If I yield in the main one I'm fine, but I want some waiting time in the other co-routines as well
>>
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Is this good character design?
>>
>>181911573
No.
>>
>>181911573
no
>>
>>181911573
I unironically really like it. If she was in a game, I'd fan art it.
>>
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Do you think this type of clock would work with this? Wouldn't move freely, but like so many turns per day.
>>
>>181911248
hastebin code
>>
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I made this for a silly /v/ thing, but now I sorta want to make more...

Is there any engine that would allow me to make something like paper mario using this type of asset? I know very little programming.
>>
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>>181911573
There anon I tried to help
>>
>>181911949
No, too easy to misinterpret
Maybe if they were sectioned off where it was very clear how many turns were left
>>
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>>181912469
>>181911573
and another attempt, hope you like
>>
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Shamelessly reposting DEMO from previous thread.

https://oakleaff.itch.io/kniggitdemo

Turns out the level building (generating from heightmap) doesn't work correctly on all machines, gotta figure that out. The level _should_ have clear height differences (hills), but at least one guy had just an almost-smooth plain.
>>
>>181912207
If what you're asking is "is there an engine that allows me to put in sprites and they move like in paper mario" then the answer is no.

However nearly all engines are capable of reproducing the Paper Mario style. The easiest options are GameMaker (mostly 2D), Unity and Godot. (Both 2D and 3D, if you want to go for the 2D sprites + 3D backgrounds thing.)

Personally I'd recommend either Unity or Godot. Differences between the two would be that Unity has a lot more documentation available (so more code to copy-paste off the internet) but Godot is completely free. And yeah you'll have to learn a bit of coding for both.

Another option is using Unreal Engine 4's blueprint editor with the Paper2D features if you don't want to learn a programming language, but that's a bit like attaching a plane engine to your car.
>>
>>181911729
>>181911843
Thanks

>>181911881
I'm glad to hear that, thanks

>>181912469
>>181912843
They're really nice, thanks
Those spirals on her hair was a nice touch
>>
>>181913014
good progress
>>
>>181913014
What engine did you say you were using (if any)?
>>
right lads it's time, I'm going to make Skyrim in Space with procedurally generated solar systems to travel between and custom order waifus, wish me luck!
>>
>it works in the editor with uncapped fps
>it works in the editor with capped fps
>it works in a built game with capped fps
>it does not work in a built game with uncapped fps
i'm not even doing anything that requires time.deltatime. i'm just trying to toggle a boolean on and off.
fuck yourself, unity.
>>
>>181913054
Thank you, that's some a nice start for my research then.

Maybe a stupid question and getting ahead of myself, but would any of those options be better for the output content, if I wasn't sure of making it a mobile or a pc game? Like I imagine it's different to program with touch controllers in mind, than to program for keyboard or controller input, or they all offer the same tools to code for either platform?
>>
>>181913556
rip
>>
>>181913257
danks

>>181913374
GMS 1.4.
>>
>>181913674
Both Unity and Godot have options for building for PC and Mobile.
You will need to reconfigure your controls for each version. There is no universal way for the controls to be mapped across the media.
>>
>>181913556
Best of luck, I'm sure you can do it!
>>
>>181913014
Played it and had lots of fun. Level generation worked perfectly on my first try but after that never worked again Just got smooth plain floor and flying trees.
Also how does the shield work? if I keep the right mouse button pressed the shield flickers like crazy.
Small suggestion: Make a recolor of player's sprite to use on enemies when they are attacking you from behind. Would be a really nice touch.
>>
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>>181913556
I am ready
>>
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>>181913218
>>
>>181913585
>he felt for the Unity meme
L U L
>>
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>>181913556
>not procedurally generated waifus and custom order solar systems
>>
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did this LK animation in about 2 hours
>>
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>>181914339

> dropping guard
> off-balance knee
> not thrusting forward

Do you even know how to fight? If you did this to anyone half competent you would get knocked the fuck out in 1 second flat.
>>
>>181914339
>mediumpoly meme
>>
>>181914339
BIG
FEMANON
TIDDIES
>>
>>181914246
hahaha
>>
>>181914521
I like it, the lines/volumes are easy to see
>>
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>>181914505
it's literally the same form as Makoto's light kick in 3s

are you a dumbass, this is fighting games
>>
>>181913585
Sounds like you have autism to me. I guarantee uncapped vs capped makes no difference for what you're implementing.
>>
>>181914001
> Level generation worked perfectly on my first try but after that never worked again
Thanks, I'll look into it. Probably has something to do with the heightmap getting drawn on a surface...

>Also how does the shield work? if I keep the right mouse button pressed the shield flickers like crazy.
Holding the shield up consumes stamina (to prevent infinite blocking). So id the stamina falls to zero, blocking goes off, stamina starts regenerating, blocking goes on, stamina goes to zero... and so on. I'll fix it.

>Small suggestion: Make a recolor of player's sprite to use on enemies when they are attacking you from behind. Would be a really nice touch.
I'll probably add something like that at some point. It just needs a few more sprite for each enemy, but won't be that hard to code.

Thanks for trying it out :^)
>>
>>181914781

Terrible form too.

Why keep making shit fighting games with shit form. Just do it properly so it looks good.

It's not 1994 anymore.
>>
>>181914781
it's not the same it has a lot more power. notice the back leg starts further away and goes in harder. the front leg bends up straighter.
>>
>>181914505
that off balanceness is triggering me.
>>
>>181914339
Cool art style. It will rustle jimmies.
>>
>>181915001
artists take liberties simple as that. What looks best isn't always what's most realistic.
>>
>>181904149
normal maps
>>
>>181914505
>>181915001
Realistic fighting has been done. If you take it to the extreme you end up with a UFC game.
>>
>>181907413
if it's a first person game then a walking section at the beginning isn't bad.
>>
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>>181915319
we're actually in the end gonna look like this

2D artist is painting over the sprites to make them look drawn but the 3D models and animations are used as a base to keep consistent anatomy/shading/depth and allowing for more detailed dynamic shadows without having to draw every little bit, as well as saving time on constructing each frame

we're gonna be using binary brushes instead of the softer brushes in pic related to give it a slightly older vibe like JSRF or how lethal league did their sprites

JSRF, LL, and KoFXIII were big inspirations for me going into this and approaching the art style
>>
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>>181914339

> Over 9000 hours in OBS

If you want to bring the leg back, the body needs to drop its centre of gravity to remain on balance.

If you want to thrust forward the body needs to change stance.

Guard must always be up. Body must come forward.

Standing knees are usually not thrown without grabbing onto the opponent.

https://www.youtube.com/watch?v=JIqyh1dhV_0&feature=youtu.be
>>
>>181915814
You're my favorite anon
>>
>>181914339
Doesn't your animation package have a graph editor? scrub that ik jitter out in the spine ffs.
>>
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>>181914339
regardless of the posing, the timing could be improved.
>>
>>181916292
Thigh looks broken at peak of attack
>>
>>181915889
t. bought (You)
>>
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>>181916364
mediocre rigging on my part, will be fixed in post anyways
>>
>>181916503
what is with this bought meme?
>>
>>181916687
Salty nodevs found a new meta.
>>
>>181914339
80's Oni?
>>
>>181916723
t. salty nodev and buttlicking (You) giver
>>
>>181916962
It's against the rules to post here when you're under 18 years old.
>>
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>>181911573
Same guy, made a sprite of her.

I wish I could make her more anime but this is as far as my artist skills goes
>>
If you need an artist, I will soon be available.
What I'm looking for is a programmer who is confident in their skills and toolchain, and who has a project already in the works, and is willing to talk about it.
Let's do this
>>
>>181913674
It's probably very easy to switch between mouse controls and touch controls, since tapping is a sort of clicking.

Keyboard controls might be harder to translate, unless you put keys on the mobile screen to simulate having one.
>>
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>>181917053
> 'i have no argument' the post
>>
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>>181916962
>>181917234
are you guys alright
>>
>>181917089
So this is your sprite huh...
Well, its mine now.
>>
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Anyone else had an issue with GameMaker's italic lowercase "f" letter covering the previous character? Like in pic related?
>>
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I posted a couple days ago, anon talked with me about how I should handle not one-shotting the enemies, so I went to work. If that anon sees this, hey buddy thx for the push.

Still some slightly off graphical things here, symbols not placed perfectly, some timing issues, background is still a placeholder I shit out, its still a test level with no design principles. But I think I mostly got a hold of this enemy, which is the point of the gif.
>>
>>181917570
holy shit are they using fonts with opaque backgrounds
>>
is this type of 3D model a lost art? it seems to have died with the DS and PSP

if i had to guess at how the texturing is done it would be straight UVs and vertex colors, but i don't know.
>>
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currently struggling with the fact that im going to be carrying the brunt of the artistic work on this game and we'll probably never find an animator to work on it

my workload is currently all of the models and animations for every move and each character

this is why im looking for more folk to help with this project, I don't want to be fucking YANDEV
>>
>>181917773
pretty sure it's just straight up ordinary texture mapping with all the effects baked into the same texture
>>
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>>181917693
You just made me realize what the problem was. I was drawing text with alpha blend turned off.

The reason I was doing that though, is because any text drawn on a surface becomes really messed up with alpha blend turned on, like so.

Goddamn I hate gamemaker so much.
>>
>>181917773
lowpoly is a dying meme
>>
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>i'll do it tomorrow

>its been 24 days
>>
>>181918435
don't worry about it.
>>
>>181917089


what is this, an image for ants?
>>
>>181917827
You don't want $4700/month for meme garbage vaporware?
>>
>>181918203
thank goodness
>>181918170
stop using it
>>
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Small progress between arting. Added bomb jumping.
The booster slide power up lets you jump mid dodge so comboing that with bomb jumping was a fun side effect.
>>
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>>181918825
i dont want to toil tirelessly 24/7 at a snail's pace making a game with subpar assets and never having any free time
>>
>>181919312
This is the time for scope. Don't bother drawing over the assets. Keep them as pure 3D models. Give them a 2 or 3 tone color job. Start the game with 5 characters max and then after everything is done add more 1 character at a time as patch content. A fighting game is already ridiculous amounts of work. Cut everything out that isn't necessary and maybe have something nice to play in a couple of years.
>>
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>>181917472
>>
>>181919312
I have to agree with what >>181919448 said. I switched to making lower poly models for that reason, because while it's fun and satisfying to make detailed models, the time sink was just not feasible.
>>
>>181917827
animation is easy though. 3d is, anyway.

also what fps are you animating at?
if you really wanted to cheat you could copy ggxrd and animate in stepped to skip the splining phase. that alone will cut out half the work needed per animation.
>>
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P R O G R E S S

Refined combat/stamina mechanics. Running out of stamina doesn't prevent attacking or blocking, HOWEVER: attacking with 0 stamina deals only 1/2 damage (at the moment, might nerf it further), and blocking with 0 stamina stuns the player for a moment (allowing enemy attacks through)

Enemies get stunned if they are hit or their attack is blocked (blocking with 0 stamina doesn't stun enemies), and hitting a stunned enemy deals 2x damage.

Also added player HP regenration, the player can regenerate 1/2 of lost HP. Health pickups (implemented, not in the WEBM) increase regeneration instead of HP directly.
Hit effects ("particles") and damage counters are also in. Might not keep the damage numbers, but they're good for debugging at least.
>>
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>>181919312

To be honest, you don't have any h2h combat or martial arts experience. You are just copying moves from games that came before. People will notice and will call you out on it.

You obviously have development skills, but the scope of your project is way too huge.

If I wasn't involved in another project, I would probably be interested in teaming up with you, but I believe you have bitten off more than you can chew.

Why don't you work on something smaller? Something easier to do? Sidescroller with fighting elements or something.
>>
>>181919312
>>181919973
Here's a million dollar idea.

Console-tan Brawl game.

If you steal it make sure to credit Anonymous with my post number.
>>
>>181920105
Neptunia the fighting game?
>>
>>181919973
WYG?
Sounds like you're just mad that he's not as autistic about MMA as you
>>
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>>181920193
Pretty much. Advantages are that you already have characters and just have to implement them, and you'd have a fanbase from the get-a-go.

Disadvantage is that nobody will actually "buy" the game, though you could probably start a patreon. I was gonna do it myself since I browse /ctt/ but real life just can't afford me the luxury of working on two different games.
>>
>>181917827
>my workload is currently all of the models and animations for every move and each character
You're the artist so why are you complaining about making the models?

Just use placeholder shit animations like they did with Bayonetta until you find an animator.
>>
>>181920335
Not that anon but you have to admit he is out of scope for the size and ability of his team. It's not even about being accurate with movesets at this point but the sheer amount of work anon will have to do alone by his own admission. Stepping back and taking a hard look at what is or isn't needed for a fully functioning game is the best thing they can do right now. They can add all the nice, extra stuff later.
>>
Godot 3.0 WHEN
>>
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>>181910972
dude... no offence but you really suck at this game.
https://www.youtube.com/watch?v=nxSclxWmgVI
>>
>>181921270
No spinning the handles. House rules.
>>
>>181919312
then don't. not worth it.
>>
What would a game about game development (as opposed to game development business) be like?
>>
>>181921439
there already is one.

what's with the formatting of this?
>>
>>181921439
Just like your game. Nonexistent
>>
>>181921439
Game Dev Tycoon

>>181921597
If you're Japanese you'll get it from having seen that kind of format a lot. Since they're fan-service loving fucks the big cute girls is a draw rather than a big obnoxious distraction.
>>
>>181920606
That's true of pretty much every game here. Seems like the other guy was just butthurt that not everyone likes sweaty naked men hugging.
>>
>>181921714
top to bottom? never seen it like that before.
>>
>>181921821
You haven't seen those (generally longer) things where there's two separate strips on one page? Read top to bottom, right one first (though often the two strips have no punchline/story relation).
>>
>>181921597
>>181921821
You read a column top to bottom, starting from the right.
The way the japanese language works
>>
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>>
>>181921925
yeah, but this is different from those. meh.
>>
>>181921439
>ywn collab with Nenecchi to make the greatest game ever
Why even live
>>
>>181922019
repost/10
>>
>>181922021
It's the same basic thing, but with a big splash art for the opening of the chapter.
>>
>>181922070
clicked the wrong one whoops
>>
>>181921597
>>181921714
I mean mechanics that simulate the actual development aspects, like a programming minigame and having to restart every time your game crashes
>>
>>181922019
>progress of bokube disappears
>suddenly, this game comes out
hmmmmmmmmmmmm
>>
>>181922147
Well this is much cooler so
>>
>>181918170
>Goddamn I hate gamemaker so much.
Take this as a warning, newdevs
GM:S may be appealing at first, but you WILL regret it
But by then, and I've heard it so many times, you will have invested so much into your process involving GM that switching will feel like starting over in gamedev and you are highly unlikely to take that step.

Be warned.
>>
>>181922270
I'd just like him to come out and admit it.
He even changed the way he names his webms after I pointed out it's the same as he did with bokube.
>>
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>>181922275
It's the only thing I can like, make game with.
[/spoiler]Maybe gamedeving is just really fucking hard[/spoiler]
>>
>>181922147
he'll crawl back to bokube after 2 weeks tops which is more or less how long that chameleon twist game lived
the loli one lasted like 3 days
>>
>>181922275
>you will have invested so much into your process involving GM that switching will feel like starting over in gamedev and you are highly unlikely to take that step.
This. Tried Godot, but the lack of documentation and being fluent with GM made me stick with GMS.

But it's a good tool nonetheless, you just gotta work around its limitations (and good 3d is a no-go).
>>
>>181922602
that oppai loli game was pathetic
>KS looks like it will fail
>Bokudev starts working on lewd/cute game, initially denying to be the same person
>KS succeeds
>Bokudev immediately drops the game, and even admits that the loli game was a backup plan
Wew lads
>>
How the fuck do you dev if you can't art?
>>
>>181922723
make some shit like Thomas was Alone and sell it on Steam
>>
>>181922147
>>181922602
Wait, Bokube's kickstarter has succeeded right?
Why would he working on another game? That's not nice to the backers.
>>
>>181922546
Did you know that people sharpen their shovels?
A lot of things really come down to: teacher, tools.
Find a good way to learn, use the best (>best, but whatever, try to judge from opinions of people you trust) tool and find learning resources that resonate with you

You can do it friend. You don't know what you don't know, and that can make it seem impossible. But look at all the progress you've made so far.
>>
>>181922815
No idea, but I'm 99% positive that it's him.
>>
>>181903670
6
0
>>
>>181922716
>his awful game got funded
Oh man I hate this
>>
>>181922793
How do I dev if I can't program?
>>
>>181922723
if you can't grind till you get good, your two solutions are getting art/finding an artist to work with or finding a meme artstyle you can easily work with while keeping everything reasonably aesthetic (basic color theory and shit might be unavoidable)
working with placeholders falls under first category
>>
>>181922872
Then you're fucked.

Learn it, you can't avoid it, trust me. Even if you get deep into those drag-and-drop game making tools, you still need an understanding of coding.
>>
>>181922953
I actually have minor understanding of programming and you're totally right. Knowing about loops and functions and things like that helps tremendously with drag and drop stuff.

I am just not really sure how to effectively increase my knowledge without a teacher.
>>
I feel like I don't know nearly enough math.
>>
>>181923082
Then learn.
>>
>>181923082
if you know basic trigonometry you're set for most of the simpler genres
>>
Daily reminder that bokudev will not deliver his game in time and possibly not at all
>>
>>181923182
>slipstream stole the money
>bokube stole the money
pls no this will give us bad reputation
>>
How do I get over the fact that every time I start devving I begin thinking that I could die tomorrow and what a waste of time it would have been to have spent my last 24 hours working instead of jerking off and playing video games
>>
>>181923146
Yeah, that's about the extent of my math knowledge.
>>
>>181923305
That's stupid. Get over it.
>>
>>181923305
Just Like Make Gam
>>
>>181923037
>without a teacher

If you really can't find anyone, I think your next best bet is to get a self-help book.

If you really lack the fundamentals, there's lots of manuals out there ("Teach yourself C++ in 21 days" or search for whatever programming language you plan to use) I'm sure you know where to look for a pdf download, maybe go through https://www.codecademy.com/ if you haven't already.

"Head First Design Patterns" is a book, it's the next step I recommend, or go through http://gameprogrammingpatterns.com/index.html it's free

For something comprehensive, "Code Complete" is often regarded as a must have book for software engineers. It is not "overkill" to learn this for the purpose of gamedev, any programmer will get something out of this. But this should be the last one for you to check out, and only if you're really serious about focusing on the programming aspect of gamedev.
>>
>>181919312
>never having any free time
why the fuck did you get into indiedev then. this is what most people do in their free time.
>>
I can legally use public domain songs in my game and sell it right?
>>
>>181923871
all I know is that, as long as you don't claim to be the creator of those songs, you're good
>>
>>181923921
Hmmm alllright, thanks man
>>
>>181922147
>>181922815
>>181922853
>>181922602
https://twitter.com/TheeWhiteReaper/status/883258023157932032

He just posted source code changes to Bokube thats not him.
>>
>>181923871
Be aware sometimes the composition can be public domain while the recording isn't.
>>
>>181923871
If you're thinking about using some old ass classical music of some sort, then in most cases you can't. Unless you pick up an instrument and play the composition yourself you are breaking copyright law, because the recording is probably copyrighted.
>>
>>181924284
>>181924134
What if it's a song from this site under the public domain classification?
>>
>>181924361
Unless it clearly states that it can be used for commercial purposes, stay away
>>
>>181924361
kek forgot to put the site http://freemusicarchive.org
>>
>>181924115
Doesn't mean much, at one time he was working on Bokube, a 3D platformer and that Chameleon Twist game at the same time.
>>
do black devs exist?
>>
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>>181924926

To be honest, I have never heard or seen one.

Blacks probably lack the creativity to make games.
>>
>>181924926
Yes and we need to get rid of them.
>>
>>181924926
monster girl gamu
dominique pamplemousse
>>
>>181925208
posterdevs?
>>
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did i do alright
>>
>>181925603
she does all the singing you shitlord
>>
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Sorry don't know what a bokube is?
>>
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>>181925645
licecap fucked that up. I'm gonna touch it up tomorrow
>>
>>181925708
木九尾
>>
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>>181924926
Yes
>>
>>181918820
what is this? a meme from reddit?
>>
>>181924926
BLACK DEVS GET OUT REEEEEEEEE
>>
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>>181924926
he did the vanu asses
>>
>>181925998
what is this, a late as fuck response?
>>
>my vacation
>was going to spend all my time devving
>I never started
>it's 4 days later

just fucking kill me
>>
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>>181926274
chronic nodev can't be cured
>>
>>181926336
The fucked thing was I was doing pretty well before my vacation
>>
Today is the day.
>>
Any special reason why Libgdx framework is not in the OP header?
>>
>>181922546
You can automatically create spoiler tags by pressing ctrl+s.
>>
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Dear anons, why arent you making 16x16 pixel-based game? Why are you jumping straight into 32x32 and 64x64 etc? The amount of time you have to put in a 1MA game for these is huge assuming you're polishing your tiles based on your dimensions.
This question is mainly adressed to 2D devs/maybedevs.
>>
>>181927186
I am, but I hate the limited space. I have to stick with it because I realize that 32x32 is too much
>>
>>181927186
it looks better and isn't as restrictive

the extra effort isn't that daunting if you enjoy the process

drawing tiles/sprites is kinda comfy
>>
>>181924926
>mfw black dev deving
You will never know.
>>
>>181927527
keep on keeping on my brotha
>>
>>181924926
it's not exactly a black-type activity

https://www.youtube.com/watch?v=N9qYF9DZPdw
>>
>>181927186
I actually want to start with an 8x8 game first.
>>
>>181924926
I'm brazilian, that probably means I'm black, right?
>>
Hey ya'll, I'm tryin to do some stuff that I've never done before in OpenGL and I had a question.

If I wanto to create an effect like the one at 0:35 in this video: https://www.youtube.com/watch?v=VutcHmKuqmk

To do this would I create a new framebuffer, render to it, and then use it as a texture? Or is there a better way to do this?
>>
>>181927186
Because more pixels are needed for expressing body language
>>
>>181927941
http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/

probably this, I'm not sure.
>>
>>181928017
Oh thanks! Yeah this seems right, I'm surprised I didn't see this online when I was looking around.
>>
https://www.youtube.com/watch?v=NUT5SBZkVys
>>
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>>181926075
that guy is a cunt

he was in charge of the art-style
>>
>>181927786
Why? 8x8 is way too few pixels to work with. Just think of the amount of detail NES sprites had, then divide it by four. That's what you're getting with 8x8
>>
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tfw your neat mag release doesn't even show in frame
>>
>>181928729
I'm retarded. I processed 16x16 as 16 bit games, like SNES tier stuff. Disregard me, I suck cocks.
>>
>>181907835
podcasts while working, really? i'm pretty amazed that you can do this, any kind of talking /that means music with vocals as well) would ruin my focus
>>
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>>181928730
Final product in question
>>
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>>181927786
>he makes 8x8 games
>>
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>>181928857
see>>181928786
>>
>>181928894
cant run from your past, anon.
>>
>>181928730
That mechanism doesn't look convenient to operate at all.
>>
>>181928931
Oh I'll fess up to being an illiterate retard. There ain't no running from that.
>>
>>181928730
>All that work on animating that little knob
>Meanwhile didn't even curve his finger on the trigger
>>
>>181929021
Subtle
>>
>>181929021
this is bait right
>>
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>>181928960
You're supposed to use your thumb, similar to an AK's paddle release. I just did that one differently for fun.
>>
>>181929206
what game are you working on?
>>
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>>181929384
A few.

Bullet Force/Forward Assault (both mobile games made by the same guy)
Our Ghosts of War
Hell Let Loose

And I also recently started doing some work for Ironbelly.
>>
>>181929470
>Hell Let Loose
really? that game looks crazy good, are you a part of the team or only contracted?
>>
>>181923082
I tutored math for quite awhile during my undergrad. Cross my heart and hope to die, the biggest hurdle was the attitude of "I can't do it."

Friend, you can do it. One thing you have, is that you're on 4chan. That means you're able to seek things out where others might just flounder hopelessly. Well, you know how to search. Maybe you need a curriculum to follow, like "how do I even start?" Bro just start a /sci/ thread, you know mathfags are thirsty to help, and you know how to ignore the trolls.

But, for gamedev, here's a very rough map for you:
1. grind some arithmetic. It might feel like "ok I get it" but just do problems. The better you are at this, the less you'll get hung up on it later. Be able to fling around fractions like whatever. Fractions and powers should be the most advanced thing under your belt at this point. Also obviously basic addition and multiplication (as a side note, these really are the only operations you'll deal with: subtraction and division are special cases.)
2. be similarly able to fling around algebraic manipulation with variables. Understand that FOIL'ing is a special case of distribution. Understand that you're still *basically* dealing with arithmetic, but now with unknown quantities. Handling intervals, inequalities, some set theory and having the basic axioms of +,* for real numbers under your belt at this time. Also what's meant by finding roots, graphing. Some things like exponentials and logs might seem "ok I don't care about this for gamedev" but even if it's not directly relevant, though it will be surprisingly, now and then, you're still training your brain to think a certain way and solve problems.
3. trigonometry - move on once you get to weird identities and whatnot. You're presumably not an enginedev, so you really mostly care about sin/cos, and in a sense they're just one thing offset by phase. They track the vert/horiz position of a circle.
>>
>>181928998
post your 8x8 (16x16) art sprites
>>
>>181923082
>>181929786
4. linear algebra - this is a better step than calculus for gamedev. Actually I think it's generally better for everyone, but linalg has no particular reliance on calc and in fact is probably more useful to most people, especially given how important programming has become everywhere. I'd recommend Gil Strang on youtube/MIT OCW here.

That's pretty much it, so to recap, here's what you do:
grind arithmetic
understand algebra, especially how to apply the axioms (associativity, commutativity, distribution) for the two operations on the reals, understand that subtraction/division is essentially shorthand
grok sin/cos
do as much lin alg as you want, all of it is helpful

DDDDOOOO PPPPRRROOOBBBLLLEEEMMMSSS
P R O B L E M S
DO THEM

People think they can passively absorb math, no you have to do problems. Pencil/pen on paper problems.
>>
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>>181929732
Yeah recently started with them. Honestly I'm not sure the difference between part of the team and contracted, but I'll be doing all of their first person animations. Was asked not to show any of the stuff I've done for them until they reveal gameplay. I think it looks sweet.

Only team I've ever regretted turning down is Blackwake, they wanted me to do all of their first person stuff but I was too busy at the time because of a shitty retail job; but that's in the dust now. Finally was able to quit a month or so ago and just make a living from animating.
>>
>>181930067
>>181929786
t. smartdev
>>
>>181930008
I have none. Hence why I said I want to start with it first.
>>
>>181929021
triggered
>>
>>181929021
anon why do you always have to be such a disappointment
>>
>>181930115
>he catches the bullet and puts it back in
:thonk:
>>
>>181910209
It's best to get to gameplay as soon as possible.
If you don't believe me, compare the first two hours of Persona 4 to the first two hours of Persona 5. P5 has just as much dialogue but it's much easier to get into, because it gives you gameplay almost right away and uses that to keep you interested in what follows.
>>
>>181930263
well, you better start soon and not be a 'too lazy to make gaem' posters
>>
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Some progress:
Added a super mode(working name) feature and a power points meter. The super mode can be activated at almost any time if you have enough power points and are above a certain power threshold, though entering super mode will drain a small amount of power as well.
While in super mode, power is constantly drained while fire rate and bullet speed increase drastically and will also increase damage once proper health point system for enemies is implemented. Power is earned by dealing or taking damage.
Also made a pause menu and tweaked some sprites and values. Next thing I want to make is a charge shot mechanic and after that I can actually work on enemies, their patterns and AI and then make an actual damn level.
>>
add particles to your game and it will be less boring FACT
>>
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Is a gore system scope creep or vital for enjoyment?
>>
>>181929786
>>181930008
Also a strong understanding of functions. Next to arithmetic manipulations, this is like the fundamental building block of mathematics. Maybe the most fundamental.

When you see a square root symbol over a bunch of shit, you can think of it as sqrt(stuff).
When you see a fraction, after understanding the notion of the multiplicative inverse, you can see that it's shorthand for a multiplication operation. Things like that, also improving your notion of domain/range, absolutely helps your programming. "What values is this taking?" "What values is this spitting out?"

You might see things like the reals partitioned into rationals and irrationals, and think "why the fuck do I care about this" well maybe you don't explicitly, but it's a great test case for training this sort of thinking.
>>
>>181931040
I'm working on something else at the moment.
https://my.mixtape.moe/dkpzxc.webm
>>
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>>181931241
Can confirm FACT.

Added blood & wood particles.

Also implemented game pausing and potentially fixed level generation bugs.
>>
>>181931295
do it if you would enjoy implementing it and your game is about combat.
careful though it is possible to implement ugly gore, i think you still need an artist's eye for it
>>
>>181930115
contractted = get paid for each animation
part of the team = get monthly paid and hang out with the team

well if hell let loose can deliver all that they promise than it will be great.
>>
>>181931837
looks great, you should add shield bash/parrying or some kind of staggering mechanics.
>>
>>181931837
That looks fucking awesome
>>
>>181925645
You know you can just scale up and then export the .gif in your art program, right?

You don't need to fucking screen cap it.

If you're using photoshop/aseprite specifically, you can upscale right as you're exporting/saving the file.
>>
>>181931837
>>181925708
>>181922019
>>181919968
These new games that join agdg are getting better and better holy shit this is amateurs right?
>>
>>181931837
Got any subweapons or alternate weapons planned? I hope you got more than just a sword swing in mind for this.
>>
>>181932150
looks like unity's taking over
>>
>>181932379
But the kniggit game is gamemaker/
>>
>>181932150
it is the power of godot
>>
>>181924926
Black dev here anon.
Any questions?
>>
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>>181932379
Not so fast, Unity
>>
Can depictions of poop affect the age rating of a game?
>>
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>>181932512
nigger
>>
>>181932150
One is bokube dev
The other one, while very skilled, jumps from project to project way too often
>>
>>181932379
>>181932408
>>181932462


Wow, so this is the power of engine multiculturalism...
>>
>>181932586
isn't he working on like 3 different games now?
>>
>>181932583
RUDE. This faggot does not represent us. We're tolerant around here.
>>
>>181932651
I'm not bothered anon, I just want to talk about vidya development
>>
guys quick tip about developing with an FPS counter in the corner, use an FPS counter that retrieves your MINIMUM fps (of the last 60 or 30 frames)

I developed with average FPS in the corner for a few years and ended up with a game with shitloads of tiny FPS stutters everywhere, which I can now perfectly see with my minimum fps displayer.
>>
>>181931837
Holy shit. I want to rip off you so bad. Also you answered how I can make a "dark souls" like game without good 3D.

Unfortunately I also missed that boat...
>>
>>181932512
Why are you lying on a korean procrastination board ?
>>
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>>181930115
can you tell us anything about when they plan to show gameplay? the game looks really interesting

the people you meet on this board
>but you will always be a nodev
>>
>>181932512
liar! black people can't dev!
>>
>>181924926
hi
>>
>>181932150
>tfw can't compete
>>
>>181932748
>average
I prefer a rolling average, since minimum will also give you unfair dips.
>>
>>181932960
Hi. What're you working on dude?
>>
>>181931972
I was thinking about shield bashing as well. Right now there is a similiar mechanic (not very refined atm): raising your shield (RMB) just before the enemy attacks stuns the enemy for a longer period than just holding your shield up all the time. Stunned enemies take double damage.

>>181932081
thanks mate. Earlier build DEMO is here (if you didn't catch it before):
https://oakleaff.itch.io/kniggitdemo

>>181932150
thanks :^)

>>181932151
Oh yeah, I've been working on this for a week now, so I haven't implemented anything else yet. Thinking about how I'll deal with magic, but some sort of subweapons / different weapon kinds are planned.

>>181932379
>>181932408
Yes, kniggit is pure GM.

>>181932586
>>181932645
Yeah, the other games are on hold... indefinitely. Some are more like tech demos.
>>
>>181932914
Not anything more than they've said publicly, but from what they've said publicly, gameplay doesn't seem too far off.

https://www.hellletloose.com/so/3LpXYFVm?cid=cbeb7038-9372-4bae-a16a-53f38c2e629f#/main
>>
>>181932975
but minimum will give you the most important number. "unfair dips"? those unfair dips are important to know if they're going below 60
>>
>>181927186
I've started with 1920x1080 pixel game and don't feel anything special about it.
>>
>>181933075
What're the other games you've made? Or rather formerly working on
>>
>>181927186
I'm doing 128x128 and it's fucking killing me. Characters won't be animated at all (on the drawn image level, that is).

What was I thinkingggg

That said the style is unique as fuck (although ugly).
>>
>>181933160
Post pics
>>
>>181924426
>>181924361
If it's literally public domain then anyone can use it for anything.
If there's any kind of license, read the license. If you read the license and still aren't sure if you can use it, don't use it.
>>
Sort yourself out

Clean your code

Refactor what you've been putting off.
>>
>>181933402
post it
>>
>>181933292
Oh boy. I'l see if I can compile something
>>
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>>181933292
>>181933938

Here's a few. Others are on my old machine.
And these are just ones I've posted here on AGDG, naturally I've got a ton of other prototypes/tech demos that never went anywhere.
>>
>>181915691
Are you going to create lewds of this character?
>>
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>>181933030
Just woke up but I tried to redo one of the monster sprites I really didn't like. New's on the right.
Still don't care for it. I think it might just be the overall design that's gotta change.
>>
>>181934214
what's that top right font?
>>
>>181934214
I had a hunch it was you.
The fact my project was partially responsible for inspiring you on this latest thing is pretty flattering, you have a knack for making some slick as fuck gameplay

>>181934257
The redo looks significantly better though, RPG of some kind?
>>
>>181913585
There's something wrong with your logic.

But if you need to disable something after a time I like using coroutines.
>>
>>181934272
It's just a self-made pixel font (5x5 letters + outlines) I copied from the internet (literally just searching "pixel font" brings up similiar results). I've seen it (or something similar) used on a few agdg projects.

>>181934429
wait, which dev are you? I'm getting somewhat confused here
>>
>>181934214
I miss the tank game
>>
>>181913014
lovelly !
>>
>>181934714
I'm the doom mod guy.
>>
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>>181934429
>RPG of some kind?
Yeah, dragon quest clone.
Pretty standard stuff. You travel the world with your blank slate party, who's classes you get to choose, solving the problems of the towns you come across until you get the tools necessary to confront the big bad.
Whatever classes make up your party affect how you interact with npcs and objects in the world.
If you have a Merchant you can make deals with npcs and trade items, mages can read spellbooks you find around the world, medics can heal npcs for rewards. Stuff like that.
There's also bigger, more specific interactions I have planned, some which can result in taking different paths throughout the story.
>>
>>181924926
there's more black males in anything than women in something.
>>
>>181934816
your party system sounds like a novel spin to the classic DQ formula, I look forward to seeing more progress in the future dude.
>>
How learning linear algebra can make me a better programmer ? whats the motivation behind it? what is it used for ?
>>
>>181934945
I don't know, but linear algebra is piss easy, so you can use it as a test: if you have any problems learning it, you're retarded and fucked for life.
>>
>>181934945
I don't know shit about linear algebra or programming but it's that shit you use to calculate normals and angles between vectors and shit? Isn't that used in graphics, lighting calculations and crap. sound like its important for 3d stuff maybe physics idk
>>
>>181935120
>I don't know, but linear algebra is piss easy
1-you dont know, but you think its easy.
>if you have any problems learning it, you're retarded and fucked for life.
2- if i have problems with it im a retard.

how can those guys do any game logic ?
>>
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Did an ingame mockup of the new currency system on the inventory screen (bottom left). I wanted something that felt more "fantasy-ish" that engaged the player instead of just 1 boring number like most RPG currency systems.

Gold Sovereigns are rare drops that are used for expensive NPC services and trading with players.

Silver Florins are a player currency that is created by quests in player cities to use the services in those cities.

Coppers (crowns, shillings, pennies and farthings) are all the same currency and they're dropped commonly from monsters for common NPC services like repairs and consumables. They can't be traded with other players and they're in tight supply, to provide a basic death/failure penalty. NPCs don't give change, so if you want to buy something that costs 1 farthing and you pay with a penny you waste 3 farthings.

Apologies for the blogpost, couldn't describe the system more succinctly.
>>
>>181934714
>>181934801
So I guessed. yeah, your mod gives me a lot of ideas. Mind if I utilize a similiar sub-weapon system?
>>
>>181934945
Like that guilty gear video GDC lecture thing they talked about normals a lot in their shader things. Oh yeah shaders I bet you use linear algebra in that to make your game look cool
>>
>>181935412
Do it mang. 90% of my subweapons are just taken from super Ghouls n Ghosts, just tweaked to make them not shit, and to also make the dagger less OP
>>
>>181935291
>How can it make me a better programmer?
>>
>>181928730
>>181928850
>>181929206
>>181929470
>>181930115
Do you have any tips for someone who might want to start learning animating in 3d? I've noticed animations being crappy is a problem with local gamedevs so it might be a good niche to get into. Also it seems like something I might enjoy since it's sort of an art but also a technical skill.
>>
>>181935534
So yeah if you want to be a programmer that understands the graphics and rendering part you should probably learn linear algebra I think idk
>>
>>181934945
Is used in 2D transformations by example.

just like trigonometry is fundamental for a touhou game, linear algebra is fundamental if you want to do raw opengl or make 2D effects or anything advanced graphically like Mode 07 for SNES.

why agdg is so lazy?

you wanna do the most complex art form ever created and yet complain about learning X or Y.
>>
>>181935647
Because everything is too hard
>>
>>181935291
I don't know how it can make one a better programmer. That's what anon asked, that's what I answered to, next time please try reading posts before replying. I know linear algebra.
>>
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>>
>>181935727
I'm going to give you what I've learned after a decade of trying to learn new things.

Here's what I've learned in all those years.

Pick a book of X skill (drawing, anime, writing, music).

Read it completelly.
Pick then topic by topic.
Spend one entire day on that topic, watching youtube explanations about it.

THIS IS THE IMPORTANT STEP:
Do spend the entire day working on that little topic, doing exercice after exercise (google such exercises) until you can work that topic from imagination.

Then repeat for every little topic.

Spend an entire month per book or learning a basic skill that is mechanical (most skills are a collection of diferent small skills).

Screencap this advice.
>>
>>181935918
green lives matter
>>
>>181935918
Why does the arrow point so far left and then fly straight
>>
>>181935345
Sounds like autism nobody would actually want to deal with ingame.
>>
>>181935918
Bokudev wtf are you trying to accomplish with this?
>>
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Are you FUCKING kidding me
I just spent 3 hours drawing sprite animations for a single rpg character from up/down/left/right facing angles.
I've just noticed that the character holds the sword in the right hand when facing up/down and in left hand when facing left/right.
>>
>>181935918
>tfw agdg will make the next minecraft
>>
Is it necessary to use IKs when animating in blender ?
I feel more comfortable adjusting the rotation themselves.
>>
>>181932150
>it's 3D so it's automatically better than the rest even if one is an asset flip and the other's still a barebones prototype
>>
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>>181934895
Thanks. I'll probably get some progress done today. I just designed a new town and have to populate it now.
>>
>>181936170
It isn't necessary but it's a hell of a lot easier in the long run.

How do you feel it restricts you? You can still directly rotate shit.
>>
>>181936252
That's your work? That's not too shabby.
>>
>>181936081
Post sprites
>>
>>181935345
>no color coding or icons to make reading the money amounts less painful
>>
>>181910972
Nice, which ones will you play next?
>>
>>181936081
Maybe you could mirror it?
>>
Nondev hot opinions on AGDG demo day games ( >>181935869 ):

Oh that plattformer looks nea..
>procedural ruins
Fucking ruined
>Seasons Past says it is Fast Action RPG
>trailer is a mute video of a guy walking with nothing happening
Dropped
>School Puzzle Game
>Whimp the Bold
>Unnamed pixel platformer
Those look neat.
>Project Abel
Also interests me but says very early concept so I won't bother with it now.
>>
>>181936463
>tfw not mentioned
>>
>>181936413
I'm doing it but I still have to redraw the lighting
>>
>>181936325
thanks.

Might as well shill the demo if anyone's interested:
https://dewdneym.itch.io/unknownworld
>>
>>181936316
>You can still directly rotate shit.
How ? It fucks with the IK entirely if I rotate on most axis.
>>
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Hello. I usually just lurk. Gonna try to start posting progress. Here's my game.

Currently working on polishing up the gore/blood (Trying out texturing primitives with blood and pushing them around)
>>
>>181936687
Your chess monsters and skullington sprites made me smile. You got a real knack for making charming looking monsters
>>
>>181913556
wtf this too hard! sorry guys i'll postpone it until next year
>>
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>>
>>181936759
potentially interesting but get OBS and webm for retards because right now it's just a collection of screenshots and not a video
>>
>>181936787
don't worry anon there's always next time, we're all gonna make it
>>
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>>181936895
>>
>>181936759
I can't say much about it coz it's a slide show. gifs can do about 60 FPS why is this so choppy? did you fuck up the recording?
>>
>>181936759
Does it actually look all choppy like that or did you just make a shit webm? If the former you should work on the animations more
>>
Tell me about your backup scheme.
>>
>>181935291
>it's easy
>if you have problems with something easy, you are retarded

no issues with the logic here
>>
>>181937138
Backup drive that automatically backs up everything every day + remote git every day.
Now I just need a disconnected external drive in another physical location for maximum security.
>>
Forget to back up things for a while, sometimes for over a month, panic a bit when I realize I haven't backed up stuff for so long, back things up, rinse and repeat.

Speaking of..
>>
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Why is making tilesets so fucking awful?
>>
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>tfw so retarded at math it's concerning
>>
>>181937424
Meant to reply to >>181937138, oops.
>>
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>>181937008
>>
>>181935918
why does the arrow look so fucked up when it's "idle"
>>
Any SDL fags give me a hand? The rect with the red border always gets stuck if it's within 60px of the bigger square on the right or bottom sides. I'll post my code if anyone wants it but just thought I'd ask for some ideas of why that might be happening.

Trying to follow this but rewriting it in C:
> http://lazyfoo.net/tutorials/SDL/26_motion/index.php
>>
>>181937575
fov makes it look crooked
>>
>>181937475
dumb frog poster
>>
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>>181937475
>do some ridiculous calculation using divisions and multipliers and divisions and multipliers within parentheses
>turns out I only had to use a single high-school-tier operation instead but I keep it my way since that's what I know
>>
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>>181937604
Image I dun and forgot
>>
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>>181918203
Why did noone tell me?
>>
>wanna make a first person dungeon crawler in similar to ultima underworld

is there any point using a engine for something like this and rather just code the whole thing? i doubt i could make it look any good with real 3d and using raycasting methods with engines seems pointless
>>
>>181937604
And I got the fucking link wrong I wish I was dead
> http://lazyfoo.net/tutorials/SDL/27_collision_detection/index.php
>>
>>181937757
way too many polys
>>
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Are there any good podcasts about game design? Today I'm allowed to use earphones at work so it would be great if you could recommend any specific 1 or 2 really good episodes I should listen too.
>>
>>181938068
Watching game design videos isn't dev.

Dumb nodev.
>>
>>181937816
You know engines do more than rendering, right? Do you like to code everything yourself? Or would you want to use an engine that does a lot of things for you?
Do whatever you want.
>>
>>181938134
>at work
>>
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>>181938008
So just merge a couple together?
>>
>>181938134
>Watching
>podcasts
>>
>>181938149
I mean I would use already existing libraries of course for a lot of things, I'm not going to write EVERYTHING by myself. I guess I don't know what I'm asking really
>>
>>181937816
Why use raycasting instead of a 3D camera with a locked pitch?
>>
>>181938234
>>181937757
Needs higher res textures. If you want to capture the expressiveness of 2D you actually have to manipulate the shape of the head/mouth/eyes. Not just pose them in the right direction and hope it would look the same.
>>
>>181938134
obviously If I'm at work I can't be deving. nothing wrong with getting some extra knowledge/perspective. it's the best I can make out of the time im wageslaving

and I said podcasts, not videos
>>
>>181938423
Do you have any other images of it? Or will you continue to post this same image for many more months?
>>
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This is Toby Fox, creator of the popular and critically acclaimed game Undertale.

https://www.youtube.com/watch?v=uMoQ6zUsw_E

Go to 2:00 and watch him having an autism seizure doing an air guitar on his knees and notice how he just dances by himself when everyone else gets paired.

You will never be as successful as him :^)
>>
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>>181938369
I think the expressions are good enough for a quick little fangame, are they really not that good?
Any tips for inserting eyes and mouths into a model without making it deform in a terrible way?
>>
>>181938852
It's just an epic shitposter who thinks a single person spamming something for months on end is a meme.
>>
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What does this gun shoot? I feel like bullets are too mainstream.
>>
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>>
>>181939018
unfinished games
>>
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>>181938852
many great picture by captainanaugi!
>>
>>181937757
>>181938234
>>181938942
>shit universe
>>>/trash/ and stay there
>>
>>181937757
>>181938234
>>181938942
Go back to tumblr please?
>>
>>181939102
>being triggered by a cartoon
>>>/pol/
>>
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>>181921270
>>181910972
Thanks for playing my game
>>
>>181939371
What's the board for people who get triggered by shit taste? Because I think I'd rather go there.
>>
>>181939102
Yeah, well, you know, that's just like
your nonexistent game
>>
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>>
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>>181936916
>>181937023
>>181937074
I think I just messed up that gif, here it is in a better quality.
>>
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>>
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>>181939628
The hell are you doing, anon
>>
>>181939628
Why did you post it now?
>>
>>181939715
How much did you pay for all these assets, Bokube?
>>
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>>181939519
Fucking burned.
>>
>>181939831
is there just one guy posting this shit?
>>
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>>181930115
>Finally was able to quit a month or so ago and just make a living from animating.
Good on ya, mate.
>>
>>181939018
bullets that explode into smaller guns that shoot smaller bullets
>>
>>181939018
bouncing bullets that deal shock damage
>>
>>181939676
He doesn't look like he's actually using his sword. I think you'll need to do some clever things with animations. there's a flash game like this btw http://www.newgrounds.com/portal/view/527355
>>
i need some low poly tutorials
>>
>>181941439
look for high poly tutorial then apply a decimate modifier.
>>
>>181938942
They're fine for a quick fangame anon. I thought you were having issues with the conversion between the two dimensions. What you have is functional though.
>>
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>>181941439
>>
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I don't get it guys, I'm better than all of you but still no game
>>
>>181941571
Then you're not better than anyone.
>>
>>181941571
I don't know how to code or do art and yet we have the same amount of released games
>>
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>>181939034
>>181939715
>>181939584

>It's a survival crafting game
>>
>>181941571
Someone who spent 10 minutes making pong is better than you.
Let that sink in, anon.
>>
>>181942217
But I've made pong, tetris and mario
>>
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>>181942136
Dont worry anon its going to be animal crossing meets zelda meets rust/minecraft.

The survival stuff will mainly only be when you leave town to explore the open world and tackle dungeons.

Though for tools unlike animal crossing im forcing the player to go into dungeons to get the tools instead of buying them at nooks.
>>
>>181942378
>meets dark souls
>>
>>181942378
So where's the Animal Crossing part in all of this?
>>
>>181942378
>animal crossing meets zelda meets rust/minecraft
Wow, you just know that when someone describes their game 'x meets y' it's gonna be a bloated game which tries to accomplish too much but in the end is good at nothing. And you've got double 'meets'.
>>
>>181942606
The town clearly

>>181942617
It will be better than most survival games for being less buggy, lots of features, actually be done, and have a goal/mission of tackling the 8 dungeons aside from the animal crossing gameplay in the town.
>>
>>181942378
Nice game that will never be finished.
>>
>>181942617
Undertale is literally earthbound meets cave story meets touhou
>>
>>181942858
>It has bullets so it's Touhou

t. a retard
>>
>>181938910
>Caring about a dev's personal life
that's pretty low.
well, he's rich now, and you arent.
stay bitter nodev
>>
>>181942916
toby literally said his inspiration came from touhou
>>
>>181942916
t. an ignorant
>>
>>181942617
there's nothing wrong with taking notes and inspiration from other games, the important thing is to not go full retard, don't 1:1 copy, and don't be afraid to change shit to make it your own thing.
>>
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>can't make persistent loading screens in UE4 unless you jury rig it with level streaming
>can't even do a simple "press any key to continue" sort of deal because it will flat-out refuse to draw any widgets right after loading the level even though the nodes are being executed
>>
>>181943000
Well then he failed to implement any of Touhou elements in his game.
>>
So I normally just do back-ups on usb drives, but how do you guys normally back up your games? Also, Any one got some good music tutorials for LMMS? or music tuts in general?
>>
>>181943812
Have you heard of Version Control?
>>
>>181943812
>how do you guys normally back up your games?
Git with Bitbucket and SourceTree.
You should look into that.
>>
>>181943506
Is this not what you want?
https://wiki.unrealengine.com/Loading_Screen
>>
>>181944249
>Fake Loading Screens
>>
>>181943506
>continuing to fall for the UE4 meme
>>
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A game where you make a game for me
>>
>>181913014
whats your twitter?
>>
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>yfw you're not Toby Fox
>>
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kek these fucking docs
>>
>>181931295
It's important but after a decade of almost no gore people no longer expect it even in M-rated FPS titles.
I'm honestly impressed every time a game released in the last 5 years has gore, even though every M-rated shooter I played as a kid had it.
>>
>>181939676
looks awesome, whats your twitter?
>>
>>181906513
This guy is such an edgelord, I'm not disagreeing with the core of his message but the way he gets his panties in a twist over the phrase "evolutionary psychology" is just cringeworthy.
>>
>>181906513
>how to rediscover the practical utility of protecting your females while the males go fighting
>limiting your population growth by sending breeders to fight and work
>>
>>181945307
Didn't watch the video but I once had a bunch of people react very negatively when I brought up evolutionary psychology on /co/. That made me think it might be pseudoscience but it doesn't seem to be, and the conclusions generally seem quite sound as long as you work from the premise that humans are evolved animals.

But I think that's why it makes so many people mad. The idea that a human being is not born as a "blank slate" is very controversial because we are wired to think of ourselves and our group (whether that be nation or species) as special. Really, we are special, but we're not as special as we like to think, and that really messes with some people's heads.

Doesn't help that /pol/ and the far-right in general like to fall back on evolution to justify prejudiced blanket statements even though you can't apply generalizations at the individual level.

More on topic, the idea of a society of warrior-women doesn't really make sense because of exactly what >>181945527 points out: women are too precious to reproduction to be risked in battle. This is why even the few matriarchal societies that have existed still had male warriors and female homemakers, and why in most species it's the males that vie for the females' attention. Gender roles are an adaptation to biological reality.
>>
>just dropped car off for a safety inspection
>Have to wait an hour
>Anxiety through the roof

Wat do
>>
>>181944649
@Oakleaff_
The project isn't on twitter yet, though. The account's empty atm. Probably will post the next update there as well.
>>
>>181946429
Just like make game about car repair
>>
>>181946359
evopsych is like quantum mechanics, it might not be real, but it does a surprisingly good job of predicting things
>>
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>>181942784
Thanks it will be early access though.

>>181942605
Maybe, Not sure how I could have deep combat like dark souls in first person though anon.
>>
>>181946561
I wish I could dev on a tablet or something
>>
>>181944669
Isn't he rich though?
>>
>>181947432
Did you make those trees?
>>
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How many trans characters does your game have?
>>
>>181947923
my game has no characters
>>
>>181947923
my game also has no characters
>>
>>181947923
None. I haven't written any story bits yet so there are no characters as well.
I don't see what it would bring to the game even.
>>
>>181943812
Bitbucket for version control.
Online backup with GoogleDrive(Mirror sync)
Auto-backup every 30min
Manual backup once a day.

Yes I'm serious.
My project is my life.
>>
>>181911573
Genuinely like it

Don't pixellate her, that kind of design is kooky and original, it works
>>
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>>181947923
A whole lot, actually!

The skeleton was born a man, but identifies as female. The Goblin is bisexual (likes boning), and the knight is clearly a transvestite!

I will also include a hexagonal selection for gender, naturally.
>>
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>>181947520
I made everything you see besides the leaves (replacing them now that you mention it anon), and a lot of the code. Though since iv only worked on this for 2 days its going to keep evolving with time as I pour more spaghetti code and art into it.

Most people when they play the game I bet will just love the dicking around in the open world meme more than the animal crossing house building town desu so my focus for right now this early is that so when demo day rolls around at least there will a lot of do in the open field/forest.

Im going to try and add the forest dungeon in the next couple days too. Again my goal is NES zelda 8 lands with a dungeon in each, you get an item in the dungeon that is a main item you always keep to take back with you to the comfy town simulator/animal crossing beginning part of the game.
>>
>>181947490
I don't think he's rich. He made a good chunk of money but definitely not a millionaire.

Hell, making a million doesnt make you rich. You can buy a nice house but you'll still need a way to pay for the property taxes, home owners association, insurance and hefty bills for keeping the lights on in such a place.
>>
>>181947923
Zero
>>
>>181948324
What's the yellow ring around the water?
>>
>>181947923
One. Maybe. I'm not sure how many of my old ideas to keep in this attempt.
>>
>>181947923
I have an androgynous character, and always refer to them with gender neutral words to intentionally confuse the player.
>>
>>181948324
What the fuck is up with your arrowhead's perspective?
>>
>>181948523
>He made a good chunk of money but definitely not a millionaire.
According to steamspy it's sold 2.6 million (plus the 1 million on console).
Even if you consider a few thousand bought it on sale, he's made nearly 10 mil off of Undertale.
Depending on how he decides to spend it he can comfortably live off that for the rest of his life.

If he goes full MC Hammer and buys a couple mansions and 40 cars and blows it on hookers and trash then yes, he'll go broke.
>>
>>181948678
I don't mind this in principal but the fact that Undertale actually uses singular "they" annoyed me. It's pretty weird to use it in reference to a specific person you've met instead of a nonspecific person or a person whose gender is unknown.
>>
>>181947923
The main party is all blank slates so you can give them whatever backstory you want.
>>
>>181948523
Confirmed for still living with their parents.
>>
If I have 2 points, and draw a line between them, how do I find the angle of the line from it being horizontal = 0 degrees
>>
>>181948523
>a million isn't a lot

so sick of hearing this shit. you'd be ecstatic to have a million.
also, all those things you mentioned are nothing. plus you can invest/accrue quite a bit of interest if you're careful.
>>
>>181948523
You only need a few million to retire and live comfortably. The reason people like MC Hammer go broke is because they don't know how to turn money into more money, but it's actually pretty damn easy these days.

An index fund will get you about 8% a year, which on $10,000,000 is $800k. As long as you reinvest at least half and keep an emergency fund in your savings account, you can live a pretty luxurious lifestyle on the rest, and still have plenty to fall back on in the next bear market.
>>
>>181949302
http://www.bbc.co.uk/schools/gcsebitesize/maths/geometry/trigonometryrev1.shtml
>>
>>181917827
how about you work on a smaller project then?
>>
>>181948523
Lmao.

Reminds me of a thread I saw on leddit where a guy asked if indie devs are still as successful as couple years ago, and when asked what successful was to him, it was making 100k on a single game release as an indie dev 1MA.

Implying that was ever a norm.

Some people are delusional.
>>
>>181948523
Shit I could take 100k and live off that initial sum for the rest of my life. You're fucking retarded if you think 1m isn't a lot of money.
>>
>>181949585
You're probably some poorfag living in Kentucky or something.
>>
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>>181949656
>you have a lower cost of living!
HAHA DAMN what an insult
>>
>>181949656
No, I live in the actual first world, not the shitstain that's called America. You're just one of those spoiled brats who never had to work for a thing in his life and you'd burn through all that money in an instant because you have absolutely no common sense or ability to plan for the future.
>>
>>181934945
sending a vector through a matrix. Even a 2d vector. There are limitless applications that make many things much easier by considering the n-dimensional case is the same as dealing with multiple lower dimensional cases.

Skim this: https://en.wikipedia.org/wiki/Rotation_matrix

There are other things, such as probability transition matrices, lots of physics applications, and so on. Specifically for programming, there is something called "Array Programming" which you will probably not come across unless you are using Matlab or R I guess.

So, basically wherever you have systems of equations, you have linear algebra. So of course that also brings up the entire field of differential equations, hence all the physics connections. And the basics of linear algebra are so useful and so simple to pick up, you really should have a grasp of them so you don't have to pussy out on vector/matrix math that would probably make your life easier.
>>
>>181949892
Where do you live that you can make 100k last forever?
Index funds sure as shit won't support a comfortable lifestyle in a first world country on 100k.
>>
>>181949801
>not living in manhattan where you get the privilege of smelling urine on a subway on a daily basis

your loss I suppose
>>
ok, so acording to some study on genres, the least profitable genre is racing, followed by strategy and the three most profitable genres are RPG and action and FPS (the most profitable genre).

Opinions?
>>
>>181951193
Sounds about right.
>>
>>181951193
Is that indie or AAA? What platforms? What time period? Is it actually profit, or gross revenue?
>>
>>181951413
https://www.youtube.com/watch?v=5ndyIipq8-s
https://www.youtube.com/watch?v=lQKtJt6RSbQ
>>
>>181950980
>not renting a half-bedroom apartment for 100k a month
Some people just have poor taste
>>
>had the exact same animation size scaling issue on another project
>managed to fix it
>can't find again how to fix it now
I want to make a mech game, not a manlet game. Has anyone got an idea ?
>>
>>181951193
>action

so the more vague and catchall something is the more it sells? huh.

>racing

what about forza/mario kart? it's probably better to go on a series by series basis. also, countless FPS sell terribly every single year. it's a very small fraction of ones that actually make any profit, and even smaller that are hugely successful. not sure I care about this strange bias/ way they like to spin it. also, theyh like to conveniently ignore those games in genres they don't deem "respectable" or "popular" that actually do really well.
and anyway, most of those genres/subgenres aren't trying to go after a large audience. they're like marmite, and acquired taste.
>>
>>181951913
>Has anyone got an idea ?
well, what's the problem?
>>
>>181952158
>so the more vague and catchall something is the more it sells? huh.
Action would be like hack and slashes and beat em ups.
>>
>>181952158
The last Forza game sold about 2.5 million copies.
The last Call of Duty was the best-selling game in the US last year even though fans hated it.
>>
>>181952464
Yes, combining different genres into one bigger genre will make it look like that bigger genre sells more.
>>
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http://www.gameinformer.com/b/news/archive/2017/01/21/study-breaks-down-game-genre-playerbases-by-gender.aspx
http://quanticfoundry.com/2017/01/19/female-gamers-by-genre/
http://www.playstationlifestyle.net/2017/01/22/female-gamers-genre-breakdown-study/

time to make a farming match 3 exploration ambient game lads.
>>
>>181928495
>clicks the steam release button
>everyone claps
fucking burgers i swear
>>
>>181952615
Congratulations, you know what a subgenre is.
They're fundamentally similar enough to be lumped under the same thing.
>>
>>181952550
>one fps

your point? you could cite the same for a series in any genre. sites just write what they think their audience wants to hear, so if they think it's largely fps players they'll cater to that taste, to validate their beliefs and score brownie points.
>>
>>181944669
>>181948523
chump
>>
>>181952645
>girls play games without gameplay
epic.
fuck women
>>
>>181952645
I'm glad someone finally did the numbers on this because "40% of mobile gamers are women therefore women are 40% of the people who buy shooters" is a meme that needs to die.
>>
>>181952645
>frogposter
>making game
>>
>>181952810
>match 3 and farm simulators don't have gameplay
you know you can make a good one.
literally no competition on those genres outside farmville and bewejelled.
>>
>>181951913
>>181952321
Mesh's scale when animated isn't the same as its reference pose.
I found some sort of solution by scaling down the mesh to 1/10th of its size (kind of an ugly solution). But I reloaded it in blender and now the export is fucked again so I'm missing something.
>>
>>181952756
Titanfall sold 7 million and it was a new IP that wasn't on Steam and had no Playstation port.
Battlefield 1 sold over 10 million and the typical Battlefield sells over 15 million.

Shooters are really easy to sell. They're also really easy to market.
>>
>>181952645
gender is pretty useless data, would be more useful if they broke users down by sexual attractions and fetishes.
>>
>>181952810
women are conditioned by society to like shit games. really not their fault.
>>
>>181953230
so if I make a FPS roguelike will I rake in cash?

>>181953306
fuck off m8.
you're a virgin.
>>
>>181953365
>so if I make a FPS roguelike will I rake in cash?
If you give it AAA graphics and market it to normies, yeah, probably.
>>
>>181953230
both of those had massive marketing campaigns.
>>
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>>181953140
nevermind, I was just scaling to the wrong size again.
anyway it works now, thanks for the emotional support
>>
>>181953230
>really easy to market
>cites games that had multi-million dollar advertising budgets
nande?
>>
>>181953365
just look at tower of guns
>>
>>181953448
And shooters are super easy to market because you just show flashy cinematics and a few explosions and everyone understands what kind of experience they'll get if they buy it.

None of these stats matter for indie games because these sales are driven by graphics and marketing. If your indie game is good and not a 2D platformer it will probably do alright unless you put zero effort into making people aware of it.
>>
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>>181953842
invest in bed mats, quick !
>>
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>tfw no comfy loli sidescroller shootemup

maybe i'll save this one for a jam...
>>
>>181953727
>flashy cinematics
>everyone understands what kind of experience they'll get
could say the same about porn
and unlike shooters, porn doesnt require massive marketing budgets.
>>
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>>181953972
big version
>>
>>181954043
Do you have a point or are you just trying to sound smart?
>>
>>181954147
point was appeal to this guy >>181953972 with shooting lolis and you dont need a marketing budget
>>
>>181953842
I'm sure this is accurate.
>>
nah, fuck this shit, I'm going to make a farm with tamatgotchis (literally a farm with 3D models of ducks, gooses, chickens) and put microtransactions for mobile.

I'm tired of not making money, fuck this gay bs.
>>
>>181953972
comfy how?
>>
>frogposters unironically believe tobyfox is not successful
lol
>>
>>181954373
>trying to compete with the professional mobile shitters
http://toucharcade.com/2015/09/16/we-own-you-confessions-of-a-free-to-play-producer/
http://insertcredit.com/2011/09/22/who-killed-videogames-a-ghost-story/
https://www.youtube.com/watch?v=IUuIq8w9Nxg
>>
>>181954295
OH LOOK WHO DECIDED TO SHOW UP AGAIN
>>
>>181954610
More like frogposters are glad they aren't Toby in spite of him having millions, that's how big of a cuck he is.
>>
>>181954684
I will simply have to make a game that doesn't scam people and it will literally be better.

>but you don't want money
>>
>>181954879
tobyfox is a millionaire who can live the life to its fullest and met people he idolized when he was young, with the only thing shitposters holding against him being homestuck, old photos and twitter jokes taken literally
meanwhile developer of lisa, the aryan ubermensch who is usually favorably compared to toby by the same people, is a full-blown sjw who would spit into the face of people who support him on /v/
>>
>>181955225
What a strange twist of fate
>>
>>181955225
>is a full-blown sjw
Is he still doing that?
I genuinely thought it was ironic performance art but there's no way he'd keep it up this long if he was serious.
>>
>>181954610
Success is not large quantities of money.
Success is enslaving and breeding the females, owning a large quantity of guns, and being tall.
Toby Fox can never be successful where it matters.
>>
>>181955371
>if he was serious.
if he WASN'T serious, is what I obviously meant
>>
>>181954892
you're implying people actually want to play these "games" and arent just psychologically addicted to them.
without your 3 month course in behaviorism and strict adherence to analytic observation and A/B testing of mechanics to increase retention, how are you going to compete?
the scam is the addiction, without the addiction its just a vapid experience that they will be able to quit.
>>
>>181955502
because I like:
- birds and I love cute peeps
- I think mobile is fabulous from a hardware perspective
- I think mobile is the biggest market right now
- people have lower expectations there
- I want to make games for women

Is a nice challenge and I want to make a good farming game about peeps.

fuck off m8
>>
>>181955892
>- I want to make games for women
But why
>>
>>181955892
>because I like:
>- birds and I love cute peeps
cool, do it
>- I think mobile is fabulous from a hardware perspective
cool, do it
>- I think mobile is the biggest market right now
well it is and it isnt i think, it's the biggest but also the most saturated and generally seems to have very different expectations, its big because its full of people who dont actually care about games
>- people have lower expectations there
ehhhh, different expectations is not lower expectations.
>- I want to make games for women
have you considered erotica? women love erotica.
>Is a nice challenge and I want to make a good farming game about peeps.
cool, do it
>>
>>181956303
>its big because its full of people who dont actually care about games
Like you?
>>
>>181956416
if thats the only similarity we're going to focus on then yeah.
of course if they were like me they wouldnt have a smartphone in the first place because theres no need for a mobile computer when you spend all your time at home devving.
>>
>>181956059
>no competition
>no good games
>the competition are shit that is literally scamming
>millions of casual gamers with no expectations for graphics
>nice creative challenge (non combat games)
>I'm sick of the creative stagnation that is male games
>women love cute low poly meme styles

>>181956303
It's the only market where flappy bird and crossy road can become hits.

most people want there simple games while they conmute in their bus.

It's perfect for the type of games I can make (5-10 minutes game).
>>
>>181956601
cringe
>>
>>181956601
But women like mobile games because of the skinnerbox tricks.
>>
>>181956713
that's like saying that women can only like fast food and can't enjoy proper games.

just because they're casual games it doesn't mean you can't make them good and honest.
>>
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Hows my meme
>>
>>181956601
a lot of assumptions there bucko, I would suggest you check your facts before starting something and getting disappointed when your expectations turn out to be wrong
>>
>>181956940
what can go wrong with a farm of tamagotchis?
>>
>>181955225
t. tobyfox
>>
>>181956857
But the only reason anyone plays trash like Candy Crush is that it's designed to exploit psychological tricks.
You could make an honest version of Candy Crush and run a billion-dollar advertising campaign for it and it would never be as successful as Candy Crush because nobody plays Candy Crush for the gameplay.
>>
>>181956601
>cool, do it
just keep in mind that you're out of your depth and nothing you've said is going to take care of this...
>I'm tired of not making money, fuck this gay bs.
>>
>>181939018
Generic design philosophies tell me something having to do with electricity. Or Lasers.
>>
>>181957360
Lasers are electricity
>>
>>181957086
1. You realize midway that this is not the game you wanted to make/lose motivation and it never gets done and you just wasted time.
2. You manage to launch the game but its not even remotely successful and not financially worth the time and work you put into it

Just don't go into making a game assuming it will be successful because you are making something that seems to you and unexplored market.

I would say go for it if you want to make the game and are able to deal with the possibility of failure
>>
>>181939018
smart taser darts
>>
>>181947432
I was just being a douche for no reason I'm sorry anon. I think your gammu looks pretty neat.
>>
>>181957164
addiction != fun

skyner boxes != fun game

you're literally saying the only way to make a popular game is skyner boxes.

yet flappy bird and crossy road didn't had skyner boxes and were huge hits.

>>181957268
I just want between 100 and 1k bucks.
retard.
>>
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>skyner boxes
>>
>>181957819
if you stopped throwing insults at me and actually listened to me you'd already have your 1k
>>
>>181952734
The team worked 3 years on the game, it's more than justified.
>>
Friday night mothafuckas!

who else sitting home drinking & devving?

new DEMO soon
>>
>>181957819
>you're literally saying the only way to make a popular game is skyner boxes.
no, i'm telling you that if you clone skinner boxes and then remove the skinner box elements, no one will play your game, because those apps are not popular for being good or fun

flappy bird plays on the same psychological tricks to get people addicted, it just doesn't do it in a predatory way
>>
>>181957654
https://www.youtube.com/watch?v=6Luz3hoJzN8

chickens are pretty cool my man.

>>181957928
I don't want to scam people for their money using psychological tricks.
>>
>>181958109
I wish I was at a level where I could drink and dev but I have to constantly learn new things which I just can't do while drunk fbm
>>
>>181958110
flappy bird is like an early 70 arcade game, is honest as fuck.

people like it because It was fun for some people, also massive youtuber appeal.

It literally became a fad after pew die pie made a video about it.
>>
>>181958125
>I don't want to scam people for their money using psychological tricks.
i never told you to, just told you that youre not going to make money making games just like those that require those psychological tricks to do well. you have to consider that if they were good games to start with, why would they need to add psychological manipulation?
>>
I think flappy bird was popular because it's the first non-abusive game the mobile audience has ever played.
>>
choose one

>map grid only contains a reference to an object

>map grid contains the reference to the object plus its physical layer and other relevant data
>>
>>181958286
>arcade game
>honest
LMAO
Do you know why arcade games are always ball-bustingly difficult? It's because they're designed to take your quarters.
Arcade games are just mobile games from the era before digital distribution.
>>
>>181958421
Which one does your game's internal structure require? Do that one.
>>
>>181958536
My game's internal structure doesn't require anything yet because I'm building the game's internal structure.
>>
>>181958349
>the only way to make money is with a ponzi-scheme
>fuck making honest money
>you're retarded anyway for not being like those scammers

>>181958425
they were honest because they forced you to get gud and master them.
>>
>>181958686
>they were honest because they forced you to get gud and master them.
No, they didn't want you to get good. They wanted the exact opposite.
>>
>using psychologically hooking game is wrong
what the actual fuck is wrong with you people
>>
>>181958686
what is your greentext quoting?
>>
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>>literally trying to drag a single cube mesh .fbx export from blender into unity scene. unity will not let me do this.

not gonna make it :(
>>
I bet noone of you retards have read a book on game design.

>>181958767
and yet their games are good.
mastering a skill is good.
>>
>>181958421
you forgot one
>no map grid
>instead, a list of all objects, and each object contains its own position vector
>>
>>181958896
I do that all the time, what's the problem?
>>
>>181933925
Ok mom.
>>
>>181958915
>I bet noone of you retards have read a book on game design.
this explains alot.
pls make a game and come back post-depression.
>>
>>181958875
your mom.

watch the crossy road GDC lecture.
>>
>>181958896
shoulda tried godot instead tbqh
>>
>>181958926
How would objects interact if they don't know what's in a tile?
>>
>>181958915
>and yet their games are good.
Some of them, yeah.
But they'd be better if they weren't unfair by design.
But if they weren't unfair by design, they wouldn't make very much money.
Are you understanding what I'm trying to say?
>>
>>181959082
they reference the list of objects for anything that is on the tile coordinate

pros: you can have infinity things on one tile
cons: its fucking slow as shit
>>
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is screen shake on house building bad?
Is this a bad meme?
>>
>>181958915
I went to uni in psychology AND software engineering
Guess what champ, the psychology part is helping a LOT (and I'm not necessarily talking about the agdg making fun game part, just coming business practice and how to capitalize on what makes people go nuts).
>>
>>181959205
>pros: you can have infinity things on one tile
That can be done with a grid too, simply make the reference an array.
>>
>>181928495
>blaming the engines

what a schmuck
>>
>>181958645
Well, if you don't need a reference to the extra data, don't include it. If you do need it, include it.
It's really that simple.

>but how do I know if I need it
Start devving and you'll find out.
>>
>>181959221
be honest, how many months leading up to this point have you been saving these webms to post in one go
>>
>>181959005
i don't kno...

>>181959047
i just want an engine that works easily...it seems like ever since i updated my unity to 5.6.2f1 it is not working for me...
>>
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>>181959221
Wait a minute
Those trees...
>>
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>>181959183
>unfair by design
lmao are you for real
>>
>>181959283
yes and it would be multitudes faster and more flexible.
>>
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>>181959441
DELETE THIS
>>
>>181958896
Switch to 'scene' not 'game' you fag
>>
>>181959347
godot is like the definition of a plug-and-play engine. you literally download a .exe and start the thing with literally zero hassle. it's pretty great if you're just using it to figure out how shit works in a generic game engine, and if you take the time to figure it out it's not much worse than unity, especially for 2D.
>>
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>>181959441
>Bokube has already abandoned his Patreon patrons because of how underwhelming the response was compared to Fight Knight
>>
>>181959647
where's your funded kickstarter game
>>
>>181959596
fuck u for calling me a fag...but thank u for helping me, that worked.
>>
>>181959445
ever heard of claw machines
>>
>>181959847
Where is bokube's funded kickstarter game?
>>
>>181959265
elaborate.
>>
>>181959445
Arcade games are designed to make the player lose often so he'll give up more quarters.
They have to be unfair or they won't make a profit, considering the cost of the machines plus the electricity to run them even when they aren't being played.
>>
>>181959943
https://www.kickstarter.com/projects/2139542651/bokube
>>
>>181960414
That's not a game, that's a kickstarter page.
>>
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>>181960414
a joke for bokube
>>
how do I get into this?
for like two years I've been just dicking around, very sporadically I'm busy with school, in blender and 3ds max
and poking into the engines but so far I haven't done anything at all aside from pasting quake movement code to unity
I tried following some unity and unreal tutorials but those are always about specific things to do rather than how the things work
and so I get frustrated and overwhelmed because I'm doing stuff I don't really understand
am I supposed to be reading documentation until I get the grasp of the engine?
>>181958915
do you have any good one?
>>
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Thanks to the anon who posted feedback that enemies shouldn't auto-rotate to you in-between their attacks. It makes evading their attacks easier, when you dash towards their backs.
>>
>>181959328
>>181959441
>asks for feedback on his nice new project
>people still meme him
>memes never leave him
>gets no feedback

Why do you stay here bokudev? No wonder you try to pretend to be other people with different games to get away from the memes and these assholes ruin it every-time.
>>
>>181952645
>non-binary gamers are less than 2%
>they focus on exploration and sandbox
It is literally more profitable to target Linux gamers than LGBTQWTFBBQ+
>>
>>181960979
google theory of fun and the chris crawford book on game design.
>>
>>181960979
start with pong
>>
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>>181959643
>[Godot is] not much worse than unity, especially for 2D
>>
>>181961046
>pretends not to be bokube even though it's clear as day
>right after the KS gets funded, progress for bokube stops
>instead of using the money to finish Bokube, starts working on another Nintendo ripoff game
Yeah poor bokubedev
>>
>>181961718
what is this expression trying to convey?
>>
>>181959643
there is literally not a single thing godot is better at than unity
>>
>>181961046
The guy with the animal crossing/zelda abomination is definitely not boku unless he used all his kickstarter money on new scripts for this game. Boku has proven many times he can't create feature that fast
>>
>>181962220
even gamemaker is better at 2d than unity
>>
>>181961539
I did a simplified text Tetris in C++ as school project
is that enough?
>>
Wait, the guy who did Risk of Rain was on /agdg/?
>>
>the thread is so provincial they are guessing at the identity of the dev behind new game
his name is right there in chat, folks
>>
>>181962375
How did you handle rotation when a block is up against a wall?
>>
>>181962432
>chat
>on an imageboard
???
>>
>>181962198
I am of the opinion that Godot is superior to Unity in all matters 2D. The reaction image I posted is supposed to convey my disagreement with the quoted statement with a pinch of disdain for the creator of that post.
>>
>>181962428
Yes. He has also posted progress for Deadbolt, the game he created after RoR.
>>
>>181962363
where's the proof
>>
>>181962375
now make it in your engine of choice

If you are feeling overwhelmed by the engine then you are trying to make shit that is too complex for your current level of expertise, start with basic shit until you can crawl by yourself, then you can start making the game you want to make and learn things along the way one by one.
>>
>>181953365
>so if I make a FPS roguelike will I rake in cash?
If you make one that plays and looks good, sure.
>>
>mfw I realized I tend to make my characters redheads for some reason
Anyway, tomorrow I'll make her model and hopefully create some background props and building blocks for the dungeon rooms and shit.
I wanted to work on LRHH a bit but I couldn't find the time, I haven't made progress on it in almost a week fuck
>>
>>181962428
He still posts on the agdg discord, (a distinct community that branched off from this one and has many crossposters)
>>
>>181962732
google "Hotline Miami"
>>
>>181962694
He hasn't posted anything here for ROR2, has he?
>>
How viable is godot as an engine? I've never seen anything come from it.
>>
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>>181962439
I didn't
that's was the simplified part
>>
>>181962839
google "Cuphead"
>>
>>181962871
Nobody actually knows because nobody's ever made a game in it.
I heard it runs faster than Unreal and Unity, though.
>>
>>181962871
There are like 4 projects that have been used for advertising the engine for 1-2 years now.
>>
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Stop shitposting, it's time for

P R O G R E S S !

https://oakleaff.itch.io/kniggitdemo

>300 % more enemy types!
>Refined combat system
>Hopefully fixed level generation
>PARTICLES!
>Miniboss enemy!
>And a bunch of other stuff I already forgot.

Try it, if you don't have better things to do. Feedback appreciated, especially bug reports.
>>
>>181962871
https://steamcommunity.com/app/404790/discussions/0/412448792354265655/
also #GodotEngine on twitter has stuff in progress
>>
>>181962894
Yeah what I figured - it doesn't count. Go make Tetris in Unity or Godoo.
>>
>>181963028
Hey I downloaded your demo, but just like that other anon said, the terrain was completely flat.
There was no bumps or hills and threes looked like they where floating a bit above the ground.
>>
>>181963292
Never mind, just tried out the new demo and terrain is fine.
>>
>>181962787
Wait if you don't have time to work on your other project why are you then dividing time to work on this one instead?
>>
>>181963292
Goddamnit. Good to know that I didn't manage to fix it after all. Thankfully the flat terrain doesn't break the game.
>>
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>>181940862
Yea, I've thought about splicing up the animation into different segments, where the current pose reflects to the position of the mouse. Don't know if that would work.
>>181945034
https://twitter.com/LKTheDev/
>>
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Where were you when nintendo decided for more black waifu representation in their games.
>>
>>181963028
Terrain looks like in webm.
Would appreciate some sound.
Bigger pick-up radius would be nice.
>>
>>181963609
no a board with no video games
>>
>>181963587
This is one of those things that would be so much easier in 3d.
>>
>>181963496
>>181963580
>>181963292
So, wait, the original demo from yesterday was buggy, but the new one isn't?
>>
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>>181963609
That image reminds me of pic related.
>>
>>181963609
>Where were you when nintendo decided for that Frozen hair-through-shoulder trick in their games?
>>
Someone ideaguy me the premise for a sandbox game magic system
>>
>>181962868
Nope. He left after the demoday fiasco and never came back
>>
>>181963609
>squigger
>>
>>181963517
It's kind of complicated (okay not really)
I was working on Comfy Alchemist with a coder
We realized that while we had been working on the game for month, we never reached an actual milestone (you know, like 'okay, this part is finished') because all the systems are interconnected.
Since this was also our first collab together, and the scope had gotten pretty big, we decided to work on a much smaller game that we could finish relatively quickly. Comfy Alchemist is not dropped or anything, just on hold until we finish this game. No really, we are going to keep working on it, I promise.
At the same time, I was working on LRHH as a side game because while I recognize my lack of skill, I still enjoy coding.
In the last few days I've been busy with other stuff so I used the little time I had for my collab game instead of LRHH.

\blogpost
>>
>>181963028
Honestly I like this, it has potential to get really popular if you're lucky. Enemies are super aggressive though, it'd tone them down a bit. And yeah like >>181963712 said, some sound effect would be really nice.

>>181963908
Yeah, the new one is working fine
>>
>>181963609
Black waifus are better than yet another generic white waifu
>>
>>181964042
It's okay, anon. I haven't been posting progress myself for a while so the fact that you are posting at all is great. A part of me would just really like to one day buy one of your finished games.
>>
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>>181938910

> don't know what Undertale is
> AGDG keeps talking about it
> look it up on youtube
> it's fucking nothing

It's fucking nothing. Stop being autistic.
>>
>>181962428
Yeah, so were notch and Jblow *rolls eyes sarcastically*. Do you really think a successful dev would be caught dead in AGDG? hownu.ru
>>
>>181963027
those don't count for some reason.
>>
>>181959221
It's bad
>>
>>181964506
You take that back blackdev.
>>
>>181964557
>literally the most successful and criyically aclaimed indie game of recent years
>its fucking nothing
>>
>>181964557
Undertale is great, fuck off.
>>
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To my Unity bros

this is more of a curious question than anything. How do you go about making your audio manager processes?

The way Ive done it in my projects, I would make two audio sources: one for music and one for sound effects. Then I reference them from a script and just play the sounds I put into a serializable class of variables holding a class of sound effects. It's simple.

I figure, however, for object orientated reasons, it would make sense to put the audio player into a new script/ class. Thing is, logically, you don't really need to. I believe the only reason you would want an AudioManager at that point is to be the black box for holding all the sound effect references, but then you defeat the purpose of it being an independent class since now you have a static set of variables to reference. If you transfer it to a new project, you have to replace them with new ones at that point. A minor adjustment, though, but I can see some hardcore project corders getting annoyed by that structure.
>>
>>181964506
>literally sjw reasoning
>>
>>181962787
>implying making them readheads is a bad thing
I like her.
>>
>>181964693
There are a handful of people here that have posted progress using Godot. Needless to say neither has produced anything remotely describable as "finished game".
>>
>>181939018
Minorities
>>
>>181964851
>w-waaah someone likes something I don't
Go back to your safe space >>>/pol/
>>
Thinking about making a non porn game with dickgirls. Has this been done before?
>>
>>181964506
Looks like a white waifu lazily colored black to me
>>
>>181965015
y-you too.
>>
>>181963609
>Nintendo
and why should I care? Are you some console peasant?
>>
>>181965015
>I hate whites
>try to dress it up like you're liking something
>>>/r/srs
>>>/r/blm
>>
>>181963991
>the demoday fiasco
What?
I'm new here and I haven't heard of this.
>>
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>>181962249

It's fucking weird.

They are obviously Bokube assets, but he can't program for shit. No way he could come up with all these systems.

Here >>181948324 this guy says he did everything in 2 days. Which is also a load of crock. Each of those assets would take a day to make, animations of each asset a day and the programming alone 2 or 3 months. There has to be at least 6 months of work in this project alone.

And if you remember the quality of that bokube loli game, it absolutely can't be bokube doing this.

So, that leaves the only logical conclusion. Bokube is blowing all his patreon cash on another developer to do this for him.
>>
>>181965275
>liking black girls means I hate whites
Are you feeling okay, anon?
>>
>>181963924
That doesn't look like 45.3 meters deep, 15 m maximum.
>>
Best engine for 2d platformers\action sidescrollers?
>>
>>181965034
and shit straight hair. black girls are cuter with giant nappy fros.
>>
>>181957538
What the fuck are you talking about?
>>
>>181965376
It really is bokudev you non-discord pleb, he's doing the survival meme because he's waiting for the coder to fix up bokube.
>>
>>181965479
Godot
>>
>>181965479
gamemaker and unity
godot might or might not become a superior pick soon but it is not right now
>>
>>181963609
What's wrong with that? We need all kinds of waifu. Except abos, but that's a given.
>>
>>181964545
Thank you very much. I think Comfy alchemist will be the first game big enough to be actually sold (though I think I'll put it out for free on itch.io). As long as you enjoy it, that's enough for me.
The game itself is actually relatively close to completion, we basically reached the 'adding content' phase and kind of burned out. But again, I want to reassure you that our plan is still to finish the game.

>>181964885
I never implied that, it's just that when it comes to choosing hair color I noticed I go for red lately.
I don't think I've made a single black haired protagonist until now, for example.
>>
>>181965420
It's in imperial meters.
>>
>>181963028
>>
>>181965517
Lasers are light.
Light is electromagnetism.
Electricity is also electromagnetism.
It's all the same shit.
>>
>>181965649
>but it is not right now
For 2D it is definitely superior right now. 3D is what it's lacking in right now.
>>
>>181965479
Gamemaker, construct.
>>
>>181963028
I haven't played it yet but will download now, from the webm it looks hard to control your character and hit something though, have you thought of attacking in a frontal arc or cone to make it a little easier?
>>
>>181965636
When will this meme die. It's a shitty meme.
Lumberyard engine is funnier.
>>
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>>181961020

Looking good ghostdev.

I've done a rapier/dagger/1h sword/duel wielding video for you, which might give you some inspiration for your animations.
>>
>>181965593
non-discord patrician*
>>
>>181965813
Sorry anon, I wasn't memeing. But if you want me to meme I'll do that.

Unity for 2D.
>>
>>181965479
Unity, Godot or GameMaker, doesn't matter, whichever you chose you're gonna have to learn a meme and/or proprietary glorified scripting language to use it.
>>
>>181961020
It also makes the game look like dark souls.
>>
>>181965864
>le patrician funposting
>>
>>181965826
Not him, but I appreciate the effort you put in these videos. I'm curious though, how come you're so knowledgeable about combat with different weapons?
>>
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Describe your game in one youtube link
>>
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>>181963587

Fuck sake, don't use kendo for your animations.

It has zero to do with swordsmanship.
>>
>>181965969
This is not a good thing, people are tired of souls-like games, even From realizes this.
>>
>>181966042
Nobody cares, weeaboo
>>
>>181966042
Could you make a video discussing how to swordsmanship?
>>
>>181966123
I know, I didn't mean it to soound like a good thing.
>>
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Getting close to finishing the remake of 1-1. I still want to scatter some more extra things to do in the stage
https://www.youtube.com/watch?v=pvtQqZzjNts
>>
>>181966227
My bad then, sorry.
>>
>>181966123
who is "people"? you?
>>
>>181965745
>itsafeature.webm
Yeah, I haven't limited player movement at all yet. Maybe I'll make it spawn a bunch of necromancers if the player leaves the area.

Thanks for playing :^)

>>181965807
The attacks are in an arc in fron of the player, I might expand that arc, though.
>>
why do you guys get so caught up on the language an engine uses when that's just one variable out of hundreds that are far more important when picking an engine?
learning a new language is easy as fuck if you already know programming
>>
>>181966293
Non-niggers/jews/mudslimes, in short, white-people.
>>
I want a cute well hung gamedev bf. I have XY chromossomes btw
>>
>>181966402
you can also waste your time learning a new language. basically anything that isnt C++ or C#.
>>
>>181966036
https://www.youtube.com/watch?v=404
>>
>>181966402
I will not use OOPs paradigm
I will not use disgusting excuses for "type system"
>>
>>181966036
https://www.youtube.com/watch?v=8HqyEHqEYho
>>
>>181966463
The time you "waste" learning a language is minuscule compared to all the gamedev and engine-specific shit you need to learn.
>>
>>181966369
more feedback to the player of where he can hit, like a white fading arc would be nice in addition to the sword swing
>>
>>181966561
>I will not use OOP
so what, you're gonna use the quake engine or something?
>>
>>181966036
https://www.youtube.com/watch?v=rLy-AwdCOmI
>>
>>181966561
No engine forces you into OOP as far as I know, Unity for example is close to ECS.
>>
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>>181966019

I found an amazing teacher who I've been with for 13 years. He is very talented and obsessed with martial arts, but he takes a scientific approach to close combat. Our style is also eclectic, so we get a lot of opportunity to work on different weapons, combat styles and ideas.

Our martial ideology is based on mathematics, geometry and biomechanics. Take any weapon, any body type, any combat situation - apply a martial formula which takes all variables into account and just plug the 'numbers' and it works.

Most of our members are also ex-military, law enforcement or work in areas that focus on close combat. Give us any weapon or tool, and we can use it effectively in combat - that is our system.
>>
>>181966709
dude built his own robot waifu. that's more than most can say. even if his editing skills are rubbish.
>>
>>181905784
Old Polyphia/nick johnston/podcasts.
>>
>>181966802
>guy manages to just chill and relax sitting on the ground while throwing his opponent
>>
new thread
>>181967015
>>181967015
>>181967015
>>
>>181966850
every script is inherited from monobehaviour class and you use class callbacks and send messages

unity is 110% OOP cuckery and it causes so many unfixable problems
>>
>>181966802
what are some weird scenarios?
>>
>>181965757
>Potatoes are stuff
>Games are stuff
>Steam engines are stuff
>It's all the same shit
>>
>>181962839
http://i.imgur.com/tYGfFh9.gifv
>>
>>181965757
electricity is not electromagnetism. it's a physical substance that exists inside conductive materials
Thread posts: 760
Thread images: 144


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