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AGDG - Amateur Game Development General

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Thread replies: 815
Thread images: 120

File: coding is FUN.jpg (239KB, 1920x1080px) Image search: [Google]
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Making games is fun

> 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
AGDG Steam Games: homph.com/steam
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

Previous Thread: >>182076761
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
gitgud.io/nixx/WebMConverter
>>
first for bokube dev being a fag
>>
Is making assets the comfiest part? I like being able to just watch something while taking my time making plants look just right.
>>
>>182155627
this and any coding that doesn't require paying attention to project structure as a whole
>>
>>182155627
post assets
>>
>>182155627
I don't like it, I got my game dev start in making maps for games where the assets were already there for me to use.
>>
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Reposting here
Do I want the build support stuff? Anything specific besides the default components and example project? Never done this before
>>
>>182155732
No, they're mine.
>>
if I make a game in a japanese setting if not japanese how hard do you guys think sjws/autistic weaboos are going to sperg out?
>>
>>182155880
samsungTV and Tizen builds are crucial, everything else is optional
>>
tell me the things you hate about your engine/framework of choice
>>
>>182155880
Samsung TV is all you need.
>>
>>182155627
Making assets is only my favourite thing when it goes well. If I can't make something look right it's just as bad as coding.
>>
>>182156001
>>182156027
>including SamsungTV
fucking nodevs, you only really need Tizen
>>
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hi agdg

I don't stumble here too often these days but I'd like to see if anyone has any strong opinions on something

I'm trying to make a multiplayer browser game where users send data (orders to units), at their leisure, it's kind of turn based, and eventually the server updates the map with everyone's orders.
Every tutorial/guide I've seen for multiplayer browser games uses web sockets, but because of the slow nature of my game, I thought of using a simple rest-ish API.

It sounds like it'll work in theory without a hitch, but I might be missing something.
I'm leaning towards an API because I'm already proficient in making these kinds of things from my day job.
>>
>>182156004
Writing "love" everywhere makes me puke butterflies.
>>
>>182155949
no one will care as long as it's fun. look at star wars. it's basically just space samurais, since lucas is a tremendous weeb who watched akira kurosawa movies constantly.
>>
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Is there enough juice for player damage animations? (it's still rough version)
>>
>>182156134
Why would you want to use a REST API? I don't get it. At least in my understanding, every time you make a call, you'd be creating a new Http connection to the server. That sounds like a lot of overhead for a game as opposed to just streaming some information each second.
>>
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Porn tumblr followers count as a fanbase?
>>
Why are discordfags such normalfags?
>>
>>182156339
Cute!
You could make it so critical hits make her fall down.
>>
>>182156339
It's too long.
>>
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>>182155325
That looks like Visual Studio Code.
>>
the best tile editor yet belongs to RPGMaker
prove me wrong
>>
>>182156339
It's too long.


About our game:
Still cant decide on what are we gonna do with our special bombs.

Option 1. copy most shmups, super bomb ammo drops randomly from enemies. my issue with this is some player just horde them and just use them on bosses.

Option 2. Cooldown based. Problem: Player just wait for cooldown and wont bother with normal bomb.

Option 3: needs more ideas
>>
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>>182156881
>line 34

Does js work with `+=` without `=` before it?
>>
>>182157013
>Still cant decide on what are we gonna do with our special bombs
just proportionally increase difficulty and better loot
recipe for success and bland gameplay since the 90's
>>
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I haven't been here since March, anything interesting I missed?
>>
>tfw youve got IDEAS and a game to put them in
>>
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Still not perfect, but I fixed my embarrassing mistake from before. Thanks again to the anon who pointed that out. Feels much better now, although it loops smoothly in Blender and feels janky in Unity, no matter if I use Loop Pose or not.
>>
>>182157290
no.
>>
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Just need to finish updating the pockets and the patches menu
>>
>>182157290
Check out demo day 15

>>182157579
So are you remaking the jam game in 3d, or is it another game with the same character?
>>
>>182157562
I dont understand. Isn't that good? Why is the fox screaming?
>>
>>182157696
Remaking the jam game. I want there to be more variety with ranged combat and magic which wouldn't feel right with the limited 4-directional movement.

I've never tried to do a dungeon generator in Unity, but I think I've got a good enough handle on prefabs and arrays and such that I could probably make it work.
>>
>>182157694
>lvl 1
scrub
>>
>>182157694
Thats a cool menu, good job
>>
>>182156413
I want to use it because I'm proficient with it and it seemed to serve my needs

But what you're saying makes sense. An API would be alright but I'm planning on up to a hundred calls per user per minute. Using websockets will be more efficient and let me change the gameplay if I find it necessary.
>>
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>>182157268
not sure how are we gonna do that on our game tbqh.

here our game btw. we are 2 man working on this, it's a Silent Bomber rip off game. He plants bomb on his feet or open up a target reticle to lock on targets and lauch sticky bombs towards them. he also have special bombs, One leaves a Damage over time effect on the ground, 2nd is a black hole bomb that suck everything and third is a stun bomb that stuns. we're stuck with the special bomb ammo mechanics.
>>
>>182157714
Yeah, I meant it like I'm feeling powerful
I only just learned that yamero means "stop" so I fucked up there
>>
>>182157861
well I hate it, but good luck
>>
What's stopping somedoby from using this and simply making the assets and releasing on steam?
https://www.assetstore.unity3d.com/en/#!/content/26617
>>
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Not much in terms of decoration here but I think it kind of helps, what do you guys think?
>>
How do you approach programming menus?
>>
>>182158181
Nothing, people release games with premade engines all the fucking time.
>>
>>182158239
It's neat, but would benefit from them looking like they smoothly emerged from the ground. Now it looks like they're stuck to the top of it
>>
>>182158181
somebody already did https://steamcommunity.com/sharedfiles/filedetails/?id=760690847

and it was removed.
>>
>>182157841
Anything TCP for video games (especially with as many calls as you expect) sounds like a terrible idea.

How much do you know about networking? If you're familiar with it, I think you can make it work, but from a general perspective this sounds awful, laggy and bandwidth-intensive.
>>
>>182158364
ah yeah good point, I'll fix that up
>>
post your game music /agdg/, i need things to listen to
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>>182154732
That's like the fifth time I've seen somebody post that. Wish I had the ability to make new art so I could change it slightly so that's no longer the case.
>>
>>182157694
I don't like the characters but that menu is pretty damn slick.
>>
>>182158270
From behind
>>
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>Players total: 2,213 ± 1,304 (73.33%)

Quite disappointed for them. Even if it is a overcrowded genre and the release timing was horrible, I still expected more sales for them.
>>
>>182157694
this reminds me of superstar saga for some reason
>>
>>182158270
It's probably one of the most straightforward parts to program. Change cursor location on input, then execute logic when something is selected
>>
>>182158443
But every browser game is running over TCP (excluding some flash games)
my problem was with choosing the layer above TCP, so either HTTP or Websockets or something else

for my case I actually want the error checking through TCP, because it's a very slow paced game where you send orders, I want to know on the client side that the orders have been received and will execute. I'm trying to do something like this:

>round starts, users have 10 seconds to issue orders
>multiple users send orders
>server processes orders, game logic, returns the outcome to the users
>repeat

so unlike an FPS, where it's no big deal if a tick or two are missed, I actually need to make sure every action occurs.
>>
what are the most popular 2D genres for indies.
>>
>>182159443
No cute female characters
>>
>>182158743
https://clyp.it/wvg3qtr1#

I wish I knew how to use FL Studio better
>>
>>182159861
Pixelshit meme platformer
>>
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>>182157694
You makin' a turn based RPG?

Wanna trade notes?
>>
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woh guys i cant believe monolit fucking bombed
is this the end of indie game...?
bros... i-im scared... hold me.....
>>
>>182159861
Bullethells, like Nuclear Throne
>>
>>182159443
lot to unpack here
>>
Does anyone use a laptop as their primary machine to develop games?
If so, what are your specs (including screensize) and how do you find it?

I'm tempted to try android development on a laptop I'm getting for college but no idea what specs are ideal. I'm mostly looking for people's opinions on their own setup instead of what to buy
>>
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How the hell do you animate a sideways walk/run? There are literally no references on the entire Internet.
>>
will you translate your game to japanese?

dont forget to put it only in romangi,
>>
>>182155325
So i need to make an interface system for my game anybody recommend any GUI libraries???

c++ preferably
>>
>>182160326
film your own with your phone.
>>
>>182160112
Posts like this really annoys me. In other words I just bought Monolith.
>>
>>182160329
I wish I knew Japanese
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>>182160326
Fairly certain if you google Run Cycle every single result will be from a side perspective
>>
>>182160193
I used to years ago. forgot the specs iirc old i7, gtx 840m, 8gb.

It's sucks especially if want to have multiple programs running at once. in my case, Photoshop, 3ds max and Unity.
>>
>>182159443
Who's to say it won't get more popular? Games get discovered at odd intervals.
>>
>>182160525
think he meant strafing
>>
>>182160525
he means a lateral walk, you knucklehead
>>
>>182160540
Because of processing power or because of RAM limitations or something else?
>>
everyone loves physics
>>
>>182160193
I don't use it as a primary machine but I have a piece of shit laptop with a i3-6100U processor and Godot works fine in it.
>>
>>182159443
Well the game wasn't getting much attention from non-gamedevs, not surprising.

Look at world of horror and how much attention it got, now that game is gonna sell to the million.
>>
>>182160193
If you dev on a toaster, you have a leg up on optimization.
>>
If you release a game without hype there's only so far you can expect it to go.
>>
>>182157217
yes. Js will never not compile
>>
>>182157579
are you using the pbr standard shader?
>>
>>182160326
there are no references because you can't run sideways. best you can do is run forward and look to the side at the same time.
>>
>>182160743
What screen size/resolution is it and how do you find it? Mostly in terms of work space.
>>182160848
It won't be a toaster. It'll be an i7-7700hq (or at least an i5 7th gen that's hq), 1050 gpu and an SSD>

Desktop I use is a 4th gen i5 and amd 280 with a HDD and I'm fine on that.
>>
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hallelujah it works
>tfw you don't know why it works
>>
>>182161272
What are you working on, anon?
>>
can someone guide me on where/how to pirate gamemaker?
>>
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>>182161062
Whatever Unity's built-in shader is, yeah.
Most of the "shading" is on the texture. This is a Blender render, for comparison
>>
>>182161502
you should use a legacy shader with simple diffuse, specular and normal channels. right now because roughness and metal channels are empty in pbr shader, its giving you a matte, chalky effect
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>>182161272
>tfw you don't know why it works
welcome to shaders
>>
>>182161458
SSAO
>>
>>182161496
https://godotengine.org/download
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>>182161737
no
>>
>>182161949
adapt or die
>>
>>182161272
looks good apart from the grain
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>>182161651
Hmm, I'll have to take a peek at those and see how it looks. Thanks anon
>>
>>182155627
not for me, i like programming much more, creating art takes me forever and it's so tedious when there's a lot of it

i'm running out of music and podcast to listen to since the issue is not getting bored out of your mind. when writing code you're constantly thinking and it's interesting, when doing linework or coloring that shits just mindless
>>
>>182160112
Just need Jim Sterling, TB to play it.
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>>182162202
just a suggestion, maybe you can make the matte look work with the right art direction
>>
>>182162257
They have dozens of indie games pushed on them everyday.
>>
>>182160326
study crabs.
>>
Darkest Dungeon post mortem https://www.youtube.com/watch?v=0IUaGQhlPwo
>>
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Someday
>>
>>182160112
never heard of it.
>>
>>182162712
wow what a difficult job they need to open store pages in steam and decide in 5-30 secs if it's worth playing or no based on screen shots and footage
>>
>>182160107
Sure why not, my Twitter is @coxyworthy
>>
>>182163957
Okay
: )
>>
>>182164132
it's grueling. poor jim sterling. ;_;
>>
>>182163961
Neat. I like to try to keep an eye on all the interesting turn-based RPGs that've been kicking around here and yours is definitely the most developed I've seen in a long ass time.

Might end up stalking your Twitter.
>>
>>182163318
World of Horror 3D?
>>
>>182163957
What if they already looked at the Monolith's page for 30 secs and decided it's not worth it?
>>
>>182162106
I'm trying to solve that now with a better sampling pattern but for some reason unrelated to the logic of my code it turns the whole thing into a rave.
>>
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>>182164849
>>
>>182163957
TB doesn't look at games that are already well past release
>>
>>182165540
v e r y n i c e
>>
>>182161272
i mean for AO on static objects like that you'd be better off baking the lighting into your world to save on resources
>>
How do I go from learning & watching tutorials > To actually being able to code on myself without any external help?

I've been learning Unity for like two days.. and it just seems I'm copying what I see on screen and I can't actually quite fully doing anything on my own
>>
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>>182166845
Read the Official Documentation
this goes for any engine.
use a tutorial to set up your hello world scenerio, then refer to Docs
Docs > Tutorials 9 time out of ten
>>
>>182166845
Did you remember to install the Samsung TV Module?
You'll go nowhere without that.
>>
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>>182167148
>>
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>>182166845
>How do I go from learning

you don't

you never stop learning
>>
>>182164979
that's not what i'm arguing for

>>182164132
I can already tell how much of a dumb white knight faggot you are based on such a brief post, props to you
>>
>>182167914
Thank you
: )
>>
>>182166845
It's normal. Took me a couple weeks before I could do anything beyond tutorials and examples.
As you practice more your brain will eventually get used to how the things work and you'll be able to just know how to do at least the basic stuff.
Of course you can't retain everything, and that's where the documentation comes in, to help you remember and learn new things.
>>
>>182167691
carmack also stole huge chunks of code.
>>
>>182168373
>>182167691
wtf I hate Carmack now
>>
>>182168492
"good artists copy, great artists steal" -Picasso

;)
>>
>>182168373
AND HE KICKED A PUPPY
>>
>>182168773
He always seemed like an asshole
>>
>>182168906
>>
>>182166845
You're on the right track, we're not born knowing how to code.
>>
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Made a fountain.

Like in any good RPG it either heals or poisons you if you drink from it.

You can also get some water from it by using a waterbottle on it.
>>
>>182169426
This looks very good.
>>
>>182169426
oh yeah that water also eiter heals or poisons you

and if you pour poisonous water into a normal fountain, that fountain's poisoned too
>>
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i've completely lost all motivation to work on my game.
>>
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>>182166510
I'm doing it for fun.
>>
>>182166845
Set yourself easy goals. Like draw/move a rectangle/cube to start with. Then set a new goal.
>>
>>182169614
welcome to agdg
>>
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I'm really confused. How the hell do I get Gamemaker 1.4? All that seems to be available on the site is 2.0
>>
>>182168906
Read Masters of Doom. It's a good book. Don't remember Carmack being a complete asshole, just the usual autistic behavior.
>>
>>182169856
Pirate it.
>>
>>182169856
GMS2 is the only thing they support now. Either get GMS2 or don't use gamemaker.
>>
>>182170119
Did someone order a pizza?
>>
How much of a pain in the ass would it be to use extremely low poly character models in a GM:S 1.4 game?
>>
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>making lowpoly
>in current year
You do realize it's not 1998?
>>
>>182169856
There's no way to get 1.4 anymore, and if you already own 1.4 then you can't even buy export modules.

They really don't want people using their engine anymore.
>>
>>182170395
but it's almost 2018
shit be cyclical
>>
>>182170147
how? it's not on piratebay surprisingly (and neither is 2.0)

and since it's impossible to buy what would I do once I decide to sell my game? wouldnt I need a legit copy?

>>182170181
>>182170454
bummer. is there a way to pirate 2.0?
>>
https://godotengine.org/download
>>
>>182156339
from an animation standpoint, it looks like the character lacks weight
dont get me wrong its an okay animation, but it doesnt really give the impression shes about to fall over
>>
>>182170743
Is this how desperate Godot shills have become?
>>
>>182159443
honestly just nobody knows the game exists
the game is fun but i dont know if its unique enough to catch a lot of attention
>>
>>182170890
you are just one click away from downloading the superior engine
>>
>>182170890
Just idiots trying to falseflag and make Godot users look bad. Typical nodev engine war tactics.
>>
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I fixed the perspective on the third panel because it was bothering me.
Will the day come when this coming stops being true?
>>
>>182171368
How did I mistake comic with coming, I'm not even posting from a phone. I need sleep.
>>
When 3d modelling in Blender should I create animations for the model in there or in Unity?
I assume you can create a model in Blender without any animations, import it into unity and create animation using Mechanim?
>>
>>182171612
animate in blender
why do people always want to animate in the game engine instead of software made for animating
>>
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this is some bullshit. I remember making shitty games in middle school with a pirated version of gamemaker and it used to be super cheap on the indy bundle or whatever. am I really gonna be forced to spend 100$ dollars upfront on this crap if I want to make a game I intend to sell?

>inb4 use ______ engine instead
i'm retarded when it comes to programming
>>
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Finished adding the idle, move, dash, and hurt animations for the warhammer.

And with that, the player finally now has three weapons he can freely mix in combos.

The attack right now is only for testing (because the game will bug out if I don't add at least one). Will work on the combo attack animations, tweak damage and pushback values next weekend, among other things.
>>
>>182171821
yes
look into alternatives if you aren't willing to spend money
>>
>>182171821
use your own engine
you don't NEED gms2, gms1 is plenty fine and way cheaper/free
>>
>>182171821
>I want to make a game I intend to sell
>i'm retarded when it comes to programming
I mean me too, doesn't prevent me from using Unity
>>
>>182171884
Great job.
Is there an in-game reason as to why he can use and swap those weapons in combat?
>>
>>182171964
>gms1 is plenty fine and way cheaper/free
You can't get 1.4 licenses anymore, Yoyo's current scheme is to force retards to pay for outdated shit with a new coat of paint.
>>
>>182171964
>gms1 is plenty fine and way cheaper/free
bitch where?
>>
>>182172025
Basically, hammerspace. It's part of his magical ability to conjure weapons. There'll be more attacks later on that capitalize this with weapon-based spells (spear walls, flying swords, warhammer tremors, etc.)
>>
>>182172305
Wow, that sounds awesome. Looking forward to it.
Your game is an example of how good Unity can be if the dev is competent.
>>
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Testing out an effect for getting rid of bullets after bosses instead of poofing them out of existence.
It could probably use some sort of juice.
>>
>>182171884
>the year 2017
>being a blade of the darkmoon
get vore'd
>>
>>182170624
Why pirate it? Just download the free version.
>>
>>182172637
I would just make the player invulnerable to damage after killing the boss instead of doing anything to the bullets
>>
>>182172637
>kill boss
>all bullets hit you
why
>>
>>182172795
The free version is worthlessly limited.
>>
>>182172795
isnt the trial for a limited time? or is the watermark the only restriction?
>>
>>182172795
>GMS1.4 trial edition
>Still available
lol
>>
>>182172637


i think the bullets exploding makes more visual sense but its still a weird thing to convey. there isn't really a way to make it make sense.
>>
>>182172838
the boss got mad
>>
>>182172838
Not him, but anon what is happening is that the remaining bullets just turn into bonus point drops and the player just absorbs them.
It's a feature that some other shumps have as well.
>>
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>>182172812
It used to just delete the bullets with no fanfare.Adding damage invunerability anywhere besides respawning is bad form, anyway.

>>182172838
It's like DDP, they magically turn into point goodies.

>>182173107
Problem with that is some attacks damage you by exploding (webm related) so it'd get a little confusing. It'd also be weird to make energy-based projectiles explode.
>>
is there no crack for gamemaker 2.0 so I can make my game for free and only buy it once I'm done with the game and ready to sell it?
>>
Nodev here.

How hard would it be to implement a scriptable CSS GUI in C++ for my game engine?

Really just doing it for fun, I don't think I'll ever realize my game idea.
>>
>>182173325
Yeah unless you take too long and they release GM 2.1 and stop selling old licenses.
>>
>>182173026
It's a permanent licence, it does have limitations though. But you weren't planning on releasing games with a pirated copy anyway, right? So are the limitations really going to matter?

Honestly though, it's 2017 not 2007. There are so many free engines and resources now, I can't believe this is even an issue you're having.
If you want an engine like Game Maker without having to pay, just use Godot.
>>
>>182173310
I am suddenly having flashbacks to the first mini-boss in Einhander. Good times.

>It's like DDP, they magically turn into point goodies.
If that's the case, I'd suggest changing their color to let the player know they're clearly changed into goodies. And I guess have some sort of appropriate *ka-ching* sound effect for each one absorbed.
>>
>>182171821
>i'm retarded when it comes to programming
Programming in big engines is roughly the same so GM doesn't really make shit any easier for you
>>
>>182172637
Make the screen shake.
>>
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Added a death screen showing who rekt you.

ALso refractored a ton of code, enemies now can have multiple attacks (both melee and ranged), fixed structure placing in the level and made a "new" skeleton warrior enemy.

Might get a new demo build tomorrow.
>>
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I bet there's a nice comfy fire in that house.
>>
>>182174189
>60/60 fps

I thought GameMaker was limited to 30 fps?
>>
>>182174314
Aren't you the dev of this game? Shouldn't you know if there's fire in there or not?
>>
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>>182173562
They change to strait white, witch is a little harder to tell with regular bullets and way more obvious with irregular ones, and I don't have a final sound yet but borrowing the touhou item get sound makes it feel pretty good.

>>182174160
Screen shake is a plague that must be wiped from this earth.
>>
>>182174331
lol
>>
>>182174331
ebin bait
>>
>>182174314
what's your wind equation?
>>
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>>182174331
>>
>>182174401
I was thinking purple or neon green but that might look obnoxious
>>
>>182174384
It's that emergent AI, you know? Anything is possible.

>>182174460
I layered a bunch of sine waves on top of each other, then increased the power based on the local height of the vertex.
>>
ok so if i want to start learning how to maek gaem where do i start?
i checked op but didnt find any tutorials
>>
>>
Any engine that caps framerate is a bad engine.
>>
>>182174745
so literally every single engine
>>
>>182174668
pick your least hated engine and the manual
>>
>>182174735
can we lure the shitposter there?
>>
>>182174735
>Captura de pantalla
>>
>>
>>182174824
the only mainstream engine that limits FPS and ties game logic to it is gamemaker
>>
https://www.youtube.com/watch?v=tiNiVPfesaE

is this legit?
>>
>>182174836
i dont have any preferences in engines, is there some website that teaches you how to make a game from a to z
>>
>>182171884
Did you start in 2015? I believe I remember you. Good to see this one still going.
>>
>>182174745
>>182174986
I have literally never felt like my framerate was being limited in Game Maker. Wait shit did I just fall for obvious bait?
>>
>>182174986
GM:S can still use delta time though. It is just a matter of wanting to use it.
>>
>>182175056
>i dont have any preferences in engines
then try them out
>>
>>182175179
In GM FPS is "room speed", it was 30 by default on 1.4 and 60 in 2.0, which means everything is tied to the FPS by default which is basically the most retarded way of doing anything ever.
>>
>>182174824
I use Godot, it doesn't cap FPS.
>>
>>182174986
I know right, how does anyone make a game with an engine that hard-limits the FPS to 9999? Game Maker is trash.
>>
>>182175203
i dont know where to start, i dont know how to program
>>
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>>182175356
see >>182175389

The game logic is only tied to room_speed if you keep it that way. Any GM-dev who knows anything will change the room speed and/or use delta_time.
>>
>>182175189
I have never seen someone successfully use delta time in GMS.
I don't know how they managed to fuck the engine up so badly that delta time doesn't work right. This is why every gamemaker dev just skips delta time and hardcodes everything to run at 60 fps.
>>
>>182175423
all engines in the OP have retard-friendly tutorials
>>
>>182175423
roll a d6, 1 gaymaker, 2 Unity, 3 godoo, 4 UE4, 5 some HTML5 shit, 6 write an engine in lisp
>>
>>182175104
Yup, I remember one of the games alongside me when I started posting was this rhythm game with a 3d anime girl with bunny ears.

I wasn't posting on the weekly recap or demoday back then, I didn't know what they were, but I do participate to those now.
>>
Construct 2 is similar to GML and it's for non programmers.
>>
>monolith flopped
great, now I can steal all their ideas
>>
>>182175025
It doesn't work because you still need a license to open the program, someone here already tried that.
>>
>>182175578
As much as he's a big dumb guy, this guy is right.
Game Maker is designed from the bottom up with the logic tied to the frame rate. And it's much easier to just use a different engine than to set everything up to use dt.
But they're 2D games, if they're not running at a consistent frame rate even on a toaster, you probably did something wrong.
>>
>>182176046
then 144hz monitors become more popular and your 60 fps game looks like shit
>>
>>182175423
Just like learn the basics of programming. I would suggest starting with c, then when you get the hang of it, going to c++. Then just try out the engines in OP.

>>182175676
>some HTML5 shit
Java Script and canvas.
>>
any fresh ideas for a 2d game that isn't platformer/shmup/top down rpg?
>>
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>>182174189
this better have really sleek and challenging dungeons to crawl

i want to spend hours exploring dungeons for loot and glory


did a quick and dirty render of boob lady for preview purposes
>>
>>182176239
oh no muh pixelshit graphics look like shit!
>>
>>182175923
the implementation is the true hard part.
>>
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>try to write a function which made me quit a project 2 years ago because I got stuck on it for days
>figure it out in 30 minutes
Feels good
>>
>>182176353
Runner, puzzle, isometric rpg, isometric strategy, point and click adventure.
>>
>>182175964
fuck it, I'll take the plunge and buy GM2

I have zero experience buying licenses, will I be able to install it on more than one computer or does it only work once?
>>
>>182176403
:clap: please :clap: stop :clap: objectifying :clap: women :clap:
>>
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>>182175923
>flopped
Indie game, its been what, 1 month? Of course there wont be 100000 players instantly, what do you expect?.
>>
>>182176353
Creature raising game where you breed traits in and out in a way that leads to literally bajillions of possible creatures.

With basic battling too because reasons.
>>
>>182176598

sales are front-loaded not the other way around
>>
>>182176558
The GM licence permits you to install and run the application on 3 computers simultaneously.
>>
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>>182175423
>>182176558
https://www.scirra.com
>>
>>182176570
>not wanting objectified women
whats wrong with you?
>>
>>182176403
m-more
>>
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>>182155325
Playing around with some HUD design ideas.
How do you like your HUDs in metroidvanias, /agdg/?
>>
>>182176353
Just look at old Warcraft 3 maps and make an RTS mini-game style game.

Comedians, Life of a Peasant, Footman Wars, Tropical Tower Wars are just a few examples.

The ultimate game would be a recreation of Uther Party.
>>
>>182176689
what does that even mean
>>
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>>182176570
>tfw this is probably our most uniquely designed character thus far and her planned move list is probably the hypest shit and her backstory is actually unique but internet lefties are only going to recognize her for her tits

who's REALLY objectifying the woman here?
>>
>>182176558
you should check out that hot godot meme first
>>
>>182176805
>>182176805
>metroidvania where you play as a cute girl
Holy shit take my money
>>
>>182174735
>enginedev
>Almost finish game
I'd say he's got a pretty good grasp on the situation
>>
>>182176876
When you buy the game, Steam's dick goes in your mouth.
>>
>>182176704
why isnt this on the OP?
>>
>>182176913
if you didn't want that audience, you'd remove the boob window

characters can still be sexualized and have interesting character designs without making it that obvious
>>
>>182177051
girls don't need to be ugly to be interesting
>>
>>182176403
Yeah... dungeons... totally.

I'll get on it
>>
>>182176917
http://store.steampowered.com/search/?term=shantae
>>
>>182177051
I like boobs, let him make game with boobs.
>>
https://www.youtube.com/watch?v=IufkC1IRY2Q&list=PL006xsVEsbKjSKBmLu1clo85yLrwjY67X
>>
>>182176570
the ironic shitposting must stop
>>
>>182177051
man just because im a nigga who love big tiddy bitches doesnt mean i cant appreciate a big tiddy bitch for who she is all around

what's wrong with making a girl sexually appealing and still a well-designed deep character?
>>
>>182177326
>SDL
Yeah... no.
>>
>>182177583
wiyg
>>
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>>182176403
>>182177051
If I were him I guess I'd consider maybe making the boob window smaller (maybe make it a diamond?), but the breasts would be an eyesore if there was just plain cloth across the whole thing. There's basically be this big area that's all just one solid color, the balance of detail would be all off and the head and shoulders would stand out from what they're connected to way too much. How the cloth folds under the breasts is more odd than the boob window; female clothing doesn't have boobsocks built into the front to stuff your boobies into. And even that I don't mind too much, but if I had to pick the "greater offense" I'd say that's more obvious than the boob window.
>>
>>182177747
>There's basically be
there'd*
>>
>>182177891
>making a minor mistake and then correcting it in a subsequent post to bump your first post
this is great posting tech
>>
File: mechcolors.png (3MB, 2000x1851px) Image search: [Google]
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can you spot all the references in these planned palettes for our mech girl


>>182177747
it's a spandex suit, she's a damn superhero my dude
>>
>>182178017
you can't bump individual posts
>>
>>182178205
unit 01 has more black than orange
>>
>>182178205
where's the gameplay
>>
>>182178205
Nice D.Va clone :^)
>>
>>182160112
>monolith
>at most 4541 copies sold
That's around 17 grand after taxes and Steam fee. It's not a lot but it's not bad for a first game. I'd be happy if my first game made 17k.
>>
>>182178583
2 or 3 people and 5 years (depending on if musicbro gets a full 1/3rd cut)
>>
>>182178583
17k profit after five years of dedication must be pretty rough though. I hope they keep pushing forward.
>>
Does this look a bit Zelda-like?
>>
>>182178710
he does.
>>
>>182174189
>GMS
>3D
wat
>>
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>>182178792
>>
>>182176689
>using AAA logic for indie games
Incorrect. Of course there is a large spike of sales on launch, but there are similar large spikes, sometimes even bigger spikes during seasonal sales. With big updates an indie dev can also renew interest in a game. Brigador was able to do this with a big free update.
>>
>>182178896
>fight knight
>sorcerobe
>>
>>182178792
Will we ever see porn of the main character?
>>
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>>182178487
right here, only a week into dev right now and movement is pretty much done at this point

>>182178564
mechanica and lagann were more inspirations than that stupid korean thot

I'm not the developer, I'm just one of the two primary artists and the brainparent of this project

>>182178792
looks cute, but I'd change the gems to a different shape, maybe more like the soul gems from skyrim in shape
>>
>>182157694
Are you going to make the pointy hand move out of the way when the other hand goes back? It seems a little disjointed because of that.

>>182157861
Do you have a demo? I'll give feedback/ideas.

>>182174314
The house is hueg

>>182174401
You could try blue & yellow hues on those enemies. Color theory is heck.
>>
Would Python be a good language to learn for making a text adventure?
>>
>>182179157
is there any reason why their animations are at 5 fps
>>
>>182177747
>boobsocks
This needs to be a thing
>>
>>182156423
Those are just bots.
>>
>>182178792
What will the monster designs be?

And as is, not really, it looks like videogame dungeon assets. You can make it seem more zeldalike once they're arranged in a scene.
>>
>>182179273
idle is at 10 because we dont want to draw a billion frames for a slow, steady breathing idle, and i think programmerfag fucked the framerate on the knee because it's supposed to run at 30
>>
>>182179197
I guess? But personally a lot of people recommend C++ if you actually want to do gamedev, if you don't want to make any other game than text adventure, no problem I'd think.
>>
>>182174314
Also instead of scattering the trees randomly you could put them together in stripes or patches.
>>
>>182179197
Use whatever you want, its a text adventure.
>>
>>182179423
But that's a 3D model, why is its fps limited? Don't tell me they are prerendered for no reason.
>>
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Narrowed it down to two designs.
Left or right?
>>
>>182179431
>>182179482
I'd just heard that Python was easy to pick up, and my only experience coding was in a class in high school 7 years ago.
>>
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>>182179593
they're prerendered sprites that we're gonna paint over using binary brushes to give it a drawn aesthetic someone reminiscent of JSRF, in the same process KoFXIII did for their sprites

http://kofaniv.snk-corp.co.jp/english/info/15th_anniv/2d_dot/creation/index.php

we're going the same way CvS2 did, with 3D stages and 2D sprites
>>
>>182179659
left is more interesting, right is probably more legible when you're ingame, since all 3 bars are in the same place
>>
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I've been working on this shit for so long now and it's still barely playable and has nothing to actually play.


How do people actually finish games? This is horrible.
>>
>>182179757
Yeah, aughta be fine. Python's easy and can do object oriented foolery if you need it to.
>>
>>182179797
>How do people actually finish games?
they don't
>>
>>182178205
I'm not saying I actually have a problem with it, I'm just saying that if you were worrying about "sexualization" the window isn't the first change you'd want to worry about. Even if you google "female morphsuit" most of them won't be designed like that. Though it's certainly not impossible.

>>182179369
You mean like the pictured on-shirt boobsocks, or like a full wrap-around bra?
>>
>>182179797
Games can take many years to finish. At some point it starts to suck and you feel like giving up, but you never give up, you have to keep going. You can do it anon.
>>
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>>182180030
im not worried about it, I WANT the attention from it, would be fucking hilarious to BTFO even more NEET lefties and get the publicity
>>
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Question for the devs.
Why is your game the genre it is? Is it because you really wanted to make something in that genre or is there a different reason (say lack of skills, scope, etc) ?
>>
>>182179763
I feel like this could be replaced by shaders which would make the whole process a lot less painful and time-consuming.
>>
>>182180098

I've been working on it for like 4 months, and if you sat down and played it, you'd be finished with it in 3 minutes.
>>
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>>182180030
Why not both
>>
>having a genre
Do you even 3d?
>>
>>182178710
>>182178780
>monolith took 5 years to develop
fucking what? What were they doing for five years? There's nowhere near enough content for them to have been working on it for that long.
>>
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>>182180235
we also get all the benefits that 2D provides like being able to draw smears dynamically without having to set up unique geometry for each smeared move

I'm also not an animator by trade so a lot of my follies in animation can be made up for in the drawing process
>>
>>182155325
Is that anymoo actually good?
>>
>>182179410
>it looks like videogame dungeon assets
Are you Google Image search?
>>
>>182179797
they work on gameplay instead of useless sprites and lighting systems and daydreaming about how fun the core gameplay will certainly be once they get around to it

gameplay first
>>
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Does anyone have the torrent for the movie : Branching Paths
>A journey through Japan's indie game scene

can't find it anywhere
>>
>>182179659
I think the left is more readable.
>>
>>182180406
iirc they were only learning how to use gm for 3 or 4 years, then started proper work
also i think there is quite a bit of cut content that's supposed to come back in a free update
>>
>>182178205
>bottom right
Is that fucking Ricky
>>
>>182179659
I think I prefer the left and how all the bars are aligned.
>>
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Hey AGDG what should I work on today?

Something small preferably.
>>
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>>182180414
>36 KB
>>
>>182179659
left is more readable but it needs full context to be judged properly
>>
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>>182180186
Everyone always says to pick a first project that's small in scope. I always see people picking platformers, but to me that makes no sense. It involves creating a character in an environment with a lot of modifiers all affecting them at once. Gotta do gravity, hitboxes, attacks, multiple movement states for things like falling, climbing ladders, swimming, then do AI, have states for things like maps, powerups, etc.

I have no coding or game development experience and I felt that even with a platformer I'd be going in over my head. Besides, platformers aren't really my thing, so I looked to action games. 2D stuff looked to be simpler to learn the basics in, so I went from there. Saw a video of punch-out on youtube, put some thought into how a game might be structured. Although I didn't know what state machines were at the time, I realized that ultimately it came down to just 2 state machines fighting each other, with one controlled by the player. I'd still have to deal with things like making unique AI for every fighter, but every encounter with the player was guaranteed to be in a controlled, structured environment where I'd always know it would be one player vs one enemy, and from there I could learn the basics of creating systems and satisfying AI and then move on from there. As a bonus, your average punch-out game only has like 10 or so adversaries you'd face over the whole game, so the scale didn't seem too big.
>>
>>182179659
>>182180801
Shit I'm retarded I meant the right one.
>>
>>182180660
>out of all Tokyos landmarks they chose the one they stole from France
>>
>>182180258
Yup, that's normal. Make sure the gameplay is solid, then start adding lots and lots of content for that gameplay to play with. Then polish the heck out of everything.
>>
A player object interacts with various triggers. Would you attach the code to the player or to the triggers?

If it is attached to the triggers, a lot of related code will be spread across many files and may contain duplicate code.
If it is attached to the player, the player file will become too big to handle efficiently.

I think latter is the lesser evil.
>>
>>182180858
does your game have weather?
>>
>>182179897
Alright, thanks.
>>
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first tentative for pixel art, what did I fucked up ?
>>
>>182181062
triggers, duegh

then any changes/overhauls to the player code wont affect the triggers afaik

im not a programmer tho
>>
>>182179659
kinda depends. As far as the bars go, the right is better for me, but I think I might prefer keep that little pear shaped thing underneath the main icon. If the purple bar is directly related to it, it might be better off to just use the right one.
>>
>>182181062
The player's script shouldn't care what the object is that it's interacting with. It should just tell the thing that the player is interacting with it and the thing should decide what happens.
>>
>>182181178
smear the whole arm, not just add a little wind trail
>>
>>182180958
You are a smart man and made all the right choices.
>>
>>182180660
>>182180660
BUMP
>>
>>182180660
It must exist, since I had it at one point. Maybe it was in someone's mega.

I agree that it's not worth paying for. It was really shallow from a developer's perspective, in my opinion. Way worse than Indie Game: The Movie
>>
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>>182181097

no but I think there's more important things to work on.

Things I was thinking of:

*Making there be toilets the girls can use

*Making girls' faces change a bit during dialogue (for now just an orgasm face when they cum?)

*Maybe something stealth-related?

*Do some code changes for room-structures in the basement, so lolis know who is their cellmates, etc?
>>
>>182181949
i already watched but i want to watch it again because the movie is really inspiring and you can get lots of ideas from the movie

can't find the torrent on the Internet for the life of me
>>
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>>182182141
what is this game?
>>
>>182182141
More important:
* Remember to end yourself before you ruin a real life child's life.
>>
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>>182182251

You must be new here.
>>
>>182182141
can people drive cars there?

are you developing this in linux?
>>
Don't do this
>>
>>182182251
Do not dig any deeper or you'll go to jail too.
>>
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>>182181178
>>
>>182180958
Did you see your vid?

https://youtu.be/sC2ugos71FY?list=PLQOFZ7Uvt6WxSzRyabBtUn3XFK7xHOdMk
>>
>>182179437
I'll give that a go and see how it looks. The house is big just because it feels very cramped inside otherwise.
>>
>>182182530
I did not see this, thank you for the link.
>>
>>182181178
Is it a hockey game?
>>
>>182182328

Cops can drive cars. Civilians can't right now, besides some that I spawn to just drive around aimlessly without ever getting out.

>>182182313

I have zero plans on ever acting on my attraction. I'm non-exclusive and am perfectly contempt with having sex with adult women. Also:

https://www.youtube.com/watch?v=xzpndHtdl9A
>>
>People use prebuilt game engines and expect their game to get anywhere
Lets face it. If you aren't an enginedev your game is gonna feel like all the other games built using that engine.
>>
>>182182760
>contempt
I think you meant content?
>>
>>182181062
the triggers. Use higher abstractions if necessary
>>
>>182182763
Are you sir implying normies_ree care about originality?
>>
>>182182960
that's called a freudian slip
>>
>>182182763
>she didn't write her own compiler
Amateur nigger
>>
In Gamemaker, how would I go about finding the highest or lowest speed stat in the player's party to determine who goes first? There's 4 characters at the moment.

The way I tried doing that is making a ds_list, throwing the stats (player1.spd, player2.spd, player3.spd and player4.spd) into it then sorting the list.
Then I made a ds_stack which holds all the ds_list values so I can pop them off of the stack one by one.

Unsurprisingly it doesn't really work, I had it written like
ds_stack_push(dsStackUnitSpeed, string (ds_list_find_value(dsListUnitSpeed, 0)));

Any help would be appreciated, I tried debugging this and if I put in an actual number it works but otherwise I end up with 'undefined'

And the other problem I have is if I put the speed stats as values that's all they get saved as, I can't figure out for the life of me how to sort values in a ds_map which seems to be perfect for this particular case, I think.
>>
>>182182763
>tfw constantly figuring out that features I'm writing were built into the engine already
>tfw I'm writing so much by hand in my game I may as well be an engine dev
>>
>>182180958
Holy fuck the level of thought that went into this project and even the post is just... I'm impressed. Wow.

>>182180186
I'm on a HUGE jRPG bender right now and I've always wanted to make one. Been trying (and failing) to make the same game for the past 7 years and I feel like I finally know enough to pull it off.
>>
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>>182180186
It's my first project so I decided to do something that doesn't require good writing, art or programming to be interesting/fun.

Also I like mecha.
>>
>>182182763
who are you quoting
>>
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>>182182141
Do you got plans on making this the DF of pedos?
>>
>>182183254
read this sentence
>>
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>>182179659
>>
>>182174913
What is the purpose ot dpt? Is it for posting progress?
>>
>>182180186
One, I like porn.
Two, I like games.
Putting them together sounds pretty good.
>>
>>182183408
pbr is a meme
>>
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>>182180186
Because I love the genre and I knew with absolute certainty that I'd be able to deliver what I wanted to make with the resources I have.

I already made a shmup to practice making the game I wanted to make, and though it was rough around the edges it was a great learning experience for how to make games in general and what works in game design and what doesn't.
>>
>>182183224
>>182183675
>devs with typical weeb genres don't post their games
what gives
>>
>>182183549
this hurts my eyes
>>
>>182183408
This is the man that made $5k on kickstarter.
This is the man who will bumble his way into an early access survival hit and probably found a fucking studio, all with no programming skill, artistic knowledge, or sense of design.
>>
>>182183806
something's gotta give
>>
>>182183806
(jRPG nerd here) I don't see how posting screens of a very early project using stolen placeholder art is going to help any of us any.
>>
>>182183225
Your game looks more and more badass everyday anon, keep it up.

>>182183224
Persistence is key, most of us have small game graveyards but as long as we keep going we'll make it

>>182183675
Coolness
>>
>>182180186
because the fighting game genre kinda sucks right now and I love FGs
>>
>>182183909
Hi bokudev.
>>
>>182180186
I really wanted to do some specific procedural generation and I kinda needed game play when it was done. The original inspiration was Dark Messiah so the gameplay is kind of similar I suppose, no real thought behind it.
>>
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Why is there no "keep bone in place" function? This shit is impossible to do by hand.
>>
>>182183076
Desperate bump
>>
>>182180186
I wanted to make a different game but not enough skills so this is what I make.
>>
>>182181773
>>182182440

noice, thanks.
>>
>>182184669
IK rigs, dude.
>>
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what's the most generic fps environments you can think of? I'm thinking
>office
>sewer
>brown castle
>>
>>182184858
woods
>>
>>182184858
Rekt city street. Suburban area. Third-world town.
>>
>>182184669
Doing it wrong. Watch some videos on inverse kinematics. And a tutorial specifically about rigging a leg and foot.
>>
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I'm redesigning combat, what do you think so far? (WIP/50% mockup)
>>
>>182184989
>shantytown
that's a really good one
>>
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>>182182530
Finished watching it. Assuming you're the person that recorded it, don't worry, I got a lot of useful feedback from it! One of the main things I gleaned from it is that I still have a ways to go in terms of making the game easier to read. Some of these are in ways I can't really fix right now, such as the enemy's punches not being clear as to why they can hit your body in neutral but not while you're ducking. I haven't been able to adjust any of the art in the game for nearly two months, which is why the enemy's special attack is a giant gray box. Moving forward with the project, I'm trying to put more thought into how to make things readable and to make it make more sense why things are happening in a specific way. Example: the enemy is actually set to counterattack you quickly if you hit his guard while he's wind up a punch, but right now he's too aggressive in doing so if you hit him just as he starts an attack. This is why it seems that he got more aggressive when you started attacking.

In response to some of the questions you posed into the video as to why the player would ever want to do things such as block/dodge, you did correctly guess that the primary benefit of blocking vs dodging is that blocking doesn't have a wind-down. When I get around to implementing different fighters with more diverse attack patterns, some fighters will also have guard-breaking punches that cannot be blocked and must be dodged.

Likewise, the different types of dodges will eventually become more distinct due to the different kinds of enemy punches. As an example, enemy uppercuts are unblockable, and will hit you anyways if you attempt to dodge downwards, forcing you to dodge left or right. Conversely, enemy wide hooks or horizonal swings will hit you if you dodge in their direction and must be dodged in the opposite direction or downwards.
Thank you for playing and giving me feedback! I hope that I'm able to improve the game for next time!
>>
>>182185124
RIP
>>
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>>182181052
Don't talk shit about TOKYO TOWA
>>
>>182182530
Could you upload part 2 of the Legacy Code gameplay you did? I fixed the hitbox timings and I'm gonna try and simplify and smooth out some of things you mentioned.
>>
>>182183225
I've seen this place somewhere, did you bought it?
>>
>>182184669
fug, I have to know what the mesh looks like, WHY IS THERE BIG BUTT BONES
>>
>>182184791
>>182185000
I am using IK and the rest of the rig works fine, but I just can't figure out how to keep the orange bones from having a seizure whenever the legs move.
>>
>>182179797
You should team up with someone who likes to make gameplay.
>>
discord server down?
>>
>>182185770
good
>>
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>>182180186
It's a platformer because the combat I wanted to make seemed most fitting for this genre. Also it looked like a good first project to do, didn't know much about any programming at the time and 2D sounded easier than 3D. Really want to go to 3D at some point after completion because I feel very limited in what I can do with the boss fights.
>>
>>182185770
Yes, temporary outage
>>
>>182171151
i'll pass on the getnode bullshit thanks
>>
>>182184712
>>182184426
>>182184291
>>182183746
Thanks for sharing your motivations anons.
>>
>>182185901
3.0 will have $ syntax sugar for get_node
>>
>>182180186
it's relatively easy to make and I have no skills
>>
>>182171151
https://downloads.tuxfamily.org/godotengine/2.1.3/Godot_v2.1.3-stable_win64.exe.zip
>>
>>182185615
Where are you using IK?
>>
>>182180660
Is it on Netflix or something? This is my first time hearing of this and I know I must see it
>>
>>182186083
No thanks, I'm using 2.1.4
>>
I want to create waifu espionage game in the vein
of metal gear solid (either the old 2.5d style for 1/2, or the nu metal gears tps style)
but dont know where to start
>>
>>182180186
I want to make it, but I especially want to make it because working on a bunch of small games seems more fun to me than working on one big one

and that's how you should decide which ideas are worth doing because I'm sure you've got more than one game idea
>>
>>182186014
do you know when will 3.0 be out?
>>
>>182186234
Start with pong.
>>
>>182186234
start from the beginning
>>
>>182160394
DIY
>>
>>182186234
start with art
>>
>>182180186
lack of skills AND I enjoy the genres.
dungeon crawlers and roguelikes
>>
>>182185846
Hey I like how your game is panning out and I have a small question.
How did you go about implementing hitstop? I figure that there are various way to do it, but what was yours?
>>
>>182185124
the combat was fine really, i don't like the new ui for selecting actions, old one had the retro feel.
what does BOD mean?
>>
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>>182180186
I'm going for Metroidvania because I always want to make a game that focuses on isolation and danger while also the combat mechanics of the 2d castlevania games after SOTN. I also want to make a game where the player feels like they have absolute control over there character. The genre also fits well with the theme the characters and settings are in.

I hope that by the time the player reaches near end game, they feel like a beast, complete with upgrades, powerups, and movement options.
>>
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>>182180186
Because it's what normies will buy
>>
>>182186332
>We expect to be ready for an alpha release in ca. 2 weeks, so stay tuned
>Count likely two months of testing and bugfixing and we should be ready to release the stable version, probably some time in August.
This was said almost a month ago, and there's still no official alpha version. RIP Godot
>>
>>182186575
Old cards still had the rigid code where almost everything was hardcoded and it all was held together by a chance. -BOD is a reminder of times when STAMINA/REASON were called BODY/SANITY and I couldn't change that. I can do it correctly now
>>
>>182186847
we hardly knew ye
>>
>>182186687
Ah, so you're making a game in the AAA genre, then?
>>
alright updated generic fps list
anything missing?

>office
>sewer
>castle
>warehouse
>industrial facility
>shantytown
>scrapyard
>bunker
>suburb
>destroyed city street

>>182184986
are woods really that common? I can't seem to remember many outside of open world games like arma
>>
>>182187037
i remember modern warfare 2 having a few woodland levels
>>
>>182186150
For the arms and legs, obviously, and the orange bones and their immediate parents, whose parents (the green bones) copy the rotation of the thighs.
>>
>>182186468
but i cant draw
>>182186350
will starting off w/ pong really help me?
>>
>>182186495
Among the value that hitboxes have is a hitstop value that can be set. When the hitbox collides with an object that can take damage, in the script that executes things based on the variables from that hitbox, it adds to a timer that the creator of the hitbox and the target have. Both objects then save their previous vertical and horizontal speed before completely stopping and all timers and such then stop (except the hitstop timer) because they are multiplied by delta that gets modified if hitstop is active (or pausing). After the hitstop timer ends, they activate their previous speed again and get out of hitstop. It also helps to have input buffers for the player so the timing for attacking doesn't feel like it gets thrown off because of the hitstop.
>>
>>182187297
Thanks for a fast response.
This is going to be really helpful, thanks a bunch anon.
>>
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>Rapelay but you're the one getting raped.
>>
>>182183408
What has Weaver made lately?
>>
>>182187281
then learn to model

you need art skill to make a waifu game, silly
>>
>>182187281
You're really underestimating how hard it is to build a game, especially one as complex as MG. Start simple with pong to understand the basics of a game. Also
>waifu game
>can't draw
Good luck buddy
>>
>>182187037
sandnigger village
>>
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>>182187582
No problem.
Actually I probably should have replaced the Delta part with "1 while hitstop is inactive and 0 while it is active".
>>
>>182184026
thanks mate

>>182185436
Yeah it's some 5$ asset I bought on a whim. Kinda useful to get a sense of scale.
>>
>>182183225
>>182185436
That really looks alot like the level Digital Homicide used for that shooting game....
>>
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>tfw each new game project is more complex than the previous
>tfw cant into scope
>>
>>182186332
I'm using 3.0 now and it works mostly fine, there are several annoyances though like ctrl+z not working properly in the script editor.
>>
>>182187802
>>182187796
okay so, while i cant actually draw, i can do pixelart, and i def should start off with pong, but what coding language should i go for?
>>
>>182188764
> Engines
>GameMaker: yoyogames.com/gamemaker
>Godot: godotengine.org
>UE4: unrealengine.com
>Unity: unity3d.com

don't ask which just pick one
>>
how often are demo days?
>>
what's better for a novice, construct 2 or gamemaker 2.0?
>>
>>182188953
Or if you want to dive into straight cancer, use Fusion.
>>
>>182188764
The engine matters more than the language.
For full 2d, use GM, godot, or unity. Unity is not great for pixel art but it can work and has other advantages. If you're mixing 2d and 3d, use unity. Absolutely don't use ue4.

>>182189027
every two months, now on the first weekend of the month. Next one is september.
>>
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>>182186575
actually, combat screen can be customized. I'll try to include a version that's as close to the original as possible
>>
Dear agdg, I'm a 26 year old gentleman who's been developing a science-based, 100% loli simulator for the last eight years. I'm finally making my beta-website now, and using my code work as a base to create my 500+ lolis. Wish me luck, agdg; You'll be the first to see the site when it's finished.
>>
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>>182180186
I always thought a game where you could play as a cell in a photo-realistic environment would be very charming and surprisingly easy to do. So I went with that ideia.

Also, I like Mega Man, so a game where you use many different abilities to pass a level was right up my alley.
>>
>>182187835
like dust you mean?
>>
>>182189724
Godspeed
>>
ok, so I'm watching a guy making a 2D engine in SDL (cave story engine) and it doesn't come as impossible, it simply a lot of code that is about boring shit.

was I memed by agdg that making an engine is somehow a super hard task for geniuses while being something not hard to do, simply extremelly tedius and boring?
>>
>>182187771
>no reply
>>
>>182190056
using SDL is not enginedev
>>
>>182190056
>was I memed by agdg that making an engine is somehow a super hard task for geniuses
No you were memed by enginedevs.
>>
>>182190056
pixelshit engines are pretty straightforward
>>
>>182189724
It took you 8 years to make a pedo porn game?
That's pretty pathetic.
>>
Dumb question but, in gamemaker, how do I specify that I'm talking about the rooms x/y coordinates and not the object the code is attached to?

for example,

instance_create(x+50,y+50,obj_ball);
>>
>>182190056
enginedev or borderline enginedev is a lot of work on something that will likely not be any better than existing solutions if you are a complete beginner while starting it out
if you are on 4chan and you felt a need to make a post like this, chances are you would drop it before it's done and fail
people tell newbies to use engines for a reason
>>
>>182190056
Making an engine isn't hard because there are a million references. It's just tedious and usually unnecessary.
>>
is spriter any good?
>>
As a writer who can only do basic scripting, is there any reason I SHOULDN'T write a game that's basically a choose-your-own-adventure novel with stats, hire an artist to illustrate key scenes, and just use font and background color to make the game pleasing to read through and play?
>>
>>182190549
Remove the x/y
instance_create(0,0,obj_ball); Will create the ball at the room's (0,0).
>>
>>182190549
If I recall just putting a number would reference the current view (instance_create(50,50,obj_ball))
>>
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Added platforms to the game. Didn't draw sprites for them, though, so here's a video of me basically walking through walls.
>>
>>182190860
>>182190914
thanks!
>>
>>182191145
>raindrops don't hit the floor anymore
ONE JOB
>>
>>182191362
It's a test. But platforms not being hit by water is intentional, as I feel it showcases their not-so-solid nature. Not hard to change either way. Solid blocks will always be hit by water.
>>
>>182170624
If you ask me gms 2 is overpriced garbage.

i have GMStudio-Installer-1.4.1451 and the crack so i can use all the export modules. if you're having trouble finding it do you want me to send it to you?
>>
>>182183225
Hey you! I gave you this reply last thread but I'm not sure if you read it, and I feel obligated to bring it up.

I'm that guy from ages ago who helped you with a little bit of code, and I actually went back and looked at what I'd saved on my computer and I realized I accidentally told you something that was stupid and wrong. When you square the velocity vector during drag calculation, you need to multiply it by it's magnitude instead of multiplying the vector by itself (my code multiplied it by the absolute value of each element to keep the negations, but the direction still gets fucked up that way regardless). Otherwise you get weird shit like less drag when moving along global diagonals (even if you're holding down just one button).
>>
wanna make my first 2d game
what engine do i use
also give me an idea how to make the camera on top but not just show the top of the head like gta 2
show me an example of a game or something
>>
>tfw I will never dev as quickly as bokudev
>>
>>182192405
http://lmgtfy.com/?q=What+is+the+best+2d+game+engine
pick your poison and start with pong (and learn perspective drawing)
>>
>>182192583
stop shitposting
>>
>>182192405
>what engine do i use
Gamemaker
>also give me an idea how to make the camera on top but not just show the top of the head like gta 2
Isometric or oblique like a Link To The Past
>>
>>182192405
>wanna make my first 2d game
Okay
>what engine do i use
Game Maker
>also give me an idea how to make the camera on top
2D games don't have cameras.

start with space invaders since that's something similar to what you're going for.
Watch Gamer Maker Studio - Your First Game on youtube by Shaun Spalding.
>>
>>182192840
Link to the Past is perspective done right.
>>
>>182192840
gb2/tg/ you pokemon roleplaying pedo
>>
/r/gamedev is better
>>
>>182193147
hey lets start our own gamedev site!
>>
>>182193147
then you should go there
>>
which agdg games would you buy for a fair price
>>
>>182193407
Why not?
>>
>>182193443
memeolith
>>
>>182193443
bokube for 0.99$
>>
>>182193443
that one rpg with the guy in the biker jacket and the monster girl
>>
>>182185151
Oh I'm glad it was useful. I didn't realize the giant gray box was just assets not implemented yet haha. I basically just died whenever that happened because I couldn't see what was happening. But yeah I think it will be a lot of fun for someone who really has their head wrapped around it.

>>182185337
Yes I will definitely. Sorry for the delay but my upload speed is abysmal and I can't upload very often because it consumes the whole bandwidth of the internet. I'll post it as soon as it's finished.
>>
>>182193672
0 blue men?
>>
>>182193672
Which monster girl? There were at least 3 monster girl games on agdg lately.
>>
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>>182192287
Shit man, you got some great memory. The commented-out line is the original code and it makes the mech go super-sanic-2 at lower FPS. So I changed that bit when I was cleaning up all the early spaghetti code. However if I understand you right, the current calculation is wrong too?
>>
>>182193443
monolith, already bought it
i would've bought helleton but it's dead
>>
>>182193751
>>182193889
She has brown hair and cow ears
The guy has red gloves

I don't remember the name but the artstyle is pretty great too, it has a lot of character
>>
>>182193147
/r/Unity3D is actually the best because it's where the most interesting things are happening. /r/gamedev sucks in comparison.
>>
>>182159443

Needs a tiered HB release.
>>
>>182194687
it's 0 blue men
>>
>>182194687
Is it this >>182157694
That's Blue Omen Operation
http://blueomendev.tumblr.com/
>>
>>182180575
>>182185701

But making gameplay is the only fun part, and once that's done I get bored. The game is basically only lacking content (graphics included), but making content is so slow and shitty.
>>
>>182195307
yeah that's it. I would pay well for this
>>182195067
is this like, the shorthand name?
>>
>>182191918
as nice as that sounds, unfortunately if in the future I wanted to sell my game it would be risky to do so from a cracked program, it would be cool if I could develop the game on the pirated 1.4 and then just buy it once my game is done but unfortunately there's no way to buy a 1.4 license anymore
>>
>>182195361
>BUT WORK IS HARD
Reading posts like this is really bad for the psyche and is one of the reasons agdg sucks. Like why do you feel the need to say things this obvious?

Yes, work is hard, losing weight is hard, making a game is hard, only so far as your discipline and motivation go (and yes you need both).

But why do you have to SAY it? Do you think it's something nobody else has considered?

You read enough whiners and quitters whining and quitting and it can have an effect on you, it makes agdg a drag. Stop being a downer.
>>
i wish i had a dev partner. it's no wonder so many 1MAs kill themselves.
>>
>tfw no fg
>>
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>>182180186
Because I was told as a wee lad by my dad that I could never just like make game because it was too hard. So I let that dream die, then three years when I got fired during a bad time in my life I had someone talk me into start modding, then that dream I thought that was dead came back. So now the plan is to finish this main project and then start making arcade style games, and then go from there.
>>
>>182195830
wanna team up senpai
>>
>>182195761
this 1000x
>>
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>>182195892
what type of games do you like?
>>
>>182195761

Actually the problem is it's not hard. Adding content is only time consuming but doesn't require a whole lot of skill. If it was difficult and challenging it would be entertaining because it'd be making me think.

But adding content is just tedious as fuck. You can spend weeks doing it, and it only translates into an hours worth of play time.
>>
>>182196043
Sorry I actually want to finish my current project before teaming up, sorry for getting your hopes up.
>>
>>182195538
it's a dumb old meme
>>
>>182195761
Whining is good for you dont hold it in brah
>>
>>182196297
it's ok, i already knew.
>>
this shit is too hard to get started
ehhhhhhhhhhhhhhhhh
>>
what's the best godot course?
>>
making games is so hard i wish someone would just come along and finish my game for me
>>
please stop negatively impacting my psyche
>>
>>182196528
http://kidscancode.org/blog/2017/02/godot_101_01/
This series is good.
>>
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What does /agdg/ think about homebrewing games for old machines?
>>
I wanna use c# to make a 2d game. is unity my only option? I dont want to bother to learn new gimmicky stuff just for a game
>>
>>182196987
Godot 3.0 will have C#
>>
>>182196987
monogame.
>>
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>>182195585
It doesn't make a difference silly. I'm making my game on the legitimate version of GMS on my main computer. when I travel, I move my project between that a my laptop which has the cracked version with all the export modules. the crack makes the program think it IS a legitimate version.
>>
Isn't Halloween Jam almost the same as Monster Jam unless you focus on the season and not the spoops?
>>
>>182197093
>monogame
whats the difference between framework and engine in gamedev?
>>
>>182197051
when will godot 3.0 be out?
>>
>>182197118
Witches aren't monsters and the Loch Ness Monster isn't Halloween.
>>
>>182197093
wait shiieeet
bastion was made with monogame?
can I make a game like it as a beginner?
>>
>>182197103
are you 100% sure? I remember hearing something about how the developer of hotline miami(or was it another game? i dont remember) made the game on a pirated copy but then bought it so he could sell it
>>
>learning 3D modeling using blender
>detached vertices everywhere

wat the fug
>>
>>182197245
RIGHT NOW
https://bintray.com/calinou/godot/editor/2017-07-09.21af875#files
It doesn't have C# yet
>>
I want to make an interactive novel in the style of the "choice of..." games, but with background music, occasional illustrations, and options for changing the background and font color as well as the font itself.

What would be the best way to do this? There need to be buttons, and the illustrations will not all be ASCII or anything, but will be drawn by an artist that I'll hire after the core game is finished.
>>
>>182197118
Halloween monsters are a very particular group, and in practice, none of the monster jam entries had them.
>>
>>182197282
I think in a lot of cases witches are actually added to monster 'encyclopedias' and I am pretty sure someone can and has dressed up as Nessy for Halloween (but that one is more understandable. You could dress up as a fucking bus driver for halloween if you wanted).
>>
>>182197664
It's there any drawback at godot?

What's the catch?
>>
>>182197668
renpy
>>
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>tfw making an mmo
>>
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Someone suggested the player should keep her momentum from a dash, so I gave that a try. It's certainly useful for speedrunning at least.
>>
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>>182197816
Even though it's not going to be a VN, but mostly pic related but a bit more aesthetic?
>>
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I have a question about Game Maker. Is it possible to control the sensitivity of the cursor?
>>
>>182197796
A new, unproven engine. Unlike Unity and GM, few games have been finished with it and none have made millions. Smaller community. 3.0 is in alpha. You can't just google your problem and find a solution.

It's probably just as good from a purely technical standpoint.
>>
>>182197796
kinda bad documentation, you must be willing to ask stuff in their discord
>>
>>182191918
not him but if you're still here id like to have it.
>>
>>182197945
Maybe use Twine?
https://twinery.org/

Here's an example from the website. Never used it before though.

http://capsule1.paperblurt.com/
>>
>>182197981
Yes
>>
>>182196919
it's neat but ultimately pointless
very, very small playerbase, difficult to use on a portfolio unless you can port it to pc, and it's a grey mess if you want to sell it
>>
>>182197507
positive. GMS was released on steam so it became easy crack. when you move your project everything stays intact, the graphics the code nothing changes. I've exported exe files with both versions and there's no difference. just start making your game today. once you write some code that works you have it forever and can reuse it. even in gms2 with some tweaking.
>>
>>182197880
An 8-bit MMO about rough gay sex?
>>
are bastion and transistor 2d or 3d?
>>
does nofap or pen up the ass make you a better gamedev?
>>
>>182198756
are the two compatible?
>>
>>182198756
yes but the pen needs to be c sharp
>>
>>182198662
2D unequivocally. Gameplay is two dimensional and the graphics are sprites.
>>
Anyone know where I can get a big ass list of names?

I'm looking for first and last names (separated) for German and American/British.
>>
>>182198563
where can I even find it? it's not on piratebay
>>
how do I test the PBR demo on godot?

It gives me error when I open the scene.
>>
>>182197796
Like blender, since it's open source, any plugin/tool/whatever people make for it can effectively be copied by someone else and sold for a non-free engine, so you may as well make it for the other engine instead so that you're the one getting paid. This means you're kinda reliant on the enginedevs if you want features released unless you're content doing new stuff by hand. Also has shit documentation, most of the docs are just math lessons rather than actual software documentation. Though I like it.
>>
>>182159443
the title is a SEO optimization nightmare

all you get is from Monolith that developed Shadow of Mordor
>>
>>182200046
All that anon has to do is add a subtitle, right?

Monolith: The Revengeancing or something?
>>
>>182199839
https://github.com/godotengine/godot-demo-projects/tree/master/3d/material_testers
This should work with the latest 3.0 build.
>>
>>182199579
I got it from kickass torrents but that was a long time ago. I'll upload it to mediafire for you.
>>
>making placeholder animations in UE4
>press add keyframe
>bone jumps to some other position
What the fuck is causing this
>>
>>182200046
>SEO optimization
>>
>>182159443
i wouldnt put too much faith in steamspy numbers, they vary wildly.
in any case seems like he's done alright for a genre game with minimal press in 2017.
>>
>>182200720
boneitis
>>
>>182200279
it would help

>>182200748
its almost 3 am here
>>
>>182200716
sweet! thanks anon
>>
>>182200748
>not optimizing your optimizations
Not gonna make it
>>
>pirating game maker
>when godot is free
>>
Can GameMaker handle hand drawn sprites?
>>
>>182201050
>implying it's not 3:44am here

regardless comrade, I forgive
>>
>downloading godot
>when unity is free*

*terms and conditions may apply
>>
>>182201294
yes
>>
>>182201305
>comrade
what

I'm t. alberto barbosa, son
>>
>>182201429
You saying you're a black Portuguese?
>>
>>182201351
>he thinks unity is really free
>>
>>182201615
Yeah man

not black, tho
>>
>Godot only has two main developer
>only godot developer basically is the one making the engine
wow
>>
>>182201429
I say to you comrade, drink vodka, enjoy gopnik life

t. alberto barbosa
>>
>ha mais portugueses a browsar of /agdg/
>>
>>182201915
cadê o seu jogo?
>>
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>>182198562
Those are not issues for me, I'm concerned if X machine is harder to dev for than Y machine and such
>>
>>182201083
Ok it's done. get it while it's hot coz i'm deleting it in 24 hours. good luck with your game.

http://www.mediafire.com/file/p8lr69x4a46jqqc/GameMaker_Studio_1.4.1451.zip
>>
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>>182202348
>dresden codak
>>
>>182202047
brazucas nao sao bem vindos
>>
>>182202525
t. alberto barbosa
>>
>>182202519
thanks so much. id suck your dick if i could

why are you deleting it though?
>>
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>>182202523
hey, caveman scifi is funny
>>
>>182156339
It's too long if it's blocking input BUT if you're going to be waiting anyhow (other monsters attacking, player setting up their next input) then it hardly matters.

Maybe try flashing the character white too for one frame! Or maybe not. I don't know!
>>
>>182202657
That's not very funny, anon.
>>
>>182202657
LOL
>>
>>182202632
Limited account upload space. you need to delete stuff so you can host bigger files.
>>
>>182201915
já sabes
>>
>>182202523
>homosuck
>>
>>182202902
even i find that to be witty and im dead inside.
>>
>>182203216
>>182202657
it's 2017
>>
>>182203303
To me it seems like the same joke repeated 4 times in a row when one would be enough
>>
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>>182203216
is shit, yes.
That's why it's the appropriate response to Dresden Codak.
>>
>test godot pbr demoes
>15 FPS (my pc is shit)
>already better performance than unity
wow
>>
>>182203559
no way, really?
>>
>>182203409
repeating the same core concept of a joke with different scenarios is a typical comedy thing that standups do. using different scenarios reinforces the core concept so that no one scenario can be discounted as a one off.
>>
>>182203058
oh, right. already got it

ill install it in the morning

thanks again
>>
>>182203715
you know you can download the demo and godot right now?
>>
>>182203732
It sucks and it doesn't help the scenarios in the comic get progressively more stupid
>>
>>182203559
Being faster than unity isn't exactly an achievement.
>>
>>182203732
Too bad Aaron Diaz is a hack with no ability to execute jokes.
>>
>>182203559
Godot has surprisingly optimized rendering. They do try to make it work on low end desktops and medium-high end phones.
>>
>>182203935
> get progressively more stupid
this is also a common comedic technique
>>
>guy follows me on twitter
>check out his stuff
>he makes some cool things
>few hours later
>think to myself I should follow this guy because I like seeing the things he makes
>check my followers
>he's nowhere to be found
>don't remember his name
Oh well, guess he didn't want me to follow him back.
>>
>>182204071
Stupid comedy is the worst
>>
>>182202525
e brazucas mulheres (homem)?
>>
>>182204745
>aquele sentimento quando nunca serei fudido por um traveco brasileiro pauzudo
>>
viados FORA
>>
Haven't been here in a while, did Dixiedev ever get anywhere with their game?
>>
Is it a good idea to make a game with your partner/spouse?
>>
>>182204902
gostar de traps não é gay seu paneleiro
>>
I have two questions about game AI. Specifically about AI that controls units that are the same as what the player controls.

In games with customizable characters, whether that be completely customizing like in Armored Core, or just partially customizing like giving a few new abilities to a character. How does the AI know how to use these things? Like in Armored Core the way a mech moves and how it uses its guns can be widely different for every setup.

Also for games like these how does AI difficulty work? Is it the same AI, just with worse reaction time and worse aim, or do different difficulties have different AI?
>>
>>182205163
he's still devving
>>
>>182205267
Nice, I wonder how far he's gotten.
>>
>>182204351
How long ago are we talking? I'm sure you could find it in your browser history if it's not too long ago.
>>
>>182205527
I have my history clear when I close the browser.
>>
>>182205690
why
>>
>>182205737
you'll know when you reach puberty
>>
>>182205690
laff okay, oh well

I opt for turning on "private browsing mode" but it's probably annoying for most to have to have the discipline to do that every time
>>
>>182205876
>what is incognito
>what is having a PERSONAL computer and password-protected account
>>
>>182197489
Eventually
>>
can someone fucking explain godot's "set_rotation" function (3D)?

I can change the Y rotation to swivel just fine.

I can change the X rotation to rotate on the global X axis

but for some reason changing the Z rotation instead changes the LOCAL Z.

So if I map a button to increase my Z, it'll make me do a barrel roll regardless of what direction I'm looking in, but if I map a button to increase my X, it'll make me look upwards while I'm looking forwards and barrel roll after I swivel off to the left or right. How the fuck to I look upwards when I'm not facing forwards/backwards?

I'm just gonna play around with the object in the scene and see how the gizmo is affected by rotation for now.
>>
>>182206050
>password-protected
Depending on your OS and whether or not you have full disk encryption, etc, there may very well be a gaping hole allowing people to sidestep that.

Operational security isn't a thing many people pay too much attention to.
>>
Are idea guys welcome here?
>>
>>182206560
depends on what you use to write your ideas down
>>
how much would it cost to pay an average programmer for a month of work on a basic platformer?
>>
>>182206279
-ahh, slightly figured it out. I think I've been pivoting on my local Y and not global, that seems to be part of the issue. So it starts off with global X, then from there on rotates locally? Why in gods name wouldn't they start out with global Y (upward direction)?
>>
>>182206440
Are you really this worried that a family member might circumvent a lock screen just to look at your browsing history?
Just use incognito for the compromising stuff, CIA already logs everything you do anyway without touching your local files.
>>
>>182206772
23
>>
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>>182206787
At least in my case, it (was) well founded. Even though I was "careful" fuckers still broke into my shit and made fun of me several times.

What the hell.

At least I don't live with them any more!
>>
>>182205256
>How does the AI know how to use these things?
It needs to know what abilities are available to it and it needs to know when and how to use them.

>Is it the same AI, just with worse reaction time and worse aim, or do different difficulties have different AI?
You could do either, depending on how different you want the AI to be between difficulty levels.
>>
>>182207027
wew ok
>>
>>182206576
In my mind, my autism wouldn't let me forget until I let it out and it gets ignored, making it fade away in a sigh of disappointment and cringe.
>>
>>182206928
what?
>>
>>182207117
23 good boy points
>>
where is that cool shitstain that's making that 3d pixel game in game maker studio? can he make videos of his deving so we can learn or is that too helpful for these threads?
>>
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I tweaked how one of my monsters moves a little more, should be more satisfying.
https://my.mixtape.moe/rczmsy.webm
>>
>>182206928
rupees? sounds reasonable.
>>
You can't modify variables inside an animation blueprint's state machine, which makes sense.
But with that being the case, how can I play an animation exactly once? I can set a bool to trigger the transition to the animation, and then transition back to the idle state when the animation is finished, but I can't change the bool to false so it will just end up looping back.

I'm sure I could use a delay set to wait the exact duration of the animation (or even a single frame should be fine) but that seems like bad practice at best.
>>
>>182207483
"unreal play animation once"
>>
>>182186425
THATS THE HARD PART
>>
Ok so if i'm trying to cap fps to 60 is it retarded to slightly stutter the frame timings?
16 ms, 17 ms, 17 ms, repeat (instead of 16.66 ms/frame) should have the same effect right?
>>
>>182208110
why?
>>
>>182205876
Wow mr. tough guy 16 y/o jerks it to porn.

When you become an actual adult and move out of your goddamn parents' house you'll realize why people were making fun of you for having to clear your browser history ever.
>>
>>182206772
>not just enticing them with a percentage of the sales
>>
>>182196881
isn't that for babies?
>>
>>182205876
If you had actually reached puberty you'd know you can just use incognito mode.
>>
>>182197489
>caring about the engine a game is made in

some of the best games were written in assembly. you gonna learn that?
>>
>>182208160
I'm thinking about the case of someone having a higher than 60 fps monitor so vsync would fuck things up.
If they're using a 60 hz monitor vsync would be fine but otherwise I'd need a different solution.
>>
>>182208175
>implying I want to share the millions of dollars my idea will make
>>
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>>182180186

because i have a dream.

a dream of physics.
>>
I don't have any desire to use a different engine for many reasons, and it's unclear which are the most important reasons, so let's start with the least usual one. Which is: when I'm making these games, they're not just commercial products. They're expressive works that we're working very hard to make, and we want them to have as long of a lifetime as possible. So I would like this game to be relevant 20 years from now, 40 years from now. How do you do that? Well, you don't necessarily do that by building it on top of a very complicated system, that you don't own, that somebody else will cease to support at some point in the future. Once future consoles happen or current PC operating systems no longer work, we at least have the source code to the whole system so we can make it work in the future. If Unity ceases to support something in the future, you basically have to rewrite it on a different system, and depending on how much of your gameplay depends on the core of how that worked, it may be very difficult or impossible to reproduce the same thing."
>>
>>182208836
Nice jblow quote. This is also an argument for building off an old or new open source C engine, not necessarily making your own.
>>
>>182208789
nice
does it have qwop controls?
>>
>>182208836
>implying Unity isn't widespread enough to warrant an emulator in the future
>>
>>182208789
This is really cool but why does bisection cause an instant kill but decapitation doesn't?
>>
is bitbucket any good?
also it is useful in some way for a1MA
>>
>>182209726
>is source control useful
>>
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>>182203559
>>
>>182209726
yeah it's good, and source control is immensely useful
>>
>>182208250
Isn't that what every engine newbie is?
>>
https://twitter.com/Jonathan_Blow/status/675094869669474306
>>
>>182208408
Other than Roller Coaster Tycoon, what can you think of?
>>
>>182210179
WE
>>
>>182208789
>frankensteiner
bravo, add more wrestling moves
>>
>>182209209
I cantón evento playa muy first demoes i madre with unity web playera.
Gone forma ever.
Thanks unity.
>>
>>182209023
Or just using Unreal and saving the source code.
>>
>>182208110
I've heard of some new method that works really well. Basically the gist of it is you don't cap the FPS and instead monitor how much time passes between each frame and use this so called delta time when dealing with timings in your game. There's even this really nice method called fixed time that you can use for physics, which keeps physics consistent and accurate no matter what the visual FPS might be doing.
>>
>>182210225
hate that game.
>>
>>182210872
lmao are you retarded? computers don't work like that, they don't have a concept of "time" built into them, they can only work in frames
>>
Why do people cap FPS?
What are the advantages?
>>
>>182209175

no, normal WASD controls.
>>
>>182211698
It's easier to program.
>>
>>182211621
Damn, I guess every game engine uses some quantum magic or something because they all manage to have delta time.
>>
>>182209272
>>
>>182211698
>Why do people cap FPS?
Because they're idiots

>What are the advantages?
None.
>>
>>182211698
It's conceptually simpler than delta time to code.
>>
>>182211698
It makes your game easier to TAS
>>
>>182211789
>>182212091
So there's absolutely no reason to do it unless you're an enginedev, and even then it's just a lazy bandaid that doesn't fix the issue of game logic slowing down when the framerate drops?
>>
>>182211789
>>182212091
I never understood why people say this. With delta time all you do is multiple a value by delta, and it becomes "whatever unit per second", which is a lot easier to understand.
If you want to count more or less exactly 1 second you just add delta each frame until the value of the variable is greater than or equal to 1.
With a hardcoded framerate you could just divide by 60 to get the "per second" value. But then you're just doing the same thing except with the downside that it doesn't work at almost every framerate. So I'm not seeing any additional benefit here.
>>
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>>
>it's the biweekly delta time discussion
you faggots can't have this short a memory
>>
>>182212668
fuck off
>>
>>182212449
It has nothing to do with enginedevving and it's not a fix for anything, it's just the lack of delta timing.
The game slowing down only happens if you don't use delta time, the problem is that you would also have to account for variable timings and the game getting fucked by stutters for example, locked FPS is more stable since you don't have to deal with these problems.
>>
>>182212668
>implying rendering isn't always slower than game logic
>>
>>182211698
If don't cap your game's speed will run wildly.
>>
>>182212787
Why not lock it at 144 FPS?
>>
>>182212924
The game would run at half speed at 60 fps.
>>
>>182213016
Why would that matter? If it's capped at 60 the game will run at half speed at 30 fps.
So why not just cap it at 144 instead of 60?
>>
>>182212787
>it's just the lack of delta timing.
Right, but if you aren't enginedevving then you have access to delta time.
So why would you limit the frame rate, when it's objectively inferior to delta time since it can't stop game logic from slowing down when your framerate drops?

>>182212839
Only if you work for Bethesda.
Any competent dev would use delta time.
>>
>>182212763
>>182212790
>no argument
I just want to know why delta makes programming harder.
>>
>>182213162
Because you want to make your game available to as many players as possible and not just those with PCs that can handle your game at 144 fps.
Just use delta time already.
>>
>>182212668
Moving "whatever unit per second" with delta time makes your game physics become unpredictable, which leads to some unpleasant consequences.

The correct way to do this is to have separated loops for logic and rendering. The logic one would run at a fixed rate while the rendering would vary.

Of course, not all languages supports asynchronous loops, so a way to implement this would be repeating the logic loop n times in a render loop to keep it up.
>>
>>182213307
the fug are you talking about mang
"enginedevs" have access to delta time just like any other dev
Why some games don't use delta time can only be answered on a per-case basis but it's usually a combination of outdated frameworks, laziness and wanting as much stability as possible.
>>
>>182213572
>"enginedevs" have access to delta time just like any other dev
I've never messed with enginedeving so I don't know how difficult it is to access on that end.
If it's as easy as it is in commercial engines then why wouldn't you just use it
>>
>>182211698
If you're making a 2D game then you may want to work in frames & pixels.

If you're making a 3D game then if the player's GPU can render 900 fps then it will render 900 fps even though their monitor is only displaying say 60 fps, which wastes power and overworks the hardware. Best to have an option for capping in this case or just cap it at 125 if you're lazy.

Supposedly capping the framerate to the monitor refresh rate can make it render more "smoothly" than an uncapped rate when vsync is not enabled, so I've heard.

If you're making a console game then your target hardware will always be the same and capping the framerate can provide a more consistent experience than letting it increase and decrease as it may. But that makes it harder to port to PC should that ever be a consideration.
>>
>>182213350
My monitor is 60hz. Yet in some of the games I play I get over 100 FPS.

The monitor someone is using has nothing to do with how fast the game runs for them, it just determines how often they see an update. So why not cap it at 144?
>>
>>182213671
I never mentioned monitors.
A game running at 144 fps is more taxing, so slower PCs can't maintain 100% speed.
This is like the basics of the basics of computing, more fps means more frames that need to be calculated per second, which makes it harder for a computer to handle.
>>
Made a menu prototype. Keyboard/gamepad navigation supported.
>>
>>182213520
Thank you for the answer.
In every engine I've seen they do use a separate fixed process for physics, and uncapped process for visuals. But I don't know about enginedev, so I guess it would be harder for them.
>>
>>182214023
>no option for toggling vsync
>no option for changing the FPS cap
These are needed options. The menus look nice though
>>
>>182214173
Vsync and FPS cap. Got it.
>>
>>182214173
I still dont get what vsync is, and I cant tell the difference with and without it
something about locking the fps and stopping screen tearing
>>
>>182215186
lesser known thing: vsync doesn't actually work unless you're in fullscreen mode (and not just fullscreen borderless window)
>>
>>182215186
Vsync pretty much eliminates screen tearing by waiting until the entire screen finishes rendering, not only a part of it. It is noticeable if you are playing a heavy game on a slow computer. It may (and probably will) drop FPS, though, since it has to wait for the rendering to finish.
>>
>>182215186
All I know is that it wastes CPU cycles (or GPU cycles? I forget which) and introduces input lag.
>>
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I tried to put in cheats/easter eggs.
Did I do good?
>>
>>182216625
I would refund this game if I saw that screen.
>>
>>182214173
Is changing FPS a thing needed even in 2D games?
>>
>>182216625
Have to second >>182216751
You've gone too far.

Just make "googum" a cheat that fucks you over and makes you poor and autistic somehow

Also it was pewdiepie he said wouldn't bring him more sales. Jacksepticeye and Markiplier both did play his game and actually did not bring him more sales.
>>
>>182216625
Add "shovelware" to the mix and you'll have an enemy for life.
>>
>>182217001
>Also it was pewdiepie he said wouldn't bring him more sales.
Shit you're right
>>
>>182216625
change the scaling of your characters neck bone
>>
>>182216917
Doesn't really matter. Most computers will be able to run most 2D games at any FPS. You should have some kind of cap not a hardcoded FPS, just a max FPS and/or vsync enabled. So the game doesn't run at ridiculous FPS.
>>
What's the best way to handle controller input with Unity?

Apparently it doesn't recognize 360 controllers as regular USB controllers, and the button assignment varies between fucking operating systems. Is there an easy way to handle this
>>
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This song randomly popped into my head while I was walking home so I immediately started working on it as soon as I got to my computer.
Hopefully I wasn't just humming some song I heard a while ago and didn't end up plagarizing something.
That's happened before and I had to scrap it.

https://soundcloud.com/marcus-dewdney-1/unknown-world-regular-battle-theme-keep-a-steady-hand
>>
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>>182217406
>A trio [...] float towards you!
That just ain't how English works.
>>
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So guys, having a sprint button? (right trigger to sprint) Yay or Nay?
>>
>>182217362
Fucking everything supports xinput so it can't be that hard.
>>
>>182217507
What, would it be
"A trio of ___ floats toward you"?
>>
>>182217406
>just have music pop into your head
Lucky. I don't have such an ability. I'd recommend changing the main instrument, that "beep" to something softer or possibly even deeper. The melody is good though
>>
>>182217362
360 controllers are borderline-incompatible with DirectInput, which is probably what Unity considers to be a "regular" USB controller.
I am sure Unity supports XInput, though.
>>
>>182217528
dumb question. whatever's appropriate for your game. nice job on the guaranteed (you)s by asking a question rather than simply posting progress, though
>>
>>182217362
#if UNITY_STANDALONE_WIN
...some windows-specific code, like map buttons
# elif UNITY_STANDALONE_MAC
...mac-specific code to map buttons
#end if

Unity supports a 360 controller out of the box, btw.
>>
>>182217406
>>182217507
>>182217638
The trio floats. Skullingtons float. A trio of skullingtons floats. Three skullingtons float.
>>
>>182217638
Yeah, the trio is doing the floating. If you break the sentence down you can see that it's something like (A trio (of Skullingtons) floats (towards you)).

It's a bit more complicated in British English but I'm pretty sure the Brits would still use the singular in this particular context.
>>
>>182217747
>nice job on the guaranteed (you)s by asking a question rather than simply posting progress, though
im stealing this madison sandolo
>>
>>182217864
Doesn't the mapping also vary by controller type though? E.g., a standard Logitech controller's mapping is wildly different from the 360's
>>
>>182217747
You're gonna look pretty fucking stupid if i get no (you)s anon
>>
>>182217684
Something softer, huh? Yeah I can try something like that.

>>182217875
>>182217935
English is wacky. I need a proofreader.
>>
>>182218134
It's really pretty straightforward in this case. "Trio" is the subject of the sentence, and it's a singular noun. Since the subject is singular, the verb has to be singular as well.

Does your native language have mass nouns?
>>
>>182218395
>Does your native language have mass nouns?
English is my native language. I'm just a friendly leaf.
Eh, everyone makes mistakes.
>>
>>182217528
I was just playing a demo with a run button. I can tell you that it's really annoying with keyboard controls. Gamepad not so bad. But why do you want to add a run button? You need to have a gameplay specific reason. Mario had a run button simply because it gave people a little more fine control when they wanted to move slow. But you probably know that most players when they get good at Mario pretty much just hold the run button down constantly.
>>
>>182218108
Then I guess give the player an option to remap controls. Have them select a button and press a gamepad button to remap it, and use platform-dependent code just in case Unity has different names for different buttons on Mac or PC. But the standard layout should be based on 360/one controller since most devs and companies do it that way.
>>
>>182218503
>leaf
Could be that's correct in your dialect of Leaf English due to the influence of British English. I am pretty sure it should be a singular verb even in British English, but I'm not British so I could be wrong. The rules are more complicated over there because they treat mass nouns as a plural when they want to emphasize their nature as being composed of many individuals. You see it mostly with sports teams.

In any case, it's wrong in American, so if that's your target dialect you need to change it. But if you want to make it in your own dialect, I guess just pay attention to how people around you speak and see if you made a mistake or if you were using a regionalism.
>>
>>182183408
>Weaver
As in Rubyquest?
>>
>>182218815
I'm not sure if the structure of that kind of sentence is different in British English or if I just hecked up.

>In any case, it's wrong in American, so if that's your target dialect you need to change it
I'm doing everything in British English. "U"s and all.
>>
>>182218947
You fucked up, the other dude is just waffling so he can flex the fact that he understands that there are differences between the two dialects.
>>
>>182219136
Ok sounds good. I'll fix it then.
>>
>>182218637
I want him to go fast for travel and platforming but not for walking around towns and solving puzzles. I could just make his speed dependant on how hard you flick the control stick but i don't want to alienate keyboard players.
>>
do you enjoy inventory tetris?
>>
>>182219484
If you mean Path of Exile's or Deus Ex's inventory system, yes.
If you mean a variant of that system with non-rectangular shapes, no, go fuck yourself.
>>
>>182219484
I enjoy Ultima's inventory shitpile
>>
>>182219543
What, you don't like it when things are perfectly aligned to a grid?
>>
>>182219705
You can align them to a grid and still use rectangular shapes, motherfucker.
>>
>>182219773
To be honest I'm too tired so I don't even know what I was trying to say with that last post.

I'll just make an inventory with circular items.
>>
>>182219381
That sounds like a valid reason.
>>
>>182219961
Motherfucker.
>>
godot question

can anyone explain why do the x and z values for the rotational vector go from 0 to -Pi when I'm just rotating on the y axis? I don't get the issue when I just set_rotation and punch in a y value, only when I use the rotate functions.

https://www.youtube.com/watch?v=bb_b4-6_m8M

the fact that rotate_x and _y and _z flip the other values screwed with how I'd intended to look up and down. Whenever I turn more than a quarter circle to the left or right, it flips the values around, which messes up a line of code I'd written earlier on that required reading the Y value.

I can think of ways to avoid using these tools but I'd still like to figure out what the fuck is going on
>>
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What are some games with visually juicy turnbased combat, 2d or 3d? Idgaf about gameplay, just looking for good techniques to mine
>>
>>182220974
IDK, but here's my code for aiming an FPS controller:
https://hastebin.com/erimazacac.cs
>>
>>182221442
>https://hastebin.com/erimazacac.cs
>set_transform
this is probably what I was missing
>>
practical ue4 BP tutorials?
>>
>>182221897
the official streams.
this guy for node reference with examples. https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ

other than that, it's just general programming knowledge and watching tutorials for specific things to get you started
>>
>>182221518
Don't forget it's important to use Quaternions for camera stuff. It'll prevent gimbal lock and allow you to perform rotations on a single object.

Also, your movement code seems like a mess. You should study the examples of the Godot engine demos. Here's my movement code so far for movement relative to the camera perspective (using the basis of the camera's global transform).
https://hastebin.com/awelujucec.swift

I'll be changing it a lot to make it work on pseudo-newtonian physics.
>>
>>182191918
upload it to mega or something, I want to test the android module but I'm a poorfag
>>
>>182217507
>>182217875
>>182217935
it's a bit nitpicky, but this is correct, because "trio" (like "duo" and "people") is a collective noun
collective nouns sort of go beyond being plural by referring to a group as a unit, and so they take singular verb conjugations in English
>>182218134
>English is wacky. I need a proofreader.
my offer stands to proofread any short-to-medium copy for games on /agdg/ for free
>>
>>182217528
Go fast should be the default speed, make a walk slow button instead.
>>
anybody use spriter?
>>
>>182222063
>swift
now THERE'S a meme
>>
>>182218108
within Windows there's an API for handling Xbox controllers called XInput and another one for handling everything else called DirectInput
they say DirectInput is old and shouldn't be used but it still works and you usually need it for non-Xbox controllers to function, and Xbox controllers don't fully work with DirectInput and they're everywhere so XInput is needed
the thing I'm currently using can't even rightfully be called an engine but it has support for both, so I'm sure Unity has it too
among DirectInput devices things can vary, so you'll need to either do some checking and comparing or let the player figure that out and change the controls when they change controllers (or use something that already shifts around button assignments for you)
>>
>>182222063
>Also, your movement code seems like a mess.
Works well enough for me. I add up the inputs (left and right cancel out etc) to get an input vector, normalize it so I get a direction, then apply force in that direction. Add up all the forces and divide by mass (m=1 atm) to get acceleration, use that to update velocity, then use that to update location. The "acceleration=(output*200-(velocity*velocity.length()*2))/1" line is "acceleration=(WASDirection*ForceInThatDirection-Drag/Mass", where drag is proportional to the velocity squared (and is multiplied by 2, just a reminder that I can have a constant there to modify).

It works well enough when I'm moving around without rotation. The input vector needs to be rotated about the Y axis when you turn though (that's what the trig shit is for, I should have just used dot products), otherwise W will make you move along the global forward direction instead of your local forward direction.

I still don't get why I need quats for the camera though. I'd understand if I were making like a fighter pilot game, but all I need the character to do is rotate on the global Y when the mouse goes side to side, and local X when it goes up and down.
>>
>>182221393
I always really liked how Advance Wars did the 'closeups' on the combat. I think front mission does something like that too.
>>
>>182221393
Breath of Fire 3-4
All of the juice there is from godly animation, though.
>>
>>182222372
Already did
>>182202519
>>
>>182222949
>"acceleration=(WASDirection*ForceInThatDirection-Drag/Mass"
forgot a ")" after the word "Drag"
>>
>>182223128
Shit, missed that post. You are a gentleman, anon.
>>
>>182202519
Grabbing this since I paid $100+ for a shit version of game maker and then they used that money to make a better version that you have to pay for again
>>
>>182202519
Wait this is not game maker studio 2!
>>
>>182223805
that's why it's valuable, it literally cannot be purchased anymore
>>
Risk of Rain: Game Maker
Deadbolt: Game Maker
Cash_Out: Game Maker
Cavern Kings: Game Maker
Spaceman Sparkles: Game Maker
Uncanny Valley: Game Maker
Pixel Star: Game Maker
VA-11 HALL-A: GameMaker
Way of the Red: Game Maker: Studio

Skyrogue: Unity
Catmouth Island: Unity
Megabyte Punch: Unity
Xenoraptor: Unity
Stormworm+: Unity
Social Interaction Trainer: Unity

Vagante: C++
Lethal League: C++

Painter's Guild: Flash
Restricted-RPS(Client): Flash

Aviary Attorney: Construct 2
Dreaming Sarah: Construct 2

Vampire of the Sands: Java
Restricted-RPS (Server): Java

Aerannis: LÖVE

Tier 1: C#

Walkerman: Ren'Py
>>
>>182223932
My game:
Godot
>>
>>182224010
Ok get back to us when you're on Steam
>>
>>182223932
This list should be getting a lot longer post-direct.
>>
>>182219543
deus ex doesn't have inventory tetris.
>>
>>182224010
you're regretting it too?
>>
>>182224102
The Steam list has largely been a "list of completed games" thing anyhow.

Only games I can think of that aren't on steam are A Nation of Wind, some unremarkable mobile trash """""games""""", and a bunch of Googum's games.
>>
>>182224229
Redamz's game surely counts too, even if it's not finished just like cavern kings
>>
>>182224301
But is it on Steam? And why post the dev and not the game? I have no clue what you're referring to.
>>
>>182224176
you're either forgetting dx or are mistaken on what inv tetris means cos it definitely does
>>
>>182222949
It's just messy code. Don't do everything on one line, spread it out. And the reason to use Quats, aside from what I mentioned, is that it's just more correct.
>>
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Replaying Chrono Trigger gave me some inspiration. Worked on getting fog right today.
>>
>>182224545
maybe do a vignette effect with the fog too, so the area around the player is clear?
>>
>>182224653
Not gonna lie, I'm not sure how to program that...but I'll try.
>>
>>182224910
google it nigga
>>
last post for lolijam participants being pedodevs
>>
amen
>>
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Fixed an error in how depth works.
>>
>>182224910
If you can program shaders, it's just a mask for the fog image that's centered on the player (which in your case just is the center of the screen).
>>
What happen to that black and white space game where you visited other planets?
>>
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>>182225284
The answer to this question is always DEAD
>>
>>182224515
HR does. the first does not.
>>
>>182225571
Damn, that game looked neat.
Was it ever submitted to any of the demo day jams I would love to give it a go.
>>
>>182225761
I actually saw him post new progress after a long hiatus, so who knows. Either way they're not a dev who you can rely on to finish a game
>>
I'm gonna try my hands at a 2d beat em up in Unity, kinda like double dragon, and I'm wondering what's the best way to build the main character. Should I use a Rigidbody2D with box collider, Character Controller or something else?
>>
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Making some dialog system. Looks kinda ok so far. Here with some filler to see the dimensions.
>>
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>>182225750
>>
last post for goocumbro and gogemmayo
>>
>>182225967
Intesting to look at ground
>>
>>182226042
you can't rotate items. it's not tetris.
>>
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>>182225967
Your textures would look great in a surreal first-person game
>>
Does godot support multiple contollers, both sony and xbox?
>>
>>182226138
why first?
>>
>>182226126
>>182226138
thanks
>>
>>182226241 >>182226284
they're nice as is, of course, but in a first person game you can appreciate them more, do more interesting shapes, more variety, and of course you also have mesh shapes to work with

also, your game looks to be a strategy thing where noisy textures can be detrimental to the clarity of the gameplay. first person doesn't have this problem as much
>>
we need a new thread
is gogem gonna be our hero?
>>
>>182226132
RE is literally the only game where you can rotate the items in inventory tetris.
>>
New
>>182227301
>>182227301
>>182227301
Thread posts: 815
Thread images: 120


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