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/agdg/ - Amateur Game Development General

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Thread replies: 759
Thread images: 134

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as long as you take a moment to step away from shitposting and work on your game you will make it edition

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

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

> Helpful links
Website: tools.aggydaggy.com
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: >>182227301
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
>>
ARISE CHICKEN
R
I
S
E

C
H
I
C
K
E
N
>>
Reminder that googs only makes shovelware and is therefore a shoveldev, not a yesdev.
>>
what with this shitty chicken meme, no wonder nobody takes /agdg/ seriously.
>>
>>182274383
if you hate chicken, make an op before chickenop does
>>
>>182274383
it shouldve been anime
>>
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>>182274478
>>182274383
>>182274116
>>182273901
GET OUT CHICKEN DEVS
>>
>>182274648
ARISE
>>
cluckold
>>
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Has anyone got some good info on Nav links ?
The documentation has jackshit on it and I've got this bug where if I'm close to the navlink, the AI goes back towards the first point of the navlink.
>>
>>182274648
can you craft a chicken hat out of the chicken? DO IT.
>>
>>182274478
to be fair chicken guy did post the OP pretty fast. If he had waited a while I would have noticed and made a new thread.
>>
>>182275058
just for further precision, it works fine if the character is already flying, it seems like the jump is what fucks it up
>>
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Can someone explain how the heck did I make this "bug" and how to fix it? GMS 1.4
>>
>>182275536
There's obviously a problem with your collision logic.
>>
>>182275536
Pastebin your collision code.
>>
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whats wrong with this code?

if it spawns 1 enemy, it will create 3 variables ( two of them that are completely empty ), and one that stores the objects id.

why is it creating the two extra empty variables when it specifically says only to make them if targets is more than 1?
>>
>>182275691
>>182275641
pls no bully, i am nodev.
This is mostly all of the code I wrote.
>>
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>my game isn't getting any attention
>broke
>character art and concept hasn't been finalised yet
>why don't i make the characters moeshit lolis or furries and nab dem patreonbux on OCs

redpill me on why this is a bad idea when it's likely to get me the guap
>>
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>>182275641
>>182275691
forgot image.
>>
>>182276370
because you have competition these days
because you didn't plan this from the start
because you're an outsider to the scene looking to make a quick buck, and people can tell

all that said, it probably still has a better chance of success than steam
>>
>>182276370
It means everyone will think you're a furry literally until the day you die.
If you're okay with that, and your artistic vision doesn't care whether the game is furshit, then go for it.
>>
>>182276370
As long as it's a good furry game like Dust then you're golden.
>>
>>182276835
What if I make it like Lugaru with guns
>>
What's grav equal to?
>>
>>182274015
This, actually.
>>
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----[ Recap ]----
Game: Harmon:i:c
Dev: AWK
Tools: Godot
Web: https://awk.itch.io/harmonic, https://twitter.com/AWKgamedev, https://awkgamedev.tumblr.com/
Progress:
+ First week of the refactor/port to Godot 3.0
+ I made a module system that lets me build actors using generic nodes, a wall is made of an mSolid which defines its shape and layer in the level's grid, I can combine several mSolid modules to make bigger objects, I can also easily add an mControl module to the wall to make it controllable by the player (or AI) and an mAudio module to make a sound every time the move function is called for example
+ Expanded debug message system that shows which node is sending the message and its position
+ Input (with configurable echo timings), level grid, module logic, collision, the very basics are done
- Nothing visually interesting to show so have debug messages instead
>>
>>182276918
meant for >>182276483
>>
>>182276535
>you're an outsider to the scene looking to make a quick buck
That's what most of these faggots are. The biggest offender being gogem.
>>
>>182276483
code looks fine

my guess is its something to do with one of your objects collision mask, game maker is funny that way.

try using more rounded numbers.
>>
>>182276918
grav = 0.2;
>>
>>182277129
Then there's your problem. Try seeing what your actual y coordinates are in the air. Chances are you're ending up off the pixel grid, and thus not aligning to the collision correctly.
>>
>>182276918
6.67408 × 10^(-11) m^3 kg^(-1) s^(-2)
>>
>>182277079
>>182277248
holy shit, this was it. I would have never guessed this was the problem. Thank you. This thing literally bothered me 2 months that made me really not progress at all.
Thanks again, anonymous heroes.
>>
>>182277353
Is that the gravitational constant?
>>
>>182276247
I'm not a programmer, but it could be that the variables are made regardless of the conditions.
And then it only assigns a value to them if the conditions are met.
But I've no idea why would that happen honestly.
>>
>>182277475
>it's not it
>>
>>182277626
...what?
>>
>>182275536
https://www.youtube.com/watch?v=yrrpj_f5cHI&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR&index=3
reminder that only nodevs shitpost on the yesdev series
>>
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>>182276643
Can my reputation ever be saved? I want to keep my options for a career open.
>>
>>182276643
Can't he do it anonymously, under a differnt name?
>>
>>182277626
>I'm not a programmer, but it could be that the variables are made regardless of the conditions.
this was happening, it was creating the variables based on an array length instead of the targets length.

oops
>>
>>182275536
>GMS
problem found
>>
>>182277858
If you're extremely careful, maybe. Use different account names, and artstyles for the two projects. Publish anonymously for the furshit. You still have to use your real name for bank stuff but I don't think that's forward facing.
>>
>>182278000
>this was happening, it was creating the variables based on an array length instead of the targets length
What array?
>>
>>182275536
FYI things in GMS are not tied to the pixel grid unless you code them to be.
>>
>>182277738
>26 thumbs downs
kek
>>
>>182276918
grav = 9.8f*Time.deltaTime;
>>
>>182277858
Don't worry, furries actually pay quite well.

>>182277972
>>182278245
This just means it'll be more embarrassing when he gets found out. Look at Andrew Dobson and his CattyN persona.
>>
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>rebuild the movement logic
>switch up a few things
>bug partly goes away
well at least if it doesn't get stuck anymore it's decent enough for placeholder
>>
>>182241125
I did it guys, I actually worked on my game for 5 hours (and a bit more) just like I promised.
>>
>>182278736
We're proud of you, anon.
Post progress.
>>
>>182278585
>>182277858
Is this even an issue? Furry is getting more and more mainstream anyway. And don't many artists who work in the industry draw smut anyway?
>>
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>>182278260
my menu array for selecting options, simple fix.

is there any reason why near the bottom of my script i cant write obj_overlord.id[m].x ?

basically replacing id1 with id[m]

the for loop should iterate through as many targets that exist and replace the [m] with the number right? but id[m] draws the cursor in the middle of the screen for a reason i cant figure out, while id1 works perfectly.
>>
>>182278859
There's at least a few comic writers for the sonic series that have gone to porn now that the comic is ded.
>>
>>182278859
Yeah, like I said, furries pay quite well. Lots of artists learn to draw smutty furshit solely because furries are willing to pay much more than anyone else for commissions.
>>
>>182278585
>Andrew Dobson
He drew really degenerate shit, with shit skills, and acted retarded. If you just draw "normal" furry porn, do it well, and act cool about it if you're found out, it won't be a big deal. Everyone needs money, people understand that.
>>
>>182278729
Your navmesh does have decent jump links right?
>>
>>182278881
man this oculd be simplified a lot, and why not use a switch.

But yeah, var m could be declared onces, the draw_spite(w,x,y,z) could be variable that you set in each if and then draw_sprite at the end, etc
>>
Protip:
/vg/ just got flooded with pokemon porn. It's gonna get flooded again. Keep threads bumped.
>>
>>182279361
wow our constant stream of shitposting kept us alive
>>
>>182279361
Where? I don't see any.
>>
>>182279267
But that's exactly what I mean: hiding your degenerate fetish art, even if it's not your fetish per se, will only end in ridicule and a reputation as "that guy who tried to hide his degenerate fetish art."
You have to own that shit.
>>
>>182279361
Why didn't you tell me before it got deleted? I wanted to see it... for reasons.
>>
libgdx versus godot.

why?
>>
>>182279605
>You have to own that shit.
This

Unless you're making anything to be marketed at/for children.
>>
>>182279815
why, indeed.
>>
If gogem is so shit, why not filter it?
>>
>>182279815
why
>>
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----[ Recap ]----
Game: Project K2
Dev: Anon
Tools: Unity, Maya, PS
Web: ...
Progress:
+ imported teleporter model
+ replaced the glass shader on the bridge model, fps is now much better
+ minor optimizations and tweaks
+ Menu prototype!
- The new glass shader doesn't look as good as the old one.
>>
>>182279940
we enjoy our anger
>>
Can I set the visibility of part of my widget or do I have to make two separate widget blueprints?

e.g. Weapon description is shown when you hover the mouse over it in the inventory.
>>
>>182280240
That's called a tooltip
>>
>>182279346
i'll clean it up at some point, its at least functional for now.

also i realized my mistake with m, i was misunderstanding the for loop.
>>
>>182280179
You can set up a little web space for free using social media, you know
>>
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>>182279324
only this one, but I don't see how you could do it wrong if you don't place it like a retard.
The navlink works as intented if the character is flying, I think what it's trying to do is that it's trying to go back towards the navlink's path before going up.
>>
>>182280396
Damn. Thank you so much. I was overthinking this.
>>
Sorry for shilling, but have you guys taken a look at WritScrib yet? Assuming they don't just run off with the Indiegogo money, it looks like an objective improvement over Tumblr. I don't have anything to show off just yet so I'm thinking I'll wait until they launch to set up my dev blog, instead of using Tumblr.
>>
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I want to replicate this with Unreal Engine. Since the only interactive part are the buttons, can I simply use a picture for all the rest (including the lines connecting the different buttons/social policies)?

That doesn't sound right to me. Which is the right way to do this?
>>
Making 2d is easier than 3d, right?
I would assume so just based on learning to model in 3D being difficult for me personally
>>
>>182273227
It's alive
>>
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real shitty attempt at preventing backface occlusion
>>
>>182281941

Pretty much what you just said. I don't use unreal engine so I don't know the technicalities of it, but what I'd do is make the background (including lines) a single image, then apply the buttons over it.
If you want you could make the background one image, the lines another and then apply the buttons over the top of both of them. This way if you ever need to edit the lines and reposition things, you wont need to touch the background.
>>
I feel like I am going to get bullied IRL for buying and using assets. Like I know some turbo autist is going to find where I got everything and bully me about it.
>>
>>182281941
That's the right way to do this.
>>
>>182282542
>>182282624
Al right. Thanks for chipping in.
>>
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From a purely aesthetic point (not a "standard area" so its not supposed to look normal), which one do you prefer?
a b
c d
e f
>>
>>182282749
All and none of them, simultaneously.
>>
>>182282568
Don't worry. I'm going to make a game with a toolkit that has all the core mechanics implemented. I'll be bullied in your stead.
>>
>>182282749
top or bottom left seem most consistent
>>
>>182281941
Unless you come up with a way to procedural generate those lines, everything will have to be made into a texture. Welcome to the hell that is UI development.
>>
It turns out that myself and two of my roommates all have been using game maker. How do we work together to make a video game?
>>
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>>182282829
>>
>>182282834
RPG Maker?
>>
>>182282749

E
>>
>>182283017
A toolkit for Unreal Engine for a specific genre. I don't care if I'm bullied and ostracised. All I care is making that damn game.
>>
>>182281941
https://godotengine.org/download
>>
>>182282970
git
>>
>>182282749
C looks the most like weird rocks so I like it more.
E is also nice.
Overall it really reminds me of Baten Kaitos, both in the weird aesthetics and the colors so I kinda like it.
>>
>>182282749
a and e
>>
I figured this would be a good place to ask; is there any technical reason why games with a 2d top down view (LttP, Mario and Luigi, old Pokemon) all align to a grid?
>>
>go to some coffee internet with xbox 360
>see people there playing mostly fifa and gta
>realize nobody of them would care about my games
>realize people care mostly about the graphics
>see people enjoying literal garbage simply because the graphics are AAA
>realize nobody of them have any grasp on art or care about games being art
>realize I could make money simply remaking AAA popular garbage with shinny unity assets store assets and shaders
>realize nobody would care if I make my own engine and make my own everything
>nobody will give a fuck about my struggle
>>
>>182283627
but what if you're the nxt undertlae
>>
>>182283627
don't you want to post a frog or anime girl with your post?
>>
>>182283627
Kill yourself
>>
>>182283627
ERROR: type "game" is null
>>
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>>182282542
>>182282624
>>182282879
Ok, harder now. The Bionic Dues City. I'm assuming the same principle applies. I'm guessing the map is the same so there is no need to redraw the lines.

If we had to redraw those... it would be a pain in the ass, right?

No, I'm not a "Airstrike al-Baghdadi" simulator with recon and torture mechanics, and thiccc yazidi lolis


>>182283210
Thanks, but I'm sticking to UE.
>>
>>182283627
Where's your game
>>
Making a shooter. Currently the characters rotation is determined by the distance the mouse has been moved from the center since it was last checked, divided by the amount of time since it was last checked (and upon being checked the mouse is moved back to the center).

The problem is that the size of my monitor technically limits how far I can move my mouse and thus how far I can rotate in a single frame. Is this actually an issue I should be concerned with, or no?
>>
>>182284364
dunkey and pewdiepie will RIP your game to shreds
>>
>>182284364
Are you enginedevving an FPS?
>>
>>182282384
Good 3D is harder than Good 2D is harder than Shit 3D is harder than Shit 2D.
>>
>>182284364
Is it even physically possible to rotate that far in a single frame? If you're that worried about it you should be able to take raw input rather than mouse position but it sounds physically impossible and also useless to do gameplay wise (rotating 1080 degrees in a single frame means you just don't move).
>>
>>182285212
luckily I can actually accomplish shit 2d
>>
>>182283987
It's only a single line rotated and stretched. Not that hard to manipulate, and you could do it procedurally with a bit of effort.
>>
>>182282970
You initiate a conversation, establish your wish for cooperation, get your roommates onboard, let the project die 2 months later when nobody has hype anymore and realise the game to be the opposite of what you wanted it to be.
>>
>>182283627
>being surprised by seeing the lowest common denominator
>feelsposting
Please leave.
>>
i need a new hobby, this is too depressing
>>
Does anyone have a copy of PaintTool Sai that isn't laden with viruses and malware?
Would gimp give me the exact same functionality I want?
>>
>>182285762
I suggest cooking.
>>
>>182285818
Sai isn't free?
I definitely remember downloading it once and I don't usually pirate software.
>>
>>182285818
God damn it, just when will you all discover Krita already?
>>
>>182283627
If you sell a game at 10 dollars a pop and 1000 people get it

And Gabe takes thirty percent and you made it in UE4 so they take 30 percent as well

That's four thousand dollars my dude
>>
>>182286405
Now calculate the opportunity cost
>>
>>182286405
Wow you just made indie gamedev sound awful as a job
>>
>>182286405
Sometimes I wonder if women are a more profitable market than gaycore gaymers.
>>
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Hey guys how can I make my sprite scroll in GameMaker the same way you'd use background_hspeed[0] but with a sprite.
>>
>>182286538
>>182286563
Also lets assume 10 percent refund it
>>
>>182286563
but pretty okay as a hobby
>>
>>182286405
Epic only takes 5%.
>>
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----[ Recap ]----
Game: Good Night, Knight
Dev: Knightdev
Tools: GM:S, Aseprite
Web: http://knightdev.tumblr.com/
Progress:
+ Real-time text-based eavesdropping
+ New potion
+ Reworking potions (Individual potion bars instead of a generalized one)
+ Started on a small, but time-consuming, HUD rework
>>
>>182286804
isn't it 5% if you go past $3k a month ?
>>
>>182286148
SAI stopped being free a while back. Now after a 31 day trial it costs about 47usd

>>182286279
Never heard of it before but it looks pretty amazing. Thank you, anon!
>>
>>182286996
$3k per quarter.
But you're right, I forgot about that. If you make jack shit in a given quarter, you don't owe them anything.
>>
are women a more profitable market?
>>
>>182282568
You might not be bullied if you use them well but yeah asset hunters are a real problem, someone will find your asset and point it out and feel like they're exposing you but usually that can be overlooked if the game is good.

Many games are accused now of asset flipping when all the assets are original. You have to wonder if it's even worth trying to appease gaymurs or if you should just take and ignore any abuse about your assets.
>>
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----[ Recap ]----
Game: Shipwreck
Dev: ELB
Tools: GM:S
Web:
Progress:
+ Whip weapon
+ Multiplayer Splitscreen
+ GUI basics
+ Basic bug fixes
>>
>>182287429
Eh, it's a little less appealing that way.
Nowhere near as huge as steam's 30% cut though.
>>
>>182287498
I thought asset flipping was the specific act of hunting for free assets and then making a poop game and trying to sell it
>>
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how do you pick colors for stuff? i dont know what i'm doing
>>
>>182277018
>First week of the refactor/port to Godot 3.0
How's that going?
>>
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>>182287757
there are many gamers on the internet now that will call your game a shitty asset flip just for having unity asset store assets now though regardless if you spend years making that game and for it to be good. Everyone only wants you to do all of the code and art yourself for full praise it seems like.

In general I think normies and gamers wont notice code as much as art assets so I only buy extra code from the assetstore but do all my own art. I advise the same, just buy code but make all your own art and dont make a comment that you buy asset code and I doubt many would notice. Only people that seem to notice for me are agdg discord but that is because iv admitted there I do and its a bad meme now.
>>
through the power of science i think i can get four computers running, should i? will the matrix collapse?
>>
>>182287757
It's now used as a term to smear anyone who uses a purchased asset.
>>
>>182288858
Smoother than expected for a pre-alpha, the biggest issue I found is that ctrl+z in the script editor is kinda messed up and doesn't work properly sometimes.
>>
>>182287757
Some weirdos call using any assets not original works shameful.

If only they could finish their engine, they'd show you how it's done.
>>
>be engine dev
>pickup unity for a little bit
>pleasantly surprised
shame about the licensing
>>
>>182287664
Yeah, it's kind of a steep royalty, but it means the dev tools are completely free and you therefore don't have to pay a penny for non-commercial games.

It's worth remembering that AAA companies pay something like $100,000 to license UE for one or two games.
>>
>>182288354
Making rayman models because no rigging?
>>
>>182289484
what do you not like about the licensing? its better than unreal
>>
Anyone have a download link to one of the models for the aggy daggy dagger? I have need of it.
>>
>>182289572
I just prefer mit/zlib licensed tools and software.
>>
>>182289571
yeah, animating much easier for learning the basics
>>
>tfw no submissive slave to do art and help me with ideas
>>
>tfw no submissive slave to code for me and make my ideas come true
>>
>tfw no submissive slave to shitpost for me
>>
I have lurked these threads for a while and finally wanna make a fucking game and just get an idea so I have some sort of project.
No idea how to code or anything but want to make something cohesive and maybe sell if its good enough.
What engine would be recommended?
No clue how Unreal/Unity allow you to sell/ what percent margin they take.
>>
>>182290373
and just so i don't get flamed no fucking shit I don't plan on selling a game as my ultimate goal just wanna make something fun to share with friends and shit.
>>
>>182290373
learn a language, don't waste time in game maker our whatever.
>>
>>182290373
Unreal takes a 5% cut of anything over 3,000 a quarter, Steam takes a flat 30% cut.
Either way your first game should be Pong, so you can start learning how to maek game
>>
>>182290373
Unity is free but has a splash logo on the free version. I think that's the only difference between paid and free versions.
Unreal takes 5% if you make more than $3k a quarter but has (natively) a lot more tools.

Start with some basic 2D, you don't need an actual engine for it, just libraries.
>>
now for the rest of the demo day games that I played
sorry there's so few overall, the smaller number of entries and my own limits of what genres and mechanics I like limited things

Shipwreck: This is a good start. The special attacks feel like they take too long, but once there's opposition and better animations it might be justifiable (although I think they'll still end up being a bit long).

Spaceship Crew Self-Defense Simulator: I may be missing the point here or something but I could not get anything done in this demo. I figured out that I should be kind of stealthy and time out the patterns of guards but I feel like I'm being thrown into the deep end here, I mean I get plenty of ammo and there are only two guards, but you could start me off with one, or make them move slower, so that I can get a better feel for how everything is. Also I don't think my weapons are supposed to be this ineffectual, I'm pretty sure I only killed a guard once out of a dozen-plus tries, and those were almost all with the machine gun.

Project K2: I had some slowdown on my machine even after I turned the quality down to "notebook tier" and the resolution down to 720p (my computer isn't great but it's only 2 or 3 years old). I couldn't figure out how to invert the look stick so I was moving wrong a lot and ended up being really careful. After jumping around on the lower level for a little while and avoiding the first obstacle, I got stuck in the floor and couldn't get out. I appreciate the visual style, at least, it's not my favorite but you nailed a PS1-PS2 era kids' game style.

1/2
>>
>>182290373
Unreal if you want to tell your friends about your project without feeling ashamed.
>>
>>182290373
Start with Unreal. Use Blueprints and watch a bunch of tutorials.
Or, if you don't mind piracy, torrent Game make and mess around with drag-and-drop until you feel confident enough to learn GML. That's probably more beginner-friendly because drag-and-drop was designed for retards.
>>
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>>182290728
2/2
Unnamed Pixel Platformer: I like it but movement is way too slippery. It would be nice if I had a slow-down button or if movement was slower but there was a run button. Also you never actually introduce the attack variants, so the sign in front of the first cliff wasn't as helpful as it was probably supposed to be. I would've played this for longer if I hadn't spent an eternity (read: two whole minutes) trying to precision platform up that one tree with the tiny branches, not only did it frustrate me but it hurt my hand tapping left and right so fast and so often.

Konrad the Rocket: This has cemented itself as my favorite /agdg/ game. The controls are as tough but smooth as ever, although I would like it to be slightly easier to hover in place, but I'm sure that's intentional. I like the little graphical touches you've added. This is a bit nitpicky considering it'll probably be addressed anyway, but the name currently is kind of nonsensical. Konrad is the rocket? Do you mean to say "Konrad's Rocket" or "Konrad and the Rocket"? Really though that and a possible resolution issue are the only faults I can find though-- by resolution issue I mean the player character looks slightly fuzzy, except sometimes he doesn't (if I'm seeing it right), so I think there might be a scaling issue somewhere.

looking forward to next demo day!
>>
>>182290562
Personally I think gamemaker is a good gateway into learning a proper language, since it still teaches you the kind of mindset and things you need to think about when coding a game
>>
>>182283627
>tfw starting to recognize crisposts even before you see them on the discord
>>
>>182282384
There's pros and cons of each.
Making 2D sprites is faster than making models. However making 2D animations can take longer than 3D animation. And if you want a character to be visible from multiple angles you'd have to redraw all the animations for each angle.
In 3D creating a model, UV unwrapping, texturing, and rigging it can take a long time. But after that initial setup you don't have to worry about it any more, the model can be used from any angle, any lighting, perspective or orthogonal, and even scale it up or down without it looking too weird. The only other part of 3D modeling is creating a shader for the models, but that can be anywhere from extremely simple to complex depending on what you want it all to look like. Also with 3D models a model might not always look exactly how to want from every angle, while with 2D you can perfect every frame.

Just depends on what you want for the game, and your own skill with each.
>>
>his game uses image files instead of procedural textures and shaders that look good in any resolution
>>
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>tfw you're not gonna make it
>>
>>182291590
Change it into something you can finish.
>>
>>182291590
dumb crisposter
>>
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>>182291590
>>
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>tfw want to gamedev but all the money is in enginedev
>>
>>182284721
No but godot doesn't have a lot of documentation

but in all seriousness, I just like doing this stuff manually so that I understand it

>>182285224
>Is it even physically possible to rotate that far in a single frame?
It is, but table space seems to run out faster than screen space even on high sensitivities, and I do often rotate more than a full circle so it shouldn't be a big deal as far as aiming guns goes. On top of that, there's a limit to how many degrees up and down you can rotate anyway, so this only applies to sideways rotation. Though I have played games with certain tech skills that required looking at least 90 deg away from an opponent and then back towards them within a very brief window of time.
>>
>>182291962
There's no money in enginedev except for the current big players
>>
>>182291501
Generating noise instead of using textures isn't really efficient, and the difference is barely noticeable.
That said I don't disagree so much with you, on some stuff it's better to use procgen than textures.
https://www.youtube.com/watch?v=yhGjCzxJV3E

>>182291751
>tfw you've been doing this since you've started and have yet to put out a game
>>
>>182290728
K2 dev here.
Thanks for the feedback! I've investigated the issue where the player gets stuck in the floor, and looks like it will be an easy fix. For some reason, Unity doesn't like thin mesh colliders, so I'll just replace them with box colliders. Camera inversion is coming as well.
>>
unity is basically photoshop of indie dev at this point.

why shouldn't I use it?
>>
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>>182292776
If you're a 2D dev. If you want to have experience with a AAA engine like Unreal. If you want to use a language that isn't C#. If you don't want to pay the money.
>>
>>182292826
this feels like
proto-googum
the neck is only slightly too long
>>
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Idea guy here:
Cute space game
>>
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>>182290971
>Unnamed Pixel Platformer
The controls sure are getting a lot of flak this time around. I've been playing around with less (or no) inertia but it doesn't feel right with the high max speed of the game, and I don't want to tone the speed down either. Not sure yet how I'll tackle this, but I might give the separate run button a try. Also, that tree only leads to an optional area with an extra life, and it was a level design mishap that I made it more interesting looking than the main path.
>>
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>>182292989
>>
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>when you realize Gamemaker charges a flat fee because they would go bankrupt if they went for percent of revenue
>>
>>182293889
Game maker stagnated for years and never developed.

I don't remember being excited over game maker studio for anything.

at this point unity is even better for 2D.
hell, godot is better for 2D.
>>
>>182293789
Unity is the most popular amongst everyone in the world. Unreal is 100% more popular amongst AAA and you know it.
>>
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>>182293613
>too long
>>
>Tfw someone is spamming furry porn on v right now

>>182294036
Do we look like AAA devs?
>>
i don't know what magic gamemaker use to have a compiled game under 3mbs
>>
>>182294228
>mods are too fucking retarded to simply filter the URL
>>
>>182294237
>under 3mbs is impressive
Look at some recent 64k or 4k demos
>>
I want to make a roguelike on unity.

give me some tips on how to make something you would be interested into playing.

I would like to make a roguelike about non melee combat, basically you have to use non melee skills to kill monsters.
>>
>>182294916
in times when any unity game weighs at least 10 times as much and any unreal game weighs at least 50 times as much it is kind of light
>>
>>182295069
I'm not interested in playing another roguelike.
>>
>>182295069
Use spatial abilities. Given just the player and the 5x5 area that surrounds him, you have so many possible patterns to use for attacks. Even more the larger your attack range is. Add into this a few other mechanics, and you have a complete game.

For inspiration, take a look at the "chesslike" roguelikes: Hoplite, Auro, MicRogue, Ending, and all of Michael Brough's roguelikes.
>>
>>182294228
My point was that you wouldn't pick Unity if you were planning to go from hobbyist to professional.
>>
Heh
>>
>>182295536
why wouldn't you pick unity specially if unity is the engine of indies?
>>
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made a bottle to draw water from a fountain.
>>
>>182295491
I do remember once making a list of non melee skills and got like twenty skills.
>>
do gamemaker/unity kiddies actually consider themselves to be real game devs
>>
>>182295764
wiyg
>>
where is my game
>>
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>>182295637
FOSS
>>
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>>182295886
Where's mine?
>>
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Why are 3d games harder to make than 2d games?
>>
>>182282749
B and C
>>
>>182297492
3D modeling is hard
3D math is hard
>>
>>182297492
Try making a 4d game instead
>>
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Working on a little quick throw together game about having to correct malfunctions on a spaceship. Really digging working with a team that gets the idea of making small, quick'n'dirty games instead of getting bogged down making some juge shit. Self imposed game completion deadlines are a sanity saver.
>>
>>182298184
this
>>
>>182298231
Looks pretty great, anon
>>
My code is so fucked but I don't want to start again. If a loving god is real then why didn't he warn me about this?
>>
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Would making a game that's an accurate imitation of an NES game (right down to simulating the slowdowns and the flickering sprites of the hardware) be enough of a gimmick to sell well? Also something that's designed to be insanely difficult and frustrating to play, like pic related.
>>
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So how do I into collision? This is in 3D. Do I just check if any point within the pill shares coordinates with any point on the surface of the map? How? And that sounds like it would take a long ass time, am I not thinking of this form the right angle? Or should I just try and rummage through godot's documentation and find some sort of "collision guy" to glue onto my base mesh that'll give me a flag for whenever I'm toughing something? I want to write the reaction to the collision by hand, but I don't care to write out the collision detection itself really.
>>
>>182297930
>3D modeling is hard
So is 2D. In some cases 2D can be harder because you have to redraw animations for every angle.
>3D math is hard
The engine already does most of it for you. It's not much harder at all.
>>
>>182298617
Probably, considering how 99% of the pixel platformers out there can't even get the artstyle right.
>>
do u like mai waifu??

I don't know what I'm doing
>>
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>>182298425
Thanks, I put it together is a few hours. There are a bunch of tiling issues with the textures, but the whole idea is to say "fuck it good enough" on details and get a functioning game actually made in a couple of weeks.

Seriously, it has been a saga to find people to work with who aren't trying to make a fullsized game to compete with a AAA on the first try. So many delusional people to sift through.

Previous game.
>>
>>182297930
I just started learning 3D modeling and it's honestly not too bad. I'm still bad and I take a long time to do everything, but it's mostly because I keep forgetting the shortcuts and I keep doing things the long way.
>>
>>182298714
I don't know much about 3D but you can use an Area node with a capsule collision shape to detect collisions without reactions.
>>
>>182297492
Honestly, it's because have an increase in space to fill with stuff, but no increase in your player's ability to actually look at all the stuff. Even if you're a superb modeler and expert mathematician, you'd be hard pressed to make a 3D bullet hell that's as fun and comprehensible as a 2D bullet hell game. You have to put more on the plate to make the extra dimension worth it, but your audience has the same stomach size they've always had.
>>
>>182275058
thiccc
>>
>>182299114
Noice, I guess I'll just do that.
>>
>>182273901
duuuude, is that super mario chicken? even the AGDG has formed an M
>>
>>182274116
SOFA KING WE TODD ED
>>
>>182299145
-though this is only true of conceptually 3D games. Obviously something like chess with a 3D board is still a conceptually 2D game that doesn't run into this problem.
>>
>>182297492
they're not. that's why there's so many of them.

making a 3D platformer is no harder than a 2D one.
>>
>>182298617
No. You may find a small niche that loves your game, but you will not sell a lot.

Most people don't actually enjoy exact clones of retro games. Truth is a lot of retro game design was pretty shit. And a lot of retro games looked shit. If you want to make a retro game that sells well, you have to make a game that is what people nostalgically imagine retro games were like.

https://www.youtube.com/watch?v=rHhX5GtWNr8
>>
>>182299548
Problem with that is retro games weren't ironically genre-savvy social commentary.
>>
>>182299548
But Shovel Knight's design is uglier than pretty much any NES game.
>>
>>182299548
How many people are ACTUALLY nostalgic for NES/SNES games anyway? Seems like most people, from their input on "classic" games don't actually know what they are talking about.

Shit, I'm almost 30 and my first game system was an N64. I remember arcades, but 3/4 of the games in them were 3d, and the rest were 2d miles more advanced visually than SNES stuff. I highly doubt there is a huge number of 20 somethings out there with sincere nostalgia for old games, it's all just "geek culture" normie bullshit where they learn a couple of trivia pieces and stick an NES Zelda image on a t-shirt.
>>
>>182299774
So? You don't have to make a game like that. You can still make a "serious" retro game. The main point is that old NES games didn't age that well in both graphics and gameplay.
>>
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I figured out how to make something that approximates fractal noise that can tile hyperbolic space. I'm playing with different themes.
>>
>>182300085
old 3D nostalgia is the next wave of indie games. You all better start getting good at 3D right now so you can finish your game in time for peak 3D indie sales. Someone make Virtual On please
https://www.youtube.com/watch?v=zgxXcz2p1TA
>>
>>182300085
The NES came out in '85 in America and the SNES in '91, to say nothing of all the other consoles and similar shit of the era. You're a dumbass if you don't think a significant portion of children (who have grown to be in the age bracket you're discussing) played those consoles.
>>
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>>182299548
Super Win the Game has sold pretty well and it's designed to be a faithful imitation of games from the NES era.
>>
>>182298617
>Would making a game that's an accurate imitation of an NES game (right down to simulating the slowdowns and the flickering sprites of the hardware) be enough of a gimmick to sell well?
If you're just imitating for nostalgiafagging then no. If you're actually using things like hardware slowdown as game mechanics that the player has to use, then maybe. For example, savescumming is "canon" in Undertale (though this is just a plot thing), Axiom Verge has deliberate "glitch worlds" that are based off the unintended glitch worlds from Mario and Metroid, etc.
>>
>>182300383
remember the Sega Saturn?
>>
>>182300304
this already looks much better than your previous texture, nice going
>>
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>>182300605
I actually played Virtual On in arcades, never had a Saturn myself.
Playing this game with this cabinet was the most badass thing in my whole life.
>>
>>182300505
>has sold pretty well
There's good reason not to take his whining at face value but the developer wrote an entire article bitching about his disappointment with his sales numbers.

http://www.gamasutra.com/blogs/KylePittman/20141112/229946/When_quotDoing_Everything_Rightquot_Goes_Wrong.php
>>
>>182300535
No, the goal would be to make the game a frustrating experience that takes many hours of repetition and practice to beat, just like how games actually were back then. Something that could easily be featured in an AVGN video if it had been made back then.
>>
>>182300085
Although I'm not nostalgic for them my first consoles were the SNES and the Sega Saturn, and I'm 20. Granted, I'm not from a first world country, maybe that has something to do with it.
>>
>>182300085
Well I'm almost 30 too but as a child, I played a lot of SNES and Genesis game on emulators. My PC was pretty basic and I lived in a small town, so it was that and some DOS games.

So I played actual 3D games around 10 with Quake, Half Life and others. However, Age of Empires and Diablo 2 were still 2D.

I had pretty good experiences with games from the 90's, so it's easy to get nostalgic with those things. That might explain my tolerance when playing old stuff.
>>
>>182300383
At this rate people are going to be making spiritual successors to games made in the 00s.
>>
>>182300383
it's called polymeme.
>>
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>>182273901
>>
>>182301043
stardew valley
>>
>>182300836
He made $10k in the first month and he's complaining about that? Jesus christ, what a faggot.

According to steamspy, it's sold 40,000 copies now and one of his other game has sold enough to make him a multi-millionaire.

Gamasutra is cancer btw.
>>
>>182300901
That makes sense too, as long as the stuff you're throwing in serves a purpose beyond being cosmetic. All I'm saying is that you should design your game around mechanics rather than visual theme.
>>
>>182300482
It's not like a ton of kids were playing these games at 1 years old. Think 8-10 years old for significant gaming years.

Stuff like the Sega Genesis and N64 are the stuff out there that would be memorable to mos people even at the extreme end. And when you move down through people in their 20s currently, it gets less likely people have any significant experience with NES/SNES stuff.

*Some* people I'm sure have nostalgia for it, but a significant portion? I don't buy it. People in my bracket and younger can clearly talk about Mario 64 and Zelda: OOT, but NES stuff is a vague concept of pop culture, not actual nostalgia.
>>
>>182301043
The general rule is nostalgia kicks in after 15 years. So, time your game to that. Since it will take you a few years to make your game, start cloning a game from 2005 or 2006 now.
>>
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>>182276483
>>182277079
I hope you didn't listen to that retard.

I know exactly what's wrong.

are you following Shaun Spalding tutorials? don't the guy's a shit cunt who can't code.

you're only checking once per frame if the character mask + 1px is colliding in the direction you head. and then setting the speed to 0 if it is.
however you don't move just one pixel per frame you're probably moving 2 or 3, so you need to check 2 or the 3 per frame of whatever the value of your vspd is (same for hspd).
look up how to use a for loop or a repeat loop.
>>
>>182301315
I guess I would be designing it around the limitation of what NES hardware can do. I would love to write it as an actual NES game and then sell it on steam packaged in an emulator but I'm not smart enough to program without a modern game engine.
>>
i'm not sure what is worse, whatever goog is doing or this

https://www.youtube.com/user/handmadeheroarchive/videos
>>
>>182301320
>It's not like a ton of kids were playing these games at 1 years old.
It's not like everyone born after the release of a console is disbarred from accessing it later.

> Think 8-10 years old for significant gaming years.
That's pretty fucking arbitrary, so no. You don't get to say "well they played it at four or five or six so it doesn't count and they can't be nostalgic for it".
>>
>>182282749
Huh surprised more people didn't say F.

F.

Bonus if you animate the floor on separate layers...
>>
>>182282749
b
>>
>>182301257
>Gamasutra is cancer btw.
It's an article written by the developer, where's it's hosted has nothing to do with it you dumb nigger.
>>
>>182302314
I think anon wants gamasutra to be a more tightly curated site, where articles like that one would never have been run.
>>
>>182302006
>almost 3 years since he started and the game still looks like babby's first 30 minute prototype
what the fuck
>>
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----[ Recap ]----
Game: boxing
Dev: dev
Tools: blender, UE4
Web:
Progress:
+ made panties, spats
- version I had been working on of the model was actually the version with the old outfit merged onto the mesh. reopened the original body and resized all the parts to fit the base, nude model.
- having no internet, I was even less productive than usual
>>
>>182302481
enginedev, not even once
>>
>>182298718
>so is 2D
3D is much harder
>the engine
That's like saying RPGs are easier to make than pong because RPG Maker does most of the work for you

>>182299074
It's all the dificulty of 2D and then some
>>
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Does anyone want to see more? It's gonna be a roguelike spawned from my love of zelda games. I need some insight or suggestions if you've got them.
>>
Does the dot product of two vectors only ever produce a value between -1 and 1?
>>
>want to make that SCP game
>know I need to learn to code to get started
>know it's going to be C++ since that's what UE4 uses
>can't find the motivation to start
How do you guys push past the early stages and learn a coding language?
>>
>>182303240
If they're normalized vectors, yes. But not if they have magnitude.
>>
>>182303240
Maybe if they're normalized
>>
>>182303373
>>182303383
I'm struggling to understand how the dot and cross products are used.
Someone gave me some code for a camera system which did some calculation between player.up and the camera using the dot product and it threw me off big time.
>>
>>182303216
sure, post more, like a webm.
>>
>>182298617
You're better off doing an idealized, "enhanced" version of an NES game like Shovel Knight than going for 100% accuracy.
Nobody wants slowdown and flickering and widescreen is just a flat out improvement.

You basically want to go for a rose-tinted glasses version of an NES game.
>>
>>182303304
Tank a textbook and try out the stuff you learn as you do.
It's honestly the most reliable way to learn programming in general.
If you already know programming then learning another language shouldn't be that difficult.
>>
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>>182302482
If it works it's not wrong. But you could have done it better. Post panties.
>>
>>182276247
This looks like JS, what you're experiencing is called variable hoisting. Use <code>let</code> instead of <code>var</code> (declaring without the keyword var means that it is put in at run time, there is no blank variable).

Hope I helped.
>>
>tfw I wanna say fuck this shit and use game maker but unity is better at this point for retro games
>>
>>182303598
You can use them to get the angle between two vectors, check if they're parallel or perpendicular, etc. Can be pretty useful for a variety of purposes.
https://en.wikipedia.org/wiki/Vector_algebra
>>
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Any pixel artists here?
>>
>>182303862
>This looks like JS
It's GML my doggie
>>
>>182303216
neat. post more
>>
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>>182304024
Thanks! I don't have so much but I'm working on a lot more.
>>
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>>182303971
maybe
>>
>>182304230
Stealing this
>>
>>182303971
m8, I don't want to bully you, but you need to lurk moar here and learn the maymays.

post your shit and people will take you seriously.

we got anons who make all shit here.
>>
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>>182304230
Well hey there!
Is that character yours? I've always wanted to be able to draw character portraits like that but so far this is the level of detail I'm capable of.
>>
>>182304301
I don't care about the maymays, bully away. I'm by no means a regular and maybe my art isn't great but I'm just looking for some quick opinions. CC is good too, or I can leave idk. Up to you
>>
>>182303598
The dot product between two normalized vector is checking what the angle is between those two vectors. If the dot product is 1 that means the vectors are facing the same direction. If it's -1 it means the vectors are exactly opposite. And if it's 0 it means the vectors are at 90 degrees. You can get the exact angle by getting the arc-cosine of the dot product.

Dot product is used for stuff like enemy visibility cones, getting the angle of the ground, even lighting uses dot product to decide how much shadow is being caste on each face of a 3D model.

I haven't used cross product much. But it gets a vector that is perpendicular to the two input vectors. I think it's used in physics calculations.
>>
>>182304593
got any webms?
>>
>>182303732
I know a bit of programming logic thanks to a kinda shitty high school class that used some drag-and-drop software that wasn't even gamemaker tier, and juuuust a bit of ActionScript from when I made a shitty point-and-click flash game for the same class.
If I don't want to spend money on a textbook, will youtube tutorials work?
>>
>>182304162
Are you the discord typo?
I don't think I've ever seen you post progress there
>>
>>182304871
Idek how to record webms but I made some prototypes to test animations/systems.
Made them in clickteam fusion desu but I'm talking to some coders in my area.
>>
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>>182305106
Huh? How would you know me from discord?
I worked on a GTA MMO clone thing there for a while, but I've moved on to this. Haven't discussed this yet in discord except with the old coder I was working under.
Are you part of the CLO community?
>>
>>182305159
google webm 4chan recorder.
>>
>>182305337
Ah, there is a discord for agdg, and there is a poster named typo there too, who posts pretty often.
>>
>>182305479
Ahahah well it's a good name. That was weird for a second, I thought you knew me from a totally unrelated thing..
>>
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>>182304419
nah someone posted it yesterday morning and I just touched it up.
>>
>>182305159
read the OP for how 2 webm
>>
>>182305909
>touched it up
m7 you made it sexy
That's like a Total Makeover
>>
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Working on attacks that involve jumping (see second attack). In the future I would like entities to prioritize jumping attacks across gaps for when the navmesh doesn't provice a direct path.
>>
I'm going to make a first person roguelike, I'm sick of beign poor.
>>
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>>182306071
ffmpeg looks pretty good, I have fraps so hopefully I can upload some stuff
>>
>>182305909
>touched it up
dude that's more than a touchup, you fucking made it look like a person instead of a placeholder
>>
>>182306401
I honestly love first person roguelites. Delver is my favorite.
>>
>>182306606
is going to be about non melee combat skills, like a pacifist run in a roguelike.
>>
>>182303216
Post more, it looks cool. The only problem will be showing what sets it apart from every other zelda look alike. Has a lot of potential tho bro
>>
Is 2017.1 a meme?
>>
>>182306704
Thanks very much! And if my coder cooperates, there will be quite a bit to set it apart.. I'm thinking of having the gameplay be a lot closer to a roguelike, and I'm messing with ways to cheat fusion into having good random generation. Possibly BoI style.
>>
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>>182303598
Dumping two images of said topic because I have the time, apparently.
>>
>>182306756
Yes. Enjoy your $3000 subscription fee.
>>
>>182300085
I'm 28 and I played both those consoles plenty when I was a kid
although, I grew up in some kind of time warp town where you saw NES game rentals and Apple IIs in schools all the way in 1997, they just started getting SNES stuff in when I moved away that year, and I got one shortly after and never got an N64 until about 2003
but then my family was also poor
it's also worth remembering people don't necessarily take old consoles and throw them away or sell them or box them up never to be seen again, a lot of people just kind of keep them sitting in the open or in a drawer or something
hell, my parents were 18 when the NES came out, so anyone born in the 90s or later could have their parents' consoles that they played when they were kids
I know I look forward to passing down Nintendo and Xbox consoles to my kids, if I ever find a woman willing to marry me
>>
Well ffmpeg doesn't have an installer or an exe and I deleted or lost all my old prototypes anyways, so the only video stuff I have is on youtube and idek if I posted anything about WiI. Which now that I type it out is a weird acronym.

Anyways, can't hurt. Cringe warning if you delve too deep but here's something that branched off of Wallace in Underland one day when I was on drugs.

https://www.youtube.com/watch?v=Ub19uGkH-hQ

Other stuff on the channel is mostly embarrassing, could be some interesting things in there though.
>>
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>>182307359
You can read more formal shit about dot product's intuition googling 'Scalar projection' and 'Vector projection'.
>>
>>182300085
I'm in a weird place where I'm actually nostalgic for games from the first indie boom

cave story/spelunky/knytt etc all look and feel great with the barest minimum of art skills and I really appreciate that
>>
>>182307651
record with any software then use webm for retards.
>>
>>182300085
I'm 29. Me and my wife bough this last month. I have played them when I was younger but wanted to rebuild my collection, and she never played more than Super Mario. It's been fun and we got a sweet deal from a new shop opening 2 streets away (100$ for all of this +1 controller ).
>>
>>182300085
I'm 28.

I still think the SNES FF were the best and I dream of making something 10% of FFVI.

kys my man.
>>
>>182307675
what type of advanced autism have you people learned? Teach me your ways
>>
>>182307651
ffmpeg should have an executable, I think you downloaded the wrong version
should be ffmpeg\bin\ffmpeg.exe, you run it at the prompt giving it the full path to the executable and each file
>>
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How should I handle elevation changes? Should I bite the bullet and code ramps, even though I'm not sure how to make them work with tactical combat, or bite the bullet and code some sort of stair-stepping animation system? Right now the player just glides around and teleports up and down cliffs
>>
>>182293758
when making a platformer, remember that most players are going to want to go up and do... platforming.

Hidden/optional areas should generally be down rather than up.
>>
>>182308309
Don't fall into the trap of changing how combat works just to make the game more realistic.

Can you use the old rpg trick of making ramps only visual? All they are are a set of colliders, and behind the scenes the map data is still a 2d.
>>
>>182307983
SNES FF were the shit my man. I'm drunkenly trying to solve this captcha to stand in solidarity with you.
I'mm not making my game to sell copies or please people, I'm making it because I fucking love old SNES and GBA shit and I have a need to make a zelda/FF game before I die.
I know I'm not the only one who loves this stuff btw, everyone had a GBA with minsh cap or a SNES with link to the past and they had some formative moments with that shit.
>>
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>>182307902
get on my level fagit
>>
>>182308519
Except he wants players to be able to pass under bridges and shit like that. He's going to need a way to logically feign 3D, not just visually feign it.
>>
>>182308659
man, this is an anonymous website.

you don't want to become popular here.
>>
>>182308519
I know how I would implement ramps, it wouldn't be too hard and wouldn't require changing the map data. The question is how they would fit with combat. My plan right now is free movement out of combat but switching to grid-based tactical combat around enemies, so I could make the ramps have an elevation of 0.5, 1.5, etc.

>>182308773
The bridges already logically feign 3D. When you switch to combat on a bridge, your elevation will be the bridge's and not the ground below you. You can also switch to combat below a bridge and it will use the ground elevation
>>
>>182308770
In time, but nice collection
>>
>>182308115
Oh damn, well I'm on traphouse internet here and I just drank a gatorades worth of gin+peach tea but I'll try to download tjat and figure it out.
Maybe I'll record some of my prototypes with fraps+share youtube links for now
>>
>>182308816
I have ASD and I'm fucked up I don't understand you but I appreciate u. Have a good time man
>>
>>182298935
>Kill all bugs
This is unrealistic as some bugs are actually beneficial to plants
#notallbugs
>>
Is ok to use the unity asset store for placeholders?
>>
>>182309159
No.
>>
>>182309159
Use kenney assets. It looks pretty good, is visually coherent, has a large library, and is clearly a placeholder.
>>
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>>182303790
>mouselocationtoworldspace
thanks
>>
>>182309159
Actually yeah it is I think, as long as you make an effort to replace them as you develop+don't release it with the placeholder models.
>>
>>182306110
Texture of enemy's head is doing something funky 1-3 seconds in.
>>
>>182300085
Explain this then.
>>
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>>182298231
Partner just put my first few pieces in-engine and started adding lighting. Boy, dramatic lighting sure does help to cover up less than awesome models.
>>
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>>182309494
>>
>>182308309
If the character's elevation is lower than what he's supposedly standing on, push them up, like what you have. If it's higher, make them fall instead of immediately pushing them down. You'll inevitable have to have stair animations/slopes if you want smoother transitions.
>>
>>182308309
Personally, I think it looks fine. Don't lose the forest for the trees.
>>
>>182309304
>kenney assets
>$9.95

nice try kenney.
>>
>>182305479
You know the more I drink, I think I have to fight this guy to the death. Gonna jump on the discord real quick.
>>
>>182309336
It's my flawed shadowmapping technique. I'll try to adjust the bias in the future.
>>
>>182293758
If you don't want low inertia you could try just making it more consistent like Mario.
>>
>>182305909
You've got quite a talent for touching things up!
Looked like hot shit before in comparison
>>
>>182309897
You're paying $10 for the convenience of one zip. You can download all the assets separately
>>
>>182309897
What? All his stuff is free. It just costs money to download all of it at the same time.
>>
>>182309494
>>182309672
getting some System Shock vibes, which are pretty good vibes
>>
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>unity will soon will have 2D tools for tilemaps
>>
>>182309691
A falling animation for moving down would definitely be easier, that's not a bad idea. Stepping up should be doable too. I was also thinking changing the tile design so corners and edges have a slight downward slope. Wouldn't affect gameplay, but then a stair-stepping animation wouldn't have to have the character raise their leg halfway up their body to climb a small hill

>>182309806
Yeah, it's not an urgent issue. I'm happy with the way the movement and elevation works and I don't want to change any of the logic, but I'm not sure if there's a better way to show it graphically
>>
>>182310241
Unity 2018?
>>
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>>182310241
>>
>>182310093
Or you could make your own placeholder items and get some practice in.
>>
>>182310241
>soon
They've been promising those since 4.6
>>
>>182310351
That's worth doing to practice art, but why the fuck would you waste your time if you really just need to prototype gameplay?
>>
>>182310290
Also give your character a shadow, so you know when he's on/off the ground.
>>
>>182310478
Because you build up your own library of placeholder stuff to reuse for future prototyping.

Making a cube with a smiley face on it is not hard.
>>
>>182310241
http://www.mapeditor.org/
>>
How do you loop sprite sheets in unity so that it goes on and on?
>>
>>182311574
you mean the 2D animation looping?

click on the anim file properties loop checkbox.
>>
>>182311657
oh, thanks!
>>
>that day when i can get something working right in one program and not have to worry about how it will transfer to another...
>>
>>182304593
yes post CC

Each person who gives you an opinion will withdraw $15
>>
https://www.youtube.com/watch?v=WQxQOxH5SWI&t=400s

>unreal btfo by unity
>>
>>182303971
>*picture* "any opinions"
sure senpai pure black/pure white should be avoided, and all colors should ramp up to the off-black you choose

>*picture with game name that looks like advertising* "any blah blah blah indirect question that doesn't really reflect what you actually want"
fuck off lol
>>
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Try voxel if you can't model
>>
>>182312630
>an overly expensive piece of software now works better with another overly expensive piece of software
Or you can just use Blender's new PBR mode with Godot 3 for nothing.
>>
>>182312864
Honestly that would be a million times faster to just model normally. Some models really only take like a few minutes to make.
Also how easy is it to rig and animate a voxel character?
>>
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>>182288354
went with this
>>
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----[ Recap ]----
Game: Devil Engine
Dev: shmoopdev
Tools: GMS, photoshop, aesprite
Web: shmoopdev.tumblr.com/
Progress:
+Level 2 boss getting done
+Some rebalancing level 2
+Additions to the score system
+Added stage based grading instead of entire runs
+Bug fixes all around
+Lots of buzz on Japanese twitter
-Almost forgot the recap
>>
>>182313208
Looks pretty good, I like this.
>>
Taking Hofstadter's Law into account, when would you say your game will be finished?
>>
>>182313654
When it's done.
>>
>>182313654
finished? next year at least
playable? gamescom
>>
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First run at some stasis pods.
>>
>>182313026
Never tried it myself but rigging must be pretty much the same.
And it's not about being fast. A voxel program is easier to learn and the models are also easier to make.
>>
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>>
>>182312864
Huh what program was that made with?
>magicavoxel

Oh okay. I'm gonna hit submit anyhow though. Will check this out!
>>
>>182312921
>muh free shit
call me when free tools are used by real professionals.
>>
>>182310659
Yup. I'm also gonna add shadows for the bridge and maybe some slight shadows on the edges of cliffs so it's more obvious to the player which ones they can move up and down and which ones they can't
>>
>>182300836
>13 dollars for that game

LMAO
>>
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err
>>
>>182313654
>>
>>182314039
Looks fun
>>
>>182286640
Use a variable for x value when drawing it
>>
>>182304901
cplusplus.com is really good, then read that free online book an EA guy wrote on programmer patterns. Theres also a pdf of a pretty expensive 3d math for video games book written by a valve guy but, i only risk downloading pirated shit not uploading so youll after be resourcefull for that. I got it off usenet
>>
>>182314458
That's actually a pretty cool effect.
>>
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>>182313208
The Ultramarine aesthetic. It looks good. If you wanted more input on colors, really context of what this character is and what kind of palette the world has is important.
>>
>>182298617
There is a couple of games here that follow old system limitations pretty closely. The Anubis game even has the flickering effect if I recall correctly.
I think an accurate imititation would be amazing from a technical point of view, but as a gimmick to sell the game to your average audience? they don't give a fuck. They don't know the system that well, they will call anything slighty retro looking/sounding, like Shovel Knight, 8-bit
>>
>>182313784
I want to fight whatever monsters come out of those
>>
>>182308770
no original packaging? into the trash it goes
>>
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>>182314458
spoopy
>>
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>>182315791
It turns out the true monster is man.

Maybe in the sequel. This project has no combat, it's just a dry run with some simple puzzle stuff.
>>
>>182310241
Are you shits me? Holy fuck UE4 has that forever and I thought they had the shiities 2d support
>>
>>182312630
Unreal has had that for a long time now
>>
>>182314364
Blender has been used in Call of Duty, Medal of Honor, is used by several people at ILM, and was used for all of the VFX on Man in the High Castle, to name a few
>>
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>>182316015
>>
>>182256829
Was that a thing? Now I feel bad for missing it.
>>
>>182314039
Woah I haven't seen progress on this in ages. Looking good. Did you change the perspective?
>>
>>182314039
How do you control this? Seems like a nightmare like any truly 3D controls right now. Or is there two modes and two planes which you can move in?
>>
can I bum around these parts with my shitty RPG Maker game?
>>
>>182316915
SHIT! That sounds like an amazing theme. Castlevania Jam 2 when?
>>
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Rain or no rain?
>>
>>61315095
What do you say /agdg/? What range do you use?
>inb4 she doesn't even know
>>
>>182317352
Light rain
>>
>>182317352
a chance of precipation
>>
>>182317352
possibility of condensation
>>
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remaking perfectly fine sprites specifically because i need them to be more anime
>>
>>182317352
make it random
>>
>>182305909
you should team up with that artist.
>>
>>182317467
>>182317618
>>182317739
Does the rain look fine, though? I've had some negative feedback about it.
>>
>>182317628
The face could be more pouty
>>
>>182317628
twitter or tumblr?
>>
Pardon me, is this a good place to discuss rpg maker?
>>
>>182317852
I like it. Just out of curiosity, have you tested making the drops have 50% alpha or being 2 pixels tall?
>>
>>182317953
she has a pretty calm character, gonna add in a variety of emotion stuff though

>>182317992
sorry not yet... been working hard on the game and the movement/ hiding mechanic is more fleshed out but still yet to finish the dialogue stuff. real soon though
>>
>>182318080
We welcome everyone, but most people here (including me) probably won't know much about it.
>>
>>182318080
there's a general specifically for that
also seconding >>182318147
>>
>>182317852
It looks fine, if a little thicc. I find the problem with rain is usually either the speed or size.
>>
>>182318080
There's a general for RPGMaker, but it's dead since everyone using RPGMaker is retarded.
>>
>>182318186
Oh there is? Please direct me to it! Thank you!
>>
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>>182234960
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Logic, Blender, SDL2
Web: http://mako.itch.io/skylarks
Progress:
+ Refactoring
+ Planet lore
+ Languages
- Might be dying
>>
>>182318107
I tested anything being 50% alpha. When I make something 50% alpha, it ends up being between the texture and white, making it an ugly grey. I doubt that's worth it.

>>182318209
Unfortunately these raindrops are 1 pixel wide. I'm just on a really low-res game.

Thanks for your feedback!
>>
>>182318301
Ah, that's saddening. I just saw amateur game devs, and jumped right in here.
>>
>>182318381
Don't die
>>
>>182318334
oh there is no thread up
they must have been casualties of the pokemon shitposting
>>
>>182317758
If he's paying, sure. I've got a lot on my plate already
>>
>>182318612
Pokemon shitposting?
>>
>>182317628
she's a qt

>>182318612
Yeah it's a slow general so I guess nobody bothered to make one after the pokeporn flood.
I'm sure it'll pop back up tomorrow.
>>
>>182318841
Bui, world famous autist and eevee paw and scat fetishist, spammed a lot of pokemon porn on /vg/, /v/, and /vp/ a few hours ago which caused board wipes
>>
>>182318439
You can still just stay here in the meantime. There's a few decent programmers, and it's not impossible that someone has used RPG maker. there is a lot of shitposting here, though
>>
>>182318961
Jfc. That's so ridiculous. Hopefully the mods banned him, that legit sounds so inconvenient.

>>182319045
Thanks so much anon! The idea of game development always interested me. And I totally don't mind the shitposting. Lol
>>
>>182318961
I've seen everyone going "whoah pokemon porn spam" and then moving on, the question this raises for me is "does this mean captcha is defeatable by consumer-grade tech?" Or has that been a thing for a while and I'm simply well behind the curve?
>>
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>>182319045
Can I shitpost too?

notice me senpai
>>
>>182319428
Progress is not shitposting, but is also welcome.
>>
>>182319428
>notice me senpai
nice meme i am loving this meme
fuck off
>>
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>not doing 3d
Hopoo would like a word with you
>>
>>182319709
That actually looks worse than the original.
>>
>>182319709
What is this furry faggotry?
>>
>>182319428
>nailed clean looking menus, title screen, text boxes, room transitions, shadows, lighting, usable objects, etc in probably half the time it takes to learn in other engines
why are we not using rpg maker again?
>>
>>182319898
Is this a new meme?
>>
>>182319839
Yeah, I have my doubts considering how much information you lose in a TPS perspective, not just for combat awareness but also for level topography in an opaque 3D environment. I won't mind if it abandons level design for something more like a fast-paced EDF.
>>
>>182319967
No, it's a legitimate inquiry into the reasoning behind the inclusion of a character of the anthropomorphic persuasion.
>>
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>>182234960
----[ Recap ]----
Game: Arrowpit
Dev: Phantomcorps
Tools: Gamemaker, aseprite, piskel
Web: N/A
Progress:
+Character select almost done
+Character Levels implemented
+Now you can play on controllers
+4th character added
+Title screen in progress
+Getting better at GM2 and sending stuff we made in GM1 in
-Online is tough shit
-No HUD yet
>>
>>182319260
Captcha is just an inconvenience to get you to buy a pass
>>
>>182319260
Captcha is easily defeatable if you pay some money. Poors in india/china/wherever get paid by the thousand captcha solves. Pretty cheap too.

Computers still aren't able to solve them.
>>
>>182319709
I'm unsure Hopoo can execute a 3D game well.
It's without a doubt harder to make a 3D game feel good.
>>
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I hope you guys appreciate this, I prettied up my code because several people said I should, recently and in the past
it wasn't as easy as I hoped and it was frustrating, but I learned something, so I guess it was worth it
what I learned, and then immediately re-learned with a different long-standing but very minor annoyance dealing with collision, is to not trust nil
do not set anything to nil if you want to deal with it later, because copying it doesn't work unless you pull some metatable trickery that will likely involve essentially making it not nil anyway, and because comparisons to it can act weird even though they're supposed to be very straightforward and usually are
just set variables to "none" or "disabled" or something, it'll save a headache later
>>
>>182321191
Alright, but most people here are actual programmers and not scriptkiddies so maybe go somewhere else with your "advice" ?
>>
>>182321303
that's not advice really, it's what I learned
and fuck you, I'm not even using a real engine
I have over 300 confirmed lines of code
>>
>>182321474
>300
wow its fucking nothing
>>
A friend of mine needs some help realizing hes a retard, he knows some java and is a sys admin.

His idea is an 11 planet 64 player RPG where you can create other planets and the planets can be as big as you want and each skill has a fun interactive mini game. He thinks this is a reasonable game to make and told me not to post this because someone's going to steal his idea.
>>
>>182321659
Its not unreasonable if he takes things slowly and make sure that 1 planet 1 player works, and then works on adding new skills/planets/players from there on.
>>
>>182321659
Maybe that'd work with Asynch multiplayer (ie it doesn't even matter that everyone's not online at the same time... think: blood stains in Demon's Souls)

64 player game that doesn't have major advertising (AAA company) or is instantly fun (agar.io) is gonna be dead on delivery
>>
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>>182321659
I'm already contacting Devolver Digital about this idea

Thanks
>>
>>182321659
>64 player RPG
why

11 planets for 64 people and tedious gameplay

RPGs are about rolling dice. if you want to make an action game then make an action game

also i guarantee he doesn't know the first thing about writing netcode, so have fun with that
>>
>>182321659
But you've basically told us nothing.
The only flaw I see is that every skill will have a minigame and that adds additional requirements for a player to enjoy a class because they need to like the minigames and the class.

But that's minor compared to other ideas we see here all the time.
>>
>>182321659
>His idea is an 11 planet 64 player RPG where you can create other planets and the planets can be as big as you want

What the fuck does that mean? I feel like I'm having a stroke reading this sentence.
>>
>>182321659
Shores of Hazeron was a one man affair, was it not?
>>
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LF cute coder and anime-loving pixel artist
>>
>>182319839
>>182319898
>>182320798
t. pixelshit
>>
>>182322612
Do you honestly think the flat disk around the player looks good?
>>
>>182319709
nice fight knight clone
>>
pixel SHIT
>>
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>>182234960

----[ Recap ]----
Game:Elemental Knight
Dev:anon
Tools:Unity
Web:https://jasonpkgames.tumblr.com/
Progress:
+ Finished 2nd part of first stage
+ Clearer concept of overall game
+ Working on incremental height for the camera rather than following the player 1:1 since some have complained about it
+Getting better and better at making textures
- Thinking of different and fun puzzles is hard as hell
-Work taking up a lot of time as usual
-tfw no gf
>>
>>182322612
>it's hard to make 3D games
>get called a pixel shit
Right.
>>
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>>182320798
>harder to make a 3D game
he realized that
>>
>>182323049
All 3D feels better than 2D.
>>
>>182322603
You forgot
>t. Idea guy
>>182323156
That's an opinion. Completely separate from my post though.
>>
>>182323116
Good luck Hopoo, you're in for a hell of a ride
>>
>>182323231
>That's an opinion. Completely separate from my post though.
Nope.
Stupid puny pixelbrain.
>>
Okay he did not explain the game correctly at all. Also I had this idea an hour ago.

So I had an idea for an RPG that takes place in a solar system in the milky way galaxy that has life on 8 out of 11 planets. Each planet has its own dominant species, unique fauna, and wildlife. The minigames are only played when you roll against a higher level than your current skill is. IE you have level 50 speech but you roll a level 75 option.

The main draw of this game would be the planet creation system in which you could completely create a planet from scratch using a design system (think GMOD where you can not only build the environments but also create cutscenes). You can then share these planets with other players.

The online multiplayer would mean it is not an MMO but you can have 64 players total. Depending on how many players are playing with you, the monsters get harder.

The story of the game is about the Galactic Council noticing one of the planets is beginning to discover space travel. The species in particular is very violent and warlike. The game follows the discovery of this event, and the events that occur after.
>>
>>182323320
>could completely create a planet from scratch using a design system (think GMOD where you can not only build the environments but also create cutscenes)
this is where the bulk of the complexity will come from, starting out
>>
>>182323320
>asking for a friend :)
Just like make game anon.
>like gmod
Huge project based on another huge project which has massive amounts of game mechanics and assets already.
>>
>>182323435
Definitely. But this is something that I would love to create. I don't care if it takes me a decade to make. I have a dream that puts that power of what happens in the game to the player. I think it is worth the investment.
>>
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My conscious is stopping me from continuing gamedev because of this one thought: is it wrong to reuse something like old collision code from a previous game? It works fine but my mind says that's being lazy and stops me
>>
>>182323874
Nothing wrong with code reuse.
>>
>He fell for the 3D is as easy as 2D
>>
>>182323874
No, you retard.
>>
>>182323302
>insults instead of argumenting
Yeah, you totally convinced me
>>
>>182323874
Reusing code is perfectly fine

Now, stealing code...
>>
>>182323772
then I suggest start with that GMOD thing.

that's already a lot to implement: an Editor GUI, having a library of objects, adding new objects to the library, tools for placing such objects, saving the whole world into a file, etc.

but if you have no prior experience I suggest you get your feet wet with something unrelated, like making a tetris clone in your game engine of choice, just to familiarize yourself with the tools needed to make a game.
>>
>>182323874
Not really lazy, I would say is smart since is time saving. I'm actually thinking about making a blank project with the option screen and different settings already implemented just to use as a template everytime I sar working on something new.
>>
>>182323874
I can tell you for a fact that several AAA games reuse code from their old installments
>>
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Unity light glitching when moving from one scene to the other while in the editor turn some of the scenes okay. Also ty for answering earlier about your preference, I'll mix a few of the popular ones (some area will be procedurally generated).
>>
>>182324714
reminds me of evangelion for some reason
>>
>>182323874
Tell your friend to stop being such a god. The game's the important part, not the code.
>>
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Hey guys
Would you guys mind recommending me any resources I could begin to look at in hopes to learn libGDX? I already have grounds in Java, but both feel wildly different aside from syntax and a few statements.

If it serves anything, I'm using IDEA.
>>
>>182314039
For fucks sake bokudev, stick to one game holy shit
>>
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>>182325236
The wiki (github) is pretty good for everything. Once they go into subjects like ECS (look at the gdx-ashley wiki, too), it seems to start making a lot of sense. Pic related, I made it in LibGDX. I don't use Box2D though, so if that's your way, I don't know any resources.
>>
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>>182298617
>>182315790
Most people know next to nothing about what any gaming console / home computer was actually capable of or what the games even looked like beyond "I can see pixels". Probably will only amuse a handful of people.
>>
>>182325236
>>182325809
One thing I should probably warn you about is that the very beginner sections of LibGDX have a lot of "poor style" code, in order to simplify things. For instance, they load textures as variables (Texture x = new Texture(..)) despite there existing a separate class for loading resources (AssetManager). You should probably also not use global variables in the way that their tutorial shows, or at least contain them somehow in a class. There might be others, I haven't looked at that tut for a long time.
>>
>>182326098
This is exactly why I was asking, sometimes things get explained poorly and ineffectively just for the sake of making it newbie friendly, but it ends doing damages in the long term if not rectified

I'll check it out anyways, so thank you.

Btw that's a pretty neat webm, keep it up m2x4
>>
>>182326208
Best of luck!
>>
>>182276370
If you're this dismissive about lolis and furries you have extremely slim chances of being able to present them well enough so people actually enthusiastic about them would care.
You can aim for the steam ironic weeb crowd, I guess, those guys don't know shit so you can fool them.
>>
>>182326313
you don't have to enjoy doing something in order to do it well at all
>>
>>182301573
thanks, I will look into this asap.
>>
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Got pushable things working. They serve as platforms, so they can be dropped down through, and are only pushed if you're actually pushing them from the outside. The code is a 100-line mess, and I'll rewrite it tomorrow, having found all the big logical errors in my original thinking. Here's what this looks like.

Goodnight, aggydaggy.
>>
What's the best resource/guide to look at for making a board game like monopoly?
>>
>tfw want to make a vampire game after watching Castlevania

Fug
>>
>>182326047
>too many sprites on same line -> flashing
man I hated that shit so much
>>
>>182327759
Go for it, or save it for halloween jam if you are busy doing something else. Shit was good.
>>
Has the Not Still Dead dev managed to get his money back?
>>
>>182327759
>watching Castlevania
>not playing
Kids nowdays...
>>
>>182329178
>you are face when there hasn't been a castlevania game in 10 years
>>
>>182305909
rip anime nose
>>
>>182329178
I already played all of them.
>>
Where can i see the previous recaps or the new one?
>>
>>182329354
Link in OP
>>
>>182323874
Why would you write same shit twice
>>
I have entered the depression there-is-no-point-to-this phase of my game where and I must push myself to complete it

I've never beaten this level
>>
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>>182329209
>no castlevania in fucking forever
>all indies making "metroidvanias" make straight up metroid, even if it's fantasy themed
>Bloodstained probably going to suck
>>
>>182329918
>Bloodstained probably going to suck

This hurts so much lads
>>
>>182329918
What's the difference between metroid and castlevania?
>>
>>182329754
u can do it frind
>>
>>182329967
Castlevania has (a lot of) items and stats and shit.
>>
>>182329530
Homph isnt updated since march.
>>
>>182329967
Metroid got a pretty small moveset you pretty much have to unlock in its entirety to beat the game and all side shit is just more health/ammo, castlevanias after SotN had an insane amount of optional stuff like weapons and abilities, making exploring the game a lot more rewarding.
>>
>>182330150
Oops, used to be a dropbox with current ones there.
>>
>>182330150
dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
>>
>>182330253
Thanks!
>>
>>182310241
they've been promising this since the fucking beginning
>>
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Finished now the front of that building, this one looks even worse, just mspaint my shit up.
>>
rate my character select screen

https://www.youtube.com/watch?v=Oy1MPeNhtBc
>>
>>182331079
Novel but it's hard to see the portraits and spacing at this angle, maybe move the camera angle a bit
>>
>>182331079
I rate it cyкa out of блядь
>>
>>182331007
I like it my man. It's above the point of the graphics distracting from what's actually being portrayed, and its cohesive enough to be passed off as a style rather than just badness.
>>
>>182321191
this is still ugly to read to me because of the long variable names, but if it's okay with you then who I am to judge

>>182321550
nice job getting the joke mate
>>
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>>182314364
>blaming the tools
www.youtube.com/watch?v=Y-rmzh0PI3c
>>
>>182331293
Thanks! Im just happy i can do it fast enough so i can actually progress on other stuff too.
>>
I could grind modelling, programming, but for some reason I never feel like doing animations
pls help
>>
>>182331674
Do it faggot
>>
did anyone tried to make a fighting game?
>>
>>182329209
if the show is popular there will be a game based on the show
>>
>>182331892
why would anyone do that?
>>
>>182331892
There's a guy doing that on here
>>
>>182329967
one is an awesome alien theme shooter the other is gaylord dracula games.
>>
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>>182331989
>if the show is popular there will be a game based on the show

But the show is already based on a game, Castlevania III: Dracula's Curse.
>>
>>182331892
i will fight you, you little cunt.
>>
>>182332084
do you know which one?
>>182332174
outside in 5 min
>>
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>>182332163
When did that stop anyone
>>
>>182332163
To be honest a CVIII remake following the series artstyle would be both cool and cheesy as fuck.
>>
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>>182298231
. D E A D S P A C E
C D F G H O S T S H I P
. H
. Y
. P
. E
>>
>>182327759
Wasn't it really bad and boring?
>>
>>182333643
It was decent, but the setting and it being Castlevania carries it hard.

Also, it's anime made by Americans, so that's cool.
>>
>>182332106
you're not wrong.
>>
>>182321550
>over 300 confirmed lines of code
that joke went way over your head didn't it.
newfag.
>>
>>182329967
one is good and the other is metroid
>>
>Exploring some deep dark ancient tunnels and battling eldritch horrors and then finding a skeleton looking for his lost skull
>>
>>182334535
These Nightmarish Creatures Can Be Felled! They Can Be Beaten!
>>
>>182334260
oh boy.
>>
So... When's the NEXT game jam?
>>
anyone needs a cheap/free 3d modeller?
I need to make myself some kind of a showcase but have no ideas on what to model
and if you have some spare change so that I could buy some instant noodles, that would be even better

I'll send you some examples as soon as i get back to my laptop if anyone is interested anyway
>>
>>182335185
Second half of September. Mecha/Armor Jam.
>>
Is making 2d action game in unity a waste of time?
>>
>>182335420
Yes, making a 2d action game is a waste of time.
>>
>>182335367
Damn. That's so far away. If I'm making a text adventure, would it be cheating to gather art and music and/or map everything out on paper now so when the time comes all I have to do is implement?
>>
>>182335420
Nah it's fine. You'll probably want to push the envelope in some way though.
>>
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>>182299165
please do not sexualize my strong independent placeholder mechas
>>
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>>182335185
NeXT jam when
>>
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>>182335681
Did somebody say NXT jam when?
>>
>>182335556
kek
>>
>>182335489
>I don't like thing so all the people who like thing don't exist
>>
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>>182335556
You are not my MOM!
>>
>>182336214
they do exist, they're just wrong and they'll realize it sooner or later
>>
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Unhostile reminder to sit up straight and drink lots of water.
>>
>>182336278
jesus
>>
>>182326470
I just realised i wrote that first reply very quickly. but what I meant to say was essentially you want to feed the loop your speed variable.. inside the loop you check for a collision 1 pixel ahead, if there's no collision then you move 1 px. if your vspd = 2 it will do this 2 times each frame. if it = 3 it'll do it 3 times ect.
>>
Please help. I need motivation
>>
>>182336783
Don't worry, anon. I need gf
>>
>>182336278
Well that's certainly not how I envisioned that design.
>>
>>182304901
No, never learn how to do anything from YouTube unless it's something you could learn from somebody who doesn't speak the same language as you. (ie. something you can learn by observing)
>>
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This is your frog for tonight.
>>
>>182336353
Hostile reminder to fuck off and die.
>>
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>>182337706
cute!
>>
>>182337706
This is my frog.
>>
>>182338154
>>182338603
These are all very cute froggos.
>>
Reminder that even a bad game can be saved if it has awesome music.
>>
>>182338708
Stop trying to make yourself relevant musicfag.
>>
>>182338708
Awesome music is more like topping though, not the main dish
>>
>>182336856
sometimes I pretend to have one so it would give me more sense of responsibility. It doesn't last long unfortunately.
>>
Redid the color palettes and updated all the textures. What do you think?
>>
>>182338805
>non squared tiles
[autistic screeching]
>>
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>>182338805

Doesn't look good desu.

First thing I thought when I looked at it was "something is not right with the colours".

Maybe too much saturation. I think it would look better if you softened the colours.
>>
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Haven't posted in a while. But MMO progress has been made. Made the scene fill the whole screen today, and there's some new art assets.
>>
>>182283510
I'd guess just for ease of mapping and collision detection.
>>
>>182338805
That floor needs to change, i like everything else though.
>>
>>182338708
My mother would play games like candy crush and some web games. I told her to try angry birds, since it was so huge I thought she'd like it. She resisted a lot, said she didn't want to play it. I insisted and installed it myself, I wanted to get her feedback as a casual player. I launched it, when she heard the music her face changed in a positive way. That moment helped me have a deeper understanding about the role of music because it was a first hand experience

Music and art are the first bits of information about the game. They are like the delicious looking fruits put on the very first rows to sell the rest.

I know it's a "duh!" thing.
>>
>>182339150
Who the fuck cares about what simpletons play mobile games for?
>>
>>182339201
Simpletons have money.
>>
What if we had a one-week Employment Jam starting in like a week?

Game can be about whatever you want as long as it has to do with employment. Get yourself fired in hilarious ways, try to find a job, negotiate a promotion, take the wrong job and end up on the run from the mafia, whatever.
>>
>>182339201
>>182339296
See: https://www.theguardian.com/technology/2015/feb/13/candy-crush-saga-players-855m-2014
>>
>>182339296
That they will never spend on games on consoles/PC.
>>
>>182339446
Depends. Also nothing stop you from releasing a mobile version.
>>
>>182339590
Not having cancer stops me anon.
>>
i don't know why i still come to this place even if it's full of cancer and i already gave up
>>
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>AI starts using your own weapons against you
send help it's learning on its own
>>
>>182339816
>Outsmart your enemies
>>
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>>182337706
I edited your thing. But it's, just, like, my opinion, man.
>>
>>182337956
get a load of this backlet lol
>>
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>>182339852
That looks better, thanks, I'm literally just starting to get how colours work.
>>
>>182339614
Not having money also stops you. :^)
>>
>>182339962
Finally a game where we can play as a frog.
>>
>>182339962
Generally stuff is lit from the top, so when you slap on hilights on top it tends to looks better / feel more correct than a shade on top.
>>
>>182339614
>shitposting on 4chan
>not having cancer
>not having cancer
>not having cancer
>>
>>182339962
it doesn't look right in action, the body is facing the camera but the face is facing the character it feels really odd, nice progress tho, i remember when your game was just stick figures
>>
>>182338805
Making the floor palette so close to the wall one is a very bad idea, also tiles and bare stone walls don't go together.
>>
>>182340386
infinite positive change
>>
>>182317628
Whats your process for making these?
>>
>>182340386
I'd still suggest doing something more with the floor. Straight tiles are boring as fuck. They need some damage / discolorations / etc here and there.
>>
>>182338805
Try to change your character's colors, so that you can tell him appart from the surrounding textures.
>>
>>182340386
Yup, way better.
>>
>>182340386
try the floor with more pale tones. a bit like walls
>>
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>>182317628
>27 KB
>>
>>182341510
>Autism
>>
>>182338805
Your previous palette was much better.
And the tiling on the floor is too small, I have no problem with the shapes but the size of the tiles makes it too noisy.
>>
>>182341678
>not optimizing your assets

plebs out
>>
>>182338805
Bokube how do you get WORSE at using colors?
>>
>>182341510
i like you
>>
>>182340386
Looks better than before, but its still pretty boring. Some color or a different texture would look infinitely better.
>>
In terms of gravity, what should happen if the player is grounded?
Currently I have yVelocity = -gravity, but I'm not really sure what negative gravity does.
Plus it's messing up my jump.
>>
>At work boss tells me my 50 lines of code can be done in 5 lines

I personally think I suck at programming
but this grinds my gears a bit
how was I supposed to now that?
>>
>>182342067
>not using VelY = planetaryCentrifugalForce - gravity and then just go gravity = 0 when your character jumps
You will never make it
>>
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>>182337706
>>182339852
>>
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>>182341510
>>182341678
>>182341731
>nodevs obsessing over yesdevs
>>
>>182342067
there's no need to add gravity if the character is already on ground, check if there's something one pixel bellow your character, if there is, skip gravity calculation, otherwise you may have some bugs
>>
>>182342403
>when 50% of your body-mass is hair
>>
>>182341510
What did you do?
>>
>>182342292
Someone should make a game like this.
>>
>>182342292
>Mother 3
You missed the train Toby did it
>>
is bokube still being updated
>>
What sets your game apart from the hundreds of games that get made every day?
>>
>>182342067
if (!onGround) {
yVelocity += gravity;
}
>>
>>182342534
It's mine, there are many like it, but this one is mine.
>>
>>182342547
This has fixed my bug of the jump not registering sometimes, but on the other hand it means that when the character falls off a ledge he drops like a stone.
>>
>>182342534
>>182342597
Best answer.
>>
>>182342534
Filthy whores in ridiculous clothes
>>
>>182342403
>tfw your character used as reaction image
>>
>>182342534
gimmick mechanic. wont tell you what it is or else people will steal it
>>
>>182342661
what's your gravity value and framerate?
>>
File: dodging.webm (2MB, 1280x720px) Image search: [Google]
dodging.webm
2MB, 1280x720px
"fly like the butter, sting the bee" - Mike Tyson

>>182342534
It's a mecha game that's not made by the nips.
>>
>>182342534
It's pretty unique actually, it stands out in both gameplay and graphics.
>>
>>182342751
I don't have a fixed gravity value, it applies gravity every frame at 60FPS (or time.deltaTime). The yVelocity changes to the jump speed when the button is pressed, which then decrements against gravity until they land.
It worked before I implemented my ground movement but now it doesn't work all the time.
>>
Why is drag and drop so obscenely hard in blueprints? You'd think this would be something they'd make easier due to popularity. I mean how many games have drag and drop interfaces, a fucking ton.
>>
>>182342534
Hatred with children.
>>
>>182342751
Code:
https://pastebin.com/c0TZ6ADi
>>
how do I check for 3D collision in godot? Every jackass I watch on youtube who does a 2D tutorial just types in "if(is_colliding())" to check, but I don't have any such function. I've got an area node that I move with WASD and a collision shape attached to it, how do I get it to let me type "is_colliding" or whatever the equivalent is?
>>
>>182342534
Educative game safe for all that will be actually fun.
>>
>>182342751
Think I figured it out.
My charactercontroller is flicking between grounded and not.
Any ideas of how to iron this problem out?
>>
>>182342475
look at the filesize
>>
File: striker.png (290KB, 1920x1080px) Image search: [Google]
striker.png
290KB, 1920x1080px
----[ Recap ]----
Game: Project M
Dev: Adam
Tools: Unity, Blender
Web: https://twitter.com/7TowersSoftware
Progress:
+ Added companion AI
+ Adding new internal slots
+ Cleaned up some spaghetti code
+ Gave a facelift to one of my first mechs
- new slots will take some time
- should probably rebuild my player-prefab
- color customization needs some love
- to-do list got pretty long
>>
>>182343017
Select Area node > click on the Node tab > connect the signals
http://docs.godotengine.org/en/stable/classes/class_area.html
>>
>>182342534
I can't even figure out which genre it is, that's how unique my game is.
>>
File: catacombs4.webm (924KB, 505x445px) Image search: [Google]
catacombs4.webm
924KB, 505x445px
Finished the background for this short optional area. Made new sprites for the hearts, sub-weapons, whip upgrades and most collectable items. Watch me fail at catching and whipping stuff.
>>
>>182343598
>another platformer

sigh
>>
>>182342940
>yVelocity -= gravity * Time.deltaTime;

If your guy is grounded you don't want to be calculating gravity.
Y velocity should always be set to zero when you are grounded. If doing that stops your guy from being able to jump, make your Jump function set isGrounded to false before adding your jumpforce.
>>
>>182343632
>another nodev

sigh
>>
>>182343732
but i already have my game greenlighted by steam + 3K in funds

what do you have?
>>
File: Mask.png (166KB, 748x932px) Image search: [Google]
Mask.png
166KB, 748x932px
>>182343632
>>
>>182343732
>>182343792
He is a cunt but he isn't wrong.
>>
>>182343784
Good for you.
I have a platformer that makes me happy.
>>
>>182343017
a kinematic node has is_colliding() by default, any time you use the move() function it tries to move the object without any overlapping and you use the is_colliding() right afterwards to check for collision, are you using the right node? are you detecting collision in _fixed_process()? you can use raycasts too, lurk more
>>
>>182343869
He is wrong though, that's not a platformer.
>>
>>182343919
>has platforms
>not a platformer

hmmm
>>
>>182343919
>jumps from platform to platform
>not a platformer
wat
>>
>>182343784
Post link.
>>
>>182343990
>>182343950
Smash Bros is my favorite platformer
>>
>>182343598
No offense or anything, but why are you making such a straight clone of castlevania when you could be doing your own thing?
>>
>>182343598
how about you align the sprite properly with the stairs step instead of making it slide you lazy bastard, even the nes game had it right
>>
@182343632
He's working on a game. He can stay.
You have nothing. You can get out. You don't even deserve a you.
>>
What should i name my company? I want the name to start with "Vector"
>>
>>182343265
i guess ur doing
If collided with ground then it's grounded
and move the char's y up until it's not grounded.
else if not collided with ground then it's
not grounded?

so ur stucked permanently in grounded/not states.
on char 1 pixel above ground,
then collided,
then float back up,
then repeat.

maybe add a condition where u check if char's 1 pixel below is collided with something, then set the state as grounded?
>>
>>182344134
>Vector Sector
>>
>>182344134
Vector sector
>>
>>182344134
Vector4
>>
>>182344134
>I want the name to start with "Vector"
Enjoy your lawsuit.
>>
>>182344134
Vector Sector Victor Alpha
>>
>>182344134
Vector Sec-oh wait
>>
>>182343316
> signals
welp, time to figure out what these are
>>
>>182343269
Yes but what did you do to achieve that
>>
>>182344134
Vector Rotcev
>>
>>182343878
>move() function
I'm trying to do more of it by hand, I just want something that returns a value of true if my shape colliding with something and false if otherwise
>>
>>182344059
Subspace Emissary
>>
>>182344134
Vector Nector Insector
>>
>>182344072
I love old Castlevanias, and this is just a small side project I work on when I don't want to think too much on anything else.

>>182344098
I'll do it eventually, when I stop being a lazy barstard.
>>
>>182344379
Don't worry about it dood I'm making a castlevania style game too. They're fun
>>
>>182343684
It seems to be my grounded movement that's effecting the isGrounded value, but that's strange because none of the calculations in my ground movement use the Y axis...
So standing still is fine, but when moving the isGrounded flicks between true and false.
>>
>>182344387
then use test_move(), it returns true if the shape were to collide if it moves by the vector you provide, otherwise, use raycasts, they're easy, just be sure to exclude the actor's collision box otherwise it'll return collision with the player/actor himself
>>
>>182344134
Vector'd Booty
>>
>>182344134
vector hector
>>
>>182344587
If you haven't removed

>yVelocity -= gravity * Time.deltaTime;

Yet, then your guy is constantly trying to go through the ground and you're probably having issues with the collision detection fucking up.
>>
i really love competitive games

its making me depressed that there isnt a single good example of a 1v1 competitive game on the market right now aside from guilty gear
>>
>>182344587
>test_move()
I don't need to test movement though, I just need to see if I've collided with something. Walking clean through a wall is fine as it stands, I just need a boolean that comes up as true if my collision box happens to be colliding with another one.
>>
>>182344785
Meant for
>>182344519
>>
>>182344860
Why would you make a game 1v1 if you can make it 4v4?
>>
>>182344860
>there isnt a single good example
>aside from guilty gear
>>
>>182344873
-oh, and I changed it to a kinematic body, so I have the function, but it always comes up as false even if I'm standing in another collision box.
>>
>>182344860
>its making me depressed that there isnt a single good example of a 1v1 competitive game on the market right now
Oh yeah faggot? What about Guilty G-
>aside from guilty gear
fuck
>>
>>182344860
Worms.
>>
>>182344878
>>182344785
It's commented out. The yVelocity should be set to 0 when grounded. However I don't think this is the issue after all.
I've now just experienced the character ignoring to jump even when the character is grounded. i.e. controller.isGronded = true and he isn't jumping.
I'm quite certain it's related to ground movement in some way but I don't know what could be causing it specifically. I'm literally lost for what the issue could be.
>>
>>182344923
>being this desperate for things to imply
There's nothing wrong with the logical construction of that thought.
>>
>>182344134
Vector Dot Products
>>
any way to advance unity frame-by-frame?
i want to see values of variables on a frame-by-frame basis.
>>
>>182345296
Yes.
>>
>>182344512
Exactly. I'm having a lot of fun with this one, so its pretty much my anti-stress project.
>>
>>182344134
Vector Antonov
>>
>>182345079
Come to think of it, you probably just commented out your gravity. You want to remove the other line instead or use

if (!cont.isGrounded)
{
yVelocity = -gravity * Time.deltaTime;
}
else
{
yVelocity = 0;
}

Right now if your guy is grounded, gravity is always on, which is probably why you can't jump.
>>
File: navy_02.jpg (810KB, 2319x1324px) Image search: [Google]
navy_02.jpg
810KB, 2319x1324px
>>
how do l become a dev?
>>
>>182345829
.if (!cont.isGrounded) {
. yVelocity = -gravity * Time.deltaTime;
.} else {
. yVelocity = 0;
.}
>>
>>182346214
by stopping on shitposting and working on a game
>>
>>182346214
unprotected anal sex with someone you know is dev-positive. might take a few attempts
>>
>>182287664
>steam's 30% cut
WHAT
>>
>>182344134
Vector Reznov
>>
>>182346487
How are you just hearing about this?
>>
>>182346487
You're being an idiot. They deserve 30% with how popular steam is and how much extra sales JUST BEING on steam gets you, not to mention holding a server for your shit pixelshit which they are already doing for 9000 other games exactly like yours.
>>
>>182346669
what if I have a fanbase already for something unrelated to videogames (yet) ?
not even salesforces take a 30% cut, not in Real Estate, not in nothing

>>182346597
I have no fucking idea
>>
Why the FUCK is coding Unity GUI so tedious fucking chore.

So ugly and I don't even know what are the best practices.
>>
>>182344134
Cuck Vector
>>
>>182346824
I have the same FUCKING problem with Gamemaker. Fuck you
>>
>>182346787
30% is the standard for digital storefronts. apple store, google play, gog, steam etc all have a 30-70 split. arguably you get more useful shit from steam than you do these other services.

how do you not know this?
>>
friendly reminder that steam set the 30% standard for digital stores which is less than what publishers and physical stores charge
>>
>>182346938
FUCK
>>
>>182347106
shouldnt they pay you to sell your game like they make money from that too
>>
>>182347214
do you have brain damage
>>
>>182344298
http://docs.godotengine.org/en/stable/learning/step_by_step/scripting.html

Use Object.connect to link a signal to a function.
>>
File: 1489369625872.gif (159KB, 640x361px) Image search: [Google]
1489369625872.gif
159KB, 640x361px
>>182347536
>>>182347536
>>182347536
>>>182347536

Fresh bread.
>>
>>182347327
he's baiting and you're replying
>>
>>182347592
LOOK WHAT YOU HAVE DONE TO HIM CHICKENOP
>>
>>182346824
>>182346938
>>182347167
I also have the same problem in UE4.
>>
>>182347616
oh no
>>
>>182347501
the problem is that there's no signal that says "I'm colliding"

It seems like it just doesn't let you make a boolean that comes out true during collision unless you do the entirety of it by hand; is_colliding() only comes out true if there is a collision that occurs as a result of using the move() function for the sake of resetting it, and not just if there is a collision in the general sense.
>>
making UI in godot is so easy, I love it
>>
>>182346787
>>182346974
Humble takes less of a cut than Steam for sure. Itch does too. Pretty sure GOG does as well, but not as certain as I am with Humble and Itch.

I've seen multiple developers specifically ask that users purchase their games on services other than Steam (particularly on Humble and Itch) because a higher cut goes to the developers there, so don't believe this guy when he acts like every service out there is taking 30% off the top.
>>
What makes more sense?
Something with a low priority value going first
or
Something with a high priority value going first

"High priority" implies "more important" but a low number also implies that it goes first in a queue.
>>
>>182347910
gog takes 30 like steam. the point is that 30 is the default for big name places (steam, amazon, google play, apple store etc) and not some shocking exception. smaller services sometimes take less because that's the only way they have to compete with the big stores. it doesn't make 30 any less of a standard.
>>
File: AOprobs.jpg (389KB, 2967x643px) Image search: [Google]
AOprobs.jpg
389KB, 2967x643px
SEND HELP

why doesn't it work like it should ;_;
>>
File: 1438425673342.jpg (27KB, 496x474px) Image search: [Google]
1438425673342.jpg
27KB, 496x474px
>>182348234
Move on to something important.
>>
>publishers commonly take 50-70%
>no one bats an eye
>>
>>182348432
>publishers take 70% AFTER break-even
>implying developers get paid
>>
>>182346824
>coding Unity GUI
Visual Studio?
>>
>>182347851
http://docs.godotengine.org/en/stable/classes/class_kinematicbody.html#class-kinematicbody-is-colliding

>Return whether the body is colliding with another.

>is_colliding() only comes out true if there is a collision that occurs as a result of using the move() function for the sake of resetting it, and not just if there is a collision in the general sense.
I don't understand why.
>>
>>182348432
>record companies will fuck you so hard you will never see a single dollar from your album
>spotify gives you some infinitesimal fraction of a dollar per play so unless you're a smash hit you will earn $10 a year
>but us poor indie devs only get 70% from steam! how unjust!
>>
File: 1499374688581.png (383KB, 957x556px) Image search: [Google]
1499374688581.png
383KB, 957x556px
>>182331892
>>182332258
Me
>>
>>182348802
I'm gonna guess it's optimization stuff, since checking collision is probably expensive.
>>
>>182348802
Because with KinematicBodies you're supposed to code all the collision interaction stuff yourself.
>>
>>182286563
>indie gamedev
>awful as a job
you don't say
>>
>>182283627
fucking brainlet, your game is probably shit and you're just being a pretentious hipster fag, git gud
>>
>>182283627
>go to normie places
>see normies doing normie things
>come to the conclusion that all non-normie nerds who stay at home must also only like all the things normies like

You have a strange thought process. But you are right about one thing, making your own engine is a waste of time.
>>
>>182348802
It's for performance reasons. It's expensive to keep an array of all overlapping bodies on every body. So if you need this array you must code it yourself.

On a side note, I once had a problem with hitboxes and using the beginOverlap event to apply damage. Sometimes, damage wouldn't be applied a I couldn't figure out why. Eventually I realized that damage wasn't applying when both my character and the enemy were standing still. This was because if a hitbox spawns and is intersecting with an enemy, beginOverlap isn't triggered if neither the hitbox nor the enemy move.

I fixed this by writing code to "jiggle" a hitbox by a minuscule amount at the end of its life. This seems like a common problem that people will run into so that's why I /blogged this.
>>
>>182340386
model individual offset tiles like the souls series does, it gives it a lot of visual flair and depth that most games dont pay much mind to
>>
>>182347592
I like this! What kind of a game are you making?
>>
File: hahanise.png (48KB, 712x786px) Image search: [Google]
hahanise.png
48KB, 712x786px
>>182331892
me
>>
File: ssao3.jpg (39KB, 825x572px) Image search: [Google]
ssao3.jpg
39KB, 825x572px
>>182348351
please. the floor shouldn't darken like this ;_;
Thread posts: 759
Thread images: 134


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