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/agdg/ - Amateur Game Development General

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Thread replies: 765
Thread images: 127

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Wide 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: >>182392008
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
>>
Is there a more optimized way to calculate where the y should be on a tile slope?

For ascending-right slopes (that are 45 degrees), I have been using:

y = (ty*v) + ( v - ( ox - (tx*u) ) );

For ascending-left slopes (that are 45 degrees), I have been using:

y = (ty*u) + ( ox - (tx*v) ) * ( v / u );

This is what the following stuff means:
>ox: the bottom corner on the front side of the direction entity is moving
>tx: tile column
>ty: tile row
>u: tile width
>v: tile height (both u and v are 16 in this case)

They work, for their corresponding sides, and i've been playing around and haven't encountered any problems.

What I would like to do later is center the entity along the slope, so ox would become the entities x + w/2 in both scenarios; it works, but i've encountered an issue where it collides with solid tiles underneath it. The thing I have thought of doing is creating a world box that doesn't sink into the slope, and then its a simple offset from there.

I have two (45 degree) ramps that are descending left or right, and I have yet to find or come up with a formula that works for those. Is there a better formula I can use that applies to all ramps, with all the variables I have so far?
>>
We don't deserve a new thread
>>
>>182459856
We don't deserve Bokudev
>>
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>Started writing story and dialogues
>Now my game not only looks but also feels like barbie game with ponies for little girls.
Kill me.
>>
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Why did you do it bokube? I was fucking happy for you, I knew you were going to be kickstarted and prove the haters wrong, and you did. I knew you were a good dev I watched you dev livestreaming, I wanted to see you succeed.

Then you go and fucking do this. It's not like you're killing kittens but you're serving a big fuck you to your backers and ignoring agdg when this time it is 100% for your best interest telling you to stop.

This is worse than the trump tweets. You posted fucking progress on another game already tied to you, you retard, this isn't like the FPS, people know for sure that it's you and your game and you posted it when you're supposed to be focusing 100% on boku.

You fucker.
>>
>>182460030
so are you like into children or what?
>>
>>182460030
But that sounds awesome anon.
>>
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>>182460030
>Makes games with little girl protagonist dressed in pink
>Gets surprised when the result is super gay

WHAT WERE YOU EVEN EXPECTING
>>
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Not fully finished yet but I'd love to get some feedback before I wrap it up and move onto something else.
>>
>>182460027
This. It's a shit storm in the brewing and it's already too late to stop it.
>>
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I'm in...
>>
>>182460392
Install godot on the nearest computer you can get onto without being seen.
>>
>>182460392
who is the lardass reflected on the door?
>>
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>>182460392
godspeed
>>
>>182460030
what's wrong with games for little girls?
>>
>>182460273
Oooh, that's looking super comfy. I like it.
The polka dot background scrolls, right?
>>
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>>182459790
reposting in case anybody didn't see it
>>
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Anyone here has made multiplayer games with Unity?
Can someone tell me if their 20 CCU limitation is on a game basis or on an account basis?
>>
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Circular strafing !
>>
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>>182460087
Listen here you nigger I have better fucking skills than anyone here, I can make two, three fucking games at once and STILL release bokube this year still, I'm showing you faggots the chameleon game because I wont be showing it to the backers until bokube is done and released you fucking pieces of trash are too retarded to even realize this. You're memes are nigger reddit tier filth.

Reddit gave me all the money none of you black devs did. WHen I release bokube later this year while still posting new games here the entire time please eat a dick and apologize. Save this post niggers. I am a beautiful fag who will prove you wrong. Just like how you retarded peices of filth said I wouldnt make any money on kickstarter hold your fucking breath retard
>>
>>182460273
Looks too generic for my taste but still very good overall with nice balance. Also big plus for descent non-uberpixelized fonts.
>>
>>182460660
That's one clever AI, that maneuver would throw me for a loop.
>>
>>182460641
per server etc.
>>
>>182460030
Um... it wasn't supposed to be?
>>
>>182460739
t.not bokudev

Hey sourcefam
>>
>>182460640
HE DOESN'T EVEN WALK
HE'S JUST WOBBLING
WHAT THE FUCK
AND THE SHADOW IS STILL OVERLAPPING


>>182460739
> I'm showing you faggots the chameleon game because I wont be showing it to the backers until bokube is done and released
Why?

Also brb posting this screencap on your twitter ;^)
>>
>>182460660
do the mechs shoot those spines at each other?
>>
>>182460739
>tfw actually thought this was an impersonator at first
We are reaching peak ments fellas. I can feel it.
>>
>>182460660
I thought AI pathing for UE4 didn't support aerial AI?
>>
>>182460815
Which means..?

>>182460739
Yeah but WHY aren't you working on bokube?
>>
>>182460640
Is it a muslim woman simulator?
>>
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>>182460739
>he really acts like this
Jesus, dude
At least try to be funny about it.
>>
>>182460932
>muh character
the webm is too large, you won't be able to tell when it's at normal size
>AND THE SHADOW IS STILL OVERLAPPING
because it's a sprite and not drawn on the shadow layer because drawing on the shadow layer is permanent
>>182461126
anything's possible
>>
>>182460739
i dont think this is the actual dev of the webm but ill respond to it like normal progress anyway

this is another place where the tongue spinning mechanic looks strange but if the player movement was preceded by a jump and a little bit of deceleration was added i think it would look fine

maybe pushing with the tongue could look better too with some acceleration on the player
>>
>>182460806
I'm probably going to use it for one specific enemy or a boss, it's pretty fun.

>>182460937
They're raycasts.

>>182461042
It doesn't. I'm just using tricks. And it's still incomplete.
>>
>>182460739
>Reddit gave me all the money none of you black devs did. WHen I release bokube later this year while still posting new games here the entire time please eat a dick and apologize. Save this post niggers. I am a beautiful fag who will prove you wrong. Just like how you retarded peices of filth said I wouldnt make any money on kickstarter hold your fucking breath retard
EvaXephon?
>>
>>182461307
I hope so, because that means he's going to leave soon.
>>
>>182460739
>he thinks he's going to be funded again after this
kek
Enjoy paying for 80% of your next kickstarter.
>>
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>>182460739
>>
>>182461101
think of it like how in counterstrike a server can only support 32 players but there are many servers
>>
>>182460640
looking better and better

keep object shadows in the todo list. Everything's shaping up!
>>
>>182461301
fuck you they were better when they were spines
>>
>>182461529
I don't play autism games
>>
>>182461301
>It doesn't. I'm just using tricks. And it's still incomplete.
Oh well it seems like its working so far. You are building it off the default Behavior Tree system though? Wasn't sure if going 100% custom would be easier for aerial AI.
>>
>>182460739
>tfw if you make it here in agdg even 5k angry shitposters will pose as you.
>>
>>182460640
>REPOSTING G-GUYS REPOSTING IN CASE YOU DIDN'T SEE 10 MINUTES AGO
>FIRST POST
There's no fucking way you aren't rotate.
>>
Oh wow the discord fuckboi club is feeling funny today.
>>
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>>182460739

And to think, I was actually considering supporting you...

You need to grow up and come down from your pedestal before someone knocks your teeth in.
>>
>>182461765
Boku deserves literally all of it. He's fleecing kickstarter.
>>
>>182461649
then think of how a ricochet server could only support 32 players
>>
>>182461837
hey can I get a discord invite?
>>
>>182461706
i posted the last webm like 7 hours ago
>>
>>182461890
Still don't get it.
>>
>>182461959
And you got plenty of (You)s, rotate. Now fuck off and start making a game instead of poking at nothing with trivial changes and demanding 30 feedback posts. Fucking leech.
>>
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>>182461607
Why would you shoot your spine out, they're mechas fighting, not tetraplegics.
Plus I'll be focusing on weapons later

>>182461672
I have no idea how to do that with behavior trees so it's just one big plate of spaghetti right now.
>>
>>182462054
>trivial changes
it wasn't trivial to implement my unique custom shader
>>
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>tfw no discord invite to shitpost with AGDG thread celebrities, and then later post about our discord conversations in the thread
>>
>>182461987
how about quake then

>>182462085
to kill the other mecha you neanderthal
>>
>>182460571
Thanks! The background scrolls diagonally and will change color when you move to a new world.

>>182460772
Fair enough! Thank you. I'm finding it a bit difficult to make the first world look accessible and while also not making it look too boring. I've got creative ideas for the the rest of the worlds but I'd like to keep the first world kind of simple. I'll keep at it to see if I can find a nice balance for the first world.
>>
>>182462164
Everything you have posted is trivial especially considering how much samefagging and arguing you do for every piece of nothing progress. Make a game. And make an original character instead of ripping off rotatevanias MC.
>>
>>182460640
kill yourself
>>
>>182462291
>make an original character instead of ripping off rotatevanias MC.
they look nothing alike
>>182462364
why so negative
>>
BokuDev - Today at 12:54 PM
I know but I miss feedback
when I was a whodev
I miss being a whodev
>>
>>182461959
>>182462164
>>182462418
I highly recommend going back to denying that you're rotatedev. Being reminded that you are here is just a gross feeling.
>>
>>182462253
Okay maybe I get it. But how many servers can you use for free with Unity?
>>
>>182462247
https://discord.gg/amGksQ
>>
>>182462459
>I miss not having responsibility because adults gave me $5,000
>>
If the lowest resolution my game supports is 1280x720 how bad am I fucking up?
>>
>>182462164
>throws in the word custom like an engie thinking it adds weight to his game or something
You never changed, Blake. Fuck off again.
>>
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Have any of you used Golem to render your projects?

It's cheap and the new GUI just came out so it's easy.
>>
>>182462887
stop posting
>>
Should I use Checkboxes in Unreal Engine? I'm making a skill tree, but what if I want to make perks reselectable?
>>
>>182463246
It is him.
>>
>dev posts progress
>suddenly nodevs start frothing a the mouth posting about their boogeyman from yesteryear
>>
>>182463524
t. Blake getting increasingly nervous
You were hardly even mentioned, Blake.
>>
>Williamson
That's a pedo name
>>
>rotate tried to come back as another dev got caught denied for like 2 months now just accepts that we know it's him
>boku got kickstarted and is now shitting it all away
This is a fun summer.
>>
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MY GAME WILL BE FUN!

https://bela.itch.io/blob

Since the latest public build I added custom physics, because box2d was a shit.

Picture is a result of my physics engine simulation. Link is proof that I replicate the real world. Same domain wall errors and point errors. I'm using the same math as the Universe. Isn't it exciting?

https://www.youtube.com/watch?v=O3RsDIWB7s0#t=2m04s [Embed]
>>
>>182462164
>unique custom
buzzwords much?
>>
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Post pics rotate dev.

You are so cute!
>>
>>182460273
cute
>>
>>182461773
youre dumb if you think thats actually boku
>>
>>182462887
>>182463246
>>182463492
>>182463627
>>182463756
>>182463948
>>182464516
>>182464535
i am literally not rotate

https://www.youtube.com/watch?v=mRZCY0pMC9s

my youtube account is like 4 years old
>>
>>182464535
before or after :3
>>
>>182464328
Not really, you just made a deterministic simulation
>>
>>182464763
Yeah your youtube with 2 month old video is more convincing to me than your behavior for the past 3 months and everything else you convinced me I better just forget about this whole thing thanks rotate
>>
>>182464763
>replying to everyone even though not every post was about rotate
The more stupid attention whoring shit you do like this the more obvious it is you.
>>
>>182465531
literally one post wasn't about rotate
>>
>>182465713
literally stop lying all the time and literally you will stop being literally exposed
scrap this game and try again retard
>>
>>182461682
I don't want to say Boku deserves this, but the persona he chose certainly doesn't help. Boku has ALWAYS acted like an attention-seeking faggot.

Shitposters didn't latch onto monolithdevs. It would be trivial to ruin their near 100% reviews, but no one has.
>>
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>>182464763
>>182464854

Whichever one of you is rotate, post pics. Before or after, I don't mind. I think both are cute! CUTE!
>>
>>182464763
If you post pics no one will bully you anymore, because no one bullies QTs
>>
>>182465774
Start dropping the N-Bomb enough in chat and it's real easy for people to impersonate you being a shitlord, that's what he's dealing with now.
>>
>>182464328
Just checked out the video, looks interesting.
I downloaded the zip but it's only a windows exe, you marked it as macOS and Linux as well, maybe you want to correct that.
I'll try to run it with wine later today.
Cheers
>>
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>>182465774

Don't even fucking think about doing something like that, ruining somebody's good name just for the lulz.

This is a community and we should support each other. Childish behaviour like that is unacceptable.
>>
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Stuff looks like such shit in the beginning. It's really a psychological gut punch when room look bare and shitty.
>>
>>182466202
Nobody is impersonating Bokube posting those progress posts to other games that he shouldn't be working on.

In that regard, he fucked himself and agdg is free to shitpost and impersonate him all they want, they can't possibly do anymore damage.
>>
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Spell system basics are in.

Spells are cast by combining magick runes together. (Currently they do nothing).

Pressing SHIFT opens the magic runes, and the runes (up to 3) are selected with up (W), left (A) and right (D). Relesing SHIFT casts the spell.

Presing SHIFT makes the player immobile (because selecting the runes is done with the direction buttons), but also slows down time for the duration of the casting (thank god (which is me) for implementing Delta timing).

Also testing out a mana bar for spells, might not end up keeping it. Other plans include a wieldable wand / staff you can bind spells to (pressing DOWN while casting would bind the current spell to the staff, and using the staff would enable the player to cast the spell without combining the runes).

Other progress includes (but not limited to):
>Better trees
>A shitty bat enemy
>A fuckton of optimizing
>>
>tfw staring at my project with much dread
>>
>>182466595
He really is going to found a studio with no technical knowledge, it's amazing.
>>
>>182466658
hey bro, are u ok if I make a clone of your game?

but mine is about non melee combat.

how did you generate the hills and basic physics?
>>
>>182466872
>asking for permission to clone
adorable
>>
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>>182460030
>he fell for the loli meme
>>
>>182466813
>I'm a studio so it's okay for me to do multiple games at once with one kickstarted already
Oh boy this will be lovely to see tested in reality.
>>
I have a game with a single player option at the main menu (where you can open the level browser to pick a level), but then there is also a level browser option at the main menu which does practically the same thing, you pick a level and play single player

If I remove single player, just having a "level browser" option is weird. If I keep both, they are pretty redundant.

Any ideas?
>>
>>182460030
>thicc fairy in bg
tell me more
>>
>>182466813
how upset is gugum
>>
>>182466202
Where do you think you are? and im being serious here, maybe in some places game deving it's taked seriously and respected, but here, if you are a namefag and make even the slightest mistake you'll get cursed at, laughed at, etc.

Gogem is the only one i know that currently likes doing that.
>>
>>182467026
why not remove the level browser option?
>>
>>182467292
>the slightest mistake
Careful with your analogies, friend. Brazenly posting progress on another game when you were literally just paid to work on another is not a slight mistake.
>>
>>182467026
Why would it be weird to take out singleplayer?
IF the game it's going to be multiplayer then just make it so when you choose the level you can decide if you're going to play solo or co-op
>>
>>182460739
>people actually think this is bokube
he posted the new chameleon twist webms on /v/
this can be easily an impersonator
boku is a controlled kind of retarded
>>
>>182460640
>moving with the mouse

Is there a worse movement scheme than this?
>>
>>182467456
Oh shit im sorry, should've said a big mistake.
>>
>>182467540
why would you think movement was controlled by the mouse

it's obviously WASD movement
>>
Unreal Engine.

How do I change the texture of the button from one to another upon activation?

I can specify different images for states like "Pressed" (meaning only when pressed and not afterwards), hovered, but not once it's pressed.

Should I use checkboxes? I want to be able to select the same perks more than once.
>>
>>182467423

Because it´s a core part of the game, moreso than single player

>>182467485
The game plays 5 quick matches online, with random maps on public games. So picking a level before hand is not feasible since levels may end in 1 to 5 minutes
>>
>>182467513
The thing is, it's not too far out of character, which is a problem by itself.
>>
>>182460739
thats not bokudev
>>
>>182467704
Thanks for agreeing. Honestly, I don't know why would anyone think it is fine to move your characters with the mouse. Fuck every shitty game with that shitty mechanic. Leave the movement for the keyboard, not the fucking mouse. Anything other than that is heresy.
>>
>>182467770
This. He's the type of anon to think posting like that is funny or just memes. Evidenced by his trump tweets and saying nigger in the chat all the time. I guess because he's philipino or whatever he thinks it's cool.
>>
>>182467741
I think there's an option in visibility so that the button can't be interacted with.
Otherwise you can just Do Once > change the button's image when you press it. Further presses won't affect it.
>>
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>>182460030
As long as it's cute I will play.
>>
Has boku considered that all someone has to do is notify the comments section of his kickstarter about these other games he's been posting and he's fucked?
>>
>>182460739

Post proof you are bokubedev
>>
>>182467764
>Picking a map is a core part
>Picking a level before hand is not feasible
You should first get your shit together
>>
>>182468151
_ ____ __ ____ ____ _____
>>
>>182466073
bokube is racist?
wtf i want a refund
>>
>>182460030

That wasn't your intent?
>>
>>182468016
I didn't explain myself correctly.

The button can be interacted with. What I want is to change the image of the button after clicking it for the first time.

Basically this, but I can't get the node "Set Brush from texture". Has it been deprecated? Which is the one that replaces it?
https://answers.unrealengine.com/questions/225204/change-button-image-at-runtime-blueprint.html
>>
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post dumb shit you have in your project
>>
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>>182468227
Yes.
>>
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>>182468159
>>
>>182468439
jeez rym dev, I didn't know you were this retarded
>>
>>182468227
What were the last two words
>>
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>>182468363
Set brush from texture takes an image widget as the input, not a button. So you'd need to wrap your image with a button to do that.

>>182468439
Here's how the AI movement currently looks like. But it's unfinished so it's not going to stay like this.
>>
Why do people want boku to work exclusively on boku (that's the game's name too, right?)? I'd imagine most people do things better if they do them when they actually feel like it, and I'm pretty sure he gave a timeframe so as long as he meets his promised deadlines it's shouldn't be a big deal, right? Though I've never funded anyone's kickstarter so maybe that's why I'm apathetic.

It's also entirely possible that his kickstarter didn't have that many backers and instead had mom n' dad dump into it or something, so the popularity might be lower than projected by the funding amount.
>>
>>182468803
C'mon anon, you can do it!
>>
Should've never decided to make an RPG...the most I can get through is an hour of work per day because it's such a slog to develop. It's been like this for months now. Nothing like the motivation I had when I first started
>>
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>>182468439
I don't have dumb shit because im not dumb?
>>
>>182468227
>>
What's the best way to do third person/true first person reloading animations in UE4? Do you just animate the character and weapon together, export separately, and then play both animations at the same time?
>>
>>182469169
OK got it
>>
>>182469132
>Why do people want boku to work exclusively on boku
Because they gave him money to work on boku not another game.

It's not complicated. You don't take money from someone for a job and then use it to go do something else. You can justify it in your head but that doesn't mean other people will see it from your point of view. What they see is a piece of shit who just walked off with their money and used it as a temporary loan to pay back later when they will do the job they were supposed to.
>>
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>>182469119
I got it. I'm setting the image in the button itself.

I'm getting closer.
https://answers.unrealengine.com/questions/473302/how-to-dynamically-change-the-button-image.html

How do I get the node that gets the input from the button?
>>
>>182468803
"I wanna fuck that bunny"
I assumed he would use the word "rabbit" which threw me off
>>
>>182469248
>not dumb
>posts anime pic

hmm...
>>
>>182469331
there's nothing wrong with that m8

they can use that 5k to dev another better game, then shit out bokube that the backers paid for in the last 2 weeks. they'll get their game.

what he does with his money is up to him.
>>
>>182469132
>I'd imagine most people do things better if they do them when they actually feel like it
That's a very stupid statement when you just received money to work on something.

>and I'm pretty sure he gave a timeframe so as long as he meets his promised deadlines it's shouldn't be a big deal, right?
Except that's a very strong signal that he will rush his crap instead of actually spending time optimizing it.
>>
>>182469461
"that" tripped me up

if you can autocomplete that sentence it's time to reevaluate your life
>>
>>182469132
>as long as he meets his promised deadlines it's shouldn't be a big deal, right?
The game itself will suffer.

Why treat a game like it's homework? It doesn't matter when you do it really but you're showing no respect for the game or the people who gave you money. Fucking autistic.
>>
>>182469491
Not him, but you're wrong. You get paid to do a job, you do it. Period.

If you can shit that other game in 2 weeks and you didn't require the money, then why did you ask for it in the first place, scammer?
>>
>>182469526
nobody actually cares about bokube the game, not even the backers. they just felt pity for the dev and threw some money at him so he could buy a few burgers.
>>
>>182469331
>Because they gave him money to work on boku not another game.

It just seems like a weird way to lay out the transaction. I don't pay a creator to perform the process of making something, I just pay them for the end product. Though I don't work for an hourly wage so that's probably why I don't lay it out like that.
>>
>>182466872
>hey bro, are u ok if I make a clone of your game?
Well, since I am cloning a bunch of games I really can't say no

>how did you generate the hills and basic physics?
Level is generated from a heightmap
Basic physics is just that, basic physics
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>>182469609
>>
>>182469612
>>182469526
You know he's outsourcing coding of Bokube right now?
>>
>>182468179

It is like if mario kart gets a level editor. Trying out new levels and sharing them would be a core part, but you don't want people aimlessly browsing levels between online matches, you want them to do beforehand.

And in mario kart, you have 4 races until a winner is picked, like my game. So with that in mind, a level browser in the main menu would have to offer 4 races to maintain that feature. And if the level browser is making you run 4 races, then that is just like single player.

But if you remove single player as an optiopn and have just level browser, it is weird.

That is the situation I'm in. How would you add a level browser to mario kart?
>>
>>182469491
>they can use that 5k to dev another better game
Okay so I gave you money to build a house and you went and built a mansion somewhere else for someone else. Where's my fucking house though?
>>
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>>182469416
Instead of setting the image in appearance, add an image to the button and set it as variable. Then you can just do this.
>>
>>182469805
Welcome to the life of investing
>>
>>182469713
are u using game maker studio?

how do you use a heightmap as ground?
>>
>>182466105
Runs perfectly in Wine.
>>
Holy shit boku it's not that difficult to understand. You are taking a piss in the face of your backers. Shut the fuck up and stop arguing with agdg and start considering how you're going to deal with the backlash of this when someone discloses it to your backers you fucking retard.
Goddamn.
>>
>>182469753
>start deving game
>finally gets some money
>oh boy time to outsource for some very cheap third rate programmer
That surely won't go wrong.
>>
>>182469889
No, nigger. That's scamming. Not investing. Jack Bogle would like a word with your sorry ass.
>>
>>182469753
>paying someone to outsource
the fuck? I'm the original comment and even I think thats dumb. If the people he outsourced it too asked for any less than what he was paid they're stupid.
>>
>>182469971
>your backers
He already admitted in the discord no-one from agdg even donated it was all reddit and neogaf. If hes taking a piss here it surely isnt in-front of anyone important or his backers.
>>
>>182469687
>nobody actually cares about bokube the game, not even the backers
So this is how you're justifying ripping people off now?
>you didn't really care about the game this was charity and you know it

Fucking unbelievable. Look at the comments and tell me this is charity and not people who want their game ASAP. They are stoked to play it on their Switch, but I guess they're just pretending so their charity isn't too obvious right?

https://www.kickstarter.com/projects/2139542651/bokube/comments
>>
>>182470096
If people want to play investor with Kickstarter, they have to live with the consequences.

Kickstarter is, and will always be, a fucking scam.
>>
>>182469798
Idk how mario kart works, never played any of the games tbqh, but if it's about adding a level browser then wouldn't first come the character browser? and even before that it's the choice to play multiplayer or solo.
Since it seems you need to choose the levels you want to play in anyway why not make them as packs? for example desert pack and it's a bunch of maps desert related and from those maps 5 are chosen randomly.

You choose your character, and when everyone is ready they decide by voting the maps they are going to play, or what pack of maps the will choose.

The more i read about your problem the more i don't get it sorry i can't be of help
>>
>>182470147
That would show Bokube to be clinically retarded, does he really think this will stay here?
>>
>>182470109
>>182470076
Boku literally cannot program. He can paste together scripts well enough to prototype. He is hiring someone to rewrite the entire engine of the game.

The depths of boku's retardation are deep.
>>
>>182469753
I don't see how it's relevant. If you are the head of a development effort and you're fucking around on something else while other people are working on the main project you will be fired and replaced. For individual efforts like this, it is your supporters who will fire and replace you.

Someone else is doing the bulk of the work? You still show up to the office and stay committed to the project, because human beings expect basic things like attention and loyalty from people who take their money. No avoiding that.
>>
>>182470147
Uh, I post on /agdg/ and I backed Bokube.
Although now I'm starting to regret it.
>>
>>182468363
My inventory has buttons for slots and each button is a custom widget consisting of a button with an image on top of it. That will allow you to change your button's appearance according to arbitrary logic, if that's what you're asking for.
>>
>>182469889
kek people literally bought a copy of the game, they are not investing, the purchase has been made
some comical twisting of logic is going on in this discussion I really have to wonder who is behind which end of the argument
>>
>>182470376
Obviously because he is continuing to make the argument that it's all cool right now because he isn't posting this on this tumblr or something.

Starting to believe others that this kid is a real retard.
>>
>>182469849
Can you explain it step by step? I don't know how to even set an image as a variable.

In the designer UI I can add an "Image", but I can't promote it to variable or do shit from there.

Sorry, but I'm going to bitch a bit about UE.
In the button you have options to change the image one it's hovered, pressed, but not after it's pressed. It seems like a big oversight to me.
>>
>>182470382
If that's really the case then outsourcing it to pajeet might have been the better call, but it probably would have been wiser to have invested in learning code before setting up a a kickstarter.
>>
>>182470376
You think people take 4chan posting seriously? Specially when these threads have clear proof of same fagging and people posing as yesdevs constantly because they are salty they made "Money" 5k isnt even anything I actually think his game is pretty much a failure with that low amount.


>>182470685
If you did back it you'd probably know of his daily twitter posts on Bokube, and the fact he hired a programmer to some work on the game for him, it was even mentioned in his why kickstarter section. He literally stated he needs the money for freelancing assistance and now is posting daily twitter posts about that code work, clearly shows you arent a backer you're a shitposter looking for ez bait.
>>
>>182469849
>>182470716
>>182471001
Ok. I got it now. Sorry to bother you, senpaitachi.
>>
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"Preorder" is not how you spell "investing". By preordering a game backers are paying for you to work on the game until it's finished so they can play it. If you want to boil it down to the deliverable, they are paying for a game. There is no investing here, so if they aren't getting what they expected, the first thought is "scam" or "fraud".
>>
>>182470382
Do you have any screenshots of him confessing this? I want to believe but it's over the top.
>>
Bokube is a car crash in slow motion. People will start trying to rewrite history in about a month, keep in eye out for that.
>>
>>182471435
Some other discordfag probably does
>>
>>182471173
Him hiring a programmer means he has to completely stop working on his own game and start working on something else?
No, I think not. I gave him money to work on Bokube. He can hire a programmer and continue working on it himself.

Fuck off you retard.
>>
>>182471001
>>182471275
Just to add, wrap the image into a size box (or is it a scale box ?) if you want it to keep an exact height/width ratio.
UE4 has a lot of options for UIs but it's a little tedious/unintuitive to use.
>>
>trying to make it about OMG HE HIRED CODERS instead of "He took our money and isn't working on the game"
Nope.
>>
>>182471579
A strawman is the best thing boku can hope for right now.
>>
>>182471415
Don't forget that it's not actually legal in the US (where Kickstarter is located) to receive "investments" for projects like this unless they come from someone with a 7-figure net worth or 6-figure salary, precisely because anyone poorer is too easy to scam.
>>
>>182471548
Thank you! I think I got it. I'll report back. It's a bit damn convoluted. Specially when it could have been set from the Designer to start with instead of creating new variables.
>>
>>182471441
I think it's hilarious.

He was over the finish line, had won the race, then turns around and starts shooting at the crowd. Fucking lunatic.
>>
How does Boku expect to get his game in nintendo switch tho? i don't know much about switch and getting a pc game to console tbqh.

Care someone to explain the retarded me how you can do it?
>>
>>182470348
it´s ok

If you ever play mario kart, you'll see that people voting on maps to play between every level adds a huge annoying delay in play time. If you add that not only you can pick a level, but you can discover new levels from uploaded ones (which is the point of my game), that time would be even greater

I'll keep trying to figure something out
>>
>>182471921
He uses Unity. That's how.
>>
>>182471957
Oh so you want something like a cloud where everyone upload their maps for other people to play?
>>
>>182471921
Unity exports to switch. You probably need to add controller support, do some optimizations, integrate whatever achievements and other platform specific shit switch uses. Then get approval from nintendo and a developer console.
>>
>>182471921
I don't know what engine he's using but I'm pretty sure Unity and UE4 both run on the Switch and you just need a license from Nintendo before you get the Switch source code.
Then you just adjust controls and UI to fit the new platform.

I wouldn't do a console port as a 1MA unless I'd already had the PC version out long enough to squash major bugs, though. Porting virtually always introduces new bugs even if you aren't an amateur, and maintaining two versions at once sounds like hell.
>>
>>182472196
>Releasing a game with bugs
>>
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>bug in my level editor where it loads the wrong objects
>instead of enemies it loads more level editor objects
>those spawn more level editors
I've heard of 60 frames per second, but what about 60 seconds per frame, amirite?
>>
>>182471921
Registering a Nintendo Dev account is free, but unlike 3DS and Wii U you will have to contact Nintendo privately regarding a dev kit. I dunno if I can disclose the price myself, but it costs a tad higher than 500, without crossing 1k.

I assume after that it's developing using middleware like Unity and then optimizing the game to have it work properly on the console, then going through a screening process by Nintendo.
>>
>>182472308
>not taking advantage of that and making fractals based levels
>>
>>182472307
>releasing a game with unknown game features
FTFY
>>
>>182472060
yeah, we are making that

And because it is a pvp game that takes 5 quick matches before a winner is chosen, the level browser is conflicting with single player mode since they are pretty much the same thing.

I think I figured it out tho. I'll give a "custom game" option for both singleplayer and private multiplaye rrooms, and in these modes people can alter levels, unlike the random multiplayer mode where nobody owns the room
>>
>>182472351
It's $450
>>
>Boku is scheduled for release Nov. 2017
Boku dude that is like 2 months from now wtf are you doing. Do not post anymore progress on any other games you crazy shit. All of this was totally unneeded.
>>
>>182472307
Did you prove the absence of bugs?
>>
>>182471921
Games made on any popular engine can be ported over to switch. Beats me how you go about getting the thumbs up from nintendo, but there are even UE4 games getting ported over to the switch.
>>
So what do non artist use for art in their game? You guys just using place holders until you get popular enough for an artist to volunteer or pay with patreon bucks?
>>
>>182471579
Using 5k to rewrite the entire game doesn't give me any confidence anyway
>>
I want rooms to reset when you leave them, like Resident Evil, but I don't want loading screens.
Is it a stupid waste of resources to make each room its own level and use level streaming to stitch them together?
>>
>tfw it takes me days to make 1 asset

at this pace i'm not gonna make it
>>
>>182472643
>patreon bucks?
fucking how if you're not already good at art?
>>
>>182472493
Glad to hear that m8, good luck.
>>
>>182472643
Practice art become artist
>>
>>182471921
Its not as easy as the assclowns here will make it sound. Just another example of Boku being Boku
>>
>>182472625
>but there are even UE4 games getting ported over to the switch.
Anon, Nintendo itself is using UE4 for their new Mario (yes that one) and Yoshi games.
>>
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>>182472643
>So what do non artist use for art in their game?
2D sprites
>>
>>182472307
>releasing games without first guaranteeing they will always halt
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>didn't back bokube
>backed Fight Knight
>would back any other agdg kickstarter where the dev didn't seem like they were gonna shit on your generosity
>post yfw
>>
>>182472779
tbqh even if you don't have good art, if you know how to make porn and trigger some fetishes then people will obv throw bucks at you, even if it's all text.
>>
>>182472858
Oh, neat. I just saw everyone posting about unity being compatible so I figured that was what nintendo must have been using.
>>
>>182472915
Don't worry bud, you can guarantee that players will halt yours.
>>
>>182472643
I'm planning to teach myself how to draw, model, texture, rig, and animate.
I wonder if I'll ever have enough assets to release a demo
>>
>>182473038
examples besides fenoxo of text only games?
>>
>>182473073
Im sure you'll do it, just follow loomis for everything
>>
>>182473047
>professionals
>using Unity
lol
>>
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I think my dog might be retarded
>>
>>182473389
you should take your hamster to vet it doesn't look healthy
>>
>>182473250
Loomis and Vilppu are too advanced for me. I can't properly visualize or deform 3D shapes.
I found a PDF of Drawing on the Right Side of the Brain yesterday and I'm going to start on it tonight.
>>
>>182473502
>I can't properly visualize or deform 3D shapes.
blender can
>>
>>182473073
If you know how to model and how logical operators work (i.e. can code), you can teach yourself to rig in 30 minutes.

Though that's partially because you need to already have some understanding of how rigging works in order to make your model properly. It's kinda circular honestly, you need to understand how rigging works to make a model that'll fold properly, but you need a model that can be folded properly in order to learn how to rig. Just throw yourself into the loop then backtrack when you realize you did something wrong.
>>
>>182473502
Go for it, if something else just go to /ic/

>>182473550
You need to know at least the basics of drawing before using Blender of another program.
>Inb4 lowpoly shit
>>
>>182459845
b-b-b-bumpan questioon
>>
>>182473292
>expecting nintendo to be practical in any way, shape or form
>>
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>>182472858
The new Dragon Quest is also done in Unreal, don't know what version of it though.

Also, if you think these studios use the same UE4 available to everyone then you are mistaken. It's likely some heavily modified stuff.
>>
>>182473389
>rain literally falls on his collision box
>hits the sides of his collision box as if it were a ground

does he have an invisible rectangle rain barrier
>>
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>>182473389
>>182473487

I think you should go back.
>>
>>182474205
>This shitty dev made millions based on false claims and got away with it scotch free
>>
>>182459845
nobody here is good at math
>>
>>182473743
I mean if your fundamentals are shit and you don't know how it should be drawn, you can always make some some correctly sized box and trace over

>>182474005
>It's likely some heavily modified stuff.
The material editor is pretty good. Style mostly depends on shaders/postprocesses and modelling.
Also some dude even managed to get pretty similar results to Guilty Gear Xrd in Unity.
https://www.youtube.com/watch?v=41lkHYM8-e0
>>
>>182474071
Yeah, his collision box is just a square for torso currently. I will improve it later, but it still will be pretty simple like boxes for different body parts.
>>
>>182471548
I got it working. Thanks. I got messed up with the size boxes.
>>
>>182474005
>UE4 available to everyone then you are mistaken. It's likely
>you are
>its likely
Which one is it?
>>
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>>182473389
>>182474071
I didn't even notice this the first time I watched that video
>>
>>182474005
The public UE4 is what Epic uses and what they provide to everyone.
Studios might modify it themselves, but I imagine most of its shortcomings are just made up for in specialist software.
>>
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>>182474367
>scotch free
I seriously doubt that.
>>
>>182474685
>common core reading comprehension
>>
In UE4, I want to do an Inventory / Equipment screen. I need to be able to drag and drop items from the inventory into each equipment slot.

Any recommended resources for learning to do this?
>>
>>182473389
That rain is probably really mundane, but I am way more interested in how to do that than actually make a good game.
>>
>>182474773
I have great reading comprehension. Its how I can tell when someone is talking out of their ass.
>>
>>182474749
Well yes, he just announced his new program to encourage other shitty PCG games.
>>
I want a gamedev bf!!!
>>
I want make a database for monsters and items and such for my unity game. Should I be using xml or csv or something else?
>>
>>182474919
hmu is you're not gay
>>
>>182474919
Post boibussy.
>>
>>182474919
ill b ur bf
>>
>>182474919
t. trap
>>
>>182474919
They all want the gamedev D
>>
>>182474919
fuck off fag
>>
>>182474745
do they use blueprints too?
>>
>>182474919
post mouth
>>
@182474919
>6 replies
>>
>>182474919
If you're as cute as rotatedev, sure

>>182474993
What's wrong with just having a serialized list object containing the items and such?
>>
>>182474787
Rain has two layers. One is in the foreground, where each particle has its physics collider. When rain particle hits something it generates a splash particle.
Background has moving parallax that looks like rain so it looks more dense.
There is also that accidental effect where it looks like rain actually flows down the slopes, which can be done by giving splash particles proper speed.
>>
>>182475107
Yeah. They're good for prototyping and allow artists and level designers to take some of the load off programmers.
>>
>>182475107
Honestly they could, the guy that's making Dixie is using only blueprints.
There's just a couple functions that are limited to code only.
>>
Best engine for a 2d metroidvania?
>>
>>182474993
Use whatever works best for you. Personally I like csv since it's essentially just a table, and it's easy to use and edit.
>>
>>182475387
GMS
>>
>>182475387
>>182473389
Your own
>>
>>182475387
Gamemaker or Godot
>>
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in C# is it necessary while casting to float to do:
> (float)someInt_1/(float)someInt_2;
or is
> (float)someInt_1/someInt_2;
enough to give a float result?

>>182474919
post code
>>
>>182475274
I want to be easy to edit for modders and I figured this would be the best way to handle that. Sorry, that should've been apart of the original questions
>>182475402
Sounds good, I was just curious if there were an obvious/standard choice that most people use
>>
>>182475626
you know you can figure that out yourself by writing a small test right? Do people not have common sense anymore?
>>
>>182475626
As long as one of them is a float you should get a float back. The
>>
>>182474785
Reposting because @182474919 got all the attention.

How do I get a drag and drop inventory and equipment system?
>>
>>182475626
I think the second one will convert to float post division
You can probably convert only the second value and it should work
>>
>>182475387
SDL/SFML

its what >>182473389 guy is using

However do note it'll take 5 years to reach his current level.
>>
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>>182475773
dO PeOple NoT hAvE coMmOn SenSe anYmoRE

>>182475829
>>182475845
Thanks! Will try it
>>
>>182475837
idk but link whatever you find here
>>
>>182475837
>How do I get a drag and drop inventory and equipment system?
You call yourself a programmer?
Solve that shit yourself UE4faggot.
>>
>>182475837
Doesn't UE4 have native support for drag and drop?
>>
>>182476008
I'm only getting the vanilla google results. I want /agdg/'s arcane knowledge to further my goals and reduce development time.

>>182476113
I don't have all the time in the world. If you have it, then I'm happy for you.
>>
what blueprint nodes do i have to drag to make fus ro dah like in skyrim xDD
>>
>>182476297
You laugh, but you can do that with just 3 special nodes.
>>
>>182476297
haha dude :))
>>
>>182476297
Fukin nice man tried to upvote but can't fine it
>>
>>182476183
AUSTRALIS in the discord has done this exact thing before, ping him
>>
>>182476496
I've found 3 over an hour long vids from UE themselves about this topic, but I'll bother the guy if I have any trouble.

I'm surprised the topic can fill up ~4 hours of vid, though.
>>
>>182476297
Add velocity ((player's forward vector) * 1000)
>>
>>182476297
holy shit this
>>
>>182476357
Maybe a little more (spawn a box collision / assign to on overlap -> ragdoll, add force / move component to) but yes, it's an extremely easy gimmick.
>>
This is making me feel like a dumbass. In GMS 1.4 I'm trying to make a script which can have either 1 or 6 arguments, but I'm unsure what exactly to do for this. GMS freaks out if I try to run the game with this code, and says I'm trying to call a script which wants only one argument, but I'm putting in six. If I don't use the arguments in array form, AKA call them as argument0 instead of argument[0], and etc, then it will say the script was asking for six arguments. The explanation for argument count is weirdly obtuse, and I'm not totally sure what to do, even with a google search.

https://pastebin.com/k7ajx6KE
>>
>>182476884
The official video tutorials are for retards and constantly repeat themselves or go into PowerPoint to explain simple concepts.
>>
>>182477152
Recommend me something else, because all I've found is this one (whose author some anon recommended)
https://www.youtube.com/watch?v=WfF3fb0WaoY
or random tutorials from random people, and I've had it with those.
>>
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quick rundown on rotatedev anyone? I'm new
>>
>>182477274
90% of video tutorials suck ass.
You've got to take what you can get.
>>
>>182477358
I'm new too. From what I've heard
>shit dev
>drama queen
>wanted even more attention, changed sex and stopped deving
>>
>>182477358
attentionwhoring tranny that stopped posting here for more than one year but some anons still have PTSD
>>
>>182477473
yup, that's the gist of it
>>
>>182477473
>>182477487
Pretty much this BUT he does have some legit cute pics
>>
Is the rouglike shmup dev still here?
I just saw his game mentioned in a youtube vid.

https://youtu.be/Lx7BWayWu08?t=271
>>
>>182477601
ur late
>>
>>182477358
he's just a druggie, alcohol drinking tranny NEET now
>>
>>182474367
In no way was it Hello Game's fault. The public should've known the capabilities of modern procgen tech.
>>
>>182477982
>The public should've known the capabilities of modern procgen tech.
LOL
Yes, the consumers are supposed to be seasoned programmers that know the limitations of algorithms during any given point in time.
>>
>>182477601
hot new meme!
Epic win anon!
>>
>>182477358
supple boypussy
>>
>>182477982
t. boku
>>
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>>182477982
>>182478134
I've played it and it's pretty alright, there are some game design problems in it but it's far from a bad game. I still play it every now and then and continue exploring. Pretty chill game.

I honestly think Sony fucked up, they turned the marketing to 11 and there was no way a small studio could deliver on that amount of hype.
They might have had some AAA funding for it, but it's still a small studio game.
>>
>>182477429
Ok. Fair advice.
>>
Why are there no tutorials for Godot? Am I wasting my time? Why are there so many trannies in vidja?
>>
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https://streamable.com/6bebx

I'm thinking about making all of the enemies be bugs. What do you think agdg?
>>
>>182475107
They probably make c++ components and expose functionality to blueprints. Triple A has always been using scripting to make gameplay tweaks easier for designers, so I guess they would use blueprints now.
>>
>>182478134
>>182478290
Reddit, YouTube, Stack, Twitter even 4chan. There are too many resources to be informed about products by people more knowledgeable than you. It's only excusable because of idiocy.
>>
>>182479026
>Why are there no tutorials for Godot?
There are, they are just kinda hard to find (the tutorials channel in their discord has a bunch of them).
>>
>>182479036
I think you're a piece of shit.
>>
>>182479036
I think you should make those bushes bouncy
>>
>>182479036
honestly I think you suck
>>
>>182479026
>Why are there so many trannies in vidja?
Men need feminine contact in whatever way they can get it.
>>
anyone need something modeled?
>>
Are programming college classes a meme? How did you guys learn to codeshit.
>>
>>182479036
Please don't drop Bokube for this.
>>
>>182477358
gamedev
not even once
>>
>>182479387
A tree.
>>
>>182479036
Good idea. Making all the enemies similar in concept could help with Bokube's consistency issues. We are talking about Bokube, right?
>>
>>182479406
I read this
https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/

and that was basically it. everything else was just experimenting/trial&error
>>
>>182479387
Make a teaspoon lad

>>182479406
I've had sort-of one in my first year of bio.
It was garbage.
>>
>>182477358
rotatedev is actually pretty hot, damn.
>>
the problem with unreal is it's overhead, it's like twice the requirements of a unity game. it destroys toasters
>>
>>182479926
By the time I finish my game toasters will be able to fly.
>>
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>>182479556
Thank. I'll give it a try.
>>
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https://www.youtube.com/watch?v=PMqOCAouT1A

Jesus fucking christ, this has to be intentionally bad right?
I'm downloading it just for the keks but it seems like he mashed up every free asset he could find and combined it with a couple of game tutorials.
>>
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I spent this week on a sideproject, what do you guys think? Does it look fun enough to continue with?
>>
I for one enjoy bokudev being here simply because he consistently posts progress and keeps his cool.
>>
>>182480321
>Does it look fun enough to continue with?
Nope.
There's a million games like this already.
Next
>>
>>182480420
Yeah he stole my money and started working on a different game.
Really gotta love that guy.
>>
>>182480534
>tfw this was posted 5 minutes ago
https://twitter.com/TheeWhiteReaper/status/885245874376515584
>>
>>182480420
t. bokudev
>>
>>182480579
I gave him money to work on Bokube full time, not start a side project and split his time.
>>
>>182480713
literally said hes doing nothing all day but working on two games. Makes sense to me 8 hours a day on bokube and the rest of the time on this new game because he chooses not to have a life. Makes sense.
>>
>>182480321
seems like the only way to continue is if you want to grind on art for awhile
>>
>>182480897
Yes i agree, thanks for feedback.
>>
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>>182480713
>I gave him money to work on Bokube full time
>>
>>182480895
Why doesn't he just, you know, work on Bokube all of the time and polish it up and make sure it's perfect?
If I were him I would want to continue improving my game, not start a side project.
>>
>>182480579
Is he remaking the game from the beginning? With 5k?
>>
>>182480713
why are backers so entitled for giving someone 10$. Seriously, you gave him money so that he continue making the game and... thats it. He's in no obligation to do anything.
>>
>>182481059
I dont know for him but every month I feel like starting a new project. Can't imagine working on something for years, which is why I do small games
>>
>>182480713
>tfw bokudev admitted nobody from agdg thread donated and it was all /v/, reddit, neogaf and tigsource.
>>
>>182481145
I want to see Bokube finished. If he has some left over cash afterwards he can do whatever he wants with it. But I don't want to see him throwing away cash while Bokube isn't even complete.
>>
do i have to have dev at the end of my nickname to become a real developer
>>
>>182481382
Anon the kickstater finished like a week ago or so, give the guy a fucking break. He doesnt need to dev all day long, everyday on bokube. Shit I dev like 3 times per week on my game.
>>
>>182481059
I don't know, why don't you flip burgers for 24 hours instead of 8 anon? If the progress of bokube hasn't seemed to slow down there's no problem.
>>
>>182481443
yes
>>
>>182481380
Well he's wrong because I backed it.
How would he even determine such a thing?
>>
>>182481518
by talking out of his ass
>>
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>retopology
>>
>>182481380
didn't the fucking $500 backer come from here
>>
>>182481291
>>182481463
>>182481482
I get that working on the same game can be tiring. But he got 5k specifically to work on this game. He made a commitment to finishing it. He needs to just grit his teeth and work on it instead of falling into the trap of starting side projects.
>>
>>182481631
I don't really get retopology. Do people make a super high poly model, and then model over that base to create a lower poly model for in-game?
>>
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>>182481631
>topology
>>
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>>182481631
>>182481931
>rigging/joints
>>
>>182481895
They bake normal maps using the high poly model and the low poly model so in the end they have a low poly model (better performance) that sort of looks like a high poly model because of the normal maps
>>
>>182479036
What a waste of a kickstarter. I was even happy for you.
>>
>>182481895
That's the standard workflow for photorealism. You can use the super high poly to bake a normal map.
>>
>>182460640
Ok here's an idea. Nix the whole walking behind buildings thing or at least build your gamaround it being a rareish/ once in a while thing like when looking for secrets but whatever you do don't put it near combat cause it looks retarded. Make barriers that keep the player in view if you have to.
>>
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>>182481719
>5k is a lot of money
>>
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now we're getting places it's catching the small details too
>>
>>182481895
it's easier to sculpt organic forms than it is to model them, also lets you be more creative.
>>182482103
not just photorealism, stylized and low poly stuff can benefit from sculpting too, you just have to keep it low poly during the retopo (don't catch every little detail and focus on plane changes)
>>
>>182481482
This. If the game releases this year, the progress is still daily on his twitter, I don't see the point of all this shitposting lately.
>>
Post status effect ideas, the more creative the better
>>
>>182481895
Yeah. You sculpt a hipoly, then model the final asset on top of the hipoly. You can then bake normal/gi/etc maps by projecting them outward from the hipoly to the insides of the final model.

Technically retopology may also be needed if you get a mesh so fucked up that it's essentially easier to redo
>>
>>182482419
Exactly. 5k is enough for Bokube to get polished and finished. It's not enough for Bokube to get polished and finished and for him to work on a side project at the same time.
>>
>>182479406
I first learned with a Java class that taught me the basic logic. My next semester was Racket, a functional language, do that right me nothing for gamedev. The rest was just learning by myself
>>
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The assets aren't really in place (missing textures, materials, effects, an animation for Dixie, etc), but mechanically it's more or less in place:

Fast Travel!

Banjo-Tooie put it to good use, and if I had any doubts about its worthiness of the 3D platformer genre, Mario Odyssey has it too. You can now quickly warp between checkpoints you've previously reached on the map. They save/remember their "found" state between level loads so if you leave, die, etc., found checkpoints will be retained, just like level geometry changes.

Since death has no real penalty other than respawning you at level start (I guess enemies respawn too), this is a good way to avoid some of the headache of running back to a platforming challenge or arena fight that killed you on the far part of the map.

In implementing this, I got the button system set up to send arbitrary named messages (which was useful here for triggering warps), which is the basis for the event-based structure of the Shop menu. So I guess that's good too.
>>
>>182482759
I'm sorry but I just really can't get excited for fast travel.
>>
>>182482421
pretty sampling & filtering are the real bitch of ssao
but good work so far
>>
>>182480321
The sword is too low
>>
>>182472196
> The switch source code
Doubt
>>
>>182482857
Do you think it's a poor choice for inside levels?

I mean, I'll be keeping the assets either way because it's likely going to be necessary for movement around the overworld map, but it seems like the sort of thing that belongs inside the levels themselves as an anti-frustration mechanic.
>>
>>182481631
i've come around on retopology, it forces you keep in mind overall form and maintain distinct planes when you sculpt
>>
>friend shows me code for a shooter
>uses a variable named magazine to describe a clip
>>
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How can i program this ball movement? Do you know any resources?
>>
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So I guess whenever I close the game window after the error I'm working on, Godot will print profanities in my face.
>>
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>>182482938
I'm thinking it's fast enough so far that I can reasonably just do a denoising pass on the whole thing. I also found a paper on making ssao seperable which seems like it'd be a massive perf boost. I don't know if I can implement it but I might as well try.

https://www.youtube.com/watch?v=7-D7as76ZEY

the whole thing is really made to be super simple. the samples aren't even in a virtual hemisphere or anything like that, just purely screen space.
>>
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>>182483769
Godot has some fun comments in its source code as well
>>
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>>182484093
>>
>>182484093
That explains it
>>
>>182484093
wtf i love godot now?
>>
>>182483671
For real? Download gamemaker, it comes with a tutorial for that and more

Jesus christ that's the most simple shit, there are pong tutorials everywhere
>>
>>182484435
>pong
It's clearly Breakout though.
>>
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>>182484521
Fuck
>>
>>182483671
>how do I reflect a vector
>>
Is there literally any reason to use Unity over Unreal?
>>
>>182481443
If you have a game you post often, agdg will just call you "game name"dev anyway. Which is why we call him gogem
>>
>>182483064
Depends on how big your maps are. If they're small, warppads make them feel fucking tiny, but they can be very useful in bigger maps for the reasons you said
>>
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Explain why your game doesn't have a cute protag RIGHT FUCKING NOW
>>
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Are there any complete/demo Godot games with the source available?
>>
>>182483048
With Unity it might just be a blackbox plug-in.
UE4 gives you full source code for free though, and if I understand their FAQ correctly you need to work from console-specific source code to get a port working.
>>
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>>182483623

>Want to add guns to game
>Know nothing about guns
>Complex loading mechanisms, chambers, and moving parts whenever reloading
>Meanwhile it's almost impossible to fuck up medieval weapons
>People actually like it when swords and shields magnet to you character's back
>Nobody notices when a bow's string is elastic
>>
>>182485106
https://godot-engine.zeef.com/andre.antonio.schmitz
https://github.com/Calinou/awesome-godot
>>
>>182484435

i am talking about this simple ball physics like this webm. right now i am trying to do some calculations with using cos,sin and pi number.

ps: i failed at math class when highschool. lel


>>182484769
thank you. This is really usefull.

Programing is hard and fun.
>>
>>182485102
But it does. Because those are fun to make, and people tend to like those more
>>
I'm just getting started with 3D modeling, but is there anything I should keep in mind when modeling? If I'm going for a low poly character how many faces should I keep it to? If I'm going to rig it for animation later how do I make sure it doesn't look weird when it bends it's arms and legs? Just general stuff.
>>
>>182485102
My game does not need crutches to be enjoyable.
>>
>>182462984
not buying your bags
>>
>>182485284
Thanks
>>
>>182485230
Guns are pretty simple though. Most of them were designed to be disassembled and cleaned by soldiers on a regular basis, and to fire thousands of round without jamming. There are a million videos of guns being fired or reloaded on YouTube.

Pre-magazine guns are even simpler. They're basically blocks of wood with a metal tube attached, plus a couple of extra metal bits to facilitate igniting the powder.
>>
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>>182485072
For the first level, as an example, you can get from "one end to the other" on foot in about 30 seconds. Granted, there's a lot of different places to go along the way, and it's probably 30-45 seconds to take the fastest route to each one from the start... though that gets cut down substantially once you unlock the power slide, and even without it if you spam dodge and long jump you can move much quicker. The furthest point of interest on the map from the start (Montana Wild's) is about 1 minute away on-foot from when you load the level.

So, not Banjo-Tooie-tier in terms of how long it takes you to navigate the space, but still, wasting 30 uninterrupted seconds running back to the challenge every time you die seems like it would make me want to quit any game. It's like an unskippable pre-fight cutscene, it's one of those things that's universally annoying.
>>
>>182462984
>literal botnet
no thanks
>>
>>182482976
i will raise it for you :)
>>
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Any suggestions before I texture/detail and realize something is wrong? More belts and zippers?
>>
>>182485102
But it does. In my conception of cute, at least.
>>
>>182485940
Why is her face like that?
>>
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>>182485574
The amount of faces is really up to you. But for a low poly style, I suppose you don't want any unnecessary ones. Maybe around thousand for a character? Of course you could go as low as a couple of hundreds.
>>
>>182485858
That sounds alright, especially if later levels are bigger
>>
>>182485574
Use quads as often as possible. Quads make everything in a model easier to work with and look better when they deform. Triangles are fine in some areas where a triangle makes more sense than a quad. Avoid n-gons (anything above 4 edges), they look terrible when they deform. N-gons are fine on hard surface models that don't deform, such as machines or various non-organic objects.

As for number of polys, don't worry about it. Low poly simple means the lowest number of polys you can use to achieve the look you want. It can be different for every object, and every style. A blade of grass with 500 polys would be way too much even for high poly. But a fully detailed human character with 500 polys could be considered low poly. Also the scale matters.

Also remember that the texture plays a big role in low poly models. A very simple model can look a lot better with a nice texture. So don't worry about capturing every detail in the model, some things can just be in the texture instead.
>>
>>182486351
Good lord I was looking for that image everywhere, thank you.

>>182486659
I remember someone talking about edge flow, I think it was regarding three/five way points being something you want to avoid on moving parts.
>>
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>>182486316
A spooky face? I'm still not sure what to do with her face really. Moeblob is a terrible affliction for which there is no known cure.
>>
>>182481145
>Seriously, you gave him money so that he continue making the game
>he continue making the game
>He's in no obligation to do anything.
Nice try Boku.
>>
>>182481145
>He's in no obligation to do anything.
t. tim schafer
>>
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>>182485102
my game's protag is cute to me at least
>>
>>182485102
because the player didn't buy cute enough parts, it's on them
>>
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>>182483671
>>182485389
Basically you'll always have vertical and horizontal speed on the ball. When it hits the top of the screen you negate the vertical speed (negative -> positive and vice versa) and when you hit the left or right edge you negate the horizontal speed. For basic breakout you can have the vertical speed be negated when it hits the paddle, but this webm used real breakout physics, meaning, that the closer to the edge of the paddle the greater the horizontal velocity was compared to the vertical

pic related
>>
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>>182485102
i'm not sure if my protags are cute but my trees are
>>
>>182487527
I wanna fug this protag
>>
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how do I make fun this?
>>
>>182487732
That's a cute pussy.
>>
>>182480295
>The bar owner's eyebrows
>The bum's entire face
wtf

The sad thing is that he probably put a lot of work into to it
>>
>>182487732
Make them fluorescent red and blue.
Go all the way with those seizures.
>>
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>>182487732
>>
>>182485940
>Any suggestions
no its perfect
>>
i've lost the fire, how can i get it back? i lost all interest in gamedev
>>
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>>182485102
I like my protag the way she is, thank you.
>>
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here is something to remember: finished beats perfect.
>>
>>182488481
Play some old games you enjoyed
>>
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Now I have to add a flip to his moveset, after I fix this mess.
>>
>>182488695
Not in my book
>>
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>>182487926
added more colors but it's not that good
i'll crawl back to actual work now
>>182487884
ty
>>
>>182487815
1.Uninstall Gimp.
2.Uninstall Eclipse and GDX.
3. Stop being Spanish.
4. Change date formatting to MM:DD:YYYY
5. Remove pre-installed Windows 7 bloat such as IE7, Media Player.

After following these steps, your game will still remain shit, but I'll respect you more.
>>
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>>182485858
Thats some good 3d action adventure you have there.

I am working on a 3d platformer character controllers and am wondering how you implement/handle movement in air?

How do you give the player control in mid-air when they jump? IS the jumping strictly inertial or can players manipulate their direction of travel mid air?

The jumping I implemented doesnt feel right.
>>
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>>182488695
if only you knew
>>
>>182488918
>MDY
Superior format is YMD
>>
Do I make a mech game or a robot cop game
>>
Good engine for ~70 players on around a 4km^2 map?

I don't need a big map, just a lot of players.
>>
>>182488817
Are you using sprinter or spine or something for those animations? Seems like an odd choice for what looks like hi res pixel art
>>
>>182488970
The way he leans when he turns reminds me of Mario 64
>>
>>182488589
I want her. Which game?
>>
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>>182488918
No.
>>
>>182489052
They are the same thing, aren't they? Ever play Future Cop LAPD?
>>
>>182488817
glad to see you're back again, i miss your webms
>>
Trying to get started with gamedev as a cs major. I'm sandwiched between two conflicting desires. On one hand I just want to make a game to learn the game design process in which case I should just pick up an engine, probably godot.
On the other hand, I want to tinker with the architecture of things, choosing and understanding the abstractions and systems that make the game, I want to architect an engine.

Is it at all worth trying to make my own engine at this stage if I narrow the scope of it? I just feel like I need some definitive advice so I can get rid of this conflict and get learning and working.
>>
>>182488970
Dixie has half of her walk speed control in air by default, but you can buy an "air control" upgrade which works like the Rune in D44M (it gives you 10x walk speed control so you can instantly shift direction in midair).

A big part of what makes Dixie's movement satisfying, though, is that the entire game operates at 2-3x normal gravity, meaning everything goes up and down much more quickly than in real life. If your game is feeling Little-Big-Planet floaty, try that.
>>
>>182482649
The kickstarter was pretty clear on what the money was for.
>>
>>182489030
That's true actually, it's the easiest to sort chronologically.
>>
>>182488884
Is that turret from Contra?
>>
Does Godot support C# yet?
>>
>>182489030
this anon gets it
>>
>>182489226
Be productive and just make a game first. You can make it in fucking C if you want to, just make a SPECIFIC GAME instead of trying to make a general purpose engine before you've made a single game.
>>
>>182489079
Kick-in'.
>>
>>182488884
Are they going to actually do that in the final game or are you just dicking around? Because if they do, nobody's going to buy that shit.

Actual gameplay looks good, though, as do the characters.
>>
>>182488193
Good to know, I'll keep going.
>>
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>>182485102
Umm... what?
>>
>>182489381
So are you saying its okay for me to try and roll my own engine as long as I keep it general purpose?
Another possibility - is there an engine that is modular enough to let me build some nice systems onto to quench my thirst for that kind of thing? I know some devs have their own systems ontop of unity and the like but is this too advanced a thing to be doing?
>>
>>182489226
>Is it at all worth trying to make my own engine at this stage
No.
It's pretty much never worth the time and effort for a one-man army to enginedev in 2017.
Of course, that assumes that your goal is to make a game. If you just want to make an engine, then do it.
>>
>>182489621
What the fuck did you even read what I said? Do NOT make a general purpose engine without experience making a specific game.
>>
>>182489226
Ask yourself this:
Do you want to make a game? Then you should pick an engine.
Do you want a portfolio piece? Then feel free to make your own
You either make an engine or you make a game
There hasn't been a single finished game here made with a custom engine, and the vast majority of released indie games on steam use things like gamemaker, unity, unreal, etc. The only recent indie game I know for sure was a custom engine was Banished and he spent months post-release fixing bugs caused by it being a custom engine instead of adding content
That being said it doesn't apply if you're a max level autist like Toady, but if you were you wouldn't be asking this
>>
>>182489621
kek
>>
>>182488884
I wonder if you could actually kill someone with this.
>>
>>182489621
>but is this too advanced a thing to be doing?
But you just said people did it?
>>
>>182489061
Those are simple procedural animations. I was supposed to test spine a few days ago, but I forgot about it. Spriter sounds cool, I will check it out too.
The end goal is to drop the pixel art completely since it will save lots of effort.

>>182489224
Sorry, combination of work stuff and steam sale was devastating, but at least I came back with new ideas.
>>
>>182489229
oh I'm sorry, I didn't realize hiring a programmer means you're supposed to stop working on your game and let him do everything while you start a side project.
>>
>>182489707
Sorry I didnt mean general purpose, I meant specific purpose lol

>>182489713
Your telling me what I know all along, that I should just pick an engine already. Thanks for the help though.
>>
>>182489871
Ask for a refund then.
>>
>>182489621
Godot is open source.
UE4 is not open source, but provides source code for free so you can make your own custom build.
>>
>>182489859
>Procedural
That sounds pretty nifty
>>
>>182489226
I started by making my own engine. I learned that I didn't enjoy it at all, I just wanted to make game. So I moved to Godot.
This way I can make a game and if I discover something that needs fixing I might be able to contribute a fix for it.
>>
anyone got a good tutorial/example for a dialog system? I started my own but its not very efficient.
>>
>>182480579
The fuck is this?
>>
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>>182489310
it's its not-very-bright cousin
old webm of me destroying it
>>182489419
i'm fucking around while implementing stage animation
also thanks
>>182489835
black contours and lighting weaken the flashing effect a lot
>>
>>182489878
Engines emerge by abstracting out specific games. After a studio releases one game, they recycle the code in the next one. After doing this 3-5 times, whatever code is reused every time can be thought of as the engine. Of course there is some planning and software design involved too, but no one sits down and designs an engine from scratch.

You can also think of the game specific systems as an "engine", too. For example in all of my 2d turnbased grid games in unity, I reuse a lot of code. You can think of that as making an engine on top of unity.
>>
>>182490307
seems like hes making additions to the source code like his pinned tweet to allow bokube to have more features in the gameplay.

Pretty cool looking desu.
>>
>>182490236
>I learned that I didn't enjoy it at all, I just wanted to make game. So I moved to Godot.
How are you finding godot? How flexible is it?
Have you tried adding on substantial systems to it or does what it has out of the box suffice?
Also last time I checked it out 3D was still indev, is it a thing yet? How easy is it to touch the rendering pipeline, adding shaders and etc?

>>182490428
>Engines emerge by abstracting out specific games. After a studio releases one game, they recycle the code in the next one. After doing this 3-5 times, whatever code is reused every time can be thought of as the engine.
Honestly, you're making me feel more comfortable with the idea of using an engine thats not "my own". Thanks.
>>
>>182490575
>Pretty cool looking desu.
I disagree. Also this shit is not cute >>182479036
You know everyone is turned off by what you're doing and just like I predicted instead of getting over this retardation you're going to double down.

Retarded little twink faggot, can't believe I ever had faith in you.
>>
>>182489341
yno
>>
Should I wait for Godot 3.0?
>>
>>182490770
Who cares other than you and like two other queers with a hardon for him?
>>
>>182490581
Godot is very flexible, I haven't had to add anything substantial because so far it offers everything I need. I haven't used the 3D much yet, so I can't comment on how that is, but I know that Godot 3.0 has a big 3D overhaul, so it should be a lot better in that release. I don't know about the rendering pipeline but adding shaders to 2D and 3D is easy.
>>
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>>182490770
Your sheckles are mine goy. Dont be too upset when I pull it off again.
>>
>>182490963
>y-you're all just salty nodevs
>N-NOBODY CARES
which is it?
>>
>>182490924
There's not a single decent game made with Godot, it's a fucking meme.
>>
>>182490963
Its more people than you think. Go on and cry like a victim though.
>>
>>182491162
I love this "no one should use X engine because no one has made a million dollar game with it yet" meme
How much does Unity pay you to say these things?
>>
What are some games that have done good, interesting things with in the adventure genre lately?

Ideally no combat mechanics, just exploring, solving puzzles, and making decisions.
>>
Why do Unity, Unreal, Godot etc. all make you use such shitty languages?
>>
How bad of an idea is it to jump into making a game for Android?

I want to make something a bit like Drug/Dope Wars (or rather more PG). The idea of the game is: you have X days/turns to get as much as possible by selling/buying drugs. Prices go up/down daily, have a chance for special increases, might be stopped by the cops and have to run/fight

I don't think it's too complicated but I've only ever touched on html/css/php as part of a digital marketing course.
Or should I just start with a PC only thing.
>>
>>182491382
>adventure game with no combat
The closest thing is walking simulators.
>>
>>182491097
>>182491234
>somebody deving not one but three games
REEEE WHY AREN'T YOU TALKING ABOUT GOOGIES
>>
>>182491348
>implying Unity shills don't do it for free to avoid buyer's remorse for all the poorly-documented third-party plugins they had to buy to make the engine usable
>>
>>182491541
C# is perfectly fine
>>
>>182491541
Godot 3.0 is getting several new language options.
>>
>>182489183
Good lord, Eclipse. Do you hate yourself?
>>
>>182491382
depends how loose your definition of adventure games are. There's been plenty of games playing with the format as a narrative tool primarily, things some people might not call "games".
For example oxenfree has a pretty good system of dialog choices where its somewhat more naturalistic,, you can interject or say nothing, rather than wait your turn to say something.
I've heard good things about Kentuckey Route Zero, who's last chapter is out either soon or recently.
>>
>>182462709
Nix this question, it seems to be fine.
Next question is would it be alright to have only 2 resolution options (1280x720 and Fullscreen)?
>>
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>>182489227
good tips. I have increased gravity already, I'm more interested in the lateral and backwards motion control while in air, less about the up and down motions.

How do you handle like in webm in related? Where the player is running and jumping in one direction, but then decides they want to go in the direction opposite immediately. I dont want player to feel like once they jump they have no control of where they will land.
>>
>>182491659
C# is a terribly mediocre language
>>
>>182491382
>lately
Fuck all.
Deponia was boring and Broken Age was so forgettable I forgot to play part 2.
Besides those I can only think of walking simulators and a handful of survival horror games.
>>
>>182491541
>unity - c#
>ue4 - c++
>godot - gdscript, c#, c++, D, rust and python
what's a non-shitty language then?
>>
>>182491659
>>182491978
it shouldve been rust
>>
>>182492064
jai.
>>
>>182492107
the fuck is rust
>>
>>182491382
In general, it seems like the genre fractured into its component parts: walking sims, VNs, straight puzzle games, and pure interactive fiction.
>>
>>182492064
lisp
>>
>>182492204
some anime garbage, just use C
>>
>>182491618
>I'm deving not one but THREE GAMES
And it's wrong to do, because you've been paid to work on the one. Agdg is happy to remind you of this for literally years to come so you better buck up and start handling it better than this kiddo because it's not going away.
>>
>>182491794
REEEEEEEEEEEEE

LEAVE ME ALONE.

FUCK YOU.
>>
>>182491602
>The closest thing is walking simulators.
Factually incorrect. Off the top of my head, everything from Wadjet Eye Games is a counterpoint (except Gemini Rue, which has a little combat).
>>182491828
I'll check those out, thanks.
>>182492036
Dude, check out Technobabylon, Gemini Rue, Resonance, and Primordia. That isn't necessarily in order of quality. Probably Primordia and Gemini Rue are widely considered the best of the four, but I think if you like the genre you'll like all of those.
>>182492309
To the extent that that's true, it's disappointing. Especially since, of the four, the only one that's any good by itself is IF.
>>
>>182492515
He was paid to, and is working on said game. He's even posting progress. Where's your progress?
oh right you don't have a game
>>
>>182492640
Scam.
>>
>>182492515
Not that anon, but is there a certain amount of time he was paid to put into that one game? Like, let's say he works eight hours a day on that game, five days a week, like a full-time job, and devs a second one on weekends. Is that bad? Should he be working on the one game eighteen hours a day, seven days a week until it's done?

Genuinely curious why you think working on a second game is automatically equivalent to not working on the first.

I mean, you could have a point, but I don't see it right at the moment.
>>
>>182492773
WIYG
>>
Tore down all of my code and started over (sorta). Much sleeker, and I should have a lot more flexibility with the objects I call. Implemented basic A* path finding.
>>
>>182492869
Because he's such an utter neverdev that he can't comprehend somebody actually putting time into a single project, let alone more than one.
>>
godot will be the blender of game engines
>>
I'm going to make one game (call it Game A) then kickstart a different game (Game B). Then I'm going to post progress from Game A, incrementally, at an incredible rate, all while I'm actually working on Game B, just to get you all agitated.

Then I'm going to release Game A, just to drive everybody off the fucking deep end.

Then a week later I'll release Game B.
>>
>>182493081
So extremely good and popular?
>>
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>>
>>182493217
>Windows media player
Pathetic
>>
>>182492869
I agree with you in the abstract that you shouldn't be forbidden from devving on the side, if you put in your hours. But it gives at least the appearance of abandoning the project in a couple of ways:
> There's no way to actually track his time spent making each games.
>He incurs costs of switching focus between multiple games.
>He's treating Bokube as something that he just has to put in the hours, instead of a single consuming project.
As a dev, I don't even see that big a problem with it, but it definitely sends some bad signals.
>>
>>182492640
>>182492876
SCAM
>>
>>182492869
>why you think working on a second game is automatically equivalent to not working on the first.
Bitch it's not an opinion and no matter how you word it you're not going to make it right.

If you're working on one game you're not working on the other. You were paid to do a job, so fucking do it and stop being amazed and shocked that people aren't kissing your ass and calling you a dynamo for having ADHD.
>>
>>182493318
Anon, pls. Do you expect me to fall for such a pathenic movie?
>>
I came into this thread since I like programming and I wanna see what sorts of stuff you guys are making

but instead there's some type of faggotry drama e-celeb circlejerk
I don't want that!
>>
Is 1MA'ing the Ludum Dare a good idea?

Asking for a friend
I have friends
>>
>>182492869
You can debate whether or not it's fine to work on 3 projects at once after getting one backed. But he never would have had this problem in the first place if he didn't.
>>
>>182460273
That eye monster looks like the ones in Skipmore games.
>>
>>182493334
>But it gives at least the appearance of abandoning the project in a couple of ways:
This is what the dev can't accept, that what he's doing is insulting, not impressive. Instead of understanding why it's insulting and stupid he just keeps arguing which to me indicates he's a fucknut who has peaked with this kickstarter and it's all downhill from here.
>>
BOKUBE, PATHETIC SCUM SCAMMEISTER
YOU'RE REWARD AWAIST IN HELL
ree
>>
>>182493820
It'll all blow over when Bokube releases this November and it gets mostly positive reviews on Steam. Ball is in his court.
>>
>>182493884
Do you have experience? If not then stick with the easiest possible engines or you wont get anywhere.
Maybe Im biased because I jumped into C++/SDL with no experience and spent 5 hours trying to build...
>>
BOKUBE, PATHETIC SCUM SCAMMEISTER
YOU'RE REWARD AWAIST IN HELL
ree
>>
>>182468151
What rhymes with bunny?
>>
>>182494075
I can do *something* in 48 hours.
>>
>>182493047
>WAH THEY ARE ALL NODEVS
You can keep name calling all you want. You're shit and you're eating shit now. Choke on it.
>>
>>182494273
_____ _____
>>
>>182494275
Well get some sleep and proper rest if you do, otherwise the lethargy from nosleep kicks in when youve likely still got something super bearbones, it makes it easy to just call it quits.
>>
>>182477358
Our very own Narcissa but kinda cute though
>>
>>182493682
>If you're working on one game you're not working on the other.
Guess he'd better not take a shit or sleep or go for a walk or go see a movie or do literally anything but dev that one game until it's done? Did he sell himself into indentured servitude or agree to get a job done within a reasonable time frame?
>You were paid to do a job
I'm not that anon, as I said before.
>>
Bokube is going to be scrapped in 2 months. The motivation from receiving money has already died.
>>
>>182494449
Ludum Dare compos run Friday and Saturday, right?
>>
>>182477358
>pedophile
>tranny
>nodev
>spams the same stale progress post 700 times in a week instead of making new progress
>attention-slut
>>
>>182494526
>I WANT TO ARGUE ABOUT THIS THING
That's great but there is no argument. You are wrong and want to justify it, but can't. Just be wrong, stay wrong, embrace it.

Scammer.
>>
>>182494526
Well the way I see it you have four options
1. Make game
2. Don't make game
and
A. Be a pride-wounded butthurt salty lad about it
B. Just do whatever you're doing and not worry too much

pick a number and a letter, combine
>>
Ultimate postdev-beforesleep music

https://www.youtube.com/watch?v=QM_yGMg3EIw
>>
I agree Boku is likely to drop this game, and it's probably a bad move to be posting progress on some new project so shortly after a kickstarter for the other one, at least without some good stuff from the one people have actually paid for too, but I don't think clearing your head by doing a little on something else is a big deal in itself.
>>
>>182494713
Yah I think so.
>>
>>182494845
1A = Googum
1B = Hopoo
2A = Most of this thread
2B = Many people with unrelated interests outside this thread
>>
>>182495040
>I agree Boku is likely to drop this game
We will know in a few months. If he doesn't reach the deadline it's dead, he'll pull a Slipstream and pretend to still be working on it for a year more but it's just the same shit, different dev.
>>
>>182495040
Best not to worry about it one way or another.

Sometimes I think what happens on kickstarter isn't "people trade money to some guy for a game", it's "people trade attention to some guy for drama"
Which is fine if you like drama but if you like games then just ignore it.
>>
Any ren'py boyz here?
>>
>>182495425
>drama
Scamming people isn't drama you cunt.
>>
>>182495425
>do something stupid in a business sense
>get reactions based on business logic
>WOOOAH WHAT'S WITH ALL THE DRAMA
Just fucknig stop and accept that you're wrong. Maybe take a few days off agdg. Shit.
>>
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>>182485230
I made this little gun and only realized the slide goes the wrong way after someone pointed it out to me on tumblr ¯\_(ツ)_/¯
>>
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>used a for loop all by myself
>>
Im new here but fucking christ can you tone the bitching about who scammed who down a bit and post your games.
>>
When it comes to something so cut and dry you would think the dev would speak for himself instead of sock puppeting. Like if you are so sure you're right and everyone else is wrong just speak for yourself. The fact that you're literally hiding from us when you argue is proof enough you know you're wrong.
>>
>>182495491
used to be, switched to godot, at least i can have gameplay elements without dealing with stupid shit
>>
>>182496153
It goes like this
1: Make official post with name in the name field
2: Defend yourself in third person for rest of thread
>>
>>182496227
How good is godot at easily putting together text-based stuff? I'm making a text-based game but I want to create a overworld map akin to Fallout 1/2/Tactics. From brief research you have to actually make more game-y elements using pygame and then bubba them into ren'py.
>>
>>182495889
That's a cute gun even if the slide does look funny.
>>
>>182496583
Thanks Anon
>>
>>182485858
The level design is boring and excessively spacious. I'm sorry :(
>>
>>182495889
Couldn't you just start the slide forward and then pop it back for the action? Make it kind of an extended barrel deal?
>>
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tiny detail:
if you jump and only a corner of the player would collide, scoot the player over instead.
artist has been telling me the mario games do it so we GOTTA have it.
also shown: some states are off by 1 with their sprites
>>
>>182495491
Kind of? Thinking about making a CYOA/Twine/ChoiceOf type game in it, since you can easily include art and music and such.
>>
>>182487527
Give her a thigh gap you can see through and you're gold
>>
>>182497086
this is the sort of stuff capsule hitboxes are really good for I've found
circles are already the right shape to slide that way
>>
>>182495889
do you use vertex paint or texture paint in blender? I've been texturing models in blender via texture paint since using vertex paint to do pixel art seems impossible.
i'm the same anon that asked how you texture models a day ago in that v thread
>>
>>182497071
Have it at extended position by default and slide back when shot, you mean?
>>
>>182489030
>>182489283
>>182489365
Y'all weeaboo as fuck
>>
>>182497303
Yeah, I don't think it would look bad at all honestly.
>>
>>182497292
>using vertex paint to do pixel art
oh shit nigger what are you doing
>>
>>182497209
yeah capsules are the dream, but its game maker and i did my own collisions
>>
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how do i learn zbrush
>>
>>182497568
That's no Goku, it's Galo Sengen
>>
>>182497292
Oh, this isn't vertex painted, but when I use vertex paint I use it as a layer of highlights and shadows on top of the texture. This gives the effect of a baked AO, and allows me to smooth over bad seams in the texture and break up repetitious patterns.
Using vertex paint alone would require an insane vertex density.

By the way, that gun was just a few pixels smeared over the surface (by dragging UVs around) for testing. I will be making a proper texture for it later.
>>
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>>182497823
good to know
>>
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>>182497383
Okay, will try that. Thanks!

>>182497292
>>182497823
Pic related shows how you can use the vertex layout to your advantage when adding a vertex paint layer
>>
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If you could go back and teach yourself something about getting started with game dev what would you tell yourself?
>>
>>182498230
Nothing.
I've learned so much cool shit from just fumbling about like a retard and making workaround solutions.
>>
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>>182497086
are you making this in game maker? I just fixed that state/animation problem.
>>
>>182498230
"kill yourself, my man"
>>
>>182497568
This image unironically makes me feel ill
>>
>>182498230
JUST START MAKING SHIT ALREADY OR KYS srsly my dude your still gonna be in the exact same position year after year until your depressed as shit
>>
>>182496526
pygame support is exactly why i left renpy, there's a plugin for godot that handles text adventure games, even a dialogue system, you still have to handle the saving yourself but it's easy, godot's gui system is better than renpy that's for sure, it'll be good for you in the long run too if you want to make actual games, i had too much pain dealing with renpy when i tried to make something like kamidori
>>
>>182498620
Yeah its game maker, I know why it happens with the way I set my fsm stuff up. Solid animation btw.
>>
>>182497823
>>182498205
you should really make a tutorial or a timelapse of you making a model
>>
>>182498230
"C++ isnt the end-all, please dont drink the punch, and look for better languages so we can get off this shitty ride sooner"
>>
>>182498230
hard work and dedication.
Start small, make small shit, improve everytime, focus on practice each skill.

get a pen tablet and midi keyboard.
>>
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>>182499483
It would be pretty embarassing if people saw how much I fumble about aimlessly, and how hacky most of my stuff really is
>>
>>182499591
all of your stuff really looks great though
>>
>>182498230
It wasn't just beginners luck, you really are a good game dev, don't doubt yourself, you're gonna make it
>>
>>182499591
your work is appealing because of your self-imposed limitations, i think
>>
>>182498230
"start drawing right now"
>>
>>182499345
thanks. I found even if all your checks are in the right places Gamemaker can still lag your sprites 1 frame behind if you only set the sprite_index and not the image_index, even for 1 image sprites. something I didn't know about that cost me half a day.
>>
IDEA : a real roguelike for casual players with pixel shit stuff.
>>
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>>182495889
>>182497823
>>182499591

If you don't post a from scratch character uv/texture timelapse this month then you leave me no choice but to fight you. I'm onto you Theo
>>
>>182498230
Going back to mid-2012.
"Stop playing Dota2, it's not even that fun. How the fuck did I even spend 3 years playing this crap. Start learning how to 3D model, you're going to want a few years of 3D modeling experience for those dream games you have. Start learning programming already.
Also, here's the winning lottery numbers."
>>
Another day of 5 hours of devving lads, feels good to actually reach my goal.
>>
>>182500029
There's already a real roguelike for casual players. And it's not pixelshit.
It's called Sproggiwood. Also it's genuinely pretty fun, even though it's more casual it's well made and not too easy.
>>
>>182500286
how do you do it! ;_;)
>>
>>182500098
Oh s-shit

Might actually do it, but probably no voice over or tutorial stuff this time. Just a time-lapse.
>>
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Reminder CUTE and DANGEROUS characters are important to games.
>>
>>182500029
>a real roguelike for casual players
Dungeons of Dredmor did a lot to streamline the UX to make it accessible, but it has some quirks to it to fuck the player over so they know what they are getting into.
>>
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added some background/foreground animation
>>
>>182500341
Set clear goals with project management tools and work on them, use a Pomodoro timer and force yourself to work even if you're not feeling the dev itch.

I personally use HacknPlan for keeping track of the project, I drop stuff that I will work on next from the "planned" tab into the "in progress" tab.

People make fun of muh planning muh GDD but it really helps me stay focused. The goals don't need to be autistically detailed, just simple stuff like "feature X" or "fix bug X".
>>
>>182499591
how do you even paint something so low res, isn't it a pain in the ass? always wondered how it was done for 3DS games
>>
>>182501170
>what is downscaling
Why do you think texture filtering makes old GCN games look pretty decent?
>>
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>>182501170
Well, for something planned out like that you'll first need to UV unwrap so that pretty much everything is very square and grouped into islands according to colour and where the seams go (pic related).
Recently I've been doing it the opposite way, though. I draw a texture first. Just mash a bunch of interesting shapes and colours into a limited space. Then I unwrap small parts of the model onto the texture and stretch and move the UV coordinates around until something okay takes form on the surface of the model.
It's a pretty fun process.
>>
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>>182501170
>>182501707
Not the best example model, but here I try to explain some parts of the process:
http://theonian.tumblr.com/post/157044277717/so-i-was-asked-what-my-work-flow-is-like-i-dont
>>
>>182501707
Don't have the texture file here now, but here's how that model turned out
>>
>haven't worked on make game for over a year
>don't want to be bullied if I post updates for the piece of shit I spent weeks working on that everyone else here could make in a day
>>
>>182502349
Progress isn't bullied unless it's the wrong kind of progress.
>>
>>182502349
Just post it, people only bully successful devs anyways.
>>
>>182502349
I want you to succeed, anon.
>>
why don't programming languages support 3-state bools? gosh it would make my life much easier
>>
Is libgdx the perfect spot between C autism and unity bloat?
>>
>>182502650
>what are enums
>>
>>182502650
Haskell has "maybe"
>>
>>182502349
Better to be bullied than to get no replies.

And you can't get replies if you don't post.
>>
>>182502676
>C autism
Isn't it j*vascript?
>>
>>182502803
not booleans.
They are a name to magic number constants.
>>
>>182502947
You don't know what magic numbers are, do you?
>>
>>182501707
>>182501970
>>182502137
thanks for the info breh, it looks like the second method you describe would be hard to be creative with though, i tend to paint directly on the model
>>
>>182502909
is java, but java is fine for 2D shit.

hell, minecraft is done in java.
>>
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PROGRESS:
-Following tons of feedback from DD14 and DD15, I have finally changed the default controls to no longer use the numpad. Now by default J, K, and L are used to punch with instead of numpad 1,2 and 3.
-The timer's been moved to the proper place and made larger.
-The player now loses the game and the enemy celebrates if the timer hits 0.
>>
>>182502650
That's just an int and whatever syntactic sugar you like.
>>
>>182503202
>minecraft is done in java.
And it's a huge slow mess.
>>
>>182503113
Enums arent bools.
If you use them as such, you are using them wrong. And yes i know what magic numbers are. Dont ask condescending questions, Just state where and how im wrong.
>>
>>182503293
I'm sure everyone will remember the exact protocol to interact with you on an anonymous imageboard.
>>
>>182503115
The second method is a bit harder if you're not very used to unwrapping.
I definitely recommend trying to draw in 2D though, and not directly onto the character. You'll find it's a lot less difficult than it first seems.
>>
>>182460273
Why is the map layout ripped from Super Mario World?
>>
>>182502676
Nah, that's Monogame
>>
>>182503271
most agdg games are small 2d shit.
>>
>>182503739
what's the diference between them?
>>
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>>182503426
i think that method may be what's actually used in retail games now that i look at some uvs. it doesn't look like someone painted this on a model but instead did what you described

still, what the other anon said might be true about downscaling cause it looks like that, it doesn't look like typical pixel art.
>>
>>182503293
Magic numbers are numbers that are in your code but have no immediately obvious meaning.

Enums are numbers, yes, but they have an immediate and obvious meaning. Also they are not used as numbers. Enums are used to identify states that you give meaning to. True and False are just 0 and 1 anyways, they're just states that are given meaning.

FALSE = 0
TRUE = 1
WHATEVER = 2

Now you have three states and you can compare them however you want.

if some_shit == TRUE then fuck()
if some_shit == FALSE then goodshit()
if some_shit == WHATEVER then whatthefuck()

Why do you need 3 booleans anyways?
>>
>called a visual novel
>you can literally make the whole thing without visuals and just slap them on at the end
>>
>>182504124

In modern game design with hi-res graphics, what a lot of artists do is lay in all the details in hi-poly and bake a normal map, then use the normal map as the guide for the diffuse or colour map. All the proportions and shapes are already there for them to trace over.
>>
>>182498620
that looks great, are you making something like sonic? gameplay webms please
>>
>>182504141
Im not the OP who asked.

You should never use enums as simple switch states. WHATEVER should either be an invariant or treated as a default case. Enums are for a specific item..
>>
>>182504490
>You should never use enums as simple switch states.
Elaborate?
>>
Where can I find a (paid) 2d artist for a small gig? I don't want to go through a shit ton of portfolios on ArtStation.
>>
>>182500641
Can I just fucking play this shit? Seriously.
>>
>>182504583
Lot of spriters who will do commissions on the discord, if you want to keep it agdg
>>
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made a new animation for the handspring jump ability that the player will get. basically just a fancy jump that goes higher then the regular jump.
>>
>>182504583
>>182504650
I should have specified that it's not pixel art.
>>
>>182504629
Check the old demo days.
>>
>>182504536
As he/you said
FALSE/TRUE/WHATEVER is a bad C habit.

Returning arbitrary codes for state is awful.

If you need colors or walls, make an enum.
If you need states of an object, use all their specific conditions and return a bool instead.
>>
>>182504315
i don't think that's what they do for old games or 3DS games which is what i'm curious about though. there are so many resources on how to do the high res stuff but not the low res
>>
>>182504775
Same, but there aren't as many. You could check tumblr or tig too, but again, that puts the burden on YOU to find a few artists you like.
>>
>>182504315
That's straight up pixelart, anon.
No downscaling used in that.
>>
>>182504898
It's a hybrid between painting and pixel art. you paint the textures, downscale them then go over them with a pixel art technique. sharpen them up, optimise the colours ,ect.
>>
>>182504964
>>182504775
Also if you ask there, even if you don't find anyone, there will be plenty of people with experience either comissioning or doing comissions who can point you somewhere else or refer you.
>>
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>>182504898
Yeah with low res they UV unwrap and then just draw the texture. It takes some practice to get good at UV unwrapping and positioning all the UV islands nicely in a texture.
You can also split the materials and textures up. Like in Animal Crossing, the body, eyes, mouth, and clothes are all separate and have separate textures. So that the facial expressions are just swapping out the texture for the mouth or eyes. And the clothes are just swapping clothing model and/or texture.
>>
>>182505463
Can one still make a good game with low poly models?
>>
>>182505684
Bait.
>>
I want to make a point-and-click adventure but I can't draw shit.

What do?
>>
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>>182505684
ask game freak
>>
>>182506178
don't make it turd-based
>>
>>182506178
>learn to draw faggot
>make a game in a genre that doesn't need art
>make a point and click with ironic shitty art for the trashgames crowd
>>
>>182506269
Took me a second. I chuckled.

Any more serious advice, though?
>>182506327
>maybe
>no
>no
Guess I'm learning to draw. See you all in ten years or however long it takes.
>>
>>182506404
welp, congrats on choosing the hardest of the 3 paths.
>>
>>182506182
NOT EVEN CLOSE TO LOW POLY
>>
>>182506182
Lower poly than that.
>>
>>182506472
Thanks!
>>
>>182506404
You can get good at drawing in 1-3 years. Go to /ic/. Take their reading order with a grain of salt, but the most important thing is practice your ass off.
>>
>>182506472
>>182506571
Wait a second, I have a friend who can draw and loves those old Lucas Arts and Sierra games.

Just gonna team up instead of 1MA.
>>
>>182506714
Keep your scope small. Make like one chapter of the game to get your feet wet and make sure you can work as a team. Prepare yourself for bitter disappointment, and be pleasantly surprised if the collab works out.
>>
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Health bar is functioning well, I now have spikes, and the player in hitstun functions well.
I also made a blood particle effect, but I don't really know if I want blood in my game or not.

I don't even know if she should even have red blood in the first place... maybe light seeping out from her? Idk.
>>
>>182506714
You know that's pretty much asking them to make the game for you, because the ratio of arting to programming in making a point and click adventure is like 9:1.
>>
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I'm awful at art and can only code. What are some genres that don't require art?
>>
>>182507327
you could just code for some other small team's game
>>
>>182506817
Good call.
>>182507161
I'm also going to write everything, design all the puzzles, etc., and if she doesn't want to do it, I'm not going to be pissed or anything.
>>
>>182507447
>SHE
>>
>>182507327
puzzle
rogue
>>
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Question for gamemaker.
When I got two objects that have to interact quickly with several variables but can't use collision, is it faster to use global variables or to store these variables in a parent?
>>
>>182507501
Yeah, and?
>>
>>182507447
>Draw adventure game backgrounds for me you bitch or I'll cut you from pussy to mouth, I swear to god.
>>
>>182507327
strategy
anything abstract

if you can develop visual taste (color theory, silhouette, composition, plus the princples of animation for movement), then you can use cubes and still make a beautiful game.
>>
>>182507617
Unironically neither. I seriously doubt that you need a global variable for whatever you're doing, and involving a third object in the exchange is just silly.

What are you doing?
>>
>>182507617
uh, just get the variable from the object you're colliding with
>>
>>182505463
>Yeah with low res they UV unwrap and then just draw the texture

Looks like the other way around, they split it into 3 even parts and drew on those, then UV and place
>>
>>182507327
look through the front page of itch. what games make you say "i could do that"?
>>
>>182507972
none, they are all way too high quality and I will never make it
>>
>>182508032
well, with that attitude you won't.
>>
>>182508032
you can't do
https://akirassasin.itch.io/waker
or
https://bearishmushroom.itch.io/sabre
?
they're 100% juice 0% grafix
>>
>>182488817
looks somewhat cool to me, maybe you can use this in some part of the game?
>>
>>182508419
>>182508032
this is what i meant by visual taste, btw. it's a skill you need to learn but it's mostly independent of technical art skill, like drawing or modelling. if you're more of a logical thinker you can accomplish all this in code too.
>>
>>182507813
Punch out game. So the two objects are constantly in front of each other. I already have a bunch of global variables that I've needed though I haven't noticed any slowdowns from them. Just wondering for optimization sake.
>>
>>182473389
This game looks a heck of a lot like 'Edge of space'. Did you have anything to do with the art in that game?
>>
>>182508419
you just convinced me to drop learning art, good job
>>
>>182510020
np have fun
>>
>>182509687
Global variables don't cause slowdown, they cause your program to become a tangled mess, which may or may not result in slowdown later on.
>>
>>182509687
But like, how do they need to "interact"? You can set variables in either object from the other and bypass the gobal variable "middleman", which may be more efficient or simply improve readability. I dunno how many global variables you'd need for it to matter; personally I use as few as possible to keep things "cleaner".
>>
>having more than zero global variables at any point in time
>>
Where would one find a 3D modeler?

I don't have art friends.
>>
>>182510105
Never declared globals inside a setInterval? :^)
>>
>>182510356
what type of game are you working on?
>>
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>>182504438
sure. it's not actually going to be anything like sonic when it's finished though. there's just one loopty loop in the game and that's when you grind the roller coaster in an abandons theme park.

one of the gadgets in the game super charges your body allowing you to run up walls. slopes like this will actually be sort of rare in the game but I feel I need to make the slopes work as solid as sonic games if not more even if they won't be the main mechanic.
>>
>>182510356
Just like normal friends, you have to make them in your head.
>>
>>182510518
I feel like you should utilize this tech a lot though, it's really creative and could open a lot of avenues for creative play, like branching semi-on-rails segments with hidden paths that will be open to people observant and with keen reflexes, as well as using the slope/red surface momentum to gain further distance and air time for certain jumps

maybe give the player an ability to temporarily enable all surfaces to act like red surfaces and design levels around that mechanic
>>
>>182510454
A multiplayer Western with a focus in RP.
>>
g = obj_info;

g = "obj_info"

which one?

quoteless's debug message is saying g = 2 ( which is its location on the hierarchy in the objects folder )

and with quotes its giving me the error that the variable is not set before reading it.

this is in gml
>>
>>182510518
solid movements, do you block jumping where you're running on slopes or you can jump depending on the angle? if there's a running up walls section i expect a vertical section where i jump between two walls while dodging some obstacles, it's more fresh than wall jumping at this point
>>
>>182511140
yep you'll be able to jump from wall to wall while running up. While you're on slopes if you're above a certain angle you'll jump away from the slope/wall you're running up based on your angle instead of jumping directly upwards like on flat blocks. the game also has normal wall jumping as well.
>>
>>182511086
ree why do i always get stuck on the most retarded shit
>>
https://youtu.be/raC9e80kZDc?t=7m23s

What style of music is the music in this game, and where do I find more like it?
>>
>>182461042
Theres a free plugin on the marketplace some guy wrote for his game and gifted to the community, for awhile you had to get it from the forums but epic let him put it on marketplace. Forget the name of the plugin but its like the 2nd most popular one one there, game is called Drunk on Nectar, its like a bug sim or something
>>
>>182466872
>non melee combat
YOU GIVE YOUR PROTAG SOME MELEE ATTACKS RIGHT NOW MISTER. WHAT ARE YOU? SOME KINDA WEENIE
>>
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Here's a bit of progress. Started making a menu for pressing start, which currently just shows stats. I gotta figure out exactly how I want to calculate damage output of different weapons and all that fun stuff.
>>
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fightan-fag here, we were working on a fighting game but we realized we were going for a project that was too large in scope so we're going to switch to a different genre

Our current unity dev is pretty solid working in 2D as evidenced by the about 9-days progress he made on the fighting game movement we accomplished, but he is self-admittedly not the best in 3D

this is kinda important cause one of the genres I was suggesting we switch to was a 3D action platformer in a similar vein to Jet Set Radio Future which I suggested due to our character designs and aesthetic being in similar vein to/inspired by JSRF so existing assets we've already created could be translated into the genre easily

what I wanted to know is if any unity developers who have experience working on 3D games/3D platformers would want to work on a project like that

pic related, the current character designs with completely finished models that would be easily translatable into a 3D skating platformer setting.

I want to know if there's any sort of interest in this type of game because frankly I would LOVE to work on it immediately, and it's much less animation-intensive than the fighting game department is.

Also, we're still looking for a 3D animator if anyone's biting. I'm okay at the task but I have my shortcomings since it was never something I focused on learning, just knowledge I picked up through my 2D and 3D art learning process

sorry if i sound like a faggot, just being an artfag means I don't have total awareness of the development project and it's a bit weird to be the one always talking about our game development when I'm not the one doing the actual programming bits :(
>>
>>182511086
What are you looking for?
If you're trying to see if any instance of that object exists do g = instance_exists(obj_info)
If you want the id of the nearest object of that name (and also check if it exists) do g = instance_nearest(obj_info)
"obj_info" with quotes ain't right.
>>
>>182511734
Sounds like the Ambient genre. Sub-genre probably tech or something.

Something similar you might like is the music of Proteus
https://www.youtube.com/watch?v=iZJpS_YYkhY
>>
>>182497086
That's a REALLY nice detail, I agree with your artist.
>>182504743
Great to see this is still alive. But what happened to the little town?
>>182506820
Yeah the blood is a bit weird for the style unless you're going for the bright girl in a dangerous world kinda look. The hit stun looks good, though because it doesn't look like it'll throw you into a pit if you land on it near a pit.
>>
>>182511734
Searched a little more and it might be the dark sub-genre of Ambient.
>>
>>182511859
show me boobs jiggling physic and i will subscribe, fund, follow whatever you do.
>>
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Rate me progrest
>>
I want to fuck Rotate
>>
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>>182511889
i'm trying to declare a variable at the top of my script thats being called in the create even of an object i'm creating at the start of the battle sequence

sure, i could just declare the variable in the create event and call it a day, but i'm trying to do it "right" this time around. enough spaghetti.
>>
>>182503250
Is that ghost sucking that dudes dick?
>>
>>182511734
according to the dev it is from here:
http://djrozwell.bandcamp.com/album/none-of-this-is-real

i recognize the album cover of the wizard funnily enough
>>
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in a lot of action games there are attacks that move the player forward during the attack.
how would you go about syncing the animation to the movement of the player, or vice versa?

if it's coded movement it seems like it would be difficult to animate, but if it's done strictly through animation it seems like it would fuck with the code.
>>
>>182512332
spooky/10
>>
>>182512332
ghost penis/10
>>
>>182466658
I fucking love this Atari 3d shit, would legit buy if it has a respectable amount of content, and theres no reason for it not to because that art
>>
>>182512426
Code the forward motion, animate the character in place. Same as with walking.
>>
>>182512194
the boobs have bones, so boob physics are potential...

admittedly the rigging on the boobs could be better and I'll be sure to improve it
>>
>>182512076
>>182512191
Yeah, I guess I just meant where can I find more of the type of weird gurgling low pitched style of sounds. Thank you though.
>>182512417
This whole album seems like it would be good for an vidya soundtrack.
>>
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>>182512709
>the boobs have bones
>>
>>182512693
you're wrong though. notice how the character isn't moving forward throughout the animation

>>182512426
industry secret
>>
>>182512426
I'm 99% sure It's coded movement. during certain frames of your animation you can move it froward 1 step at a time. or you tell it to move a bit over time during a batch of frames.
>>
>>182512426
>>182512693(Me)
-though I should add that you can animate with the character moving forward so that the feet are planted properly etc, then undo the forward motion by taking your "master bone" and setting it position back to zero on each keyframe once you're done animating.
>>
>>182512836
>how would you go about syncing the animation to the movement of the player, or vice versa?
>how would you?
>"you're wrong though"
retard

> notice how the character isn't moving forward throughout the animation
double retard
>>
>>182512342
also, if i manually type in "obj_info" instead of "g" into all the places i used the variable it works fine.

but i really want to learn this because I think it will come in handy reasonably often so i'm gonna bump myself again.
>>
>>182512426
"Root motion". You animate the forward movement in the animation program, play it in the engine, and move the player's object based on the animation.
>>
>>182512360
No.
>>
>>182512175
>Get thrown into a pit
I am not that cruel about hitstun. In the air, maybe, but really the player should just get hurt badly should they hit spikes.
>>
>>182512973
>implying the post that replied to your post was replying to the original question
>implying you're not wrong
>implying you know anything about game design
>implying you're not the retard
nice try, retard
>>
>>182513207
>implying the post that replied to your post was replying to the original question
that's not what I implied, the point was that if someone asks "how would you (personally) do this?" my answer is inevitably going to be correct so long as I know how I personally would do it, mouthbreathing nodev
>>
>>182512332
Makes me want to add bloom and shit to my pixelshit game. Your art has more personality before that even though...
>>
>>182512342
Seems you're looking for the instance id, not the object's.
First of all you better be real sure there is actually at least one obj_info created, and probably no more than one I'd guess:
g = false;
with(obj_info){
if(!other.g) {
other.g = id;
}
else
{
instance_destroy();
}
}
if(!g) {
g = instance_create(0,0,obj_info);
}
That will delete any duplicates of obj_info and set g as the id of the one that wasn't destroyed, and create one if it wasn't found. Covering all bases because I'm not sure how that object is being created before that script is run.
>>
>>182513312
but the post that replied to your post wasn't replying to the original question you certified retard. it was replying to your reply to the question which contains an retarded and absolutely wrong answer
>>
>>182513548
>but the post that replied to your post wasn't replying to the original question

>"What's the answer to problem number 1?"
>"the answer to 1 is A"
>"A's the wrong answer!"
>"no, it's the right answer to question 1."
>"I-I wasn't talking about that question!"
>>
>>182512458
Than Q

>>182512494
I was trying to go for an E.T, but that works too

>>182513332
Thanks friend, I'm not satisfied with the result so far, I'm really working towards a Metal Slug quality asthetic but I'm sure you and me both will make something we're both happy with
>>
>>182513705
>"hurr jus code the forward motion"
you seriously think that would produce the same results as the question is asking you idiot? fuck off you unity/gamemaker kiddie
>>
new thread
>>182514098
>>182514098
>>182514098
>>
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7KB, 1563x42px
>want to debug web version and find out why it runs like shit
>"Hey, what about those exceptions I deemed uninteresting"
>pic related
gamedev is a tough business for legasthenics

yet we persist
>>
>>182513931
>you seriously think that would produce the same results as the question is asking you idiot?
Yes?. How the fuck do you think literally every single walking animation ever is coded? You make the character move in place in the animation, then drag them in the code at the proper speed. You're not going to have the character walk forward two steps in a walk cycle while their unconnected hitbox moves forward, then update the model position to the hitbox, then repeat for every step. Gradient motion is a million times better for workflow. You're a nodev.
>>
>>182514228
You literally just described root motion, friend. It's not used for walk cycles, but it is used for forward attacks.
>>
>>182514228
lel you're retarded. go ahead and try to recreate the same example of the animation using the method that you just described you stupid unity/gamemaker kiddie
>>
>>182512709
hmmm yeah post more
Thread posts: 765
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