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/agdg/ - Amateur Game Dev General

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Thread replies: 762
Thread images: 171

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Just like make game 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: >>182514098
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
>>
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first
>>
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how to arm for plebs
>>
>>182587371
my arm doesn't work like that
>>
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webm: https://my.mixtape.moe/qbmysx.webm

i kinda want to make a rhythm drumming game where you use mouse and keyboard

like when you play hand drums when you're bored

left hand is for the drums and right hand is for the cymbals/hihat. it's weird at first but surprisingly playable.

a and s are both kick (for double kicks). space is snare. left and right click for hihat and middle for crash cymbal. will probably have d-g for toms or something. not sure how i'll fit a ride cymbal on a 3 button mouse though.

it takes some getting used to be im not hating it so that's a start
>>
>>182587620
get swole
>>
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>>182587726
pretty good
>>
>>182587726
my issue with all those apps/games is that they consistently have too much latency to be really enjoyable if you actually play music
>>
>>182587907
thats usually my problem with rhythm games too.
since it's pc with mouse and keyboard though latency is pretty small. i also made sure to remove as much delay on every sound clip i could so it feels instant. i'll record a webm of playing along with a song in a minute to show
>>
Post some progress[\spoiler]
>>
>>182587785
can't lift, left arm out in the rain and now it's rusty
>>
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>tfw speed up 5x
>>
>>182588713
c u t e
u
t
e
>>
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This honestly doesn't look as bad in game as I thought it would. I tried to fix up the shoulders a bit and I think it's looking a lot better.
>>
>>182588741
>tfw game is feeling shitty
>don't know how to make it feel better
>decide to double the speed of everything in the game
>suddenly the game is extremely fun

It's like magic.
>>
>>182589016
that won't animate well at all
>>
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>>182589016
>>
>>182587371
Step 1: Draw the chain.
Step 2: Draw the rest of the fucking arm.
>>
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No progress for the last 3 days of continuous devving. What the FUCK. I like to think of myself as a decent programmer, but I still can't get pushable things to work perfectly. Holy shit. Always some weird off-by-one errors.
>>
>>182589180
Ah, I see, thanks. I think I'll scrap the current body and try again after watching a few vids.
>>
>>182589016
let me guess, you're the same dude that made that space invader clone ?
>>
>>182589016
Shoulder pad goes on the shoulder, not face.
>>
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I heard you guys like bloom.
>>
>>182589593
you see muhreen comrade
if you apply shoulder pad onto face, enemy will think head is shoulder
in confusion, will try to take shower with head and shoulders
>>
Today I am going to work on a pointless logging system
>>
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>>182587726
>>
>>182589694
getting these shitty 90's cgi vibes
>>
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>>182589726
>>
>>182589016
really depends, what are you planning to use the model for?
>>
>>182589726
That is quite a mesmerizing glow
>>
>>182587907
https://my.mixtape.moe/ysgtwm.webm

i am not a very good finger drummer obviously but there was very little latency. most of the delay is just from how shit i am but it worked
>>
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>>182589180
>>
>>182589726
you really need to juice that shit up, something like have the block slide into the other and the overlapping area glows brighter as if it's heating up
>>
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>>182589726
>>
>>182589726
why the fuck do i like this
my instincts say no
but my heart says yes
>>
>>182590052
>adding 38 KB for absolutly no changes

You going to be a great modern dev
>>
>>182589694
needs to snap faster without easing
>>
>>182590172
You can't pause or rewind a gif, at least not so easily as webm.
>>
>>182590172
can't scrub a gif
>>
>>182589442
My first bleder model was this:

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

It was hell to follow and I spent a few hours just on this one, but I instantly got used to shortcuts and never looked back.
>>
>>182590172
>adding 38kb for the ability to pause and time scrub on something meant to provide information
>>
I need inspiration. pls help
>>
>>182590445
>ooh a tutorial. it's probably some fuckwit who ums and uhs through the video and spends 40% telling you parts of the UI you don't need to know yet
>he's actually really easy to follow.

imma keep this video in mind and check out this dude's other stuff.
>>
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do you think this is a reasonable way to animate eyes with no pupils?
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Making a heavy enemy.
Should he be equipped with a minigun or a flamethrower? No rocket launchers because I'll have another enemy for that.
>>
python and godot, sitting in the tree
>>
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So /agdg/,
I've now been an enginedev for 12 years.
On and off, sometimes not touching them for months, sometimes all day, every day.

Four engine revisions, from 2d to 3d, eight (?) vague 'game ideas'.
All these "game projects" have only been excuses to write more engine code.

Tell me what a waste this is, /agdg/.

I've never posted about my own shit here before
>>
>>182591396
A flamethrower is useless if you can outrun him.
Or make him launch fireballs if you're feeling fancy.
>>
Always be ready in case another dev challenges you to a dev-off

The future of your game will be on the line.
>>
>>182591538
Should you create your own game engine from scratch? We’d say that it’s a great experience if you want to expand you knowledge on how game engines work from a fundamental level. When using one of these monolithic pieces of software, it is often helpful to understand the quirks with real-time rendering to understand how best to design your games and graphics to achieve high framerates. Don’t however start creating a game engine with the expectation that it can compete with commercial engines. If an engine exists out there that has all the functionality you desire, it’s probably best to use that instead.
>>
>>182591538
looks neat
>>
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>>182591538
All I get from your post is "12 years of experience".

You're more prepared than ever before.
>>
>>182591684
what the fuck does a "dev-off" even mean
>>
>>182591837
I'd show you by challenging you but you are clearly not ready. It would be too easy.
>>
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>>182589836
This better?
>>
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>had multiple projects of gms open for cross referencing
>they somehow saved over eachother
where did my game go
>>
I couldn't find many things about Visual Novels in Unreal Engine... maybe because it doesn't make any sense and I should just have the characters talk to each other normally... Am I wrong?
>>
>>182591961
i'd call you a dumb animeposter but i did hear someone else had this happen to them before
>>
>>182591961
GMS is a huge mess when it comes to files, I once had some scripts that wouldn't work unless they were in a specific spot in the folder and it forced me to make a new project file.
I don't use GMS anymore.
>>
>>182591538
How can it be a waste if you're having fun?
>>
>>182591961
shoulda used unity
>>
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>>182591684
>>
>>182592269
Are you challenging me scrub? What's your twitter follower count? Not interested if it's below 4k
>>
>>182591934
I think is should pop up extremely fast, then lower slowly, as if it was triggered by a release latch, but a gear mechanism slowly reels it back down.
>>
>>182592592
>Not interested
Hark, developers! This knave would refuse a duel! Spineless coward!
>>
>>182591538

Switch to Unreal and Just make a fucking game.
>>
>>182592829
It's just that I'm b-busy that day
>>
>>182591538
It sounds like you don't really care about finishing a game. That's fine.
>>
>>182591934
I agree with>>182592703 Spikes should come out almost instantly and then slowly retract.
>>
>>182591719
Do tell me more

>>182592218
Because I'll die having achieved nothing

>>182591768
That's actually really nicely said.

It's not like I wouldn't actually want to make a game. I just can't seem to match myself with the right people. I am a competent musician as well, but there is no game without designers and visual artists (especially since I prefer art-heavy and story driven games)

I'm not an ideas person either, so the premise of all projects so far has been fucking vague at best
>>
https://youtu.be/l-tYj1HVYEY?t=2h38m34s

The sequel! Timestamp is 2h38m34s if it doesn't embed.
>>
I don't know what kind of game to make.
>>
>>182593516
same here
>>
>>182593317
Why not publish your engine, or contribute to some open source engine? Someone might actually get something out of your work that way
>>
>>182593516
I know exactly what kind of game to make.
>>
>>182593516
>>182593703
Pong but in 4 dimensions
>>
>>182593516
Draw a cute anime girl then decide what game would suit her best
>>
>>182593991
I can't draw
>>
>>182590805
Watch some anime
>>
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Does this look like a mummy cube?
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>>182593901
The original Pong was in 4 dimensions.
>>
>>182594432
No, it was in 5
>>
>>182593867
Well the current revision is open in github, but it's not geared towards anyone else nor very generic, so I doubt it'd be much use to others other than as an example.
The input library I wrote is also a separate foss project that I released with documentation and all.
>>
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>>182594352
Looks good enough that you should be a little more ambitious instead of yet another once more again too voxel-based art style.
>>
>>182594352
it looks like a sentient hi-fi system
>>
>>182590052
Why is this bigger?
.webm has better compression than .gif.
>>
>>182594352
Is that you, Boku?
>>
>>182589483
Actually no, I was working on a project here previously (redlight), but not that one.
>>
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>>182594092
>>
>>182595727
Because the gif has only 3 frames that change after a set period of time while the webm has frames per second.
>>
>>182595978
this is absolutely one of the worst ways to learn to draw
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>>182596083
It's fun trust me
>>
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>>182596083
>>
>>182596251
you're supposed to start realistic and then learn to abstract and stylize once you have that down
if you learn to draw with minimalist moeblobs you'll end up like one of those 13-year-olds on deviantart who can only draw in a mediocre animesque style because she never studied human anatomy
>>
never go full engine dev
https://www.youtube.com/watch?v=Ed-xgAp-epc
>>
>>182589429
This looks gorgeous
>>
>>182596548
fuck, terry is a heavy card to play
>>
>>182596548
>its pretty stupid, but its fun ok fuck you
kek
>>
>>182591282
>4 bones for 6 verts
>>
>>182596620
Thanks, that's encouraging!
>>
>every new game is suspected of being boku now
It would be even funnier if it weren't a valid suspicion
>>
>>182596548
So this is the power of unmedicated schizophrenia.
>>
>>182591282
No
>>
>>182596542
If you're having fun all is good
>>
>>182591538
why so many genre shifts?
>>
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>go eat something, leave computer on
>asshole Windows 10 starts updating without asking and restarts
>not even outside the stupid "active hours" I set up yesterday
>I didn't save my Unity scene all day
>open up Unity after the update was over, overwriting all the automatic backups
>realize I fucked up
>all my fault, I deserve it
>try using Recuva as a last effort
>Recuva actually recovers my scene

Based Recuva
>>
>>182596927
he said it himself, every game he ever tried to make was just an excuse to write engine code
he's an enginedev is the truest sense of the word
>>
>>182596998
>year of god 2000+17
>still haven't made compulsive saving a habit
>>
>>182596998
>using Windows 10
Literally asking for it.
You might as well bend over and beg for Microsoft's dick in your ass.
>>
>>182594352
nice bokube clone faggot
>>
>>182597148
did he ever make an engine someone could use to make a game? if not then it really was a waste.
>>
>>182596719
you think that is a performance issue?
>>
>>182595978
where the fuck are the treads
>>
>>182597452
Maybe not with one or two characters per se, but it will very quickly become one. Best not to go down that route at all; The usual methods are either vertex animation (and automated face rig systems) or texture animation
>>
>>182597452
at that point you might as well just transform the verts individually
>>
>>182597885
i dont know how to import animations into an engine without bones
>>
https://youtu.be/TcqWok8AubE?t=9m21s
>>
>>182597452
No its not. Characters in games will often have over 70 bones.
>>
>>182596303
Ohhhhhhh
>>
>>182597303
Well... *I* can use it and do exactly what I want. Anyone else, no, it would never be a better choice than a real middleware.
Though when I started, there was no such choice. You could mod Half-Life (which I did) but licensing Unreal would start at $50,000 USD, for example.
Guess I just never stopped

>>182597148
Pretty much this, although I don't want to be
>>
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>>182596548
>terry programmed two whole finished/fun games in a month
>you haven't made a game in 3 years
>>
>>182598827
Just develop schizophrenia and read the entire Bible and you'll be able to do it too.
>>
Going to try my hand at this; should I attempt to make a full game from the start or start with little shitty demos. I'm thinking of using Godot2D.
>>
>>182598757
an engine with a usable source code would be amazing
>>
>>182596849
that's what rapists say
>>
>>182599145
start with pong
>>
>>182595978
YUNO WHAT IT IS
>>
>>182598757
put that enginedevving to good use and contribute to the godot project
>>
>>182599158
Like Unreal..?
Organization- & stylewise that source is fucking atrocious, but it is there
>>
>>182599145
>should I attempt to make a full game

lolno. Even if you can program. Start small, copy a retro game.
>>
>>182599421
yeah that's what I mean, there's engines with source code but they're usually a mess so you're usually better off just staying away from it, which is as good as not having it.
>>
>>182598343
well now I have to make my game 640x480 with 16 colors and a single sound channel
>>
>>182599182
Only the ones with no regrets
>>
>>182599562
I'm not suicidal enough to post my github here, but I do think my code is quite pretty and clean... By now that is
>>
Is it a sane idea to substitute pure virtual classes (interfaces) for scenes, gameobjects, etc. with using function pointers to avoid the inefficiency of late binding?
>>
>>182598343
somebody write a virus for Temple OS and call it Satan
>>
>>182599990
t. cia nigger
>>
>>182599963
You should use object/component pools and avoid interfaces, since pointer chasing becomes damn costly in the long run, especially in update loops.
Premature optimization is also bad, but then again it's hard to say when it is premature in gamedev.
>>
>>182599195
>>182599506
Gotcha
>>
>>182599990
there are no holes. gods os is perfect. even MIT niggers at CERN couldn't crack it. They can't even make a compiler right.
>>
>>182600287
this is your brain on enginedev
>>
>>182599314
not him but that's actually a good idea
>>
>>182600228
it's not hard at all. the more times per second it runs the less premature it is. the more exponential its complexity, etc.
>>
I gave a talk about my game in an almost empty room.
It was nice. Michel Ancel said my game looks cool, but I think he says that to everybody.
On the other hand, Frederick Raynal says he is interested by God is a Cube because he likes Programming Games.
>>
>>182600503
heeeeey glad to happen to see this post, and glad things are going well with your game! it was great fun to see it develop. good luck with future endeavors
>>
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>>182591961
>>182592196

> fell for the GMS meme

Just use unity you dumb cunts. I feel for you, losing work sucks, especially a whole project, just accept it and move on.

Use a platform that works. All this Godot and GMS shilling is just meme shit. You want to get serious about game development, use unity for 2D/3D and unreal for 3D.
>>
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>>182600503
>frog-dev gets to present his game to michel ancel
what's next are you going to do a personal demo with moluneux and share ideas?
>>
Is the current recap done already?
>>
>>182600503
July is kind of a bad date to give talks about videogames I think, because students aren't at the uni anymore which makes student cities much less active.
>>
>>182600503
Congratulations!
>>
>>182600704
>blaming Godot for GM's failings
godot's project files are all in plain text and it reads from folders directly instead of the fucky import thing GMS does
>>
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alright can anyone understand what they're fucking saying here?

https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf

I understand as much as
>render every 4th pixel with a different sample pattern
>decompose into 4 complete half-res images
>????
>final image

maybe I even misunderstood that but the wording is crazy, like they accidentally some of the sentences
>>
how do I stop tileset tearing in GMS2?
>>
>>182591282
Jeezus chriminy! Just use a blend shapes man!
>>
>>182598343
he makes a good point in this video
terry is obviously a gifted programmer with the ability to make something truly groundbreaking
but he never will because he's completely lost his mind
that's kind of depressing
>>
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>>182600668
>glad to happen to see this post, and glad things are going well with your game!
To be honest, the talk I gave was part of the off selection, meaning almost nobody showed up. I should ask to be an official speaker next time.

>>182600736
>what's next are you going to do a personal demo with moluneux and share ideas?
In fact, "super famous devs" you meet in this kind of events are either advertising their games or are invited as stars. Which means there are usually just one or two of them.
But I would like to show my game to Molyneux one day.
I showed my game to Philippe Ulrich on Facebok and he told me "I'm busy I'm with someone", so that's not the most useful feedback ever.
>>
>>182600736
Molyneux is British.
You're thinking of David Cage. He's the French ideaguy.
>>
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>>182599314
>>182600481
I know, but I just can't really get wet for these generic engines/editors anymore.. I could and would contribute if I were to actually use them for a project, but then if I weren't using my own, I'd go with UE4.
>>
>try to retopologize one of my models
>can't figure out how to to it fast in blender
>try out 3dcoat, don't like it
>try out topogun, don't like it
>decide to actually learn how to do it in blender
>it's great

i'm sorry i will never abandon you, good part of the day wasted though
>>
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my first model without a tutorial :DDDD
>>
>>182601426
he was probably a programmer for the cia or some other alphabet soup but then got involved in some heavy shit and they drugged/mind controlled him until he got all schizo.
>>
>>182601724
(´;ω;`)
>>
>>182601724
I really miss gondola-dev
>>
>>182601773
no more likely he just became schizo randomly in his 20s because that's how it happens
not everything is alphabet soup, anon
>>
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Gave up on slighly bigger char sprites, will save a lot of time and wont worsen the gameplay.
>>
>>182601773
terry pls
>>
>>182601913
his ramblings are fragmentary but the consistent theme of CIA, MIT, niggers and pedophilia comes through. he probably experienced something really traumatic involving those things.
>>
>>182601913
furthermore, CIA's code is shit, Terry is much better than them
>>
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this animation came out far worse than i could've possibly imagined
>>
>>182602164
hot
>>
>>182602164
>greco-roman ninja on olympus

????
>>
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I feel like the general quality of game dev is increasing at incredible speeds and people's implementation of solid mechanics is constantly getting tighter and that i'll never be able to keep pace or catch up no matter how hard I try

does anyone else know this feel
>>
>>182600503
Bravo anon
>>
>>182602164
got some big balls in dat toga
>>
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Took a much needed break after Demo Day, currently working on fleshing out the level editor
>>
>>182602164
just take both feet out of the ground and it will look like he is jumping like a little girl
>>
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>>182602164
thats some fancy footwork
>>
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after seeing all of the projects in this thread and all of the progress

how the fuck has yandev been making his game with volunteer support for years and still has jack fucking all in terms of actual game

>>182601903
who?

also i think your post made 4chan give me this captcha
>>
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>>182594704
>>182595886
>>182597292
But it is for Bokube,

Bokudev hired me to make him some models.
>>
>>182602278
>ninja
???
>>
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>>182600503
>papa ancel will never ever say your game looks cool
>>
>>182602306
actually it seems to me that the thing that most goes wrong for the shitty 90% of indies is mechanics. like controls or movement being terrible, not feeling right. i don't understand how anyone can release game that fails in that specific area, like do they not actually play games?
>>
>>182602501
>bokudev hired me
So he hires someone for code from agdg discord, and another anon for some models? A japanese dev to make a mobile side-game too?

Is he even making game at this point? Whats the point in having other people do everything for you there is no charm?
>>
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>>182602501
wtf is bokudev using the stock unity shader for his fucking cartoony game

why isnt he using a toon shader so his crummy square models look nicer
>>
>>182602612
i don't play games
>>
>>182602612
it's possible to get used to your shitgame and overlook its flaws or just stop giving a shit about them because you've seen them so much
>>
>>182602667
pixar and disney use physically based shaders. in fact the most realistic shader yet was invented for wreck it ralph and zootopia
>>
Does anyone know how the 3ds fire emblem games do their character sprites? Do they just for each character make a sprite of them in every class or do they have the class sprites and the head sprites as separate things and just put the characters head over the classes body?
>>
>>182602486
someone was making a physics based gondola game at some point.
>>
>>182602164
yeah that's pretty bad.
>>
>>182601714
have you tried retopoflow? it's a paid plugin

but you can get if free from the devs github
>>
>>182602854
Even if they don't have class sprites with head sprites seperate it is way more efficient than having a sprite for every single character.
>>
>>182601443
How are things going with GiaC? How close to release are you? What do you have left?
>>
>>182602767
thats not an excuse to use a shader that makes your models and environments look crummy and thematically inconsistent
>>
>>182602164
So ISIS existed in ancient Greece. Good to know.
>>
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Last bit of progress for today, which is a SCUBA tank.

This is indicative of how most "useful items" (which is to say, anything that isn't some sort of a collectible) will work in Dixie: it gets slotted into a weapon position.

So here, we have the SCUBA tank that Montana Wild gives you for her second quest (raiding a sunken pirate ship for "ocean-aged rum"). It utilizes the sword weapon set (though it's held a little weird, and I need to fix that), but its heavy attack override is a unique function. So where guns, for instance, use a mid-melee gunshot anim, this uses a special anim with a notify event that refills Dixie's air.

This, in turn, lets you swim freely underwater while you have it equipped.

This sort of thing being slotted into weapons is really nice because it means that you can, over time, build up an arsenal of unique or interesting item-weapons that may help you in other levels if you choose to bring them. And because it's easy for me to do.

Also updated underwater melee to be up-vector agnostic so that you can melee in whatever direction you're swimming. Oh, and this is I guess /agdg/'s first look at my depth-driven water shader that obscures the deeper reaches of water bodies.
>>
>>182602946
was that here?
there was a dude on /s4s/ with a gondola game like half a year ago
>>
>>182602164
>legit vaporwave level
Neato, this is the kinda shit 2.5D games thrive on
>>
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>>182587371
what went wrong?
>>
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>>182603084
>>182602667
Nintendo uses a rimlight shader on its characters and then all of the environment models are all standard shaders with good texture work, colors, and bumpmaps.
>>
>>182603293
The shoulder block is too small, everything else looks good though.
>>
>>182602064
he literally has schizophrenia
have you never heard a schizophrenic talk before?
they are paranoid, prone to fixating on the idea that some authority is out to get them
look up "gangstalking"

there are records of schizophrenia going back at least 200 years so we can safely say it wasn't invented by the CIA
>>
>>182602164
I love the HUGE butt scrolling past the camera like a middle finger to the player
Never take that out anon
>>
>>182603084
pbr shaders can express a very wide range of styles, it all depends on the parameters and textures
>>
>>182603178
are you going to make new animations for in air and under water attacks or just alter the legs on existing ones?
>>
>>182603297
mario lighting is relatively flat, not realistic, and doesnt use complex normalmaps like the wooden surface in the video you posted

they also use relatively light ambients with no dark shadows
>>
>>182603423
lol CIA niggers on full damage control mode right now
>>
>>182603423
>inb4 the history of schizophrenia was fabricated by the CIA
>>
>>182603423
>implying you are not talking to a schizo who is obsessed with the idea of gubbermint being out to get him
>>
>>182603423
jews have been probing peoples butts for centuries, yes.

>>182603502
>so stupid he thinks the wood has anything to do with the game
>>
>>182603423
>implying the cia doesn't time travel
>>
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>>182603608
I'm stupid for thinking the wood you presented all your shit on is ugly?

at the very least if you're going to use a stock unity shader, make the ambient light blue to give shadows a splash of cooler color
>>
>>182603020
no but it looks cool, is it stable?
>>
>>182603423
>there are literally CIA niggers posting in this thread RIGHT NOW
>>
>>182603479
I MAY do a little additive blend on the legs, but I may just leave it as is. It works for Transformers Devastation just fine.
>>
>>182603768
>>182603608
>>182603513
dumb schizos
>>
>>182603423
>gangstalking
seems perfeclty legit
>the mafia would never hire people to scare their enemies xDD just conspiracy

http://www.paulcraigroberts.org/2016/08/24/the-term-conspiracy-theory-was-invented-by-the-cia-in-order-to-prevent-disbelief-of-official-government-stories/
>>
>>182603761
You're so stupid you think you're talking to bokudev hahaha
>>
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>>182603858
>anything that hurts me in any way was created by the cia in order to hurt me
>because the cia is bad and is out to get me and the small minority of people like me
>>
>>182603502
Well you're wrong, ever since nintendo made the jump to HD on the Wii-U all their games have been having complex normal maps, that screenshot behind the tree has a dark shadow I can post like 10 or more darker ambient lighted levels in 3d world alone.
>>
art director BTFO
>>
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>>182604120
you are an idiot
>>
>>182604137
Mario himself isn't lit that way, though.

Even in Odyssey, he's lit independent of the game, with his own 100% vertical shadow-cast and as a separate depth buffer pass which lets his silhouette be rendered behind all opaque objects. He has a sort of 3D pillow shading going on as well, giving him depth of color even when standing in the shade.
>>
>>182603765
it has issues, but try it. its free. getting it off of github isn't like pirating it or anything. they put it there open to everyone themselves. they have it on the marketplace for people who want to fund blender development.

there's also good old bSurfaces, which is included with blender. you draw on the surface of your model with the grease pencil or lay down curves and it converts them to polygons.

theres a lot of cool shit for blender nobody is even aware of. I remember someone posting this video of this program that took a 2d photo and turned it into a 3d model with the photo as the texture. there is a blender plugin that does this dating back to like 2012
>>
>>182602428
looking hella sweet bruh
>>
3d nintendo games look ugly as heck, why use them as an example?
>>
>>182602164
A E S T H E T I C
>>
>>182604532
even realistic games like gears of war do special character shading, what's your point?
>>
Speaking of Nintendo and normal maps, how in the fuck did they get such a thick chain fence here? Is it actual geometry?
>>
>>182604532
>Mario himself isn't lit

fuck off
>>
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>>182603858
this is what you actually believe
>>
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>>182604507
>the book he points to as evidence was written by this guy
>>
>>182604780
sure it is, each straight line on the fence only needs to be up to 8 triangles if it's just a rectangular prism, I bet the whole thing doesnt even break 1500 triangles
>>
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>>182603075
>How are things going with GiaC? How close to release are you? What do you have left?
I will release a big update July 17th, with the sandbox mode, level editor and level sharing (and the solutions browser). I hope it will help to create any kind of community around the game.
After that, I will have to make 50 more levels (variables, functions, nano machines generation, etc), but most of the technical work has been done.
There will be cutscenes too, but they are easy and funny to do. I have great pleasure to showcase in cutscenes stuff the engine can do.

I'm starting to get out of this hell that is research and development, starting to work on something and never knowing when it will be done. Those days seem to be almost over, and I'm getting back to normal cycles of development.

I will have to put more effort into the art and redo the whole user interface.

Working on material for the release (trailer, etc) will take easily a full month.

I really would like to release the game in September, but looking at what needs to be done, it will most likely be released early 2018. That's far too much time spent on the game, as it would represent 3 years and half. I would have to sell 26k units to get my investment back, which is a lot by indie standards (20k sales is considered a success).
It looks like I'm stuck in the "I will put a few more work into the game because X more time is less than the Y time I already spent and I really need the game to be a success" mentality.
>>
>>182604791
>the cia is totally not involved in child sex trafficking and drug trade xDDD
>>
>>182604783
He's lit independent of environmental lighting. He casts a spot-shadow on the ground even when standing in the shade.

Watch any Odyssey footage and you'll see it.

>>182604640
I'm not sure I have one. It's just interesting how Mario (and other NPCs and interactable objects) is basically an entirely separate set of shader passes from the rest of the level geometry
>>
>>182605063
human trafficking is such a big leap from "the CIA is hiring children to deep throat guns in front of me in public places to turn me into a pedophile" that I am 100% sure you are just pretending to be retarded
>>
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>>182603178
>>182603771
I don't wanna tell you how to make your game anon but from my perspective with some of your movements i'm seeing pic A and my minds telling me i should be seeing pic B.
>>
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>>182604532
>even mario isnt lit

Y-you sure bro? You're not talking out of your ass like an engine dev?
>>
>>182605172
he's not pretending, he's just an enginedev
>>
>>182605172
the only retard is you
>>
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Got a lot of stuff done these past few days

made a few character and enemy models, and i got them in-engine with the help of a programmer friend that is helping me out with the game
I'm pretty fucking happy
>>
>>182604992
>locking basic features such as online saving (which steam does for free) and solution browsing behind a paywall 150% as expensive as the game itself
really nigga
>>
>>182605267
whats this gay shit
>>
>>182605113
also the blob shadow is a gameplay thing. it helps you to see exactly where you are going to land when jumping. very important for a 3d platformer.
>>
>>182605172
the CIA has done so much fucked up shit that people have the right to assume they probably are doing fucked up shit at this moment.
you should go back to your original point rather than going down the CIA rabbit hole.
>>
>>182605184
No, I know. But the problem is, if I do that (blend in a neutral "hanging" pose partway on the legs), it interferes with any kicking animation pretty heavily.

So I'd need a way of flagging animation segments as being kick-oriented rather than hand-oriented to make it work.
>>
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>>182605267
Some of the other characters

>>182605338
3D GrandChase with furry characters
>>
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>>182605267
>>
>>182605489
>bulge
OwO
>>
>>182605361
I know. And all enemies, coins, blocks, etc., have the same thing for the same reason (aligning upward jumps INTO them).
>>
>>182605267
>That tit jiggle.

Wew
>>
>>182605489
Now THIS is the power of unreal
>>
>furfags show up
now all we need is lolidev and sourcefam for a party
goodnight
>>
>>182605267
>>182605489
doesn't look good, stick to 2d art
>>
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>>182605489
mini-boss(only has idle animation)

>>182605581
that tit jiggle is nothing

>>182605590
what gave it away?
>>
>>182605184
Do your eyes really see ground contact there with a visible shadow like a foot below it?

I ask because people standing flat on a surface with a wet spot on the concrete in front of them is a standard optical illusion for levitation; shadows are the single best indicator of ground contact for your visual system.
>>
>>182605689
that tomach looks like a fucking tumor
>>
>>182605753
IT'S NOT A TOOMAH
>>
>>182605689
>>182605753
it looks like they were originally trying to model a breast
>>
>>182605698
Another anon. I think he looks like he's grounded too.
>>
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>Post several progress updates
>Get no attention because it's not furry/anime
>>
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>>182605689
Combo attack

>>182605671
i know the 3D is lacking, but im working on improving it, watching alot of tutorials and practicing alot to up the quality
>>
>>182604618
Thanks anon, it's actually pretty fun to program
>>
>>182606279
who is animating this dude

it's awful

also rather than animating breast jiggle just give them physics in-engine
>>
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>>182605698
I see implied ground contact in the bodies action contrast with the fact it's obviously above the ground. like standing on invisible platform.
>>
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>>182606279
last webm showing some basic(buggy) combat
>>
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>>182605282
>locking basic features such as online saving (which steam does for free) and solution browsing behind a paywall 150% as expensive as the game itself
>really nigga
Steamcloud is not an online save, it's an online backup you are supposed to access only from your personal devices, and only from devices running steam (no phone, no tablet).
Can you access your data from a friend's steamcloud?
I'm making a system to get back your data from any game support in the world running the game:
>you start the game at home on your windows
>you continue playing on your phone
>you complete an asssignment on your school's iPad
>you finish the chapter on a portable console running Android
99% players won't care about the feature, but people who provide game time will care a lot (teachers and co). The same goes for having 100+ profiles on the same computer with no internet connection.

Making a feature usable by everyone often means 10 times more work, when the same feature can be accessed with a command line (which become a mess when you use a lot of them, taht's true).
When there will be more pro features, some of the easier to use pro features should be transferred in the normal version.
>>
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>>182601285
Tileset tearing? Wtf haven't seen it. This might help.
>>
>>182606279
>>182606519
When you showed up spamming furry art I wasn't expecting a game to ever follow it. Congratulations on proving me wrong, keep up the steady progress.
>>
>>182605689
>nipples don't quite fit inside the top
This is my fetish

Why it had to be furry shit I don't know.
>>
>>182606519
Your game is such degenerate shit it makes me supremely uncomfortable and angry. please stop making it or change the characters to something not cancerous.
>>
>>182604992
Well keep doing good work. A game like this won't have the standard indie sales pattern of the initial spike and the fast fall off. I foresee a low-moderate sales pattern over a long time, especially if it takes off as a learning tool, which I could see easily. Best of luck moving forward anon!
>>
>>182606673
Good luck on your game but every single time you post here you say some dumb shit and people get rightfully inflamed. I hope your game is successful but you're a nuisance.
>>
>>182606279
Are those tits seriously animated and not physics-based?
>>
>>182605267
>>182605489
>>182605689
>>182606279
>>182606519
Saving these so I can look back on them in 6 months and see how far you've improved.

Also, at some point invest time into choosing a visual style of shaders and post-processing, it can improve the look of your game with a few days work.
>>
>>182607039
H-haha, yeah, I'm also saving them... just to compare it too of course! haha
>>
>>182605267
All I wish I could do is draw, I'd make so much furry porn games and get so fucking rich. I wouldn't even give a shit about my reputation at that point.
>>
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>>182606741
thanks anon!
will keep the progress up

i should also probably look at making a Tumblr or Twitter

As my skills improve the game will also improve
>>
>>182607170
It's not quite fap quality yet, if that's what you're implying.
>>
>>182607270
And you're a BR too, how cute.
>>
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Got a job so I can finally commission artists. I've decided I probably wont ever collab on big projects again unless its in person. Here's a star gem to replace the old sprites. What do you guys think?
>>
>>182607270
>planície
hue
>>
>>182607397
>ribbert
cuuute!
also nice
>>
>>182607397
>Got a job
rip frogdev
I like the stars
>>
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>>182607039
Thanks for the support anon

>>182607170
Would you like some NSFW images?

>>182607367
>>182607421
huehue
>>
>>182606936
>Good luck on your game but every single time you post here you say some dumb shit and people get rightfully inflamed. I hope your game is successful but you're a nuisance.
You sound like a reverse-tsundere.
We should keep your post as a copy pasta.
>>
>>182607270
>>182607657
I refuse to believe that a furry doesn't already have a tumblr. post your tumblr you lying fagget
>>
>>182607657
yes.
>>
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>>182587371
Got it!
>>
>>182608029
nice feet
>>
MOOOOOOOOOOOOOOODS
>>
>>182608029
this is a christian board motherfucker
>>
>>182608029
dump your stuff in a tumblr or something, blue boards don't allow lewds even if they are spoilered
>>
>>182605440
well flagging animation segments is pretty easy with my 2D project. something like.
if (animation == kickwheel) {
if (frames > 3 && < 30) {
kick = true;
}
}

But I admittedly have no idea how to do it with 3D. you're using unreal engine right? would something like that work?
>>
>>182608472
oh i didnt know, is there any way i can delete the post?
>>
>>182608553
the mods will take care of it for you ;)
>>
>>182608553
yeah you just hit that check in the top right corner of your post and hit delete at the bottom of the page.. you fucking new fag.
>>
>>182589694
Why is there a fan with a light behind it in the background though.
>>
>>182608551
I'd probably run a notify state across the span of frames that are kick-oriented.

BUT then it has secondary issues; if she kicks with the left foot, she still stands with the right... But she has drop-kicks and other doubles, so I need to have two separate notify states, one for each leg.

And it's just such a fucking pain.
>>
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>>182591538
>>
>>182608904
that is troublesome. the only way I see around that is finding a fast way to manually change the animations and having an entire new set for when you're in the air. but that's obviously impractical and may still take longer. I got nothing.
>>
>>182607397
hey have you seen that frog tongue game bokudev is doing that is basically the 3D version of your game? Are you gonna sue?
>>
>>182609597
Boku's tongue game is actually a rip-off of a 20-year-old N64 game.
>>
>>182607397

>>182609597
>>182609680
This?
https://streamable.com/6bebx
>>
>>182609680
It's an official sequel. He bought the IP
>>
>>182609110
Peaked in 2005 really.
>>
>>182609597
>>182609680
Chameleon Twist to be precise.
>>
>>182609110
This makes me sad
>>
>>182609765
Yeah, it's a rip-off of an N64 game about a chameleon that I'd never heard of. Boku posted it when we accused the tongue of having no juice.

That actually looks like it would be pretty fun with a lot of polish. Too bad Boku can't finish a game even if he's being paid for it.
>>
>>182604791
Threatening a 7 year old, a laughs a fucking laugh, but this nutter needs to be monitored
>>
>>182609771
Lol really? Chameleon Twist?

Yo Bokdev, what was the nature of that contract? We already laughed Altered Beast remake spaniard out of /vg/, after reading his lengthy but diplomatic "fuck off" message from sega.

Are you committed to selling x units? What cut will they take?
>>
>>182610148
He also claims to have run over a "CIA nigger" on 9/9/1999. He will tell this to anyone who'll listen.
It's not clear if this is something that actually happened, though, because he insists the CIA nigger was glowing in the dark and was also a space alien.
>>
>>182610181
/vr/ I meant, and where the fuck did that reddit spacing come from? wtf chan, you're falling apart.
>>
>>182610181
An Altered Beast remake sounds dope.
But I'm pretty sure that anon was shitposting about boku buying the IP. Isn't he a broke flip?
>>
>>182610426
Boku is claiming to have bought it. That could be an act too, who knows?
>>
I need help ideaguying.

I'm making a gotcha-force/medabotslike or whatever the fuck you want to call it, but I can't think of good abilities. Basically you get three attacks or whatever, two from each arm, and one from your compound head/body section, as well as some movement related stuff from the legs. The leg stuff is passive and the other three are active tools the player switches between with the number keys or scroll wheel.The arms can be guns and melee weapons and stuff, but it's kinda hard to think up torso abilities.

I can think of good melee abilities, but for characters that have guns on both arms it's kinda hard to provide anything more creative beyond "giant gun in his chest". I could maybe just use it to give shooters a melee tool, assuming they're using arms that actually have open hands. Or I could do something radar related? Some weapons are heat-based instead of reload based, so I could make a gun that works with that and fires a laser that drains your heat or something, but I don't want the chest parts to all feel like "special attacks" or something.
>>
>>182610634
Prototype it and see what feels fun to play, then expand on that.
>>
>>182609110
me in 2007
>>
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brainlet here

whats the math behind the turn based system in oldschool rpgs? say its based on agility or speed or something, so sometimes someone gets a double turn.
>>
>>182610743
I've got movement set up and I'm currently messing with menus, but I need to think of things that would be good prototype ideas. Everything I think of that would be good for ranged characters ends up being "big gun," and if I just test a bunch of those I won't get anything more than that really.
>>
>>182610426
>>182610181
Clearly theres an NDA he hasnt posted it on twitter or to his kickstarter fans
>>
>>182610895
just like read the wiki or forum posts

someone smarter and more autistic than you has already done the work
>>
>>182610895
There are a lot of different systems, anon.
In Pokemon, everyone makes their decision at the same time, and then they're executed in order of Speed. This is pretty much the most generic system. Is that what you're asking about? It's just a simple sorting problem.
>>
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>>182609597
>>182609765
no clue who that is but that doesn't look like my game at all. I want to make a 3D Ribbert after I finish this but it wont play anything like that. I'd attempt to feel like SM64/Banjo-kazooie
>>
>>182610895
Every game does it differently mate. The particular problem you mentioned has a ton of ways it could be done. Kinda funny you can't even think of one.
>>
4 hours of devving today, but it wasn't very productive since I just fucked around aimlessly, I'm kinda dreading working on the next big feature since it's so tedious.
>>
>>182611086
I haven't played Banjo-Kazooie but SM64 is unironically one of the greatest games ever made and I wish someone would rip it off in Current Year.
>>
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>>182610997
Here is a screengrab from the Altered Beast IP request if anyone is interested. Sorry for the phone image, I saw the post while I was at work.
>>
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Why am I so lazy. At least I cleaned my room today.
>>
>>182611259
He actually sent a letter to the president of Sega?
Did he at least write it in Japanese?
>>
>>182611419
>Why am I so lazy.
Bad information about how discipline works.
Poor diet.
Poor sleep habits.
Poor exercise.
Too many distractions.
Etc.
>>
>>182611448
I'm reminded of the time Edmund tried to get SMB on the Wii be calling Reggie directly
>>
>>182611486
>Bad information about how discipline works.
How can I be more disciplined?
>Poor diet.
Correct
>Poor sleep habits.
It's getting better
>Too many distractions.
Correct
>Etc.
Correct
>>
>>182611231
My goal would basically be mix banjo/sm64 except add a tongue grapple swinging system. which is basically what I'm doing now except with klonoa/kirby
>>
>>182611419
The body is tired or the mind is not focused.

Small victories are essential to winning.
>>
>>182610895
http://www.roguebasin.com/index.php?title=Time_Systems
>>
>>182604780
No its a texture trick.
Use two parallel plane meshes, and put the same repeating chain texture on them.
The small separation between the two textures gives the illusion of a solid chain fence when its really just the side of the other texture in the dark.
>>
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>>182606019
me except it's programmer art
>>
>>182613452
>tfw its modeled and you're talking out of your ass
>>
>>182613452
What?
>>
>>182613476
>>182606019
>a game with literally nothing but square graphics got 5 replies in this very thread
>>
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posting old progress
>>
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How large should the cone of vision of the enemy soldiers be?

90, 120, 180 degrees?
>>
>>182613761
The Mega Man FPS that was never released
>>
>>182614558
90 for easy
120 for normal
180 for hard
>>
>>182614558
360
>>
>>182614558
Whatever plays best.
>>
>>182614558
If you want stealth to be at all viable then it better be tight; unlike stealth games with lean functions, your game requires the player to be visible to assess the situation, which means you're going to need a forgiving cone of vision for enemies.
>>
>>182613705
One of AGDG's most promising games was nothing but squares for the longest time (and still is mostly squares).
>>
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>>182614848
You seem confused.
>>
>>182614905
Even when it was purely programmer art, placeholder title was pretty anime.
>>
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>tfw you work on performance/system/ui features because you're running away from working on gameplay features.
>>
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Man data entry sucks. Anyone willing to help out to make the Recap Monday stuff searchable?

Was planning to knock out one a day... but that's still ~165 days.
>>
>>182614865
I'm not sure if want stealth to be like in RTCW or deus ex. Probably somewhere in between.

I'm going to add cameras (hackable) and possibly some sort of peeking mechanic.
>>
>>182615227
wouldn't it be a lot faster if you just copied the posts from the archive?
>>
>>182615176
gameplay is definitely the hardest part of gamedev. Play games similar to yours, or in general and get inspiration.
>>
>>182615328
They're still malformed / have typos / aren't neatly aligned into groups. I can type faster than I can copy/paste/hunt for the next entry.
>>
>>182614905
What game? You arent talking about bokube are you? That game is trash
>>
>>182615227
>archerguy
pour one out
>>
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rate my coins
>>
>>182615176
I actually prefer this. Truth be told I'll probably move away from games to real world applications, I've always wanted to develop a point of sales system. Games have had UI down to a fine art for years, while commercial applications UI has never been fantastic.
>>
>>182615521
adequate/10
>>
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>>182615521
>>
>>182615656
>I've always wanted to develop a point of sales system.
>>
>>182615176
I know that feel, I'm doing XMLs fro the whole week so far and... its not that bad
>>
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>>182615176
I thought i was the only one.
>>
>>182615656
I'm actually pretty shit at programming but I've gotten significantly better than when I started over the past two years. I'm just going to work on some sort of gameplay feature and just try and build on top of it. Trying to do some complete checklist of features I think a game in the genre should have always ends up with me not making anything and creating a giant mess.
>>
>>182615784
Well, after working retail for 15 years (primarily in inventory management) I wouldn't mind working with a system that is naturally intuitive rather than being some ass backwards shitpile written by accountants.
>>
>>182616090
I take that back, you have the most noble goal of anyone in this thread
>>
>>182615521
>Shadows don't change size with bounce/10
>No shine effect/10
>Can't hear max juicy coin sound/10
>>
>>182615521
Ok now add all the other stuff.
>>
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>tfw you play a 10/10 vidya and get full of inspiration and motivation for your own game

Vampire the Masquerade : Bloodlines
>>
>>182613761
Why so laggy
>>
>>182616848
excellent tastes
>>
>>182615227
How wouldn't get in touch if I am interested in helping a little, even for just one recap or two?
Many hands make fast work and all that
>>
>>182618858
>Wouldn't
I meant would. How WOULD I get in touch?
>>
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Will your game have nice water?
>>
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>tfw too retarded to make game without my hand being held through anything
Does someone want to hold my hand and teach me how to make game?
>>
>>182619519
My hourly rate is $15.
>>
>>182619519
If you open with "I'm to stupid to learn" you won't get help from competent devs, who expect you to put the pieces together to some degree. They'll definitely help out, answer questions, and point you in the right direction, but they won't hold the hand of a retarded child.
>>
>>182606279
lol at that jump animation im in tears
>>
>>182606519
I bet this is finished before Overgrowth
>>
>>182619519
Join my gamedev school
>>
>>182619519
I was like that for about 3 years or so and I thought
It'd never change. I'm pretty slow to learn but now I can implement a lot of things on my own.
>>
>>182619519
Clean your room.
>>
>>182619116
I still remember back when having good looking fire in your game was the ultimate sales goal. Nowadays graphical improvements are so numerous and slight that you can't market anything specific anymore and just have to pay someone to say "Wow look at those graphics" "Wow can you believe that we're getting a silky smooth 30fps right now???".
Things used to be a lot simpler.
>>
>>182620273
Default Unreal graphics still wow normies if the game is in a genre not known for good graphics
>>
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>>182619116
nah. This is probably the closest thing for now to "water".
>>
>>182620364
>normies
normalfags*
>>
>>182616848
you got it 75% off on Gog sale too?
>>
>boku hires a professional modeler
>the modeler pwns shitposter arguing about lighting and modeling stuff
It just gets better and better.
>>
>>182620786
yep
>>
I want to make an old school dungeon crawler with no minimap even though this was me playing those games:

https://www.youtube.com/watch?v=sdQ11fTRpCg&t=4s
>>
>>182591538
it's a complete waste of time.
12 years of wasted time.
>>
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any opinion on these proportions, trying to block out something stylized
>>
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>>182619116
Man I remember losing my shit over the water when I first played Dark Alliance back in the day. Good times.
>>
>>182621198
woah, me too
you're my dark alliance water soulmate
>>
>>182620138
fuck off Jordan Peterson
>>
>>182621182
Not thick enough. Make it thicker.
>>
Soon I'm going to start working on gameplay but I'm going to wait until my Mom and Brother go to bed because I don't want them to see me brainstorming/drawing in my notebook or organizing stuff with index cards. Is anyone else scared of their family knowing about them programming or making a game?
>>
>>182606019
>post progress updates
>it has anime and generous amounts of fanservice
>no replies
something just doesn't add up
>>
artist, how do i color in 2d sprite?
since i'm a programmer, im pretty shitty at drawings.
and right now, i'm just using a palette of 16 colors and draw from there.
it looks fine, but i feel like i could use more color.

do i just get more colors to put into the palette?
or do i choose a general color from the palette, then choose new different unique set of colors for each sprite?
>>
>>182621930
Just be sure to lock the computer when you're done with it. You'll understand when you hit puberty.
>>
>>182618858
[]J on IRC ( freenode / #vidyadev)
Homph on AGDG Discord

or you can post here too if those are a bother
>>
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>>182587173
Finished the air dash mechanic.The player can dash in each of the four directions available. Currently it is set to where the player can only dash three times, but if I make the stamina mechanic work, the player can potentially dash in the air for even longer. Dashing in the air also cancels out air based melee attacks, but can't be alternated back and forth.
>>
>>182596998
>not even outside the stupid "active hours" I set up yesterday
Has happened to me, Windows 10 is absolute shit.
>>
>>182622562
That trail effect looks cool as shit.
>>
>>182622315
I turned 25 several days ago.
>>
>>182622676
Just trust me dude.
>>
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>>182622562
>That dash trail effect
>>
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>>182622157
I usually just mix two existing colors in the palette to make a new color that usually fits the palette well.
Just put one of the colors on the canvas, then choose the other color and draw over the first color using a partially transparent brush until you get the color you want. Then add that to your palette.

Also a palette with more colors to begin with is usually a better idea.
>>
>>182622676
Happy late birthday.
mine's in a week
>>
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Completed this gun for Coaldev
>>
>>182622926
Looks interesting.
>>
>>182622926
I like the textures.
Can we see the shooting animation now that the gun starts extended?
>>
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>>182622926
First made this, but found the colours were too noisy and unrealistic.

>>182623025
Thanks, Anon
>>
>>182622926
I liked it when it was more blue rusted, but it also looks neat now.
>>
>>182622676
>>182622901
Wow what're the odds?
>>
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>>182623107
Aw, shit. I spent hours getting it to look less rusty and blue.

Oh well, at least Coaldev now has two options to choose from.
>>
>>182622857
>Also a palette with more colors to begin with is usually a better idea.
yeah but do i uses the same color palette (say 32 colors) for everything??
or everytime i draw something i get a new palette (say 5 colors i needed for that thing) just for it
e.g.
item A with brighter blue color
item B with darker blue color with a little mix of red/purple
>>
>>182623447
Don't listen to him, brown one is better.
>>
>>182623131
>what are the odd of a birthday within 2 weeks of someone elses birthday among 95 posters
about 4%?
>>
>>182623732
Thanks
>>
>>182623565
Yes, use the same color palette for everything. Only adding a new color if you really need something the palette doesn't already have. And don't just reserve that one new color for that one specific sprite, you can use that new color on other sprites that also need that color.
>>
>>182623447
Changed my mind, brown is better up close, sorry.
>>
>>182622634
should have got Pro (and no Anniversary Update) so you could set your group policy to notify when updates are available but do not download

I think you can still disable auto downloading of updates over metered connections and all you have to do is set your internet connection to metered
>>
>>182623975
Hah, good to know!
>>
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rate my fluid physics /aggydaggy/
>>
>>182622643
>>182622826
Thank you! Glad to see it is approved so far.
I'm keeping anything that's movement based the color green, as a lot of the powerup pickups you get for movement is, well, green.
>>
>>182622826
was it #litty?
>>
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>spend ages making an acceptable body from a tutorial
>a little janky, but looks fine in blender
>decide to take a break to check it in engine
>load it into unity
>theres a massive fucking hole in its chest all of a sudden
JUST
>>
>>182624808
Looks good. Want to see denser objects affected by it too.
How many objects until it starts lagging for you?
>>
>>182624808
kinda hot desu
>>
>>182624808
Not real progress. Post progress not just recordings of real water.
>>
>>182624910
are the polygons doublesided or were they inverted?
>>
>>182624910
normals
>>
>>182625042
Not as far as I know. I'm going to look into it more tomorrow and see what's up.
>>
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>>182624941
Around 1340 I think? It can be optimized. It's also running on a browser and my computer is not very good.

>>182624986
But anon, this is what enginedeving progress looks like
>>
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i'd like to think i'm not dead.

i'm trying to figure out a possible silver bullet for all the issues i've been having recently with this game. i'm getting closer but this is starting to get pretty complex.
>>
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I'm gonna miss the old placeholder gun.
>>
>>182626173
How many years of half assed deving until I understand this type of programming? I'm just starting to get comfortable with using System.IO and string parsing/data manipulation. I'm now going to practice using SQL.
>>
Gogem has a lot of posts, 4864 to be exact
https://boards.fireden.net/vg/search/username/gogem.pro/
>>
>>182626320
Those are some really nifty animations and physics, nicely done.
>>
>>182626320
Can't wait to see my boy Markiplier play your game.
>>
>>182626320
>starting to get pretty complex.
You saying it wasn't begore?
>>
>>182626320
I always love seeing your stuff. Just wanted to say
>>
>>182626340
Not much. In the end all what my code does is

>get distance between the source point and the target point
>if the distance is smaller between both points radius, then there's a collision
>get the angle between these two points
>move the source point a little towards that angle
>do this for all points in loops

You can find those functions on the internet. Now to come up with algorithms like this, you just have to use your creativity and pratice your programming logic skills.

The best way to do this IMO is to try to make games without using an engine. I also recommend starting with a comfy language like javascript.
>>
>>182626323
i think the gun should be a little higher res since its so close
>>
>>182627067
I just want to add that is perfectly ok to use engines and they can also help you improve your programming logic skills. But it's also good to try making stuff without engines because you can learn new stuff.
>>
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https://instaud.io/15KK

this is way too over the top for a mobile game but I'm gonna make it more over the top anyway.
>>
>>182603293
there is an important muscle (the Brachialis) that rely the upper and lower arm. it is necessary to give unity and continuity between them.
>>
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>>182624910
In Blender go into edit mode, select all, go to the Shading/UVs tab on the left and click Recalculate. Some of your normals are backwards.
>>
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Finished yet another bus stop.
>>
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>>182628102
FUCKING NORMALS RUINING EVERYTHING REEEEEEE
>>
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>>182626834

all of the duct holding the game together has to be redone.

send help.

pls.
>>
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Fucking finally, holy shit.
>>
>>>/v/383870647

lmao
>>
as an artist, what do you do while you're waiting for things to get done on the development side?

I feel bad having the programmer be the only one putting in work during certain periods but im also just waiting for things to be ready for me to insert my assets
>>
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So I discovered Substance Painter today. So easy it's not even funny. Thinking about retexturing a lot of my assets during the next few weeks, especially the plain-colored ones.
>>
I'm trying to get started doing my own pixel art, are there any recommended tools for learning that kind of thing? I'm willing to pay a bit for something helpful
>>
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>worry about game being too short
>lower the player speed
>>
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>Get home from work
>Procrastinate all afternoon on doing project
>Spend two minutes doing coding at 1am
>Feel accomplished because the code was relatively important

Nothing can stop me
>>
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>>182629594
>>Spend two minutes doing coding at 1am
>>Feel accomplished because the code was relatively important

I've done this so many times
>>
I've been away from /aggydag/ for 3 years. I used to do game jams in C, thinking of getting back into it.

Should I stick with C or use something else? What do others recommend? At work I use JVM languages.

Everything I want to do is 3D but I am not intelligent enough to enginedev for 3D, although I do have some cool ideas about how to hide shortcuts taken while doing raytracing.

>>182629359
I liked Aseprite when it was free software, but then the developer moved it to a proprietary license and stopped distributing source code.
>>
>>182629769
Looks perfect, thanks!
>>
>>182629594
This here is the key.

>accomplish something every single day no matter how little
>never finish but it doesn't matter because you'll never stop progressing
>>
>>182629665

Its a bad omen. I've been on a tear since I jumped back into deving about a month ago, but days like today are the kinda thing I used to do all the time and it always leads to an abandoned project and I'm not doing it this time.
>>
>>182627520
Putting the ninjas to sleep desu
>>
>>182628121
>compressed photo of clouds background
hee hee

Is it animated though
>>
>>182622926
I think it would look better if the slide extended all the way to the back of the gun, like it does for many real world handguns
>>
>>182628121
why the dick bulge
>>
>>182628994
Depends on what engine they use
>>
>>182606279
the breast on your model are too high, you need to give some room for the pectoral.
>>
>>182628707

Just had this kinda thing. Had to rework entire enemy code because of how I set up the movement patterns and physics like a chump, fell apart the moment I added a mechanic that wanted to apply an outside force.

Its fixed now but its disheartening. You get to a point where you realize you're trying to bring your game back to a level that you thought it was before, and it doesn't feel like progress.
>>
>looking through my old C code from years ago
>jfc I wrote my own library for hash tables, sparse arrays, doubly linked lists, executor service, and units tests for all of them
>why didn't I just use preexisting libraries?
>why was I using C
>none of that shit is even remotely a game
>>
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>>182587173
>Having no lucking finding web work in my area (small town with a small city 45 mins away)
>Can't move without money
>Thinking of dropping webdev to pursue software
>Going back to college to earn Bachelors
>Thinking of making game in free time while attending classes

It's bittersweet but maybe with my free time opening up between classes I can actually make something that resembles a game.
>>
>>182629846
>I've been on a tear

Sorry for being an ESL but what do you mean by this? Google isn't helping.
>>
>>182630149
unity
>>
>>182596542
Dude that picture is a parody of those "let's draw shit" songs from children programing, the runes under every picture are the lyrics.
Originally it was a part of manga artist's exhibition where recording of her singing the song played and visitors were given a piece of paper to draw their own Yuno and stick to the walls. Lots of cute Yunos were drawn.
>>
>>182629925
It was going be, but i got really short on time, to the point compressed sky is not
fast enough..


>>182630093
They are just loose pants!
>>
>>182629557
>about to defeat the final boss
>wakes up back at the start of the game
>>
>>182630269
Ahh. Sorry, not interested in giving my thoughts on the matter but I sincerely hope the best for you and your programmer.
>>
>>182630165

it really doesn't feel like progress, i've used the term cpr before. i'm not at that point yet but i just want to move on to the actual meat of the game, its so frustrating.
>>
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These are the most fearsome enemies you'll encounter in the Forest Dungeon.
>>
>>182628994
audio man here, I often have to wait on programmers and art/animation guys at work. I use 50% of the time to write speculative demos and bits of music or sound effects I may use and the other 50% bitching at the programmers to implement the sound stuff already.
>>
Woohoo! I just made a form on an html page that posts to a node.js server and receives a response through ajax. First time's a charm.
>>
Anyone who can draw anime to at least DA-tier wanna be my artist for a VN?
>>
>>182631048
No. Nobody does.
>>
>>182631141
Yeah I know. But hey katawashoujo got made, so there's some weebs out there willing.
>>
>>182630259

In this context, "on a tear" means I've done a lot. Its a phrase generally used like "I've been on fire lately".
>>
>>182631048
Pay?
>>
>>182606279
>that arm flail
Hilarious
>>
>>182631369
I'm not getting a dime for this so neither will anyone else. Fair's fair.
>>
>>182631369
Modest. I ain't rich, and it's mostly just a pet project. Couple hundred for everything maybe. Depends on how good, too. I'd be willing to shell over more if the artist is actually good, but (even though I'd be perfectly willing to have horrible art as long as it looks vaguely anime-like) if the artist is fucking horrible I wouldn't pay. I'm not selling it, either, I'm going to upload it for free. So I won't see a dime either.
>>
>>182631515
But you're working on a project you want, while others don't, so it's not fair.
>>
>>182610895
First ones were based on tabletop RPGs so play some or at least read a bunch of rule books to get the idea.
>>
>>182610895
I play a lot of tabletop RPGs and the oldest OG RPGs are basically compuer DnD. How DnD does it is that characters have an Initiative modifier calculated off of stats like DEX, and then everyone rolls a dice, usually a d20 which is a 20-sided dice. So basically, your turn order is decided by random chance with modifiers to it, a (1 to 20 number)+Modifier. I roll 15, that guy rolls 4, my modifier is +3 and his is +6, our totals are 19 and 10, I still go first even though he has higher modifiers for initiative.
>>
>>182631564
Good response, you've obviously thought about it and care about it so good look finding someone
>>
>>182631314
thanks
>>
why the hell is photoshop so laggy
>>
>>182593317
so? you'll be dead.
>>
>>182631564
I like where you're coming from and I can do that art. What engine?
>>
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Believe it or not, this is probably the best piece of artwork I have created in my life.
>>
>>182631048
What kind of VN?
>>
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Idea guys :

I need a hacking mini-game.
>>
>>182632380
Just humble old Renpy.
>>182632471
A character-driven story about fantasy magic military schools, an MC who's lost his way in life and the waifus that set him on distinct paths through their routes. It's trashy chuuni fiction, unapologetically so. Fantasy-but-not-quite in the vein of Trails of X or Final Fantasy with modest anachronism. The waifus are a big deal, they are what defines what the MC will become.
>>
>>182632705
>RenPy
Ok sounds good. Actually I have no preference on engine, I was merely curious.
>>
>>182632384
so...
the left words aligned left,
but the middle row aligned middle?
it's weird to look at.

the graphic behind is fine if ur making a meme game.
>>
>>182632270
How is your ram situation? Most art progs are heavy as fuck on ram. Ive got 16gb and an i7, and my shit still lags like a motherfucker from time to time.
>>
>>182632660
u want it to be a puzzle mini game?
or do u want it to be a pointless sequence that make the players feel like they did something, even though it's insignificant
>>
>>182632705
>fantasy
Uh oh, do you want the backgrounds as well? That makes shit a lot more complicated
>>
>>182632890
Either or a mix of both.
>>
>>182632889
i think it has something to do with the brush/mix tool
>>
>>182632914
Ideally, some, but I was planning on making due with art gathered from around the web for background mostly, barring like 1 or 2 CGs to showcase a building or a classroom. All that is negotiable, though. What I want is just characters. Everything else is secondary.
>>
x randomly crashes while my ide is running

this is not good for productivity
>>
>>182630495
Everything is very snappy and weighty. It all just feels right.
Good stuff, my dude.
>>
>>182632660
got any more of this?
also, Solomon's key style.
>>
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>>182622562

Looking Good anon.

>>182630495

> no avatar for the cute paladin
> for shame
>>
>>182633181
no sorry but thanks for the idea
>>
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>mfw i'm sure I did a backup of something
>mfw I can't find it anywhere
>mfw all backups I find for it are outdated
>>
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Theoretically, could I be sued by bethesda if I do a straight rip-off of their hacking mini-game?
>>
>>182632660
>tfw running away with CP instead of melting it
>>
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>>182633348

> read the moonrunes
> actually understand what it says

Guess all those years of study did pay off.
>>
>>182633295
>>182633348
>>182633472
>>182633537
stop avatarfagging
>>
>>182633537
You don't need years to parse that phrase, buddy.
You need like a month.
>>
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>>182633608
that's not avatar-fagging idiot
>>
>>182632660
The best hacking minigames don't take you completely out of the main game.
SS2's hacking was basically dice rolling with a bit of required attention but the game kept rolling so you had to be aware of your surroundings while hacking, same with Bioshock.
Other cool way of doing it is having hacking be a limited resource like in Deus Ex, hacking itself is just about clicking the thing you want to hack, but you must explore the map to find the tools to do so. The more interconnected with the actual game it is the better.
How about having both? You find expendable hack blocks to be able to hack, and when hacking it opens a real-time minigame.
The minigame: There are blocks of code in a window, on the bottom-right of each block it says what it does (simple stuff like x = 3, add 5 to y, x = y, the blocks of code are mostly for style, only their description on the bottom really matters, maybe later on the player could have to write his own description to new blocks he finds) and at the bottom of the window it tells you the output required to bypass the system, you use the hack blocks (blocks of code like the ones in the main window) to change the output depending on where you put them. That way the hacking is ACTUAL coding but very simplified, with the potential of getting much more complex.
To make matters simpler having a hack block lets the player place any block he wishes, so you only have to make the puzzle and them place a little over the required number of blocks on the map. Or it could not require any resource at all.
>>
>>182633295
>>182633348
>>182633472
>>182633537
>>182633658
stop avatarfagging
>>
>>182632889
>>182632270
don't use photoshop
problem solved.
>>
>>182633537
Congrats on being able to read hiragana, which takes 2 days to memorize.
>>
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>>182633348
>tfw when you find an old but functional project framework with tile collisions and basic networking chilling out in your documents folder.
>>
>>182633725
gimp is worse. it takes a while just to boot it
>>
>>182633608
>look, mom, I'm using the words they use, I'm probably one of them now
>>
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>>182633724
Still not avatarfagging, retard.

>>182633741
being able to read != being able to understand the meaning of what you read
>>
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Seriously Fuck Gamemakers html5 module. has anyone had success with this shit? it wont change masks more than once per frame. if I want to put a demo online i'll have to waste more time re-coding shit that works perfectly in every other module.
>>
>>182633716
>bringing up bioshock in a discussion that involves hacking that's not to solely shit on it
>>
>>182633873
Most animufags understand such phrases even before they start learning jap. Only retards need years for this simpliest shit.
>>
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>>182633621
>>182633741

There is a difference between reading and understanding nuance.

Sure you can read a phrase and translate it into English, it's another matter to read it and understand it in Japanese.
>>
>>182633951
Sure you know what you're talking about.
>>
>>182633869
>>182633873
>"every anime grill isn't the same"
>>
>>182633910
All I said was that Bioshock doesn't pause the game while you hack, which is a good thing (but now I'm not sure I'm remembering it right, pretty sure it didn't?)
>>
>>182633879
I've never used html5 under gms, but it sounds like they had to retool it pretty heavily for gm2, I've read quite a few release notes that talked about changes to how it is handled.
>>
>>182633973
The only nuance here is a reference to a nip meme, doesn't require years of study.
>>
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>>182633879

> could have just used unity to avoid all this suffering

You can rebuild that shit in unity in a day and convert it to a web app in 3 seconds.
>>
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>>182633998
Why did you type that memearrow?
>>
>>182634005
it didn't. you're thinking of 2, which is vastly superior to the first.
>>
>>182634049
What nip meme is that?
>>
>>182633998
Is not my fault you are fucking blind anon.
>>
>>182634029
the reason I wont switch from GMS to GMS2 is because I don't want to have to modify all my work to fit the new system. now it looks like i'm going to have to do that anyway for HTML5. I wonder if there's a way pirate GMS2 yet, to see if it fixes the problem.
>>
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After you do the puzzle to drain the lava. I added in a depth of field blur in here too. Not sure if it adds or subtracts from scene. Still need to fix the camera following the jumping 1:1
>>
>>182632660

stripped down version of advance war would be fun. you should have a fair amount of depth or not bother at all. just make it like the first deus ex. so sick of these half-ass hacking minigames that reward you for nothing.
>>
>>182634369
its not range based?
>>
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>>182634171
Ganbaruzoi
>>
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>>182634375

How would you make a hacking mini-game that is shallow enough for normies to comprehend and deep enough to be interesting?
>>
>>182634516
That's not meme and that's not what she's saying.
>>
>>182634369
the depth of field blur makes me feel like I'm looking at a diorama, not necessarily saying it's bad or good
>>
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>>182634583

I just looked it up, I think >>182634516 is referring to https://www.youtube.com/watch?v=SB92VKRZvjg

The original pic in >>182633348 shows Nene in the same position in front of the PC saying "I don't have to do my best after all".
>>
Please just go watch your Chinese cartoons and leave this place
>>
>>182615227
Did you try an OCR? I wonder if it could work.
We should have saved recaps in html format since the beginning.
>>
>>182602164
>naked guy with testicles visible
>mods do nothing

>half naked girl with a nipple barely visible
>gets deleted
>>
>>182634842
its censored
>>
>>182634726
That's not Nene, it's still Aoba. She's saying "I don't have to work hard anymore" as she's about to kill herself.
Yes it's a reference to the original quote but it's not a meme.
>>
>>182634842
Marble dicks are a-ok
>>
>>182634842
its a statue, come on
>>
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>>182634842

It's fine if its 'art'.

What is 'art'? Images that aren't sexual in nature.
>>
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Not dead. Not yet. I'll never give up, but the going's been rough lately. Nothing feels worse than being stopped by shit that really should be trivial over and over again. Before I started all this, I figured that by now I'd probably have the battle system underway, but instead I'm not even close to starting.
>had to spend forever getting this door to work thanks to gamemaker's weird event fuckery triggering asynchronously(I know it looks odd for a roguelike, but it's working as intended finally)
>line-of-sight is adequate
>working on the text box now, it's very basic at the moment, but later it will need to handle multi-line strings and hopefully scrolling (gamemaker has no fucking text widgets btw)

Part of me wants to restart in a real programming language but I fucking hate GUIs.
>>
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>>182632660
Node Battling System where you're trying to beat the Red mother node to hack the system. You attack by sending out a Virus of 3 types: Slash, Block, or Poke virus. However, the enemy red node will also be attacking you through the channel, sending out Defense pulses that also share a type or Slash, Block, or Poke. When two blasts collide, it's a rock-paper-scissors check. When two blasts tie, they cancel out, if one wins the other is broken through. You can only send out a pulse every X seconds, and the enemy will likewise also attack every Y seconds.
If you can appreciate that the enemy has way more HP than you, well you're right. Eventually the enemy will win if it's just a straight battle, which is an incentive to seek out other neutral Nodes which have a type (the player cant see them, obviously, so it's guesswork). Capturing neutral nodes gives bonuses to the rest of the fight, like upping your node's damage or getting you extra life, whatever. The idea is that, mathematically speaking, you should get your odds in your favor because they start out against you.
>>
>>182634878
Im tired of you faggots arguing about this fucking shit. If either of you knew anything, you would see the play on words that says "hang in there", and I don't even fucking know japanese you stupid fucking cunts. I promise you both, no one here gives a fuck about who is the bigger faggot weeb.

Fucking faggots and weebs man.

Fuck.
>>
>>182634878
Didn't you know that every quote repeated more than one time is a meme?
>>
>>182634432
The depth of field? It is
>>
>>182635271
>Part of me wants to restart in a real programming language
You could show most people who frequent agdg this quote and they would know what it's referring to. Regretmaker
>>
>>182635331
Stop talking about things you don't know anon.
>>
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>>182635304

This is a really good idea.

You can also procedurally generate these and ramp up the difficult with red nodes that take neutral nodes or more paths.

What inspired you to come up with this? Looks a bit like a circuit.
>>
>>182635331
Your stupidity embarrass me even on the other side of the ocean.
>>
>>182634751
Yeah. It would have been max easy to have composed recaps via HTML rather than programming it. Oh well.

Some people tried having off-site recap things, but 'everyone' hated that.

>OCR.
Considered it, but I think the output would be so messy that it'd take more time cutting and pasting shit to the right places. Guess I'll try it anyhow!
>>
>>182634751
>>182615227
Follow up on this, I tested OCR with cut out cash out progress. It cut off part of the name, but progress was fine except for replacing uppercase A with R. You can pretty much automatize most of the work.
>>
>>182635489
Might I ask what you used?
>>
>>182635472
Yeah, it looks like an electronic circuit because circuits look cool.
I got the idea from imagining out a sort of 'fight', but with a simple system. Well, what simpler fight is there than rock-paper-scissors, right? And since I'm a programmer as hobby I figured something logic-oriented would be best, since it's a minigame the game maker's gonna be making a lot of them. Adding the simple neutral nodes with buffs thing adds variety and more paths can make the player's neurons joggin.
>>
>>182635563
https://www.onlineocr.net/
Now finding a library that works at least this good would be a lifesaver.
>>
I've been putting in work on my game, but it's so small scale. I feel like all this effort is a waste, when I could be building the bigger more exciting game I imagine, that would attract a lot more people. If I'm going to spend 4 months finishing this, why not spend 6 months finishing the bigger, better game?
>>
>>182635704
Game dev time gets exponential. The bigger, more ambitious project might not take 2 months more, but maybe 6 or 10 or maybe even more time. Finishing what you have now will give you a bit more experience, too, so that you'll be a bit better by the next time so you'll be able to cut dev time even more.
>>
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>>182635683
Yeah not sure I can actually use this in a way that'd be better/faster than just typing it.

At that point it'd be better to write a scraper and slowly hit all the archived threads (if they go back that far).
>>
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>>182635331

It's a clever pick-up, but I don't think it was intentional. 'Hang in there' is an English phrase, がんばる means 'to do ones best' or to 'stand firm'.

Still, its interesting how unrelated cultural phrases can often lead down similar paths. 'Stand firm' for instance might be a reference to kicking over the bucket when hanging oneself. So to がんばる, is to stand firm and not kick over the bucket, while がんばるかて is to 'kick the bucket' - so to say.

This rabbit hole seems like a deep one.
>>
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>>182635824
>in which the difference between "a couple weeks" and "literally impossible to do in a lifetime" is just one seemingly innocuous feature away
>>
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>>182635895
>just gotta fix this little bug...
>months later
>>
>>182635870
>This rabbit hole seems like a deep one.
No. It's akle-shallow when you really know Japanese instead of trying to come up with unrelated theories based on loose google translation.
>>
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2 subway spots to go before working on the hud/gui interface.
>>
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>>182637151
>gui interface
>>
>>182637226
Oh fuck, does it mean the same thing? i dont know how to english
>>
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>>182637338
it's just redundant, I was being autistic
>gui interface
>graphical user interface interface
>>
>>182637338
gui is an acronym for graphical user interface, its like saying salsa sauce
>>
why does unity insist on adding jittery artifacts to my animations, even when i've turned off animation compression

what is wrong with this retarded fucking program
>>
>>182637549
>>182637469
kek
>>
Was having fun programming in C# making a command line game. I've been hitting performance issues regarding screen flickering/draw issues that I can't seem to overcome with any sort of performance wizard magic I try. I'm going to just transfer my project to Godot and continue having fun deving.
>>
>>182638024
How much of your stuff can you transfer into godot?
>>
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>>182637469
>He doesn't have an intermediary interface between the user and the graphical user interface.

YOUR FAILURES ARE YOUR OWN OLD MAN!
>>
Meanwhile in common use: ATM
>>
>>182638173
actually sounds like a good idea
>>
>>182638078
Ideas basically, I'm only like 2 days into the console app. Game is a pretty big stretch, I was just fucking with UI and character creation. Trying to stop flickering via double buffering the console, using a stringbuilder to concatenate the "printing" into one actual draw call, minimizing update processing etc consumed like 80% of the time.

The screen still flickered. I learned a lot though trying to improve it. I kind of hate the way data collections work in Godot because I don't really like using resizable generic data structures. However I know from past experience with jam games that Godot is actually really fast if you dev with it correctly for prototyping (making use of purely functional interface design and not getting distracted with trying to juice your project for (you)'s).
>>
>>182634369
a good way to tell if your DOF is bad is to ask yourself if it's blurring something the player wants to look at.

you are blurring the path ahead. bad idea.
>>
>>182637338
btw
https://www.youtube.com/watch?v=hkDD03yeLnU
>>
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everything placeholder and a shit
>>
>>182638024
>screen flickering/draw issues that I can't seem to overcome with any sort of performance wizard magic I try
You could just like make screen buffer.
But yeah, cmd is pretty shit.
>>
>>182639163
Oh this looks like fun, tell me more, looks like a simple single screen arcade game
>>
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I'm working on a series of random story events which resolve like a 'choose your own adventure' structure.

For a short story a player will only encounter 100-200 words, which should take around 30-60 seconds for an average reader to get through. Including warping in, doing the story, looting and warping out these events only take 1-2 minutes.

The longer and more complex stories can range from 200-600 words, with the most complex stories at the latter end of the spectrum.

The chance of running into highly complex stories is between 1-3% per node, which means players may only run into one complex story per play session, so it is uncommon to see them.

The question is, considering how rare they are, is 600 words too much to read for an event?

Consider that the player's will only ever get chunks of 20-100 words in a single screen, so they aren't overwhelmed with words.
>>
>>182639380
yea pretty much
the characters and npc's are all cryptocurrencies it's a parody game that also educates about different cryptocurrencies
but also just making it very arcadey, fun and simple enough to be ported to webgl, android and iOS
>>
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>>182587173
So, is any /agdg/ JAM happening anytime soon?

If I start one, would people participate?
>>
>>182640580
>ftc
>faster than c
>c is the speed of light
>faster than light
>ftl
>>
>>182640580
I think the important thing is to put a highlighted tl;dr section at the bottom that tells the player the effect of the event (like +600 credits or some shit)
that way people who want to read can read and people who aren't interested can skip to the bottom to quickly see what happens
>>
>>182640763
No. Make a dogjam you filthy dogposter
>>
>>182640763
Jams are pretty much a hit and miss issue herelately. Lots of people vote for jams themes but very little people like them and take part on them later, leading me to believe the people voting aren't the ones interested on the joining jam but interested on playing the games others make, wich kinda defeats the purpose.
If the theme is interesting some people will probably join.
>>
>>182640837
>>182640580
but to reiterate, in my case i would probably just skim through 600 words if it happened to me and i don't think its too much if it only happened once
this is an anecdote
>>
>>182640941
Isn't there mecha jam pending for september?
>>
>>182640580
way too many words. look at ftl, they have 2. 3 sentences on screen tops. that's probably no more than 60 words at a time.
>>
>>182641126
Where is the jam page? If no one cared enough to make a jam page chances they would care enough to make a game for it are.... Just... Tiny, at best.
>>
>>182640763
Next jam is a tournament of 1v1 dev-offs with random constraints
>>
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>>182615227
3 done, but this is real goddamn slow. Don't think I'll be doing 3 a day...
>>
>>182640684
That has got to be one of the stranger premises I've seen for a game.
>>
>>182641348
TINY JAM
SOMEONE MAKE THE PAGE
>>
>>182641483
Why don't you make a program that does it for you?
>>
>>182641483
The time you would spend doing that would be better spent and contribute more with the thread if it was spent in making a game/posting progress.

Just saying.
>>
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>tfw u realized that all boards are visited by the same ppl
>/agdg/ full of /a/ who can read hieroglyphics and god knows what more
I'm scared
>>
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ethbean.gif
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>>182641653
yea i guess it is pretty weird
oh by the way the bean is the mascot for the bitbean cryptocurrency if you're wondering why there is a bean with a cape running around, it's kinda what inspired all of this
>>
>>182641867
Don't let this world corrupt you.
>>
>>182606673

You do know that most mobile games have server side account saves, right?
>>
>>182641775
http://www.theemotionmachine.com/the-us-vs-them-mentality-how-group-thinking-can-irrationally-divide-us/
>>
>>182641707
Yeah but I do that too so eat a dick lol
>>
>>182640580
>The question is, considering how rare they are, is 600 words too much to read for an event?
it doesn't matter how rare they are. if you're worried about the average player being alienated by walls of text, they'll probably find one eventually if it's a chance to happen instead of an optional thing.

consider adding a tl;dr, or even an option to have summarized versions of the events instead of walls of text.
>>
>>182641658
What do you have in mind exactly?
Very small resolution or a size restriction like java4k?
>>
File: rocket-2017-07-14.webm (2MB, 800x600px) Image search: [Google]
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finally finished changing the backgrounds
>>
>>182642465
Games about tiny things. like your benis
It could be fun.
>>
>>182642465
TINY jam could be pretty interesting actually. Just leave interpretation to devs.

And there are like only 1 or 2 ppl here who could make size-restricted tiny game. Because you'll never be able to produce 64k sized game in Unity or GM.
>>
>>182642359
As long as you're having fun
>>
>>182642465
size restrictions sound fun
>>
>>182642651
>>182642592
>>182642465
>>182641658
Let's do it bois
>>
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What 3 in-dev /agdg/ games are you most looking forward to playing? Assuming they'll be completed.
>>
>>182642792
I would, but I already have three games I'm working on right now. Plus there's Ludun Dare in 2 weeks.
I propose we hold Tiny Jam after Mecha Jam.
>>
Didn't we have one of those already?
>>
Does anyone know what's the intro/ending music from the early episodes of Pretentious Game Ideas?
>>
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Trying to make a tracer on the ground that follows the cursor. Got the movement working but for some reason the tracer is showing up as a glowing green square. Not sure why. Using UE4 4.14.3.

Will post blueprints in followup post.
>>
>>182642841
World of Horror
Monolith (I know it's already out... gotta buy it).
Rune Revolver
>>
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>>182642963
>>
>>182642857
No. The theme was micro/small which is completely different
>>
>>182642585
Good, now change them back.
>>
>>182642651
We could give the two options, either a small resolution or a size restriction, or whatever similar we can come up with.
I'd personally would avoid having "Game about tiny thing" as a valid entry because it kinda kills the point of making something small itself, not something huge about something small, but I know most people will complain about that.

>>182642856
I second this
>>
>>182642841
its sad but there isn't a single one currently.
>>
>>182643029
isn't monolith still in dev and just about to get a post-release update on monday or something
>>
>>182643164
>either a small resolution or a size restriction,
That would pretty much exclude any 3D game.
>>
>>182643212
Yeah (though it's not in early access).
>>
>>182643164
Are lolis tiny?
>>
>>182643272
you won't make a loli game
>>
>>182643243
No
>>
>>182643386
Yes.
Making a 3D game under the same restrictions of a 2D game would put it at a huge disadvantage.
>>
>>182643349
They aren't tiny?
>>
>>182643445
they match the definition but you won't make a game with them because you can't like a shitposter you are
>>
>>182643243
https://en.wikipedia.org/wiki/.kkrieger
>>
>>182643574
>open sourced in 2014
what's your excuse?
>>
>>182643574
>took 2 and a half years
>by a team of germans
>in their custom made engine
>10 years later, it's still a beta
>>
>>182643434
Notch did it. The only thing stopping you is yourself.
>>
>>182643243
Not really. I used java4k as an example because there were a couple of 3d games for those jams too.
But if most people have issues with that we could put a size restriction for 2D games and a size restriction for 3D games.
>>
http://poal.me/xsiajr

VOTE VOTE VOTE
>>
>>182643508
But I will. Probably not for your jam though. Nevertheless, I enjoy contemplating my options.
>>
>>182643928
i'm glad we agree that you won't actually make a loli game and just wanted to shitpost
>>
>>182642963
>>182643064
Dumb question, is your material masked/translucent and not opaque ?
>>
>>182643243
I was able to squeeze a pretty complete 3d shooter under 256k. Don't know if I can do the same under 64k though. Only if by rewriting all libs likd glm with my own cutdown versions.
>>
>>182644001
Sorry, but I don't intend to join you in your shitposting and I do intend to include lolis in my game.
>>
>>182644505
256k sounds like a good limit anyway.
>>
>>182644076
yea, was using default textures from ue4 but tried my own as well with no luck.
>>
>>182644506
good shitpost but we both know i am right
>>
>>182644539
Maybe but I don't really think that size limit is good idea in any way. It is fun to do once for yourself and that's all. Besides it is not about gamedev but mostly about packers.
>>
I went digging around and was offered a job at the local Unity office, in the Unity Ads backend dev + ops team.
I was like no thank you sir, that's cancer

But now I realize I could've worked with all you faggots on monetizing your shit and ripping off the parents of 12-year olds.
What a unique position in career hell
>>
>>182644950
I know, that's why the low resolution is another option too. But as you said a size limit could be fun for people that never tried doing it before.
>>
http://poal.me/xsiajr
vote
>>
File: Seasons Past v34 - Camera.webm (2MB, 768x432px) Image search: [Google]
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i'd like you guys to tell me what looks better

this youtube video;
https://www.youtube.com/watch?v=60emhZ4wjCU
or the webm
>>
>>182633113
Shit man I'm too busy with my real job right now to talk, leave some address so I an contact you later if I have th time.
>>
>>182645331
hahaha your so funny :DDD

where is your game
>>
Is
for x = mapwidth;
for y = mapheight;
instantiate(tile);
....

a good way to create tilemaps?
>>
>>182645545
>Is
You filthy pedo lover!
>>
A jam where we take a story and split it in parts and each dev has to make a game that tells or represents one part of the story. Story jam.
>>
>>182645397
only use letterboxing for cutscenes or level/quest titles
>>
>>182629769
Are you retarded? Aseprite is still open source, you can build it from source right now. The only difference is that the main developer is the only one allowed to distribute the source. Is that so hard to understand?
https://github.com/aseprite/aseprite

>engine dev that uses C
Oh, you are retarded, my bad.
>>
>>182645924
That could be interesting if there was any way to glue results together in one big game.
You wouldn't be able to do it though, with games writen in different engines.
Zannen, sempai.
>>
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>>182645924

A modification to this idea.

> Engine Jam
> each engine gets a story (GMS, Godot, Unreal, Unity)
> devs can make a small part of that story in a genre of their choice
> at the end all the parts of the story are stitched into one game
> best complete game from respective engines wins
>>
>>182629769
open source 3D engines exist. in C.
>>
>>182644625
I've recreated it and I get the exact same issue. Sorry I can't be of help.
>>
>>182646009
that's what i thought

what do you think of the camera effect?
>>
>>182646192
>at the end all the parts of the story are stitched into one game
how?

>>182646248
what camera effect?
>>
>>182646192
> at the end all the parts of the story are stitched into one game
Kinda implies all parts will be made in the same engine
Which is impossible here
>>
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You guys think this is a sufficient enough gibbing death for this guy?
>>
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>>182646342
compare with this
>>
>>182605267
Cool characters. Hope you keep working on it.
>>
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>>182646342

I know in Unity you can convert an entire game into a package. Just a matter of one guy importing the packages, sorting them in order and doing a level transition when one ends and another begins.

Don't know how the other engines would sort it out though.
>>
>>182646412
oh the smoothing? it looks nice but it gets jittery at the end because of pixel snapping. you should have an animation that's a little friendlier to that limitation
>>
>>182640763
Mid September. Theme is Armor.
>>
>>182646505
Where is the jam page?
>>
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little red hiding hood.webm
3MB, 658x368px
>>182605267
Disgusting
Yiff in Hell furfags
>>
>>182646502
i designed it to do that, if you're moving then it settles at a point behind where you're moving, then if you stop it snaps to you

i think it works better with lower values like what i have for the y axis so i'll put it at 5 for the x as opposed to the 16 or 23 it is now
>>
>>182646593
Rude.
>>
>>182646683
It's true though.
>>
>>182646630
no not anything like that. jitter. micro-stuttering. frame to frame jumping around randomly
>>
>>182646593
>weeb calls the kettle a pervert
>>
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>>182646916
>kettle
>not cattle
you were so close yet so far
>>
>>182646725
I don't doubt you find it disgusting but there's no need to be discourteous with our fellow developers. There's nothing wrong with expressing your disgust but willing them to burn in hell is just unclassy.
>>
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>>182646992
t.
>>
>>182646856
might just be frame drops
>>
>>182646593
>furfags
>red riding hood
>>
>>182598343
any anons here who would like to become little girls(FBI agent)
>>
>>182647089
it only happens at the end of the smoothing when the camera moves very slowly, so I'm guessing it's because it moves too slowly and there's rounding errors with the pixels
>>
>>182647135
>rounding errors
ok that i can fix, thanks
>>
>>182647083
I don't understand why you think politeness is reserved to those who identify as furry.
>>
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>>182647118

I honeypotted some pedophiles with a dummy account a few years back, collected their data and sent it to police for a laugh.

It's fun the first few times, but being 'groomed' by dirty old men and having them send disgusting dick pics loses its novelty quickly.

Wouldn't want to do it as a job, even if you paid me.
>>
Anyone participating in the GMTK jam? https://itch.io/jam/gmtk-jam

The theme is "Dual Purpose Design" based on his Downwell video.
>>
>>182647352
Well go ahead and try to lure any of aggy lurkers. I highly doubdt there will be even one real pedophile here.
>>
File: 2017-07-14_133708.jpg (185KB, 1280x720px) Image search: [Google]
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So I heard this game is using public domain music (remixed) and it gave me an idea, there's no need for programmer art and music anymore, I could just edit public domain shit and it would be fine, for a 1MA it's better than actually learning art and music, at least i can start to like make a game instead of having excuses.
>>
>>182647639
>lolidev is not a real pedophile
>>
>>182647716
Do you have evidence that he is?
>>
>>182647656
>1ma
>not actually learning art and music
Googum must be turning on his grave right now
>>
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Decal.jpg
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>>182646410
I think it lacks something right before it explodes, feels too static maybe.

>>182642963
>>182643064
>>182644076
>>182644625
>>182646241
Partly figured it out, your decal's rotation needs to match the normal of the surface you're applying it to.
It leads to some problems when you hit on an angle though, the opacity will be correct on the face it hit but it won't on the one that makes the angle.
I think the problem's from the material's opacity, since it's a 2D mask.

>>182647819
>Gogem
>learning art
>>
>>182647716
You do understand that like every loliposter here doing it only because it is fun to tease stupid pedohaters like you?
>>
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>>182647639

Loli doesn't count as pedophilia in the majority of countries and most lolicons aren't into 3DPD.

Besides, most 4chan posters are pretty switched on when it comes to honeypotting. It would require too much effort to even do it effectively.

It's way easier to lure technologically retarded pedos on facebook. Bonus is having most of their family details, so at the same time you send the file to police you send it to everyone on their friend's list. In many cases, the family just turns them in themselves saving the police the trouble of tracking them down.
>>
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>>182647906
Might be better if I add some sound to it, but I might add some particles rushing in as he's getting sucked into the void.

https://my.mixtape.moe/xgtuxc.webm

I'm having too much fun with this shit
>>
>>182647956
that's why he spent so many years making his CP game, just an elaborate troll.

when were dumb normies allowed on agdg?
>>
>>182647906
>googum
>not 1ma
>>
>>182648204
I'm not talking about zoomzum being 1MA, I'm just saying his art is so shit I refuse to believe he ever tried to learn art.
>>
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vision.png
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>>182614558
Made an image for you
>>
>tfw want to code but your bf sucking your cock is too distracting
>>
>>182648295
>his art is so shit I refuse to believe he ever tried to learn art.
you're either delusional or very talented
>>
Are there any fetishes you would like to see featured in games?
>>
>>182648585
Good gameplay.
>>
>>182648585
cute girls with fans with ASMR voices
>>
>>182648627
what the fuck is wrong with you? fucking degenerate
>>
>>182648509
googum's "art" is low effort "muh style" art like you'd see in a modern arts class
>>
>>182648585
dickgirls in non porn games

stuff like the mc finding out his girlfriend has a cock and all that
>>
Is there a good spot to find collaborators? I'm tired of working alone
>>
>>182648639
*fangs
>>
>>182648651
It gets even worse. I want good gameplay with good, hand crafted level design.
>>
>>182648585
a yandere girl that don't die by the end nor kill everybody
>>
>>182648689
Depends. On what are you good at?

When replying, post proof of your ability so people don't think you are a shitposter.
>>
>>182648509
he's been at it for years. no way he's actually trying.

>>182648043
Saw the other webm you posted yesterday(I think?), looks pretty good.
The sound when it explodes kinda sucks however.
>>
>>182648585
Transformation/TGTF.

Something like a guy being turned into a furry/insect/scalie girl, preferably against his will.

People being slowly turned into body-horror rich monsters.
>>
>>182648689
pay up or get paid
>>
>>182648780
>CoC
>Flexible Survival
>>
>>182648763
It's the same one I used for these guys. Hinting they're related in a weird way
https://my.mixtape.moe/yfwvxy.webm

I seriously have too much fun with this shit.
>>
>>182648585
A game where normal adult women are naked.
>>
>>182648839
I want more than just text based games.
Fuck why haven't someone just make a CoC/TiTS/FS roguelike or run BYOND server like V.O.R.E?
>>
>>182648751
I'm a UE4 programmer. I'm not interested in looking for people here though and getting memed, I just don't know if there's a good spot to actually look for others.
>>
for progress posting
>>182648907
>>182648907
>>182648907
>>
>>182648763
>no way he's actually trying.
so which is it? delusional or talented
>>
>>182648585
cuckold
black shemales with massive horse cocks
>>
>>182648886
I mean it sounds like a balloon popping.
Also these guys sound like Pikmins or the blob things in Wind Waker. I'd feel bad for killing them actually.
>>
>>182649136
>the blob things from wind waker
That's because I took the sounds from them for this, though I might make a hefty BANG sound for when the bonelord is banished.
>>
>>182648937
Post some code or demo then. If someone is looking he will reply.
>>
File: sUwrc5B.png (1B, 486x500px)
sUwrc5B.png
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>>182649238
>bonelord
You called?
>>
>>182648915
how droll
>>
>>182606279
>that jump
>>
>>182647656
That's pretty much what Aviary Attorney dev did.
It's pretty hard to find public domain assets that fit your game if you're not doing a visual novel.
>>
>>182648585
ENF/public nudity
Lends itself nicely to stealth gameplay.
>>
>>182650462
Also, I saw them selling the soundtrack on steam. Are they literally selling public domain music?
>>
>>182653232
They can do whatever the fuck they want with it.
Especially if it's remixed.
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