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/agdg/ - Amateur Game Development General

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Thread replies: 797
Thread images: 137

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No money in this edition.

> Previous Thread
>>183139383

> Next Demo Day 16
itch.io/jam/agdg-demo-day-16

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

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

> Play AGDG games on Steam
homph.com/steam/

> Helpful links
Website: tools.aggydaggy.com
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

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

> How into .webm
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter
>>
How much money do I need to found a studio?
>>
>>183193594
2 gold and 10 food
>>
>>183193594
tree fiddy
>>
Am bored, will sprite suggestions

Give

>Idea
>Reference (Optional)
>Canvas size
>Colour palette (Optional)
>>
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Are you tempted? Why? What is stopping you from making progress?
>>
>>183193594
solo dev from home and none
become a meme hire an office and a team of 50 devs and i dunno like millions a year?
>>
Looking to get into writing music for video games. Are there any small projects which want some original music? Doing this for free as I need the experience.
>>
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>>183193583
>that rule is just not enforced, or at least, not here in Canada
because leafs literally don't make games. They sometimes publish the waste products of americans, but leafs dont make video games.

>BioWare Montreal and Mass Defect: Andormeduh
>>
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>>183193686
Pic related in 48x48.
>>
>>183184006
I doubt that, he is making that game for like 10 yers now and 5k would last him like 3 months of middle class life
>>
>>183193686
A glow-in-the-dark CIA nigger
640x480
16 colors
>>
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Been working on the CrocoCrush(tm) device. Also found out there is a limit of how many guts I can spawn, I need to optimize that shit.
>>
daily reminder everyone here will make it soon or later.

even cristian will make it.

googum wont.

lol
>>
>>183194006
>humans only have two organs
muh immersion
>>
>>183194081
googum has burnt so many bridges theres literally nothing left for him outside of pretending he did it on purpose and ironically
>>
>>183194006
this >>183194147 but unironically
make the existing organs smaller and throw in some lungs or hearts
>>
>>183194147
>>183194264
The rest is crushed, obviously.

I have stomach, heart and livers but it is randomly chosen what is generated.
>>
>>183194381
>bratwurst spawns at the top
>bockwurst at the bottom
Maybe you should choose pseudo-randomly.
>>
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Are you making a game that's only playable for people over 25?
>>
>>183193917
Rightio. You wanting detailed face too, or just the uniform?

>>183193975
Gonna need a reference image or more detailed description for that one, sunshine
>>
>183185761
In itself it's good except for the odd shine (it's as if the heart has two evil-looking eyes). It looks maybe a bit too visceral for my game unfortunately.

The new skull is great though, thank you!
>>
I'm making a pretentious 2D action game.

I'm genuinely considering implementing a "story" or "practice" mode where you simply cannot die during any of the encounters. Do you think this is worth it? Should there be some kind of limitation, like you don't get the true ending?
>>
>>183194861
I'm making a game only playable for underage 2D females
>>
>wiped the steam games link and replaced it with a link to a folder that hasn't been updated since march
good job on making the thread i guess
>>
>>183194861
>>183194861
No my game surpasses time and space.
>>
>>183194915
>You wanting detailed face too, or just the uniform?
I am a fan of pixelart that doesn't directly show eyes.
Meaning less FF6, more Gods Are Watching.
>>
>>183193671
back to plebbit
>>
>>183194861
Players must be over 18 to play my game, so I make sure that a verbal warning about this fact is played whenever one of my pop-up ads is triggered by an internet browser. Haven't had any problems so far.
>>
>>183195106
If you think your game will be played by pretentious 'not gamer' types, then it might be a good idea.

Though if all they care about is the story, giving them a bad ending would be a bitch move.
>>
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>>183195172
>>183195250
>>
How can I properly export my asset so that the gizmo in UE4 stays in the center of every part of the said object?

>asset consists of 5 separate meshes

I heard I have to put it at 0,0,0 before exporting, but then I need to rebuild it in UE4 part by part. Is there a way to make it so that when I import it in UE4, I can drag and drop it around as one single object group, but I can still select and control separate parts? Because I need to rotate one part, too, so I can't just attach everything together in 3ds max.
>>
>>183195336
I know but I have this crippling feeling that the only way my game will get any traction is by being a pretentious story driven game. Catering to retarded games journalists.

I suppose that's true about the ending. Maybe unlockables or other modes or something, or lock out achievements would be enough.
>>
>>183195106
Just give the player a 0.1x multiplier to damage received and a 2x multiplier to damage dealt, and lock the true ending.
>>
>>183195236
Which link other than homph should I use? Last thread used this one as well as the one before that.
>>
>>183195106
Just add it, you'll get more bux from casuls while everyone else can play the game normally.
>>
>>183195595
my bad, didn't notice you gave it its own greentext
>>
>>183195394
If its a skeletal mesh then to my knowledge, no. But you can use child actor components or sockets depending on what you need.
>>
>>183194861
For a second I thought I was in /v/ gamedev thread.
>>
>>183195106
keep in mind the majority of players don't even get halfway through a game, and the overwhelming majority won't finish it
Hell, a fifth of players won't even play the fucking thing. Games on steam with an achievement in the first five minutes usually sit at around 80% of players actually getting it
So statistically your ending won't matter at all, especially since you're aiming for the pretentious indie crowd who don't even like games in the first place
>>
>>183193890
>relic entertainment
>ubi montreal
>rockstar toronto
>sleeping dogs dev
>radical

meanwhile, made in usa:
>call of duty
>>
>>183195495
Furi had an easy mode that couldn't unlock anything.
A journo cried about it and gave the game free publicity.
>>
>>183195106
>valve playtesters who play for the story
They exist, but aren't a big share on the market. I don't think it's worth it.
>>
>>183195742
No biggie. But which one is the link to an outdated folder?
>>
>>183195795
>Games on steam with an achievement in the first five minutes usually sit at around 80% of players actually getting it
Everyone has backlogs nowadays.
>>
>>183195985
>Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
changelog says the last update was in march
>>
>>183196053
>>183195795
I'm wondering about length too.

If you make a game that's 30-60 minutes is that going to be a deal breaker.

Obviously there's gameplay, so it's not like "The Chinese Room" garbage like Dear Ester where it's just a walking simulator.
>>
>>183196053
I have bought games with no intention to play them.
Like Monolith.I played on demo days and am just too crusty in my head to be good with these kinda games.
>>
>>183195258
>gods will be watching

Alright, so light outlines, less emphasis on limbs more on core, small colour palette if possible?
>>
>>183194081
gogem already made it
>>
>>183196236
If your game is under 2 hours it will get refunded.
If it's under 5, you'll get a lot of negative reviews unless it costs $5.
>>
>>183196395
his most popular game ever made 12k.

is that making it?
>>
>>183196236
If you have a game for one playthough get at least 4 hours, I think that's good enough for one man indie game.
>>
>>183196236
just make it easy to fail and have to restart, and you instantly quadruple the playtime
it works for every indie horror game, why not yours too?

also it depends on the target audience, cost, and quality. I'd be happy to pay 5 bucks for an hour long game if it's a really fun hour. Likewise your favourite journalist would pay for a sappy walking sim that ticks all the sjw boxes
>>
>>183196526
I like to think that people won't refund a game that's a genuinely good time.

I think that most people refund short games because they were shit, and overpriced.

If I'm charging 5-10 for about an hour that's not terrible if the experience is good. Short games also lend themselves to be replayable.
>>
>>183195106
Just add the Konami code like a normal person
>>
>>183196306
Basically. Although it needn't be a direct emulation of that style; I am mostly curious if that could work within that smaller resolution.
I don't have a game to use it in though.
>>
>>183196593
made more than your nogame having ass
>>
>>183196647
>tfw got recommended DreadOut
>play until the Scissor Phantom
>Literally made me drop teh game because of how bullshit it was

Please don't do shit like that. It's terrible.
>>
>>183194081
>>183194229
>implying gogem.pro is not a great pioneer of practical VR eye-tracking tech use and an excellent visionary who will only become truly appreciated after gaben's assassins eliminate him
>>
>>183196736
I would definitely consider refunding a 1 hour game if it cost $10. That's too much for too little.
Also, lots of people will abuse the system just because they can.
>>
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>>183196762
>Konami code
Sick reference, brah!
>>
>>183196874
but you're a neet.
>>
>>183196881
he's making a pretentious indie game, you may as well throw in as many cheap tricks as possible
that would be a fun idea for a jam, actually. Make the most "indie" game possible
>>
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/agdg/, is your protagonist as well designed as Rock Howard?
>>
>>183197216
It's literally a pile of shit, so... I guess?
>>
>>183197037
That would be a fucking hilarious game jam. It would also probably be the fucking worst one ever.
>>
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>>183195797
all garb
>>
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>>183197430
>the reactions from people who realise that their games are exactly like the parodies made for the jam
>>
>>183197037
>>183197430
I'd hope that it produces stuff like https://qz.com/679782/programmers-imagine-the-most-ridiculous-ways-to-input-a-phone-number/
>>
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>>183196774
It should work. I think the canvas size for gods will be watching was something like 64x64 (MC's measuring up as 20x60 in the main picture I've found (group of them stood around a fire), but honestly I think they forsook standardized canvas size for artistic freedom judging from other screenshots I can find)

I don't mind. Just looking for something to occupy myself with. This is a fun request, lot of detail to work with

How's this so far? Trying to get his arms into an at ease position, but it's proving a bit too fun to find the small of his back where it doesn't look like his hands are in pockets
>>
>>183197216
No but I also didn't ruin a cool character with lame out of place wings so....
>>
why aren't you making games for china?
>>
>>183198057
Chinamen are literal garbage people. That's why.
>>
>>183198057
I don't want to make pay2win garbage with stolen assets.
>>
>>183197785
I know what you mean. Maybe it would be easier if the torso was turned a little like in the source, so you could hide his left arm a bit and use a stronger shade contrast to indicate his right arm's depth.
Although the belt must be making it difficult to shade the area distinctively.
>>
>>183198057
>58%
>47%

WHICH ONE IS IT??
>>
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>>183196395
see >>183196329

He is a complete loser who pretends to be someone. His biggest accomplishment is that he released shovelware on steam, in his mind that makes him more of a game dev than all the other guys here who work on proper games but didn't release anything yet. Which is bizarre because even 2 month old projects look better and more sophisticated than anything he ever created combined.
>>
>>183198092
>>183198339
>>183198367
do mobile people care if you make an asset flip game?
>>
>>183198057
>asia-pacific
>implying half of it is not coming from gaygom's massive profits
>>
>>183198367
One is percent the other is billions ya dummy
>>
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>>183198057
>China
>>
>>183193385

Lost 2 weeks of asset progress in Game Maker last night. All of my fucking sprites are and sounds are gone. The images are 0x0 pixel png images that paint won't open. What the fuck happened?
>>
>>183198496
A Chinese friend once told me that Chinese companies will run an MMO for 6 months, then shut it down and sell it to another company. Then that company will change some of the assets and release it as a brand new game. They just keep buying and selling these because the Chinese keep playing them.
>>
>>183198580
>What the fuck happened?
GM happened, it has buggiest and most retarded asset management system.
>>
>>183198496
they absolutely do not

>>183198580
it may not have saved the project file properly. Check the folders to see if they're still there. If they are then you'll have to readd them
Also why don't you have a backup?
>>
>>183198057
I totally want to make an MMO but I don't know enough for it yet
>>
>>183198690
>run an MMO for 6 months, then shut it down and sell it to another company.
keep in mind they have a different financial model over there, where they don't pay subs to a game but pay the cafes with computers directly & the publishers work with the cafes on what's installed where. Some apartment leases come with free 6 months at neighboring cafes as perks instead of a pool or laundry washer/dryers indoors.
>>
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>>183198580
>What the fuck happened?
It's the harrowing call of the backup fairy!
>>
>>183198580
Unityfag hackers strike again
>>
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I added a fancy arrow camera for when the player makes a good shot, feels good to to watch that long precision shot fly
>>
Is it true toby fox made undertale using drag and drop?
>>
>>183199207
>slow-mo
>arrow not wobbling around
>>
>>183198848


>it may not have saved the project file properly. Check the folders to see if they're still there. If they are then you'll have to readd them

Some of them are there (just images, not animations)others aren't. The back up is spotty too.

>Also why don't you have a backup?

I trusted gamemaker to make 5 back up folders for each project in the preferences settings. It only maintained one of them 4 of them haven't been backed up in a week. Never again.
>>
>>183199265
no, he used switch statements
>>
>>183199207
>not allowing the player to control the arrow
Weak
>>
>>183199078
don't make backups, just stop using failmaker. nobody should continue to use software that treats the user data with such disregard
>>
>>183199298
I will add some details later, like the arrow rotating, but i don't know yet if i will add the arrow doing the snake thing since that would require rigging the arrow and i'm not really sure if it's worth the trouble
>>
>>183199207
How do you know ahead of time if the shot is good? I've been wondering how Sniper Elite does it. If the projectile just moves in a straight line it's easy, but I'm assuming you have some kind of physics acting on the arrows.
>>
>>183198860
>I totally want to make an MMO but I don't know enough for it yet

Making an (original)MMO is like making 10 games in one. You need experience and a full team - not knowledge.
>>
I want a gamedev bf so bad!!!

:3
>>
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>>183199424
>don't make backups
>>
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Talk to me when Godot actually has a game. You can make better games using Lego.
>>
>>183199472
you learn how to aim

sniper elite has a magical crosshair on all but the hardest setting, which completely defeats the purpose of projectile physics
>>
>>183199451
>rigging the arrow
oh shit it's two bones!
>>
>>183199265
No, but he is a bad programmer and there's a rumor that he has a 100-case switch statement in there somewhere. Don't know if he's ever shown his code.
>>
>>183199354
Arrows aren't missiles boi

>>183199472
I am doing a path prediction, but it's not 100% precise, it's not possible to account for shit like if some enemy tosses a rock for example and the arrow hits it on the way (well it's possible to predict but it would be INCREDIBLY hard to do) but it works like 98% of time
>>
>>183199564
Google "Cat & Ghosts: Puzzle"
>>
>>183199547
seriously. just use stable software and buy reliable hard drives. it's really not that fucking hard.

>>183199451
it's a wave, just use procedural animation. or morph targets.
>>
>>183199759
>>183199424
this is honestly one of the worst minimemes in recent agdg history, it's not even funny and potentially harmful
end yourself
>>
>>183199472
Deterministic software can make accurate predictions.
>>
>not using git for version control and to protect your data from your house burning down
>>
>>183199759
>procedural animation. or morph targets.
Don't really know how to do that in unity yet
>>
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>>183200052
>using git for assets
>>
>>183200052
>only having a single backup
not gonna make it
>>
>>183200092
load the mesh in a script, displace the vertices up or down by the sine wave of time added to it's length coordinate, resubmit vertices for rendering, profit
>>
>>183199489
That website says I can do it in 10 months. What can a full team do that a single person can't?
>>
>>183199840
>clogging up your hard drive with unneccessary copies of data
i shouldn't be surprised that agdg knows nothing about optimization
>>
>>183199639
>100-case switch statement
What's the best way to get around that?
For example in the Sims there's hundreds of possible interactions. Would something like having generic states for the character (ie locked in place playing animation, moving to location, etc) then having the actual object handle the other stuff (creating other objects/particles, stat changes, etc) be the best way? Or is there another method?
>>
>>183200274
That sounds expensive as fuck tho
>>
>>183200286
>keeping backups in the same drive
you are a double retard
>>
>>183200375
then do it in a vertex shader
>>
>>183193686
person on crutches, 32x64, kinda muted
>>
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Posting """progress""" of my bare bones first game attempt.
>>
>>183200278
Wait, I forgot to add classes. It's actually 3 years.
>>
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This is one of my 12 backup sites around the globe where I send my data via snail mail twice an hour.
Stop being amateurs.
>>
>>183193686
16x16 a pile of boxes
16x16 a pile of smashed boxes
>>
>>183200581
>storing shit in a place that will not even exist in a few decades
https://www.sciencealert.com/melting-permafrost-is-causing-water-to-seep-into-the-arctic-doomsday-vault
>>
>>183200312
It depends on the specific application.
Someone said it's probably in the event handler, and if that's the case it would be better to feed the event ID into some kind of database. You store all the dialogue for event X in a dictionary or something and then retrieve it when you need it, instead of hardcoding it directly into the event script.
>>
>>183200534
This looks like someone decides to fight the illurminazis.
What's up with the kinks in the paths connected to 1?
>>
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Protyping a tennis ARPG. How do I juice this shit up? Right now its just hold left click to charge and release to fire ball. I thought about doing right click>throw ball and left click>swing racket but that seems too tedious in an action game.
>>
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>>183198357
I'll admit, I'm not good at 45~° perspective, been working on NESW perspective only the past few years so wouldn't have the foggiest where to start.

How's this? I've tried to minimize palette. The hat was a bit weird to pull off. I washed out the belt black so I could use it for filling, and a darker black for outlines and emphasis (Hat peak, boot caps, etc.)

Hands still look like they're in pockets. I'll keep poking
>>
>>183198057
well I'm going to translate my game into as many languages as I can, and the theme is pretty universal, and I'll try to get it in front of as many eyes as I can, so I am making a game for China as much as I'm making a game for anywhere else where people play video games
>>
People say I sleep a lot for someone of my age.

Truth is, I do it because I can only visualize my dream game in my dreams. I'm far too unskilled and lack the resources to materialize it in the real world.
>>
>>183200819
slight camera shake
hitstop on strong hits

left click to throw the ball first wouldn't be bad honestly
>>
>Brackeys and Sebasian Lague have teamed up for a video tutorial series on how to make an RPG in Unity
Holy shit
>>
>>183200781
I literally forgot I had decided to put nodes there. I'll fill them up once I have the basic functionality running.

Thanks for noticing!
>>
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>>183200945
>The hat was a bit weird to pull off.
>>
>>183199354
Doesn't look like UT to me
>>
>>183201105
>materialize it in the real world
AR is still a bit off. Start manipulating information right now instead.
>>
>>183200737
Global warming is an alternative fact
>>
>>183200819
Weren't you the guy making autumns gesture? Did you quit the project?
>>
aaaaaaaaaaaaaaaaaaaa there are too many things to code
>>
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Have some quick progress. I spent five minutes making hitting walls not broken.
>>
>>183200581
you'd need to use rush shipping to actually get it sent out faster than once a day
>>
>>183201531
>alternative
>fact
Pick one.
Hint: It's the later one, fuccboi.
>>
taking it easy today
going to the park with my game :)
>>
>>183202259
I hope you both die.
>>
>>183202252
Are you unironically angry about this on a kekistani spirit cooking message board
>>
>>183202557

:)
>>
>>183201108
I'm skeptical its possible to throw the ball and accurately hit it while moving and avoiding enemy attacks, but the hit detection could be really forgiving on the racket. I guess I won't know until I prototype it. More player agency is usually a good thing.

>>183201715
Yes its me. We'll say that project is on hold for now. It didn't garner much attention for how long I worked on it. I probably failed to communicate why people should be interested in it. Thank you for noticing/asking though, its nice to be recognized.
>>
>>183202709
tie the direction you throw to the movement direction
>>
I wouldn't say angry, but people being this stupid in an age where everyone carries a computer in their phone makes my brain cells walk the dinosaur.
>>
talking with my game about what to watch. I want to watch Downton Abbey, she wants to watch anime!
I don't care as long as we're together :)
>>
>>183202861
>>183202573
Mean for this memester.

>>183202897
What's the game about?
>>
>>183203001
it's still a bit early and she's a little shy so no comment for now :)
>>
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>>183193385
So I just started making a mahjong game because I like mahjong. I use Unity and Blender for my models.
I made a simple model for a tile but I don't know how to be able to change the face value on Unity when I'll write the script that'll create all my tiles.
I tried to generate UV maps on Blender but since my model has 2 simple materials, when I unwrap and Export the UV layout into a png, I get a png with the 2 materials.
It's getting kind of confusing, so I guess what I wanted to do is make a prefab of what a basic tile with no value is like and then be able to change the back color and the face value in my scripts.
>>
there's been so many reddit-tier posts in agdg lately
>>
>Spend months upon months on making a game along with just one dev

>People play it

>Oh it looks just like [Game]

Why do people do this?
>>
>>183203290
because it looks just like [Game]?
step it up fampire
>>
>>183203290
>make shitty clone
>get butthurt when people notice it
Oh sweetie
>>
>>183203490

But everything looks like something that is slightly similar.

When I try so hard to come up with features to make it different it is still called a [game] clone. Not very motivating.
>>
>>183202252
https://www.youtube.com/watch?v=D-m09lKtYT4
>>
>>183203690
>[Game] with a twist
>i-it's totally different guys!
>>
>>183203884

Stop putting words in my mouth
>>
my game
>>
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>>183204093
>>
>>183203690
Being like [game] is not exclusively a bad thing.

I'd love to play games that are similar to other games that I've liked, I think you just need to distinguish it enough to not be a "clone".

All fighting games are eachother alike in some way, doesn't mean they are bad copies of the original fighting game or eachother, they're just similar.

You're not likely to find something that has never been done before, make something you want to make and play.
>>
>>183204330

Good advice, thanks
>>
>>183200127
It's 2017, it's okay to use git with assets.
>>
>>183203690
People can't see your code, nor are they going to compare feature lists between both games. If on the first glance your game looks just like that other game you'll have a hard time persuading people that it's not the same. IMO adding feature after feature isn't going to solve this because it's just going to be "[Game] with X", if it isn't too late try some cosmetic changes.
>>
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Redpill me on the unity asset store and asset flip games.
>>
>>183205043
You might make enough money to cover the cost of developing but you'll never get any real success.
>>
do unity/gamemaker kiddies actually consider themselves as actual game devs
>>
>>183205160
>tfw 0 cost of developing
>>
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All that talk about TS yesterday has me distracted.
>>
>>183205043
Steam is changing, it probably isn't a viable path any more.
>>
>>183205168
wiyg
>>
>>183205160
>>183205298
googum made 15k off his showelware.
>>
>>183205420
And what does that have to do with the question
>>
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Do you use any programming patterns for your the design of the game system and objects? Or do you just wing it?

I'd like to read up on this kind of thing. Could you post any good book/article recommendations? I want to try something a little bigger now and I'm pretty scared to go into it blindly and then have to redo half my code because of a dumb design choice.
>>
>>183205473
you just said is not profitable, yet googum made 15k off it.
>>
Seriously guys if you want to make money you have to quit the weeb shit.
I hope they are placeholders.
>>
>>183205289
Looking for an artist?
>>
>>183205609
Which googum game is a unity asset flip?
>>
>>183205614
anime games sell
>>
>>183205609
is that gross or net? How much time did he invest to get to that point?
>>
>>183205608
>google programming patterns book
>pirate it
???

>>183205694
most of his games are no effort GUI menu simulators.
wow
>>
>>183203690
>rougelikes
There is a whole genre name that essantially says it's a clone of rouge.
And people like connecting new things with things they know, it's human nature.
You shouldn't be worried (assuming your game isn't just a ripoff).
>>
>>183205790
dunno, but he brags about making that ammount.
I don't care desu sempai.

he made that game is like two days for a jam.
>>
>>183205802
>most of his games are no effort GUI menu simulators.
Right, so it has nothing to do with the question.
>>
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Playing around with background graphics more.
>>
>>183205289
Neat

Can you do that thing where Neo makes the corridor warp around him
>>
>>183205958
>there's a diference between low effort games and asset flip
wow, is like both are lazy garbage.

all his menu simulators can be made with the assets store for all I give a fuck.
>>
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>>183205608
>patterns
>oop
>c++11
>>
>>183205609
That's a different flavor of shovelware. He doesn't do asset flips.
>>
>>183206041
furry shit
>>
>>183206041
Now replace the gay dog with something that looks good
>>
>>183206203
for all I care about his game, there's no diference.
>>
>>183203690
you just gotta learn to not give a shit.
>>
>>183206248
It just gets worse and worse
>>
>>183203690
There was a time where FPS games were called Doom clones and look at them now. That shit doesn't matter so long as your game does it's own thing and is fun.
>>
>>183203690
stop making excuses to not make game
>>
>>183206041
nigger, how much money do you make off furries right now?
>>
>>183206468
$0 USD
>>
>>183203182
>So I just started making a mahjong game because I like mahjong.
This makes me happy. Keep going anon.
>>
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>add socket to character in UE4 and attach a particle system as a preview
>everything works fine
>copy socket
>editor immediately crashes
>keeps crashing whenever anything related to the character shows up, including the content browser thumbnails for the skeleton and even the fucking character blueprint
>force delete particle system
>still crashing
>>
>>183206105
I didn't even mention OOP. I only need to know if there are some good guidelines to design game systems of if I just have to wing it.
>>
>>183206606
ECS, unreal pawns. game loops, modules. pooling etc. memory management is really important in a game. Even if you're using a managed language you should avoid triggering long cleanups that cause slowdowns.
>>
>>183206590
If you're the same guy who always makes long angry anime posts about UE4 then you should probably just stop, like how do you even have so many issues.
>>
>>183206558
wasn't furries a gold mine?
>>
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>>183206105
>>
>>183206606
>OOPs
why won't this meme of a paradigm die?
>>
>>183206590
Try a different engine version. If that doesn't work, use one of your game backups instead.

you do have backups, right?
>>
is OOPs still around because most brogrammers are too stupid to understand strongly-typed functional languages?
>>
>>183206606
2D or 3D?
>>
>>183206832
have you ever wondered why people post the same porn patreons over and over and over when they want to show how profitable this kind of shit is supposed to be?
>>
>>183206581
Well thanks dude.
>>
>>183206832
I ain't got anything to sell to them, and I don't do donations. Whenever I need money it's easy enough to raise it though, yes.
>>
>>183207008
2D isometric but I use OpenGL.
>>
>>183195106
Maybe it adds a x0.1 multiplier on score and lock all extras like alternate outfits, developer commentary, that sorta stuff.

>>183198580
Did you check the automated backups?

>>183199639
That's the game dialog code. Every piece of conversation is stored in there.

>>183203690
Maybe you didn't playtest your game enough.
But hey, it doesn't matter that much in the end.
>>
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I tried making the wolf's head a bit smaller since it was starting to look very weird to me. What do you think? It's probably not very noticeable in-game, though.
As a result, I had to shrink down the player a bit, because it was starting to lose contrast with the wolves.
>>
>>183206606
most design patterns you'll find in books not about gamedev are pretty useless for gamedev, so either get some resources specifically for games or wing it

>>183206779
>memory management is really important in a game
also this, data locality is one of the major things to look out for.
>>
>>183207190
Is this an h-game?
>>
>>183207179
>Every piece of conversation is stored in there.
Why would you do it that way ?
>>
>>183207343
Nope sorry.
>>
https://blogs.unity3d.com/es/2015/07/16/asset-store-a-force-for-creative-goodness/
https://www.youtube.com/watch?v=GiYEtYyy-Zk

wow
>>
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Have some progress. Realized hitting walls wouldn't work when dual wielding, so I made sure it did. I was actually stuck brainstorming how to do so for a few minutes, and the answer was deceptively simple. Also I realize this recoil from wall hit animation is hot garbage, it's just for a test.
>>
>>183207354
He is genuinely a terrible programmer, even by his own admission.

>>183207179
Did he actually post the code?
>>
>>183207108
The "SFML Game Programming" book has an alright OOP notion of state stacks, command queues and similar things if you're looking for basic OOP game designing stuff to abstract your code.
>>
>>183207786
Why are you recommending such an outdated practice? OOPs has no place in the 21st century
>>
>>183207940
Then what is hip today
>>
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Made some facial expressions
Still need to make more and add details, but I'll do that tomorrow
>>
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>got no forum inscriptions for 4 months
>think nobody likes my game anymore
>look at email server logs
>2032 emails blocked
>forum confirmation emails no longer being sent
>because of a spam attack 4 months ago
So it's 4 months of efforts to create a community around my game which went kind of wasted.
>>
>>183207190
>>183208262
are you related?
>>
>>183208386
lol
>>
>>183207343
>>183207428
Every time
>>
>>183208092
dependent-typed functional
>>
>>183208386
>2017
>still uses forums
lmao
>>
>>183208535
Yep. I'm working on both games, though on the second one I'm only doing design and art.
>>
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>you can make a good looking, professional game and still get less than 3000 sales

what makes you think you have a chance?
>>
>>183208867
i respect that hustle
>>
>>183208951
My game is fun
>>
>>183208951
What game are you refering to? Are there anime girls in it?
>>
>>183208951
>snow particles inside
>>
>>183208951
>good looking, professional game
I hope that screenshot isn't supposed to be an example
>>
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Gore.
>>
>>183208958
thank you
>>
>>183209151
Where's your game?
>>
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More gore.
>>
>>183209226
>>183209576
everything about what you're doing graphically is fucking gore
stop
>>
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Last one.
>>
>>183209716

What kind of shit critisism is that
>>
>hotline miami clone

perfect top down is absolutely trash. it looks like it was made by a small child with no sense of perspective at all.
>>
>>183209841
the quality of the "critisism" is on par with the quality of their graphics
>>
>>183209945

Neat more shit critisism that doesn't really say anything. You people should consider journalism
>>
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>>183208794
>>2017
>>still uses forums
>lmao
What should I use for long time communication and post archiving?
Real time discussion such as Discord is not useful at keeping track of information, and there is no organisation in reddit postings.
>>
>>183209794
I like it, it looks like a juiced up Hotline Miami.
>>
>>183208951
It's really sad to see nice environments wasted on a walking simulator
>>
>>183209841
He may be a cunt but he isn't wrong, those gifs are terrible
>>
>>183210074
we'll consider journalism as much as that guy has considered learning how to draw
(not at all)
>>
>>183209998

Not an argument. Dispose of yourself.

>>183210190

3 were posted showing the gore we worked on for the past few days.

>stop with the gore

Nothing else has been posted.
>>
>>183210085
what's wrong with discord?
>>
>>183207190
Why do you need three interaction keys in a game where npcs don't even harm you?
>>
>>183210545
Because they will harm you in the final game.
>>
>>183207621
>hitting walls wouldn't work when dual wielding
How so?
>>
>>183210485
It's a chatroom, not a forum. It incentivises different kinds of posting.
>>
>>183207476
Disgusting.
>>
>>183210767
why do you need something diferent than discord for a comunity?
>>
>>183210990
I'm not that anon, personally I'd be fine with a discord. But there are structural differences. If you want to incentivise longform posts you should have a forum.
>>
>>183210295
Anon listen, I mean it literally. Those gifs are terrible.They are too short and too close up. It took me some time to even understand what the fuck was going on in the first one.
>>
>>183209146
Maybe there's an open sunroof? Look at that reflection in the upper left.
>>
>>183209226
>>183209576
everything about what you're doing graphically is fucking gore
proceed
>>
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redpill me on this.
>>
>>183210713
It's simply a matter of how I've been building the melee combat system. I'm probably a huge idiot and should have thought of this stuff from the beginning, but I didn't. Basically, calling a single melee attack has a lot of info, necessary info mind you. Things like the animation of the swinging of whatever it is, whether or not the hitbox needs to change, or what frame for the sprite, or even changing sprites entirely, what parts of the animation can deal damage, or have special visual effects, and even down to what moves you can combo into from that attack depending on how you're moving the stick. That's all in a single attack. It's only connected to one weapon though, meaning if I want to make dual wielding possible, all I have to do is call two different attacks at once, and ensure they're synchronized with their combo attacks and the like. They each have their own hit detection even, so each dual blade can deal damage, allowing you to double dip said damage. These two separate attacks, AKA swinging the left blade and the right blade, aren't connected in any way otherwise. Starting the combo is literally just, press a button which calls two different attacks at once. And because they weren't connected in any way, if one hit a wall and had to recoil, the blades would become desynchronized, and then it would look really off, and might even bug the player out.

In order to fix this, at first I was trying to think of a good way of telling both blades that they essentially had a bestie to look out for, and I wanted to make sure this was tied to the attack itself, rather than being something you had to slap on after calling the attack. I realized the easiest way to do this was, when the dual blade hit the wall, when it went into its recoil attack state, it would then go, "Hey, any other weapons out right now, who also have the same creator as me, go into a recoil state."
>>
Implicit type conversions are confusing
>>
>>183207190
Nice jiggle, though it seems like there's too much of a gap between the breasts considering how pushed up they look.
>>
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Space Jam 2 when?
>>
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WE TEKKEN NOW
>>
>>183209841
Not him but chromatic aberration is fucking ugly and should only be used to evoke glitches and the likes; blur is entirely unnecessary especially in pixel art game (it's often used to hide shitty art), and finally there seems to be some awkward and frankly unnecessary camera shake/rotation at work.
>>
>>183209576
Nice marketing gif
>>
>>183211913
If I see correctly, you are only animating the weapons, right? What happens when you want to change artstyles? Aren't you in this way limiting yourself to Rayman-limbs in order to keep dual-wielding animations as you use them now viable?
>>
>>183211981
You could probably still convert explicitly if you desire.
>>
>>183212159
>jet-propelled kicks to the cockpit
A weapon to surpass Metal Gear.
>>
>>183210545
Oh I forgot to mention
E is to pick up objects and eventually to interact with other things, like opening doors, removing obstacles etc.
Q is to drop the held item
F is to throw it
>>
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Bloody hell why is making a proper pause menu in GMS so damn hard
>>
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Hello, just started with godot.
>>
>>183212868
The way you lay out your UI reminds me of Hitman.

You could probably cut that down to 2 keys.
E
- interacts with stuff
F
- when no item in hand, pick up item
- if item in hand, hold to throw and single press to drop said item
>>
>>183213061
What'chu gonna make with it, Mixel-man?
>>
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>>183212545
You're definitely correct there. At first I was going with a combat system more akin to 2D Zelda titles, but I decided it was boring and moved more in a DMC/Dragon's Dogma direction, which required more variety and smoother animations. This either meant doing meticulous animations with tons of animation frames, or just rotating everything. I already have experience with designing 2D skeletal animation systems, so I went with what was familiar to me.
>>
>>183213159
I actually did take inspiration fro Hitman for the controls. And that's a great idea, I'll implement it tomorrow.
>>
https://www.youtube.com/watch?v=E7lD97BxMN0

daily reminder googum gets triggered when we call his games showelware.
>>
How do I quickly and easily make 3d assets that look good?
>>
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Added flame particles, which will be used for flame thrower and flaming enemies. Gun is not ready though.

Also added cone / circle intersection, which will be used in such weapons.
>>
>>183213053
gui is kinda shit in everything
>>
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>>183213523
>We are gonna dive into Y
>>
>>183213523
I don't have issue with you shitting on googum, but please refrain from posting extra credits
>>
>>183213581
I feel like the player sprite blends in with the background too much, perhaps try to make the player more visible somehow? Either that or adjust the background instead.
>>
>>183213341
Potential recognised.
>>
>>183213553
Lighting and colors are 90% of it.
>>
>>183213874
Player sprite is placeholder
>>
>>183213632
It's easy and comfy in Godot.
>>
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I spent some time improving controls, and also made ledge grab lower player to consistent position.
I also added IK for the arms to see how well it works and seems like it will save me some time on future sprite work.
>>
>>183213632
Not as much in Godot
>>
>make deep combat system
>game is only bosses, so you rarely have opportunities to abuse the combat system to its fullest unless you're exceptionally skilled.
Do I... Do I add trash mobs just because?
>>
>>183213881
Yeah I've been looking at this anon's posts and it really seems promising. He just needs to have some nice art, but that comes second.
>>
>>183213997
Particles looks too out of place
>>
>>183211792
Just mute the Unity shill in Discord and it's OK.

Except when faggots ping everyone.
>>
what engine showel knight was made in?
>>
>>183213302
I got a few mobile games done. Gonna make them again with this tool. Where's ur game?
>>
>>183214097
>deep
How deep is it?
Monster Hunter could guide you.
>>
>>183214249
Unity
>>
>>183214267
Moderately deep. There's move cancelling, perfect block, stunners, juggling, and potentially limb cutting eventually.

But all the bosses are fairly tanky and it's pretty hard to pull off stuff on them. Monster Hunter is kind of accurate, because it takes a lot to do stuff like KO monsters in FU.
>>
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>>183214263
Here it is. It's on hold.
>>
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>>183214249
You could just google that exact post and get the exact answer.
>>
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how much would 2b's voice actress cost?
>>
>>183214508
>show something
damn, hope u make it, anon!
>>
>>183214732
2much
>>
>>183214732
More than a dollar.
>>
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>>183205608
It's literally a free book/website.
http://gameprogrammingpatterns.com/
And the answer is YES, you can hardly make a functioning game without.
>>
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Last progress before I go to work. Been trying to move in the direction of working on the inventory system, so I made a test unarmed attack. It looks like garbage, but it is a test attack.
>>
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>>183203182
That's sounds so fucking NANTO KANAREEEEE, WOOOHOOOOOOO, OOOOHOOOOHOOOHOOO !
>>
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>>183214857
..or game ENGINE I should say; if you're using a premade engine all the systems have been made for you already.
>>
>>183214553
Why don't ppl use opengl on windows?
>>
>>183215125
It is outdated and shit
>>
>>183213881
>>183214143
Thank you very much. Dunno when nice art will happen.
>>
>>183215175
Uh no. That USED to be the case, which is probably why most existing engines do this. But new engines have no reason to use DX on windows anymore instead of OpenGL, and most don't.
>>
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YT is talking shit about you guys.
>>
>>183200819
>tennis ARPG.
Coincidentally I've been trying to make a baseball robot. Except it isn't really a baseball robot, it just has guns plus a bat to knock people away with when they get too close.
>>
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we visual novel now
>>
>>183215773
I recognize these poses.
Clever use of erm, "modeling reference", anon!
>>
>>183215773
What do her armpits smell like?
>>
https://noplatform.wordpress.com/2015/03/13/why-steams-shovelware-probably-deserves-to-be-there/
>>
>>183215339
>Redlettermedia

based nogames poster
>>
>>183216104
sweat
>>
>>183216104
salty coins and bags of sand
>>
>>183215314
Go home RMS
>>
>>183216137
I don't have any issue with people submitting bad, but honest, games to Steam.

The problem has been that submitting shitty games in large quantities was actually a profitable business model despite no one enjoying the games, hopefully the changes have fixed that.
>>
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>>183214815
>>
What game should I make in the next 3 hours?
>>
>>183216264
Dude, I spent years learning DX & HLSL, so in that sense I'm not even particularly happy.
And OpenGL's API is still runny diarrhea, but at least GLSL is a superior language. My engine is now happily GL-only and portability became so much easier, can't complain.
funny tho
>>
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>>183215773
>>
>>183216612
three asset flips
>>
>>183216773
but what will he do with all the leftover time?
>>
>>183215420
Nice model, though I would increased the helmet size a bit.
>>
>>183216612
shmup with default assets in [your engine]
bonus points if it's intereting in some way
>>
>>183216882
Yeah, I want it to take up more space than the face does. Scaling it upward makes it look pinheaded though, and scaling it proportionally makes a big gap between the face and the sides, so I've gotta widen the face a little too. VN anon reminded me of some 3D madoka porn, I guess I'll go look for that since they have pretty wide faces.
>>
>>183217231
patrician reference material
>>
>>183217052
my engine has no stock assets
>>
>>183217382
use mspaint
>>
>>183217231
You don't have to widen the face, just adjust the helmet properly
>>
>>183216352
I don't think the changes will be enough. They have to raise the fee per game to 500 or even 1000 dollar.
>>
>>183214732
https://www.youtube.com/watch?v=RB7upq8nzIU
a subscription fee
>>
>>183205608
honestly the only times i've finished a game was when i wrote shitty code full of ugly workarounds. i hate it but at least i finish the game.

whenever i try to write maintainable game code i just end up masturbating to the directory/class structure
>>
>>183217810
That just excludes good but poor developers while the abusers are fine, the changes to trading cards are the important thing.
>>
>>183215773
Would scooby-gang with, if you catch my drift.
>>
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>>183217594
I kinda want it to look more like a nendoroid, and it's hard to do much to the helmet right now without messing up the current curvature.

Also slightly concerned with the difference in topo here.
>>
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Activating physics sends the mesh flying and the "Pawn" part stays in place, i guess? How do i lock the mesh where the pawn is?

I have to reset the rotation of the mesh after everything too, geez.
>>
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i'll just add vaulting and then work on blending everything i've got together.
>>
>>183219206
>nodev_defending_his_favorite_engine.webm
>>
>>183219206
>>183219030
these are fucking hilarious, do you have a blog with more of these webms?
>>
>>183219030
Why are you activating physics if you want the mesh to stay in place?
>>
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>sister breaks up with bf
>she steals his camera just cos
>im low on hdd space because i downloaded tons of unity tutorials and VSTs
>plug in sd card so i can offload some shit
>theres some pictures on it
>its him in a corset naked
>theres ass shots

how was your progress today agdg?
>>
>>183219489
epic greetext bro :)
>>
>>183219471
Ragdoll is supposedly done by activating physics on the whole body and then turning it off. The issue is that the mesh flies off from my capsule component even though it's a parent.
>>
>>183218231
100 dollar isn't enough though. Releasing an asset flip for 5$ would pay off after only 29 sales, it's also not enough to discourage delusional amateurs from releasing their shitpiles.
>>
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>>183219206
you should combine with this guy
>>
>>183219893
Wow, that is really cool actually!
>>
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Ladders are in! I'm surprised they ONLY took me one hour, two funny bugs, and three "oh fuck I broke this whole project" moments.

Level progression is going to be SO much nicer than with series of jump-through platforms.

Additional progress:
-Fixed the background color
-Added dust particles for falling rocks
-Redid jump-through graphics just a little
>>
>>183219749
You could use the various 'Set All Bodies Below....' nodes so you don't activate physics on the root itself
>>
>>183220164
>three "oh fuck I broke this whole project" moments.
How does that happen making ladders?
>>
>>183220297
Ladders are hard, ask Bethesda.
>>
>>183212159
Good job anon
>>
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now i gave horsie some cliffs to run around on
>>
>>183219809
If 30 people bought and didn't refund the game then maybe it's okay, also I'm not sure people upload asset flips to make $0.

The only reason it has been such an issue in the past is that trading cards meant you could make money without anyone actually playing your game, and people would buy the games only to sell the trading cards. Neither of those things should happen now.
>>
>>183220297
>movement code already spaghetti
>add more spaghetti
>player gravity suddenly stops working
>ohgod.jpg
Let's just say I don't know what I'm doing. My motto is "fake it 'til you break it".
>>
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And even more background art testing.
>>
>>183220583
barbie horse adventures?
>>
>>183220817
something like that :) i still have make my horse look cuter eventaully tho to fit
>>
>>183220759
>all this art being wasted on furry trash
You could do way better than this. But it's your game and your skills so whatever.
>>
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>>183220271
It still flings the mesh way out and the reset all bodies simulate physics seemingly does nothing.
>>
What is the most common resolution for a game?
>>
>>183221378
Better than marketing to an audience that I have?
>>
>>183222057
The one the player chooses to use because your game supports all resolutions
>>
>>183222089
Well it's an audience you chose to pander to specifically so you already limited yourself.
>>
>>183222057
It's ok to enforce a minimum of 720, but less is nice if your game allows it.
The most common is 1080.
>>
>>183222057
480 or 600 if you're japanese
>>
>>183220759
>furry that doesn't even have a tail just a smooth butt with a ball sack
Now that is some ultra homosexual shit right there.
>>
>>183222404
>the most common is 1080
this is how I can tell I run a toaster

thankfully I'm upgrading my hardware soon
>>
>>183205289
Transsexuals?
>>
>>183221149
This sounds like an incredibly limp-wristed post. Sorry.
>>
>>183220759
You forgot the buttplug armor
>>
>>183222487
It's lore-related. Ancient Grecian puppy soldiers have their tails removed at a young age so that there's no tail for the enemy to grab hold of. Very deep.
>>
>>183222057
Check the steam hardware survey.
>>
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>>183222661
That's actually a pretty good explanation.
Now castrate him.
>>
>>183214857
Really great book, highly recommended.

Other related resources that are MUST-read material:
https://gafferongames.com/post/fix_your_timestep/
https://geometrian.com/programming/tutorials/write-games-not-engines/
>>
>>183198537
>>183198367
Both of you are fucking retarded and probably bad programmers.

The pie on the left represents the Asia-Pacific region's TOTAL market share as a percentage of the market.

The text on the right represents the percentage of GROWTH in market share.
>>
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Corner dungeon tiles built! Still haven't resolved the issue with lighting seams in a satisfactory way, but I think the issue could be fixed with realigning some normals in Blender or combining meshes.
>>
>>183223112
well you're right, im not a programmer, im an artist
>>
>>183222863
Can't pass on the genes of those who are the greatest warriors if you do that.
>>
Sliding the visor down let me add more forehead room to the helmet
>>
>>183201130
>Using YouTube as a learning resource
Never going to make it
>>
>>183223637
I like this. What is this for?
>>
>>183220759
Was Anubis not gay enough for you?
>>
So, I've been thinking of starting up on a new project since job searching hasn't been going too well and I need something to stave off the depression.

Has there ever been a successful 3D Megaman style game?
Like, not specifically jump n' shoot, but more the formula
>Open level selection
>Levels mix of platforming and action
>Get new abilities from each boss that allow for various effects
>Chain of boss weaknesses
I know X7 was a thing, but I also know how much it sucked. Has there ever been an attempt at that kind of 3D action game?
>>
>>183220759
i think you need to dessaturate the background more
>>
>>183223390
He has no tail, but what's stopping the enemy from grabbing on to that sack?
>>
>>183220759
the doggo's nose is exactly tangent with the edge of the gold circle, this looks unbalanced. add a 2-4 px margin between them somehow
>>
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>>183193385
How do Medusa heads make you feel, anon?
>>
feeling overwhelmed

what's your strategy to stay motivated?
>>
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>>183224665
I also added an extension to the air-dash. While it uses up all your air-dashes and can only be done horizontally, the attack has invincibility frames and can be quickly replenished once landed.
>>
>>183224876
all the enemies you've shown off so far in this level have low contrast with the level. if that's what you're after good job
>>
>>183207190

Squaredev, if you're still around, I'm curious, how did you achieve the cell-shaded contures?
>>
>>183225084
He's definitely asleep.

Unity has several methods for outline detection is the standard post processing assets, and you can change outline width in some of them.
>>
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:/
>>
>>183225283
the time you spent making this epic meme is the time you could have spent placing another brick in your could-be-awesome game
>>
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>>183224791
These aren't allowed to be taken off until I get what I planned for the day finished. Progress is at an all-time high.
>>
>>183225496
I wonder if the crossdressing meme works because you're associating the outfit with the specific task of working on your game
>>
what do you think of gamedev streams?
twitch[period]tv[slash]okthanksman
>>
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>>183225496
HIM?
>>
>>183205218
good work, you'll definitely make enough money to cover the cost of developing.
>>
>>183225706
>things that you wish could be said about RRPS
>>
>>183225580
Works for me. "Clothes make the *man". It pulls me out of my usual mindset and helps me to shift gears and focus on work.

>>183225653
im ded
>>
>>183225496
post boipucci
>>
>>183225706
googs what do you think of asset flipping for mobile?
>>
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>>183225627
>gamedev streams
>>
>>
Artist here and I've been reached out to constantly about working different kickstarters or people with patreons who are making VNs and wanted to know how difficult it is to make one yourself?
>>
>>183225785
nah, RRPS made more than enough to cover it's $200 budget.
but once again money isnt everything.
why do we never talk about gaining enough players to cover the cost of development?
>>
Need some ideas on how to do an inventory where you can drag/drop/move stuff around. Doesnt even need to have a grid, just item slots. In what kind of ui elements do you display that?
>>
>>183225627
poor way to spend your time as a dev. you should be devving your own game. even if there's good info on a process, it's very spread out compared to a dedicated tutorial

that said, just seeing the workflow of an effective dev can be useful but probably not for more than 1-2 hours total per dev. maybe more so for art streams where you can see techniques
>>
>>183226284
VERY, pretty sure there's a guide and stuff in the VN threads on /vg/ too
>>
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finally the app for nodevs
>>
>>183224665
>Medusa heads
DELETE THIS
>>
>>183223205
looks great, nice colors

is this modular?
>>
I've found respect for the guys who made bootleg games. Still haven't got my platformer slopes to not be complete ass in godot.
>>
>>183226284
as an artist you've already covered 50% of the skillset required.
how's your writing?
>>
>>183226607
Honestly, I find flea men more annoying.
I don't know if I want to add that enemy type or not though.
>>
>>183226717
Don't worry, making slopes work nicely is ass in any engine.
>>
>>183226284
Aren't there pretty straightforward VN engine things now? They seem pretty formulaic.
>>
>>183224665
This is a fucking sine.
>>
why does isolation and exploration in an eerie environment feel comfy in some games but not others?
>>
>>183226981
Yes... because Medusa heads are sines.
>>
>>183227326
Examples?
>>
>>183226694
Thanks

Yeah, each tile is "1x1" which winds up being 2.5x in unity because my scaling is off between it and blender
>>
Finally implemented pathfinding. Enemies can now chase the player around the screen, as well as do other pre-programmed moves to locations, objects, and in directions (U/D/L/R).

Tomorrow I'll work on combat. A lot of that is already done, but I've re-implemented it in a much cleaner way using classes.
>>
>>183226832
You could add them, but give them a long-ish flinch animation when hit, I think that would be a good way to make them less annoying.
>>
>>183226432
why? just relax and watch me make game.
feedback encouraged.
>>
>>183227416
where's your webm?
>>
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>>183223694
I'm trying to make a medabots-ish third person shooter. I have some movement set up in godot, now I'm just making models in hopes that godot 3 might come out at around the same time I finish them.

So far I only really have two plans for part sets. One's a set with a righthanded sword, returning boomerang, and grapple for leaping across the map. The other one has revolver cylinders wraped around both forearms, one for bullets and one for nades, plus a baseball bat to knock melee people away. It's slightly based off of an old third person gundam game I used to play.
>>
>>183227394
nier vs. metroid

>>183227406
what is each tile composed of? how many materials? i'm curious how people set up environments
>>
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>>183227651
Currently in FLV form. I don't want to share my concept until it's more developed (constantly paranoid someone will steal it), but it's still nice to post progress to bump the thread.

I think I'll give myself a name next thread or something, now that I actually have a GUI and stuff to show off.
>>
>>183227902
don't be a name fag.
>>
>>183227750
Currently just two models and two textures, under one material. Models are low poly too - only about 8 quads.
>>
>>183228148
Okay. But what's the point in NOT being a name fag. Every time I post progress or talk about the game, people will know who I am anyway. Kind of hard to mistake my steaming pile of garbage.

Even the barbie horse adventure game above has better graphics
>>
>>183224791
Creation is its own motivation. If you're not motivated by your project, you need a new project.
>>
>>183227902
>>183228270
Do you see anyone with a name here?
>>
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>>183223864
Maybe I'll get some answers if I elaborate more.

Like, 3 or 4 years ago in college I worked on a small game project where we had to make a vertical slice of a game.
Our group was doing a "hack n' slash" game with a candyland vibe. We made basically all the models, rigs, animations, etc. for a "hard candy mine" level but the game itself never worked cause we were idiots that didn't know code.

Now I know a lot more about how to code and do games, and I'm looking at all these old assets and concept stuff we made and thinking "maybe we had the wrong genre".
Our characters, levels, combat ideas, etc. all kinda seem like they'd work well as a Megaman style action game. Simpler combat, but more focus on the variety of special moves and level progression.
I'm wondering if I should try to make something using these old concepts and some edited assets to do something new.

So is there any games that had some similar kind of gameplay to a 3D megaman that I could look to for inspiration/knowing what not to do?
>>
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----[ Recap Complete ]----

-------- Links
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy

-------- Feedback
Notice something wrong with your entry, score, or anything else? Let me know and I'll look into it.
>>
A videogame about Scientology
hardmode: have it show Scientology in a positive light
>>
>>183227708
I love custom robot games. I'm looking forward to seeing progress on this.
>>
>>183215049
Kinda want to make a JRPG with enemies that look like this.
>>
>added hitstop to my game
>it just feels like stuttering lag every time something gets hit
Is hitstop just meme juice?
>>
Should I always be working with delta time in gamemaker?
>>
>>183229241
hitstops arent meant to be used on every hit, just the bigger ones.
screenshake is the annoying shit you add to every hit.
>>
>>183229719
GM's delta time implementation is utter shit so you're unironically better off not even using it.
>>
>>183229719
No. Gamemaker was built on running at a fixed FPS. It handles delta time really poorly. Just make sure you set it to at least 60 FPS.
Normally in a good engine you would want to use delta time, but not Gamemaker.
>>
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Yo it's time for more shitty pixel art.
>>
>>183229241
hitstop is a good mechanic but it does not suit certain genres and when it is used it really needs to be accompanied by other audiovisual effects
>>183229753
>googum in charge of action games
>>
Is my Pistol class shit?

>https://pastebin.ca/3844618
>>
>>183225580
I always meant to try that out and see if it helped (not crossdressing, but wearing a ~*dev bracelet*~ or some shit)

I learned effective discipline memes and get shit done quite well without, so I never tried
>>
>>183230297
>mechanic
anon pls
>>
>>183230458
>something that directly affects the flow of the gameplay and is a very important component of fighting games
>not a mechanic
stop embarrassing yourself and stick to your menu simulators
>>
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aaah what am i doing
>>
>>183229241
I dunno about this 'hitstop' garbage (first time even hearing this dumb term) but instead of coming to a full stop on impact, look ahead to determine if it's a "critical" hit or w/e. If it is, slow time down until impact with object then fast-forward to catch up to the point where time would be if it were running at 1x normal rate for the entire duration of the animation.
This should give you a feel for a heavier hit and not make it seem like your game is jittering or freezing.
>>
>>183230643
>im going to use the term mechanic for everything i think is important
cool story bro, it's literally not a mechanic though, it's feedback
>>
>>183231127
you literally have no idea what you're talking about
>>
What's the game equivalent of movie / flick / film / kino?
>>
>>183231350
You got them all out of order. From "lowest" to "highest" it's:

>Joint
>Flick
>Movie
>Film
>Kino

And the game equivalents are virus, shovelware, game, experience, and kino.
>>
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Previously on AGDG
>>
>>183229241
It's not a meme
There's a reason why every fighting and action game use it.
>>183231350
Ludo
>>
>>183231563
>kino
it's ludo you dum dum
>>
>>183231228
so your rebuttal is that hitstop isnt feedback, it is as you said previously, a mechanic?
amazing rebuttal.

>>183231350
AAA is guaranteed flick, "serious game"/"art game" would be kino.
>>
>>183229241
a lot of action games use very slowed down motion instead of full stops so it can add juice without being jarring.
they might even ease the hitstop in and out
>>
>>183231817
which one do you make?
>>
>>183231895
low budget porn movies distributed on betamax tapes
>>
so, why can gamemaker only register up to 3 keys being held down at once?
this is hindering my progress
>>
>>183231127
>it's feedback
That doesn't mean it isn't a mechanic. It changes what combos have enough time between the first and second hits for you to be able to wait and confirm your first hit succeeded (which effectively takes about a quarter-second to realize) prior to imputing the second part of the chain.

Even things like the noise you get from pegging someone in a shooter can have a mechanical effect. If I shoot a rocket at a known velocity down a hallway, and I hear a little "plink!" a couple seconds later, I can deduce the exact location the person I hit was at without even looking. That mechanically changes what decisions the players will make in spite of just being feedback.

I mean hell, even things like invisibility cloaks functionally just alter the feedback people get. Is invisibility not a mechanic because of this?
>>
>>183206041
Why the fuck don't you put some faulds on him to cover his ass and nutsack you talented degenerate. You could always add an external lewd patch if you insist he has to have his dong flapping about in the wind.
>>
>>183231987
this might be a hardware problem, not a gamemaker problem. google "n-key rollover"
>>
>>183231987
sounds like a limitation of your ancient keyboard tbf family
>>
>>183232127
>>183232112
Thanks family, I'm using a razer keyboard so I would have thought it wouldn't have this issue. newegg here I come.
>>
>>183222057
640x480
>>
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So Vivian James, I hear devs talk about putting her in their game as a little nod to 4chan. I want to put in some kind of reference to 4chan. It's definitely a good design but does she still represent 4chan as she was created to do? or did the normal fags on twitter take her? I guess there's also those shitty buzzfeed type articles that insist she's exclusively GG related to take in to account too.
>>
>>183232563
put a sprite of her in as an easter egg that you can only see by inputting the konami code and watch the free publicity from buzzfeed cry articles roll in
>>
>>183232563
>So Vivian James, I hear devs talk about putting her in their game as a little nod to 4chan.
:doubt:
>>
>>183232508
You should be designing with this limitation in mind so that players with shitty keyboards can play your shitty game.
>>
>finally managed to make a proper pausing and pause menu in GMS
Boy was this a ride, but I feel at peace now. I can finally continue working on other features.
>>183232015
This is true, hit stop helps with move buffering.
>>
>>183232015
>I mean hell, even things like invisibility cloaks functionally just alter the feedback people get. Is invisibility not a mechanic because of this?
you're baka as fuck, of course invisibility is a mechanic, the mechanic is "invisibility" the feedback is "cant see shit captain".
hitstop is feedback for other mechanics. either the hit itself being a heavy attack or this combo timing mechanic you're describing or really any other number of things it could be feedback for.
>>
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>>183232563
everyone who actually had a hand in GG and vivian james' design fucked off to 8/v/ way back when though im sure plenty of them have come back

but she's more of an 8/v/ meme at this point the way ive seen it
>>
>>183230170
I like this glitchy mspaint style.
>>
>>183224665
Add a small horizontal offset to make it unsafe to stay in that one position. I dont know the right term for it, but you need to slowly push that sine sideways a bit each step to prevent safe zones.
>>
Oh I thought "vivian james" was just a jab at "video james" shitposter from AGDG
>>
I know how to implement the shit, but how the hell do you DESIGN a turn-based strategy game, in terms of units' stats, balance, etc.?

Where the fuck do you begin?
>>
>>183232954
No, her name sounds like "video games" and she wears the daily dose colors. She was originally supposed to be a mascot for /v/ but ended up being a mascot for gamergate instead.
>>
>>183232975
I shit you not, "rock paper scissors".

That and just choosing random values, and then iterating on it.

Lower numbers if you want a tighter feel, higher numbers if you want more granularity (and players will have lots of options) / you want the numbers autism demographic. I'd probably just always go with lower numbers though.
>>
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Friendly reminder not to use OOP
>>
>>183232651
there's literally a game on steam where the dev went ahead and did it. it's some little pixel art game. forget the name tho.
>>
>>183232823
>the mechanic is "invisibility" the feedback is "cant see shit captain"
Try defining invisibility retard. "The inability to see that shit". They're one and the same. Go make another menu simulator in microsoft powerpoint or whatever the fuck it is you use instead of talking about genres you don't understand.
>>
>>183232975 here.
By the way, I'm talking about games where you manage a single battle at a time, not grand strategy and such.
>>183233201
>rock paper scissors
Can I have more options than this, a la Pokemon? Or do I want to stick with just the three like in Fire Emblem?
>>
>>183232875
Augment it? Okay, I can add that.
>>
>>183233236
Huh, figured it would be a stale meme by now.
>>
>>183232975
Two ways I see to go about it, additive or subtractive.
Think of every possible unit that you want to include, implement them all, and throw them into maps / levels. Then slowly cut them and combine them until you have a set that you're happy with.

Or on the other hand, start with a 3 or 5 unit RPS system and make that interesting, then expand.

It all gets so much more complicated if you want to have stats that level outside of a single level. One thing you can do to make your life easier is to just forget about balancing for fairness, and balance for interesting scenarios. In a singleplayer game you can give the enemy side a massive advantage or imbalance and get away with it.

>>183233310
Type based RPS is a design bandaid. More interesting RPS emerges from the natural strengths and weaknesses of the units themselves (such as their speed, health, attack range).
>>
>>183233310
If you go the Pokemon route you really need to commit to it the way Pokemon does.
>>
>>183233161
this perception is what's concerning. what makes it seem so?
>>
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>>183233310
There's no best answer so I don't know what to tell you! In any case RPS can be extended to an arbitrary number (in multiples of 3? I'm forgetting the limitation).
>>
>>183233256
>They're one and the same.
yeah the mechanic and the feedback is wrapped together there but that's just because it's a shit example, mechanics are concepts of gameplay interactions, feedback is how you convey those concepts.
hitstop is just feedback
>>
>>183233523
>>183233310
If you do 5-way or more RPS you shouldn't have every pair be strong / weak, about half of the pairs should be neutral.
>>
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>>183233310
doink

>>183233423
>Type based RPS is a design bandaid. More interesting RPS emerges from the natural strengths and weaknesses of the units themselves (such as their speed, health, attack range).
Yeah I meant it as a starting point. If you're having units be complete hard-counters then it's perhaps not the most interesting.
>>
>>183233227
I love this meme where you don't discuss why we shouldn't use OOP and what better alternatives are.
>>
>>183233484
She was created specifically to represent /v/ to the Fine Young Capitalists, and that whole shitstorm was one of the catalysts for Gamergate.
That combined with the accusations of misogyny meant it made sense to use her as the mascot of Gamergate.
Buzzfeed et al. will never, ever let this association slip away because they know their audience is stupid enough to still get mad about Gamergate two years after it stopped mattering.
>>
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>>183224000
Yeah, did that a bit.
>>183224179
Will keep in mind for the next pass.
>>
>>183229963
>>183230031
>>183230031
If he will want to use anything like slo-mo/bullet time/hit stop or anything of the sort implementing delta in GM:S, no matter how shitty the process is, will only make his life easier in the long run tohugh
>>
>>183233256
Anon don't bother with >>183233550
It's obvious that he doesn't understand.
>>
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>>183233227
>>183233761
the "best", "worst" meme is a plague on AGDG
>>
>>183233523
>>183233680
E-Card (removing types) is a more interesting variation on the RPS regime than adding more types.
i imagine the same would be true for games based on the concept.
>>
>>183233550
>hitstop is just feedback
That's like saying "freezing time is just feedback," because that's what hitstop does. There's a reason why you aren't allowed to just pause in the middle of a fighting game. It changes what's reactable and what requires buffering.
>>
>>183233523
>say "multiples of three"
>picture has 7
Good going, me.
>>
>>183233943
>remove scissors
>now it's literally paper is the best and rock is never worth using
Wow that sure is better than expanding the system
>>
>>183234059
feedback changes games
still doesnt make feedback a mechanic, literally different words for different things so that we arent talking about "our" craft like retards.
>>
>>183233780
what if you could create a mod that you drag into the game folder and post it on 4chan. then there's no way to prove it's official. shit gets too muddy and if gaming press try to attack you, they'll look fucking stupid.
>>
>>183234252
The gaming press will look fucking stupid either way. If you can handle the heat, you should just do it; if it does get noticed, you'll get a shitload of free publicity.
>>
>>183234243
>feedback changes games
>still doesnt make feedback a mechanic
Okay then, so lets say we've got two characters, one of which has the ability to completely stop time. Are they mechanically identical, or does one have access to a different mechanic?
>>
>>183234131
good thing that's not how E-Card works. it's asymmetric RPS like....
one side has R PPPP
other has S PPPP
scissor side has much better odds, rock side has to outwit to beat those odds.
>>
hitstop more like shitstop
>>
as long as you can say that you consider screenshake to be a game mechanic, you can consider hitstop to be a game mechanic too
you still sound stupid though lol
>>
>>183234490
time stopping as an actual choice is obviously a mechanic. thats not what anyone was talking about given "hitstop" is the name of an effect inherited from anime.
>>
>>183234543
The scissor side will win 4 times out of 5. That is the opposite of interesting.
>>
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Any good progress today?
>>
>>183234676
>screenshake
This doesn't make a mechanical difference unless it shakes the screen enough to alter visibility (though it's usually accompanied by hitstop)

>hitstop
The actual "stop" part of hitstop makes it a mechanic. I don't get why you'd think calling screenshake a mechanic would be a nessecary precursor to calling hitstop a mechanic.

>>183234756
>time stopping as an actual choice is obviously a mechanic
Do you not choose to punch people prior to activating hitstop? It's like having one character with boxing gloves, and another character with boxing gloves that can stop time. They aren't the same machine, therefore one has a mechanic the other does not.
>>
>>183234872
Not that anon, but we're talking about the equivalent of Pokemon type advantages, not about one just crushing the other automatically. And there's a grid-based area to move around on which allows for strategizing, laying traps, etc.

If the rock side has much better play, they'll still win. It's a handicap in a strategy game.
>>
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>>183234872
>asymmetrical gameplay isnt interesting
baseball is by far the sport with the most dense rulesets
>>
Hitstop is a mechanic because it affects what you have to do in order to succeed in the game by delaying things by a frame. A blindfolded player trying to do a combo would still have to account for hitstop in timing the next attack, while screen shake would have no effect whatsoever.
>>
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>>183233761
procedural, data oriented. functional if you have autismal tendencies.

http://steve-yegge.blogspot.com/2006/03/execution-in-kingdom-of-nouns.html
https://stackoverflow.com/questions/2409494/some-solid-oop-criticism
https://content.pivotal.io/blog/all-evidence-points-to-oop-being-bullshit
http://www.reocities.com/tablizer/oopbad.htm
http://www.softpanorama.org/SE/anti_oo.shtml

tl;dr it's communism
>>
>>183235073
Gogem was literally talking about rock paper scissors.

>>183235167
Asymmetrical gameplay usually means "different, but balanced," not "one player has an overwhelming advantage and is statistically favored to win regardless of skill."
>>
>>183235241
With screenshake you have to account for the motion of the screen when aiming, though.
>>
>>183235309
Who the fuck still makes light gun games
>>
>>183233761

Not strictly a knock against OOP, but game programming is different from most traditional applications in that inheritance is almost never a good solution to the type of problems you come across when programming games. Almost everyone has agreed that composition is the better approach, hence the mass migration to entity-component-system architectures over the past decade.

ECS is a design pattern that is heavily inspired by functional programming paradigms, and doing it properly means unlearning most of what people are taught when programming with OOP.
>>
>>183235057
hitstop has no mechanical effect, it's not a "time freeze" in a mechanical sense where you would be doing something during the frozen time, it's literally just pausing the game for a moment to focus on an impact frame in an animation, theres nothing you can actually do mechanically so its not a mechanic.
now if that feedback helps you win in a fighting game... cool, but thats not a mechanic it's just part of the meta.
>>
>>183193594
Zero, the less money you have the better your return on investment will be. It takes nothing but determination and consistency to open a studio. You can definitely find people online and maybe even in your area that will work on a project for free to see if it makes it into something big, so you will all sink or swim together. Either way you can't do anything by yourself, and throwing money at it doesn't guarantee or even assist success in the slightest.
>>
>>183235380
>I have played exactly zero shooters for the past 8 years the post
>>
>>183235539
>I don't understand input buffering
What a surprise that somebody who doesn't actually play games would come across as a clueless retard in a discussion about the mechanical effects of hitstop.
>>
>>183235267
only the batting side can score in baseball.
that's a pretty overwhelming advantage.
...if only there were some super simple way to balance asymmetrical games.
>>
>>183235539
Not that anon, but the hitstop alters when you have to hit the next button to continue the combo. Quit ignoring that fact.
>>
>>183234936
I just got home, let's find out how far I'll get on my tank game today!
>>
>>183233227
I have little experience with programming. I just use Godot. Godot is OOP, right? The classes in the engine inherit from other classes. But the whole node/scene structure of the games isn't OOP is it?
>>
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>>183234936
Afraid not. For like the past week and a half my motivation's just been completely shot for some reason and I haven't been able to get anything of value done. Shit's frustrating.
>>
>>183193594

Whatever it costs to pay rent + food and the cost of filing for an LLC (or equivalent) in your location (Can be as low as ~$20).

The best and worst part of game development is that the barrier of entry is almost nonexistent. Anyone and everyone can make games, and anyone and everyone can get them on a prominent storefront accessible to hundreds of millions of potential customers.

Realistically, there's a 99.99% you will never make a living running an indie studio. I highly suggest having a day job to sustain you if you intend to go that route.
>>
https://gamifique.files.wordpress.com/2011/11/6-game-architecture-and-design-a-new-edition.pdf

Regarding strategy game / rock paper scissors etc, read chapter 5. This book is old and has quite a bit of outdated shit in it, but its worth a look and good to have in the library.
>>
>>183235602
>playing shooters
pleb
>>
>>183235682
>>183235636
how does that make hitstop a mechanic?
the mechanic/s is literally what you just said "combo" "input buffering"
the hitstop is just a feedback that tells you that those mechanics took place. if you put hitstop in a shooter it isnt going to magically make a shooter have "combo" and "input buffering"

reminder that this is a gamedev thread, would be nice if you knew anything about gamedev.
>>
>>183235875

That's ok,

I haven't dev'd in a few days either, been too busy watching Twin Peaks,

can't dev and pay attention to show at same time.
>>
>>183236006
Gotta Light?
>>
>>183235964
where is your game?
>>
>>183235676
>play an even number of alternating rounds
>games are very likely to end in a tie because, unlike baseball, you can only score one point per round

>play an odd number of alternating rounds
>the player who gets scissors first is overwhelmingly likely to win
Wow this sure sounds interesting and not at all retarded or boring.

Plus, this has nothing to do with expanding the RPS triangle, even though your original comment implied it was somehow related. You could play this same stupid game with the match-ups in >>183233680
>>
>>183236154
>E-Card
>retarded or boring
absolute pleb. here have a 2 hour video of me keikaku dooring
https://www.youtube.com/watch?v=KsYJUWhgbYI
>>
>>183235539
>it's not a "time freeze" in a mechanical sense where you would be doing something during the frozen time
Yes it is, because it gives the player additional time to react. That's doing something, even if it isn't onscreen. The players, in their chairs, are part of the game. They can do things during that frozen time even if neither their characters can.

Let's say we've got a player with a controller who takes ~300 ms to input a response to something on a screen and have the response then appear.

He's playing a character that has two attacks. The first one comes out really fast and puts his opponent into hitstun for 400 ms, but isn't allowed to combo into itself. The second one is slower and takes 150 ms to start up, but can be comboed into.

With 0 ms of hitstop here's what happens when you try to combo without buffering:

Move 1 lands, 300 ms pass, the player has realized the move has landed and responded, then fires move 2, which takes another 150 ms totaling to 450 ms. Since move 1 only has 400 ms of hitstun, this is 50 seconds short of what's required for the combo to work on reaction. The only way to combo 1 into 2 is to assume move 1 will be successful and press 2 before you actually check, but if you assumed wrong then you'll whiff twice, which means the opponent will punish you.

On the other hand, let's suppose there's 100 ms of hitstop.

Move 1 lands, 300 ms pass, the player has realized the move has landed and responded, then fires move 2, which takes another 150 ms totaling to 450 ms. Since move 1 has 400 ms of hitstun plus 100 ms of hitstop, you've got 50 ms to spare. This means your player's flowchart is completely different. In the previous example, the player could either throw out move 1, or if he was feeling cocky, throw out 1 and 2 at once. Now you can throw out 1, wait and see if it has worked, then throw out 2 if it did or do something like block if it didn't. There's a significant difference in the amount of commitment.
>>
>>183235997
Let me just blow your mind right here.
In DMC3 there are moves that require of you to tap the button very fast for it to come out.
Here the kicker, they are very hard to execute when attacking empty air, BUT when you're attacking an enemy they're significantly easier to do.
Now why is that? Answer is hit-stop. The hit-stop only freezes the player and enemy, what it doesn't do is freeze the input buffer.
That's right hit-stop is now a mechanic that allows for easier move input.
This is also used in other games, primarily fighters from which DMC took a lot of mechanics.
This is a fact, you can't deny this.
So yes hit-stop can actually be a mechanic.
>>
>>183236825
>The players, in their chairs, are part of the game
it really is summer huh?
https://en.wikipedia.org/wiki/Game_mechanics


>>183236850
>The hit-stop only freezes the player and enemy, what it doesn't do is freeze the input buffer.
almost as if the hitstop is an animation feedback effect and not a gameplay mechanic. wow!
>>
>>183237149
Earlier you said >>183235539
>it's not a "time freeze" in a mechanical sense where you would be doing something during the frozen time, it's literally just pausing the game for a moment to focus on an impact frame in an animation, theres nothing you can actually do mechanically so its not a mechanic.
And now you're saying the fact that you CAN do something during it means it's not a mechanic.

Which is it?
>>
>>183237149
>https://en.wikipedia.org/wiki/Game_mechanics
>"Game mechanics are constructs of rules or methods designed for interaction with the game state, thus providing gameplay."
Rule 1: the game pauses for 100 ms every time a successful hit lands.

Nice job not refuting or directly responding to the post you quoted.
>>
>>183236609
I didn't watch Kaiji so maybe that was written by someone with a better sense of game design than you, but I am telling you that an RPPPP vs SPPPP matchup is statistically likely to end in either a tie or the first scissors player winning, depending on whether the number of rounds is even or odd.

This is because every individual round favors the scissors player overwhelmingly.

>>183237149
At this point it's obvious that you're being willfully oblivious because you feed on negative attention.
>>
>>183236850
you're right it also plays a vital roll in devil trigger distorion. https://www.youtube.com/watch?v=l8hx5licmrM

>>183237149
i'd say something so vital to gameplay is a mechanic
>>
>>183237304
you can do whatever the fuck you want because its not a mechanic
>>183235997
>the hitstop is just a feedback that tells you that those mechanics took place. if you put hitstop in a shooter it isnt going to magically make a shooter have "combo" and "input buffering"
>>
>no post in 20 minutes
Alright /agdg/ post that progress.
>>
>>183235874

Godot is OOP, and their node system actually tries to be even more OOP than Unreal/Unity's variants.

In Unreal/Unity, you have a tree that represents a scene, nodes that represent entities, and components on those nodes that represent aspects/functions/behaviors. You compose complex behaviors by combining many different modular components.

Godot's approach treats each node as single-component entities and you can add a single script to the node to modify its behavior.

Godot's approach is reminiscent of how UE2/UE3 worked (even repeating the mistake of using a custom scripting language)
>>
>>183237546
It allows you MORE TIME in which to do a thing. How is this confusing to you?
>>
>>183237546
Even in a shooter it'll make a difference, albeit a small one. Just compare chess to speed chess. One of them lets you pause between moves, the other doesn't. They're very different challenges.
>>
>>183237718
he's being obstinate on purpose because he feeds on negative attention
it's like trolling except sadder
>>
>>183233227
how do I functional programming in gamedev?
>>
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>>183237649
I began learning how to rig with a Cirno model I found. Her dress was getting in the way of assigning her hips to the bone properly so I just deleted it
>>
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>>183237649
I can't. today was meant to be a coding day. I don't feel like doing it. I've just been sketching since this morning. I do art on coding days too. I have no self control.
>>
>>183237885
write it in LISP like naughty dog
>>
>>183237940
yes i'm sure that's why
>>
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>>183237940
please do not lewd the stronk
>>
>>183232826
I wish someone would disconnect 8ch just so the worst of the people that go there would stop feeling so smug and special
>>
>>183237364
>Rule 1: the game pauses for 100 ms every time a successful hit lands.
you dont change the game state by doing that.

>>183237387
it's literally impossible to end in a tie, you have to play until theres a result.
>you're being willfully oblivious
^^^^^^^

>>183237437
something being vital doesnt make it a mechanic, that's not how the word is defined at all.
you can have completely useless unneeded mechanics.

>>183237718
>>183237853
how does that change the game state?
read the fucking definition you absolute braindead shitters.

>you're being willfully oblivious
>you're being willfully oblivious
>you're being willfully oblivious
>you're being willfully oblivious
>>
>>183238192
8/pol/ is actually worse than 4/pol/ and I don't want them coming back.
>>
>>183170967
>exceeding 4GB of memory for a shitty Unity game
I can't fucking believe it. What the fuck is wrong with this idiot? Why is everyone still eating his shit?
>>
>>183238267
>it's literally impossible to end in a tie, you have to play until theres a result.
In that case it favors the first player to get scissors.
And again, it favors him overwhelmingly.
Your game is shovelware.
>>
>>183238314
No fucking way. How many of the targets has he even finished implementing? He must have figured out a way to get memory leaks in C# because that number doesn't make ANY fucking sense.
>>
>>183238458
>And again, it favors him overwhelmingly.
yeah that was all there mentioned in the first post when i said "asymmetry"
almost as if words mean things and if you're not a retard and learn some words that information can be accurately communicated without a 50 post sequence of people using some definition they made up.
>>
>>183238565
I remember ksp leaked several megabytes per second when you used their gui sliders

c# does support unsafe code and even with management memory won't get cleaned up if references are kept around.

>unity not us :^)
>>
>>183238267
>read muh wikepedia link
>how does that change the game state?
Players are part of the game. You've already been told this. Maybe you'd make better games if you took them into account.

>"this is vital, therefore it is a mechanic"
>something being vital doesn't make it a mechanic, that's not how the word is defined at all.
>you can have completely useless unneeded mechanics.
That's not how modus tonens works you dumb illogical fuck, how do you even write code? Here's how modus tonens works:

1) "If V, then M"
2) "not M"
-
"therefore not V"

what you did was

1) "If V, then M"
2) "not V"
-
"therefore not M"

The falsity of the consequent guarantees the falsity of the antecedent, not the other way around.
>>
>>183238692
The game favors one player overwhelmingly from start to finish.
That's not asymmetry, it's imbalance.
You are a retard who doesn't know anything about game design.
>>
>>183238565
also holy shit 30 second loading time for a simple scene what the fuck did he do
>>
I'm getting really pissed off at the ui and the pivot/resize things. I think I'll just lock the aspect at 12:9 and be done with that
>>
>>183238290
>8/pol/ is actually worse than 4/pol/
exactly
>and I don't want them coming back.
the thing all of the /pol/ diaspora is fucking cancerous, and what you see in boards other than /pol/ is largely /pol/ diaspora, maybe not as much these days, but that's why a lot of them even go to other boards and why a lot of them started bringing their hot opinions into other places
>>
>>183238724
>several megabytes per second
What the fuck
>>
>>183227708

>Chainsaw/buzzsaw build (mandatory for any robot gladiator game).
>Lace build for running around spearing shit.
>Rocket pods.
>Little miniguns

Also don't forget the bottom half.
>Wheels - fast.
>Tracks - best climbing and traction in melee.
>Feet - can sidestep and jump.
>>
>>183239058
mexicans
>>
>>183239058
You can get really bad performance really easily. I remember one of the unoptimized A* algorithms I was using was generating megabytes of garbage each frame, because an Equals() was creating a copy of a struct every time.
>>
>>183238565

C# is literally Microsoft Java. Low memory footprint was never on the roadmap of intended features.
>>
>>183238781
>Players are part of the game
you realize when people say that they mean it metaphorically right?
game mechanics effect the internal state of the game. ~feedback~ is the displaying of that internal state so that players can interact intelligently with it.
that is why we have the word "mechanic" and "feedback" separated, so they can describe separate things. because if we had mechanic also mean feedback we'd all be dumbcunt fighting game players apeing out on a gamedev board for using the proper definition of gamedev terms.

>>183238826
the game is not over with a single round, it's an actual game. i already mentioned baseball, it works like baseball or literally anything asymmetrical, multiple rounds where players take turns being the OP side.
>>
>>183239268
How much content is actually in the game though? From what he says, it sounds like 4 GB is the limit for Unity in general, probably for console compatibility, and he's somehow breaking that regularly with a thoroughly unfinished game.

He's going to have to rewrite every line of code to fit any actual content in there.
>>
>people wasting their time argumenting with gogem
why?
>>
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>>183224665
Next you'll tell us you plan on adding player chasing eagles
>>
>>183239307
>the game is not over with a single round, it's an actual game. i already mentioned baseball, it works like baseball or literally anything asymmetrical, multiple rounds where players take turns being the OP side.
But they can only score one point per round, so the game will naturally favor the player who gets more rounds as the OP side.
Baseball, on the other hand, allows each team to score an arbitrary number of points while batting and features an equal number of turns at bat for each team.
Left 4 Dead is similar.
>>
>>183239424
more like why am i trying to teach retards who actively dont want to understand basic shit? they're never gonna make a game anyhow.
>>
Is it even possible to "understand" code and not look up how to do something and copypasting it
>>
>>183239542
you're in no position to "teach" anything
>>
>>183239558
there is a giant rock in the Promised Land that all code is copypasted from
>>
Jesus christ, YandereSim is written in JavaScript.
Wasn't EvaXephon a professional software developer before he started on this? Didn't he work on several mobile games or something? Did I hallucinate that? Why didn't he just write it in C# to begin with?
>>
Is it even possible to "understand" english and not look up how to write something and copying it
>>
>>183239421
> probably for console compatibility
it astounds me how technically illiterate people in this thread can be

a 32 bit value can represent 4 billion memory addresses or 4 gigabytes. in 32-bit windows part of this is reserved for the kernel and drivers and whatnot, leaving effectively 2-3GB for applications depending on configuration.

in 64-bit windows, a program compiled in 32-bit mode is still limited to 4GB because of the above, but it can use all 4GB of them assuming it has the "large address aware" feature enabled. Because the 64-bit system can have its reserved space outside of the 4GB.
>>
>>183239525
in official Kaiji E-Card the round counts are forced symmetrical, you cant possibly have more rounds as OP.
in my scoring rule adaption here >>183236609 it uses a baseball/tennis like system of scoring and turn exchanges where you can only gain points on the underpowered side.
>>
Is it even possible to "understand" art and not look up how to do something and tracing it
>>
>>183239424
Sometimes it's really hard to ignore someone who acts like he knows what he's talking about, but is actually wrong and is clueless about the subject.
But you have a point, it's better to just ignore since the individual refuses to acknowledge his mistakes.
>>
>>183239705
oh okay
I finally figured out how to do first person controls in unity after months
it was as simple as googling unity first person and copypasting the results
normal humans like ourselves can't "get" computer codes it's just not feasible.
>>
>>183239880
It honestly did not occur to me that Unity would be 32-bit. I never checked, and it seems like everything is 64-bit these days, including Unity 5, apparently.
>>
>>183240051
yeah this is it.
i'll give up now though, i cant help people understand what mechanic means if they dont understand "internal game state" because they only understand games in the context of a player and a screen.
i will let people say retarded shit in here until summer ends i guess.
>>
>>183240051

Googem is one of the least self-aware people in the world. He literally only knows how to work with Flash/AS3 and make clicking-oriented """games""", yet thinks he's qualified to give advice on game development to anyone.
>>
>>183239150
Everythings gonna be able to jump around, though things like walljumps might be reserved for certain leg types, I guess? I was considering having some legs with deplorable wheels like the mechs from code geass (not that I like the show, but the wheels are nice). Melee legs would be more focused on closing the gap.

I was planning to let the grapple do a lot of the work though. It's very loosely based off of an old game I used to play: https://www.youtube.com/watch?v=j8G1ajWQtdQ (not me)

You can jetpack around with WASD double taps, but it costs boost. Though it you click on someone with a melee attack while they're too far away, your character would boost towards them... without consuming fuel. So you'd dash forward by pressing WW, unsheath your melee weapon by pressing 1 to cancel the startup of the WW dash, then click with the mouse to prevent fuel consumption so long as you were traveling towards someone. Then once your character swings, you cancel as much of the cooldown by pressing 2 to switch to your gun. Then you repeat to climb around. WW1[LMB]2, WW1[LMB]2 etc. Though by using the melee dash to not consume fuel, you did commit yourself to swinging at the end of it.

I figured a way to replicate it without it being so dumb and unintuative was to just let you fire a grapple in the direction you're aiming. This helps forward moving players more than backpedalling players without things like magical endless fuel.
>>
>>183240295
I really think he does it on purpose. We know he reacts to negative attention like a plant to sunlight.
>>
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>>183237649
Walking sprite
>>
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Who /multidev/ here? I'm working on three games every day, though two of them are shit right now and I barely make any daily progress on them.
>>
>>183239961
>you can only gain points on the underpowered side.
Gosh, did it ever occur to you to mention this at any point?

>here's this game that's super cool that I'm trying really hard to work into this conversation where it's totally irrelevant
>that game sucks, it's not balanced at all
>uhhhh actually you switch turns so it's fair
>but the scoring heavily favors one player
>NUH UH
>[50 posts later]
>oh btw you can't score points when you're on the OP side :) you should've given my youtube channel views because my ego is too big to just say what i mean :)
>>
>>183239490
Yes.
Yes I will.
But not eagles.
>>
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>>183239542
>implying talking stupid shit for hours doesn't get you off
>implying you don't get your entire self-worth from being a """yesdev""" on a Chinese knitting forum
You are such a sad creature
>>
>>183240671
Is that you, Boku?
What's the third game? We know it's not Bokube.
>>
>>183240671
can't hold all these collabs
>>
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>>183237649
I tried making a 3D spaceship. I'm trying to improve my 3D.
>>
>>183240837
boku was up to 4 at one point: bokube, survival, chameleon twist, and that jam game
>>
>>183239864
most of his credentials are exaggerated, there's a reason someone was able to recreate a chunk of the game in C# in a few hours, and thats because Eva isn't a good programmer and an even worse developer, the only thing he's good at is conning underage girls out of their money
>>
>>183240837
Nope. I really shouldn't be bragging since I just started doing this a week or so ago and have barely anything to show for it, but I'll get there.
>>
>>183240285
Hit-stop can be a mechanic in games because it effectively stops the player and enemy actor, while it allows the actually player to input commands.
And game developers actually take this into consideration and utilize the hit-stop as a mechanic that will allow player to take advantage of the frame freeze.
It's literally a mechanic that allows you to buffer moves while the characters are frozen for a small period of time.
You can't deny this.
Point is, it IS a mechanic in some games, nobody is saying that it doesn't serve to give feedback as well.
But I don't think you even understand what is being talked about and are only trying to change the subject.
>>
/agdg/ but with a r9k mod bot
>>
>>183199424
>don't make backups, just stop using x engine
/agdg/ everyone
>>
>>183241193
I'm watching the video and he literally had someone else port the game to C# in Unity 5 for him, and now he's having him them refactor his spaghetti code while he continues to write more spaghetti code.
The port to Unity 5 was so he could avoid the issue of using 4 GB of RAM, instead of fixing it.

I just can't believe this idiot is making $60k/yr.
>>
>>183241420
/agdg/ but you post progress instead of complaining about no progress.
>>
>>183241149
How did you get those clear pixels with blender?
>>
>>183206041
what I hate about furries is that I'll never know if they arereally not aware of how everything they make is blantatly and disgustingly sexual, if they are aware of it and just pretend to be too dumb to notice, or if they really are dumb and all the sexual tones are not inteded but massive freudian slips
>>
>>183240350
>SDGO

What a strange little game. Either way, you could always just do what most team shooters do and make the melee characters run and boost faster than the ranged ones and also make boosting backwards much slower than boosting fowards.
Grappling hook is a good opportunity to have a skill shot weapon that lets melee players instantly close range and also do a bit more damage or a stun when they hit the other player.
>>
>>183240716
>uhhhh actually you switch turns so it's fair
>but the scoring heavily favors one player
that makes no sense.
even if it was 1 point per side with no care of who's OP, if its the same amount of sides theres no actual scoring bias.
scoring has fuck all to do with asymmetry being interesting anyways so why would i bring it up in a discussion about RPS alterations?
these are just built up rules on a foundation of asymmetry, asymmetry is an interesting foundation and super simple to balance which is why i was suggesting it instead of "how about we add more rps types" ...essentially "RPS but more" is complexity "RPS but less" is depth.
>>
googum for fucks sake just stop
>>
whats an appealing meme dipshit character for a mario 64 clone
>>
>>183241961
???
Are you referring to the fact that he isn't using antialiasing?
>>
>>183241618
and despite all that money he still lives in his parent's house, his mom literally delievered him chicken strips during a stream
>>
>>183242062
a stereotypical japanese drunk salaryman
>>
I'm sorry to ask this but I'm having trouble and there's probably a simple solution but I'm too dumb to know what it is, and I can't seem to find it via google

I'm trying to shoot a projectile in the direction the player is facing, I had it shooting earlier but it was shooting only in one direction regardless of which way the player was facing, but now I can't seem to get it to shoot again at all :(

I'm using GMS2, can anyone give me advice or at tip? I'm trying to use image_angle but it hasn't seemed to help me at all, I've tried assign_variable and variable_direction and create_instance and nothing seems to help
>>
>>183242172
Tendies are great no matter how rich you are.
>>
>>183242024
>even if it was 1 point per side with no care of who's OP, if its the same amount of sides theres no actual scoring bias.
The bias is towards a tie, you moron.

>why would i bring it up in a discussion about RPS alterations?
Why did you bring your shitty steam game up in a conversation about applying the principles of RPS to an RPG?

>which is why i was suggesting it instead of "how about we add more rps types"
Alright, go ahead and explain how to apply your shitty steam game to turn-based strategy RPG design.
>>
>>183210990
What if you don't want to be part of a community?
>>
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Is anyone using GM2's new tilemap functions? Am I doing this right for basic movement? These tilemaps are doing my head in, and I feel like I'm missing something super important. Thinking I'm gonna go back to ds_grids instead.
>>
>>183241286
i see what i did wrong here. i tried to talk about shit you dont understand even slightly, that an internal game state and your external mental model are separate is far too high level a concept for a summerbabby to comprehend.
even the term mechanic cannot make sense to someone who cannot conceptualize the internal game state.
rather than link wikipedia i should have linked tvtropes. http://tvtropes.org/pmwiki/pmwiki.php/Main/HitStop
now stfu please, youre wrong in every sense of wrong.

>>183242326
>The bias is towards a tie, you moron.
and how is that not a straight up definition of "balanced"?
>>
>>183242471
It's balanced in a boring way, just like tic-tac-toe. It's not interesting.
Now explain how this is in any way relevant to a Fire Emblem clone.
>>
>>183242229
no das raycis
>>
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>>183241961
There's some settings in user preferences / system to turn off mipmaps. Also in the texture settings you can turn off mipmaps and set the filter to box. There might be some other settings I forgot about.
>>
>>183242014
>Either way, you could always just do what most team shooters do and make the melee characters run and boost faster than the ranged ones and also make boosting backwards much slower than boosting fowards.
This used to be largely the case in the game I'm talking about, but what happened is that everyone would just use the melee character's mobility to kite people. You could play Force Impulse Gundam by just constantly backpedalling and arcing boomerangs around walls, especially since it had a passive skill that would show enemies on radar and double your booster capacity + boomerangs applied a "slow" effect to opponents. The giant popsicle stick swords (it's main weapon) were comically unnecessary.

But yeah, it was strange. Literally "unsheathes katana": the game. It had some really fucking bad bugs where you could teleport across planes if you boosted into them perpendicular to the normal properly and abused lag. Ultimately it was actually pretty shit, though the forward motion thing struck me as something I could learn from.
>>
>>183242062
Some sort of stereotypical, fat tourist with bad fashion sense who's just wandering around the world and is completely oblivious to the big bad guy trying to mount a coup in a not-mushroom kingdom.
Extra points if he beats up bosses for messing up photo opportunities or whatnot.
>>
>>183242880
This but make him an alien.
>>
>>183242471
>internal game state and your external mental model are separate

You can't distinctly cut these apart. There isn't a line in the sand to be drawn.
>>
>>183242539
well fire emblem is not balanced anytime ever because of rpg stat boosting and the battles being so heavily RNG.

ignoring that fire emblem is actually already kinda doing what i've described, when is a fire emblem map ever a symmetrical setup? the map itself is the main difference you could make is that fire emblem doesnt care what types you have and even lets the player choose types going in, giving the player a massive advantage if they know what theyre facing on the map.

>>183243228
>You can't cut apart the thing that happens in flesh vs happens in a digital or analog ruleset calculation
>You can't cut apart these things we already have words to cut apart
alrighty
>>
>>183243561
*the map itself is different as well as the amount of units and their types
>>
>>183243561
The fact that you have a word to describe something doesn't mean it accurately represents reality. Not every ontology is a good one.
>>
>>183243561
So what you're saying is that your big insight that totally justifies bringing up your unrelated meme game is that single-player games don't need to present the player with a perfectly symmetrical match-up?
And you still somehow think this is relevant to the question of whether to expand the RPS system beyond three options?

Christ, you are just the worst.
>>
>>183242471
>>183243228
>he's was talking about movie definition pf hit-stop while in a game dev general, where such a thing can actually be a mechanic
I don't know what I should have expected. It all makes sense now.
Your original argument was that hit-stop is not a mechanic while using your own definition for it.
Perhaps you should read that article because it literally say it right there "Some video games will also use it to make combo input easier"
Please don't ever try to comment on action or fighting game.
>>
Who's looking for an artist?
>>
>>183243920
Post your portfolio.
>>
>>183243897
didn't mean to quote >>183243228
>>
>>183243948
I've been burned too many times bucko. There's a very good chance that you're attempting to meme on me right now. I'm sorry, but that's not why I'm here.

Now if anyone serious is looking for an artist, let's talk about your game.
>>
>>183244157
No one is going to want to recruit you without seeing your portfolio, anon.
You'd better post it.
>>
>>183244157
I bet your art is bottom tier anyway. Good luck though, maybe someday you'll improve enough to be able to post it.
>>
>>183244236
This is exactly how it goes every time I get memed. Sorry but just no. Do you even have a game? Very likely that you don't, from my experience with this type of response.

If you have a game and are looking for an artist, let's talk, otherwise don't waste my time.
>>
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Why can't someone make a language that is both fast and easy to use?
>>
>>183244336
Sorry, I'm not interested in your art.
>>
>>183243920
Whoever made those poster-sterotypes images should make a new one.

So I guess in that regard I am looking for an artist, albeit a specific one.
>>
>>183243920
>>183243948
>>183244157
>>183244236
>>183244298
>>183244336
Can someone explain why this exact meme and these very similar replies are posted every single thread?
>>
>>183243770
"mechanic" representing pieces of the game design structure is a useful term.
"feedback" representing the ways in which the mechanics are conveyed to the user is also a useful term.
.....for gamedevs.

>>183243793
>So what you're saying is that single-player games don't need to present the player with a perfectly symmetrical match-up?
neither do multiplayer games and i wasnt describing the mutations, i was describing the foundation, Fire Emblem doesnt have this as its foundation just as something they naturally progressed to in the mutations because its........ MORE INTERESTING WOW.
it would be even more interesting than that if it were foundational because then it wouldnt just be "oh this map is cool" it would "we need to have an indepth discussion about the core elements of Fire Emblem" which is something that no one has ever said because fire emblem's core is garbage.
>>
>>183244157
>I've been burned too many times bucko.
Confirmed for memer shitposter, posting a porfolio is not only standard but it requires nothing but dropping a link on his part.
>>
>>183244436
Autism.
>>
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>>183244371
someone did
>>
>>183244371
Only you can make languages fast and easy to use, anon.
>>
>>183244436
/agdg/ hates artists and likes to drive them away with hostility, at least that's my understanding.
>>
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Would I have to worry about pic related if i m making a platformer? The player can move pretty fast, so i'm worried that at 30fps they could clip through corners etc
>>
>>183244436
It's 1-5 dedicated shitposters.
>>
>>183244371
all the major languages are as good as the person using it
it's understandable why you'd think they were shit
>>
>>183244436
There is a sperg who asks if anyone is looking for an artist literally every day. Sometimes he'll day it several times in a single thread.
If someone responds to him, he'll ask for some detail about their game. Usually, he asks for the engine.
No matter what answer he gets, he replies with some variation of "Sorry, not interested. Good luck!"

The meme response is to ask him to post his portfolio, because he's not actually an artist. Whenever you do this he responds by saying he's afraid of "getting memed" and so cannot post his portfolio.
As a bonus, if there were ever an actual artist looking for a project here, this would distinguish him from the shitposter immediately, since he would actually post his portfolio without even realizing he was mistaken for a shitposter.

>>183244540
t. artist shitposter
>>
>>183244567
there is literally no excuse for your game not to run at 60fps
>>
>>183244567
probably wont matter but if it ever comes up it's an easy fix of adding an additional narrow check. or just upping the fps
>>
>>183215773
Honestly want a VN with such graphics
>>
>>183244567
Why the fuck doesn't your game run at 60 FPS?
>>
>>183244540
Not true, look at Theonian, he even does collabs and hasn't upset anyone yet.
>>
>>183244416
I'm that dude. What do we have now?

Cooperation Shitposter

... and that's all I can think of that doesn't majorly overlap with an older one ( http://imgur.com/a/0oql0 ).
>>
What the fuck. So where's a better place to find a game to make art for then
>>
>>183244567
CCD is a thing. but even without it you can just add more iterations if you ever get any tunelling
>>
>>183244436
All it takes is one lazy shitposter to head it off, and other people will fill in the replies. Due to splitting the effort it doesn't take too much on any one person's part.
>>
>>183244471
>"mechanic" representing pieces of the game design structure is a useful term.
>"feedback" representing the ways in which the mechanics are conveyed to the user is also a useful term.
they're just ways of misleading yourself into thinking that you can take scissors and cut one peice apart from the other when you can't do that outside of language. It's like drawing a straight line down the middle of a gradient scale.

>.....for gamedevs.
for shovelware menudevs

I'll go to fighting game tournaments and see players who realize blocking grabbing and attacking have a sort of rock-paper-scissors relation, and think that understanding this means they've got it all figured out. 50% of the time they're white twenty-something year old dads with retro zelda tattoos all over their arm, and 100% of the time they get canned by teenagers. That's the level of gameplay comprehension you're on right now.
>>
im gonna get firsties in the new thread and no one can stop me
>>
>>183245125
>>>/v/
>>
>>183244980
Unless you're getting paid you're in for some tears, friend.
>>
>>183244956
does anyone ever call it that? the name of the meme is "artist looking for a progammer"
>>
>>183245395
Sorry not interested. Good Luck!
>>
>>183243920
I'm looking for 2D, kind of pixel art? Still learning so I'd be open to input on style or direction though I'm leaning heavily towards an rpg/roguelike sort of thing for starters.
>>
>>183244873
>>183245003
cheers guys I'll look into that
>>183244837
>>183244889
it does run at 60fps, sorry for the miscommunication.
>>
>>183244471
So I was right, you where just sticking to your won understanding of a term while refusing to accept that it can be used for something else as well.
>gamedevs
I don't think your shovelware qualifies you as such.
>>
>>183245125
>It's like drawing a straight line down the middle of a gradient scale.
this, it's like that meme where people put the golden spiral in places where it isn't
>>
>>183245519
Cool, I can do that. I would like having a little influence on the direction too, sounds like it could be fun.
What engine?
>>
>>183245657
>What engine?
here it comes
>>
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>>183212159

> Not making a Mech soulslike with fighter mechanics
>>
>>183245657
Yeah I was imagining more of a collab thing ideally. I use Gamemaker
>>
>>183245657
GoldSrc
>>
>>183245854
not sure if new, retarded, or samefagging
>>
>>183245657
Source
>>
>>183245854
Let me just stop you right there. This isn't going to work for me, sorry. I really wish you the best in whatever you're doing, but I'm not willing to work with you.

Good luck!
>>
>>183244471
>I can just draw any distinction I like
>the fact that I can use the words means it works
mind body problem?
>>
>>183245904
Great engine choice, I'll collab with you!
>>
>>183246001
ok :(
>>
Honestly, I don't know how people even make "games" outside of Source.
>>
I have a really stupid question

Say I make an actor in Unreal 4 and give it a blueprint with a number of variables. If I then make a duplicate of that actor, the variables will be unique right? IE if I edit the variables of one, it won't edit the variables of the other? I know that's like, the basis of OOP but I wanted to ask for some reason.
>>
>>183246092
Awesome! I'll pm you the details.
>>
>>183246151
Every instance of an object has different data from every other instance of that object.
>>
>>183246342
Thanks man
>>
>>183246139

>Honestly, I don't know how people even make "games" outside of source code.
ftfy

Unreal blueprints always looks like a confusing clusterfuck to me. Why learn programming logic then go out of your way to make spaghetti?
>>
>>183246569
brainlet
>>
I will never stop hounding you after what you said about my art
>>
>>183246569
Blueprints are only confusing because you haven't used them before. Code looks confusing until you learn it, too.
I like Blueprints just because I don't want to actually write code. All the logic is the same, but you can organize it spatially and you don't have to worry about syntax.

It's definitely slower, but, for me, it's easier to structure.
>>
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>>183246569
>>
https://youtu.be/lGar7KC6Wiw
Tfw i was that little robot thinking about minecrat millions.
Tfw now i just want to make minimal wage off android showelware.
>>
>>183246569
node based logic is quite straight forward
>>
Speaking of video game ideas, how do I start getting paid for mine? I've got some great ones
>>
>>183247996
I heard you can just email your ideas to Reggie and if they're good he'll send you $1 million per idea.
But make sure you send each idea in its own email.
>>
>>183244371
It's called C
>>
>>183246063
>mind body problem?
retards trying to gamedev without knowing literally everything in gamedev involves defining conceptual constructs problem.
>>
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What do you guys think of this UI so far for the Scroll tab of the player's menu/inventory?

Right part is your inventory of scrolls/Materials and left part is to combine them.
>>
>>183248675
>2017
>UIs
lol
>>
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>>183249171
I actually like doing UIs
>>
>>183248612
>defining conceptual constructs
Which are supposed to represent something outside of themselves, but fail to do so, just as the mind/body distinction does. You can't cut it in half.
>>
>>183248612
>retards trying to gamedev without knowing literally everything in gamedev
AMATEUR game dev general
>>
alright, alright
but where are the games?
>>
>>183249327
games arent philosophy
or theyre more philosophy than philosophy
theyre not humans in any case, a game where the dev has no idea how to differentiate basic concepts like mechanics and feedback will end up shit in both areas.

>>183249412
do amateurs literally fight against being taught shit? if they do theyre not going to make it, the main skill needed to gamedev is learning.
>>
I AM THE DESTROYER
>>
I SHALL SAVE YOU THROUGH DESTRUCTION
>>
Sciencegirl on youtube is the best.
Thanks for the tip TempleOSdev
>>
>>183249843
>>183249792
kay
>>
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>>183249621
>gogem talking about "making it" and "gamedev skills"
>gogem pretending he isn't an eternal amateur
>>
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I SHALL RUN OUT THE POST COUNT OF THIS THREAD, AND ITS ASININE ARGUMENTS SHALL CEASE
>>
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>>
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>>
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>>
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>>
I win.
>>
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and lastly
>>
>>183249936
>300 posts too late
>only has to make like 5 posts for the thread to auto-sage
Shameful
>>
>>183250208
>100m
gross or profit? if you only make 70m profit opening week youre not going to make it.
>>
>>183250431
Shutup gogem just.... just shutup.
>>
>>183250431
We're all gonna make it senpai.
>>
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1451302307275.gif
2MB, 471x431px
>>183250518
yeah baby
>>
File: Bullets and bullet casings.webm (1MB, 720x360px) Image search: [Google]
Bullets and bullet casings.webm
1MB, 720x360px
Now the arm gun shoots big bullets and consumes ammo. That was easy.
The hard part comes in with making these bullets useful for a sword-focused playstyle and maybe give it some crowd control/big monster countering ability.

Wish me luck.
>>
>>183250597
Good luck.
>>
character design is hard
>>
>>183250597
Like in Bloodborne?
>>
>>183250912
I never played bloodborne.
>>
>>183250981
video shame
>>
>>183250951
In BB the guns are mostly used as support tools for melee characters(literally all builds). Sounds like you want to do something similar.
>>
>>183251332
I pretty much have to at this point, Blaz's sword is ridiculously good.
>>
>>183250981
Shutup kyle... just... just shutup
>>
Who did this Gogem thread on /v/
>>>/v/384551532
>>
>>183251590
That's sad.
>>
>>183245405
No but I was trying to cut down words. Besides people also remix it to "programmer looking for artist".
>>
>>183251972
maybe "collab shitposter" instead, collab is at least commonly used
>>
>>183252075
Oh yeah, nice.
>>
So now it's shitposting to have an opinion about who you want to work with, got it
>>
game artist here, give me all of your ideas and your game's source code, and I'll decide if I want to work with you
>>
>>183251590
>that video

looks like googum has finally hit the attention jackpot. he'll probably make the rounds with jim sterling and co and get shit on by everyone now.
>>
Artist here looking for a programmer, give me your games and let me sell them, I need to know I can trust you
>>
>>183252306
First tell me what software you are using.
>>
>>183252384
>looks like googum has finally hit the attention jackpot.
No, gogem, you haven't. Fuck off.
>>
There is literally no reason to hate Gogem. He's just some dude making games, he's living the dream and you're all trying to knock him down for stirring the pot.

Relax, he's just a fairly decent game-dev
>>
File: layna_sprite.png (2KB, 382x214px) Image search: [Google]
layna_sprite.png
2KB, 382x214px
Working on a high res sprite animation. It's going to be for UI.
New challenges are nice.
>>
File: 1454771335455.png (303KB, 443x400px) Image search: [Google]
1454771335455.png
303KB, 443x400px
>>183252690

Nice try gogem.

You forgot your trip.
>>
>>183252690
Put your name back on.
>>
>it's another "lets talk about gogem" episode
See you guys in a few hours.
>>
>>183252690
nice try gogem
>>
File: 1499235986421.gif (978KB, 154x154px) Image search: [Google]
1499235986421.gif
978KB, 154x154px
>>183252690
>>
File: butthurt gogem.jpg (37KB, 846x213px) Image search: [Google]
butthurt gogem.jpg
37KB, 846x213px
What a fucking faggot kek instead of capitalizing on this attention he accuses the youtuber of being "mad" and comes off looking like a butthurt little cunt instead of a genius troll.

Gogem should have been aborted.
>>
File: 1455349558486.jpg (294KB, 582x600px) Image search: [Google]
1455349558486.jpg
294KB, 582x600px
>>183252984
>>
can someone just start a new thread already so we can go back to making games
>>
>>183253204
post progress here
>>>/v/384551532
>>
>>183252984
>REEE FUCKIN DRUG ADDICTS U MAD
lol what gogem?
>>
>>183252984
>>183253136

the joke is that it's still $4 on itch. if any of them wanted to play it they could just play it on itch. but they are addicted to steam.
>>
>>183252984
>59 minutes ago
I thought there was something odd about gogem tonight his posts were extra long and he is arguing like he's taking it seriously.

I think he's legit upset that throwing tantrums for brief moments of attention is really the peak of his gamedev career. He wants to savor this but he can't because it's so bitter knowing it's all downhill everytime.
>>
gogem is grumpy because of all the failure
>>
>>183253274
Wrong, the joke is gogem
>>
Get into your rubber boats and abandon this shitpost torn 3rd world thread
>>183253540
>>183253540
>>183253540
>>183253540
>>183253540
>>
Theme of gogem
https://www.youtube.com/watch?v=7XmDYJBZZdc
>>
>>183253621
googum is not worthy of such a good song
Thread posts: 797
Thread images: 137


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