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agdg - Amateur Game Development General

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Thread replies: 756
Thread images: 150

File: agdg shirt.jpg (108KB, 940x900px) Image search: [Google]
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Dress to impress and to make progress

> Previous Thread >>183305848

> 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
ShareX: https://getsharex.com
Webm for retards: gitgud.io/nixx/WebMConverter
>>
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Reminder
>>
>>183366182
Everything is hard when you're not good at it.
>>
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>>183366008
>>
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Are they right?
>>
>>183366529
link?
>>
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>>183366598
whaddup
>>
No game huh?
>>
my little brain stopped working, time for art
>>
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Starting to model the wind themed overworld. First up is a windmill that's not completely done yet but Im going to bed and I wanted to post something before I sleep.
>>
>>183367859
Damn this looks sweet
>>
>>183367859
Tis looks cute but those boulders sticking out of windmill look strange.
>>
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Just finished my most sophisticated render as I learn self-modeling. Made the couch, blankets, pillows, and carpet myself and compiled it with some other models inside a nice room
>>
>>183368371
damn, comfy
>>
>>183368501
Thanks! Took a really long time but I'd like to think it paid off
>>
>>183368248
Looks really nice, well done.
>>
>>183368371
Now optimize the polygons and render normal maps so it can be used in a game.
>>
>>183369239
Oh and bake the lighting.
>>
>>183369293
Oh and put a little girl on the couch
>>
>>183369386
Oh and rape the little girl
>>
>>183369457
Humor is about subtlety and implication, anon.
>>
willing to do an original soundtrack for someone if they want
>>
>>183369573
where do i sign up
>>
>>183369573
what instruments do you play?
>>
should dev but 2 lazy

nothin else 2 do either

ok
>>
>>183369641
I am a guitarist but I play most mainstream instruments proficiently
>>183369619
whats your email we can talk
>>
>>183369570
>>
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>>183369239
>>183369293
>>183369386
>>183369457
All wonderful bits of advice I will be certain to put to good use. If raping the girl will drastically improve my scene then it must be done
>>
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>>
>unity lets you override sprite geometry (tris/verts) but not the uvs which are read-only so if you want to change them you have to abandon their sprite system completely and implement your own
>2015 post from unity dev says "we know this shortcoming and are working on it"
love this engine
>>
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>>183366182
pixel art is easy except when you're pixeling fucking grass. especially in a cartoon style.
>>
>>183370923
Grass is easy though, like your picture, you just have to imply it with the edges and perhaps a few obvious blades here and there, the bulk of it can be a flat fucking color.
>>
>>183366529
>so desperate to shitpost that has to ask others to help him
that's a new low
>>
>>183371207
doesn't look good though. it needs...something else.
>>
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Today I did nothing
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Cleaned the tiles a little and put them in the game to see how they look. I'll probably add some barrels and lamps later, but I'm pretty happy.
>>
>>183371448
I enjoyed that
>>
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Three reloads left to add, and a jam clear.
>>
>>183371539
damn, looks nice

You're probably gonna keep getting the same questions about what game that is for, etc

Anyway, I dig your progress and the fact that you keep coming back when you have something new to show. Keep it up!

Also, btw, no aiming down sights?
>>
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>>183371621
I don't think this game has a title right now, I'm just contracted to make it with the internal name being "Tactical FPS"

ADS wasn't in the task list for this, so I assume they'll be doing the ADS with scripting in engine.
>>
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did some experiments with randomizing the floor texture and stuff

the variety was cool but it destroyed all art cohesion so im not gonna do that now
>>
>>183371521
Gotta say, this looks very nice, really nailed that "looks like NES but better" style.
One thing though and I'm sure you noticed, but your character movement is quite jittery.
>>183371539
>>183371712
Looks smooth,slick and professional as always.
>>
>>183372076
Thanks, that's exactly the feeling I wanted to get with it.
I'm kinda following NES restrictions to a degree too, at least on the resolution, color palette and amount of them on screen, I'm probably way over the amount of sprites though, but I'm not gonna check, the original game had a lot of flickering issues anyway.
About the jittery walking, I noticed that too and I'm confused about it because I don't remember it happening before. I have been messing with the player's walking speed recently so I probably fucked up something there. I'll check it and fix it later.
>>
>>183371539
>>183371712

minor nitpick - when reloading a rifle you generally want to keep it pointing towards where you're going to aim, to keep your gun on-target as much as possible; while in these reload anims he's moving the gun around a lot as he's reloading

just thought I'd point that out as it's for a tactical fps
>>
Would you rather have a game start in fullscreen or windowed mode when you first launch it?
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>>183372812
I own several guns and know how they work, but even for realistic games you compromise aspects for game feel. The rifle doesn't go _too_ far from center and is always pointing forward though. Only time it isn't is on the draw, but when it's pointing sideways it's before there is a round in the chamber.

Not sure if you've manipulated weapons in real life but keeping them 100% forward is not really a possibility/comfortable.
>>
>>183372946
kino: windowed fullscreen
video game: fullscreen
game: windowed
>>
>>183371539
is it weird that i'm able to hear (in my head) all the noises?
>>
>>183372946
Make a launcher where you can choose that, and your resolution before the game itself launches. Easy way to please both crowds.
>>
>>183373006
to clarify I meant this particular webm

>>183371712

the ar-15 reloads look fine, but that one looks weird because he's pointing it almost completely straight upwards
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>>183373086
I associate pre-game launchers with laziness, it's either a bad console port or a Unity developer who couldn't be bothered to make a graphics/key binding menu.
>>
>>183372946
If I can't make the game windowed within the first 20 seconds I'm uninstalling the game and never touching it again.
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>>183372946
it doesn't matter, just make sure the player can easily ALT+Enter to toggle fullscreen.
>>
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>>183373143
Oh okay. That one isn't for the same game, the CZ805 set is for more of a Battlefield/CoD style of game. Flashiness over realism for that one.
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>>183373272
ah, okay, thanks for clearing that up
regardless, your animations look good, keep up the great work
>>
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>>183373359
As a general rule of thumb I make different crosshairs in my scenes for each different game I work on, so if the crosshairs are different the game is different.
>>
>>183373156
If you can make it look good, then there's not much issue, but I too would personally opt for no pre-game launcher and just going straight in to windowed fullscreen (if supported, if not, fullscreen usually, can differ on the type of game).

As an example of good pre-game launcher, Bethesda games, to play around with mods. An example of a shitty one, Starbound, it's fucking huge and it's only purpose is to choose between regular client and server (leave that shit to the platform, like how GTA V, Civ V/VI, etc. gives the option when running from Steam).;
>>
>>183372946
Depends on the player to be honest. I personally prefer Windowed.
Anything is ok as long as you can switch with a keypress without shit changing my resolution. Even better, if you can add bordeless window too.
>>
SDL or SFML?
SFML seems a lot more organized and OOP friendly
>>
whats the name of that really shitty youtube video series about video games, they did a video on radio crunch. anyone know the one I mean?
>>
>>183373759
SDL because SFML is too easy
>>
>>183373906
Is there a real drawback?
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>>183373759
If you want to make a game and not care about reimplementing the wheel or finding libraries to implement basic shit then use SFML.


If you wanna go the autistic route use SDL.
>>
If I move my game to early acess, do I stop being /agdg/?
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>>183373992
You will have to do more things yourself if you choose SDL
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>>183374210
No? What do you mean?
>>
>>183373906
>>183374045
Sounds like SDL is for smart people and SFML is for pajeets who are too dumb to program properly and think Java is better than C++.
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>>183374310
I mean, if my game is published but still in work am I still welcome to post progress here?
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>>183374375
Of course. Progress is still progress no matter what stage your game is in.
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>>183374498
Great.
>>
Any recommended tutorials/examples for making a game in SFML?
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>>183374552
Progress is progress.

Haven't really worked on this thing this week, been busy with work.

I now have 4 basic spells (fire / frost spray + fireball/frostball).

I'll try to get a demo out this weekend, I'll propably implement player stats (str, def, magic at least) before that.
>>
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took a couple days off from making assets to make a promotional image

from today its back to making pixel animations... but now i can make a proper twitter.

will post some progress soon
>>
>>183374885
Is the stick figure supposed to be the killer?
>>
>>183374885
Can I self insert as the stickman? can the stick man become a stick-girl (male)?
>>
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part 1
part 2 isn't ready yet
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>>183374971
spoiler alert
He is thought to be the killer but all he wants is a hug
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>>183374604
Try the tutorials on the official site, they teach you how to use the libs, google somewhere else if you want a bigger scope, like how to make a basic game.
>>
>>183373759
>>183374339
you should actually try them both instead of relying on what you hear. As someone who has used both, a lot of bullshit is being spewed here, right now.
>>
>>183375007
>vaporwave jihad
>>
>>183374993
yeah how else would you play the game

>>183374971
idk.... im tired after 8 hours of precise cell shading and wanted to draw something effortless
>>
>>183375007
et tu brutus
>>
>>183375007
...I'm liking this. This is the game with the possession mechanic, right?

I'm liking the creepy vibes and the subtle world domination undertones.
>>
>>183375282
Yeah, this is going to be the intro for that game.
>>
>>183375393
is there a demo out? A webpage, tumblr, twitter...?
>>
>>183375437
I have a twitter and tumblr:
https://twitter.com/ektomarch
https://fffbbb.tumblr.com/

I've been wanting to put out a demo forever, but I keep delaying it since I also want to release a trailer/various press shit all at the same time, but I haaaate wasting my time with that bullshit even though I realize it's essential if I plan on having more than 3 people playing my game.
>>
>>183372946
I'm 100% sure I'm not a usual case but...

I instantly alt tab away from games that hit me with a fullscreen, which kinda is retarded but yeah. And then I'm 50% likely to just uninstall the game.

(much less so if it's a game that I paid full price for and have been looking forward to).
>>
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Progress
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>>183375508
>I realize it's essential
good, we don't want another goodgamenoplayermonolith type deal

thanks for the links!
>>
>>183375761
Does he have extensible legs
>>
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>tfw successful bug fixing
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>>183375696
what? But almost all games are like this. Are you saying that almost any game makes you 50% close it and uninstall because it hit you with fullscreen?
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>>183375761
Looks nice. Make the lower leg move too, so it doesn't look like it's retracting from the main body and it's great.
>>
pokemon tcg is way more fun than I ever tought it would be.
>>
>>183375007
kino
>>
>>183375696
Do you ever try >>183373265 before just closing and uninstalling it?
Because that is pretty standard to have.
>>
>>183375864
Pretty much.

A lot of indie games start windowed.
Emulated games start windowed.

Those are mostly what I play
>>
>>183375761
lewd
>>
>>183375938
I knew applications tend to have that (when it makes sense, like a video player), didn't think to try with video games for some reason. Will try it out in the future.
>>
>>183376004
>I'm retarded
>>
>>183376024
Okay.
>>
Is there good material that teach you how to separate your code between mechanics and UI/graphics? Its not just about using placeholder sprites, I want the entire graphics/UI code to be a placeholder initially, so it must be completely separated from the rest.
I want to do this because I suck with art and I want to know if my mechanics/gameplay idea is interesting enough after actually implementing it.
>>
I haven't managed to write one line of code in my effort to make my own 2d collision logic with blackjack and hookers on top of Godot. I'm pretty sure I'm not allowed acess to the position variables from other objects I need in order to check and move things by pixels at a time. Or I'm just really dumb and a fraud.

:-(
>>
>>183375943
ah, then that's understandable. Any mainstream game will automatically go fullscreen but now I wonder which is objectivelly the better way to go about it...
>>
>>183375761
Reminds me of dino run
>>
>>183376108
>I want to do this because I suck with art
You're not coding your art, it's data, you will be able to use your shit art with your final rendering code either way.
>>
>>183376004
You didn't know most video games support both windowed and full screen?
Did you just start gaming last year?
>>
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>>183376114
It wouldn't be in the options menu if there was an objectively best choice
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>>183376109
doesn't Godot a have a built-in collision system?
>>
>>183374885
Oh this is very good, awesome work. The stickman is just cherry on top of the cake.
>>183375007
Really cool.
>>
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>>183376210
indeed, you're right
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>>183376189
What i'm saying is that I want both the resource files(sprites and shit) and the rendering code to be placeholders initially, not just one or the other, so I need to know to properly separate them from the rest of the code to avoid massive refactoring later if I actually decide to go on with the game.
>>
>>183376109
Are you looking for an artist?
>>
>>183376370
Then write an abstract interface for these components and only use them through it in your code (only refer to publicly available functions/virtual methods etc). That's basic modularity, it's how it's done nearly everywhere.
>>
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>hoarded tens of thousands of reference images
>a lot of those are useless/low quality/unrelated
>can't be bothered to go through all of them and delete them
help
>>
What's the best way to make platform physics? Everyone does it differently. I just want Mario Bros level physics. GM:S
>>
>>183376553
skim through your folder and post some good ones
would be a ton better contribution to the thread than yet another shitpost
>>
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>>183376832
>>
>>183376370
That's elementary encapsulation.
How are you going to enginedev if you don't even know basic programming?
>>
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>>183376921
>>
>>183376802
Then program it to feel like Mario Bros.
>>
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>>183377104
>>
>>183376213
The idea was that by implementing a simpler one, I would have more precise control over it for my precise megaman action game, and could make simple code for slopes as implemented here: http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/


I can't seem to fine tune the standard one to my needs. Fuck, I'm doing CS on college, and can't program myself out of an eggshell.
>>
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Next goals: add a trail effect to ship, and add visible ability cooldown graphics for players.
>>
>>183377261
>stars moving

doesnt work like that
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>>183377328
it's a very big ship
>>
>>183375175
When I think about it, SFML isn't that difficult but what I struggle at is structuring my code so I can actually make something that werks
>>
>>183377453
Needs visual effects where it constantly rams into stars and destroys star systems.
>>
I want to try make a beat'em up like Streets of Rage.
Which engine would be best? Godot, Unity or Unreal?
I have 0 experience and took a stab at it last year with game maker and found it near-impossible to recreate the faux-3D with consistent working hitboxes.
>>
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I'm experimenting with an Idea of a puzzle game where you are presented with impossible levels and it's your task to alter the game's code to make it beatable and then beat it.

Does this sound like a fun Idea to anyone else?
>>
>>183376191
I know, I just have ADHD and stop wanting to play the game.
>>
>>183377674
>Which engine would be best?
The one you can use.
>>
>>183377261
>>183377328
>>183377453

>ram into planets and watch them explode
>>
>>183377695
yes
>>
>>183377695
>alter the games code

how will you pull that off in real time
>>
>>183377958
An interpreter
>>
>>183377695
How will you prevent the user from doing the same thing every time? e.g. teleporting to destination or something.
>>
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>>183377737
So none of them then
>>
>"oh I need to implement this thing before starting this"
>notice that it is already implemented and you forgot about it
this is a pretty good feeling
>>
>>183378153
Exactly. Making your own engine is the one true way.
>>
>>183378127
There will only be a few variables visible to the user (as seen in the top-left). So you could have the same level twice but depending on what variables the player has access to, the solution can be very different.
>>
>>183374339
>Sounds like SDL is for people newbies (they should learn how to do everything) and enginedevs (they want maximum control) and SFML is for people who actually want to publish games
fixed that for you

Also both SDL and SFML have multiple bindings, including C, you don't have to use C++.
>>
>>183378341
Sounds very limited
>>
>>183377695
There's a game like that already, can't remember the name because it's retared.
Biggest problem was how the entire game could be broken with extremely trivial solutions.
>>
>>183378246
>"oh, I should implement X"
>hack a solution to implement X
>there's actually a really simple solution that takes a tenth of the time to do it better built in the engine

this happened way too many times to me
>>
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messing around, added in-between animations

>>183375007
nice
are you making the blood trail with particles?

>>183376215
thanks
>>
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>>183377674
>>
>>183378517
Are certain engines not better suited for certain projects? Thats not a stretch to claim. However i take the point that it doesnt matter all that much, thank you.
>>
Music composer here.

Tell me what engine your game is using and I'll decide if I want to work with you.
>>
>>183378645
godot
no baiting
>>
>>183378628
>Godot
2D

>Unity
Fast dev, not the most performance, can export to a lot of different places.

>Unreal
Best looking, takes more work to get stuff done, probably better suited for large exploration games with lots of outdoor stuff though.

So basically "beatem up like streets of rage" isn't specific enough
>>
>>183378774
Don't ever reply to me again.
>>
>>183378838
I don't want your shitty music anyway
>>
>>183378409
Might be, I'll probably try to clean up the code, come up with a few levels and enter DD16 and find a buch of other testers.
The feedback will decide if I'm gonna continue or scrap the Idea.

>>183378421
I didn't know this already existed. I'll try to find it to make sure I don't make the same mistakes.
>>
>>183378902
tsun~
>>
>>183378813

so basically godot since streets of rage is 2D (not counting that shitty reboot)
>>
>>183378485
looks great
>>
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>try to optimise bullets
>get less than 30 fps with dips in editor, settings at minimum and nothing but the box collision as visual
>launch the game in standalone
>silky smooth 60fps

Granted it drops at 30fps if I maximize the window (which also breaks the mouse input, not sure why) but I think my computer's more at fault for that.
>>
>>183374707
That spell system looks fun as fuck to use. Keep it up mate.
>>
>>183378645
What tool do you make music with?
>>
>>183378395
What is the difference between two? I only used SDL but SFML looks pretty similar
>>
>>183378645
Post samples or go fuck yourself.
>>
>>183379142
Write it in mml with notepad++
>>
>>183378813
Isnt it? From your brief descriptions it sounds like Unity, "belt scrollers" are faux-3D which i believe is easier to recreate with actual 3D. Ruling out Godot, the game would not be large or ambitious, just a linear scrolling beat'em up like double dragon neon, say. Not trying to blow the world wide open here, just salty they dont make them any more and want to play one.
>>
>>183366230
I'm fully erect right now.
>>
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i spy sort of thing
>>
is it bad that /agdg/ is the only general I bother watching on this board?
>>
>>183379349
Cute!
>>
>>183379349
Her running movement looks weird.
>>
>>183379434
No, most generals are shocking
>>
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>>183379349
Damn nice.
>>
Reminder that there is no "best" engine.
There is, however, a worst engine, and it is Gamebryo
>>
>>183378645
I am writing an engine in Idris and need plenty of funny music, with horns and fart noises and the such.
Can you accomodate me?
>>
>>183378421
>the entire game could be broken with extremely trivial solutions.
Scribblenauts had a similar problem.
The key is just to be restrictive about how much power the player actually has. Consider how Portal is full of inert tiles, to restrict the power of the portal gun.
>>
>>183379349
>All that bullying

Someone should call anti bully ranger.
>>
>>183379157
SFML is higher level, natively OOP, offers direct shader access through its API without having to do the other OpenGL stuff, has more things implemented in network and loads more images by default although this can be done with SDL_image anyways
SDL is backed by a big company and more portable
>>
>>183379349
that banter reminds me of ace attorney. I like it.
>>
These threads actually contain more programming content than dpt
>>
Post cute games.
>>
>>183379157
These are the only reasons to use SDL over SFML:
- You are new to gamedev and you want to know how things work.
- You need a lot of control.
- You just need something to initialize graphics/audio/input for you.
- You need to support some platform SFML doesn't.

SFML comes out of the box with builtin support for cameras, image loading, fonts and text rendering for instance. Transformations and vertex math are a breeze to do and use thanks to the built in classes. There are dedicated/optimized audio classes for multiple uses (for playing music, playing random audio, recording and also for streaming your own samples). Networking is easier too.
>>
>>183380852

>>183379349
>>
>>183379349
is she a robot? why does the image look like that?
>>
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What do you guys think of this pause menu?
Also the Customize section will have equippable abilities later on.
>>
>>183376109
Use Area2D and enter/exit signals
>>
>>183379349
>I didn't ask you

Fucking cunt
>>
5 minutes until Fortnite reveals the power of Unreal 4 to the public.. unityshitters on suicide watch
>>
>>183381050
the angle is very jarring imo
>>
>>183381251
>10 years of dev for some shovelware
So... is this... thé power of UE4?
>>
>>183379349
why the fuck is she looking thru the phone instead of just using the phone's light?

why does her phone have scanlines? i've never heard of cathode tube mobile phones.

why does her phone's screen have raster scanning artifacts?
REEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>183381251
What is happening?

I know the 'cinematic' trailer was done in UE4 though, I thought that was pretty cool.
>>
>>183381050
I'm getting flashbacks from Path of exile.
That kind of skill tree is awful, please don't do that. Ever.
>>
>>183381050
>all those informations
Whoa, it's a bit overwhelming to say at least.
Also the buttons themselves look kinda plain, they could be bit juicier.
But not bad, just try to simplify it a bit.
>>
I am a font-crafter, hoping to meet someone who is constructing a written and spoken language for their game.
Tell me about your anime preferences in order for us to figure out if this will be a suitable pairing.
>>
>>183378645
*memes on u*
>>
>>183381610
Boku no Bible Black
>>
>>183381610
The meme is becoming self-aware.
>>
>>183381083
will try
>>
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>>183381446
Don't worry I made it pretty simple. I'm planning on letting the player get all the spaces or at least 75% of them in one playthrough. Also, resetting the board won't really cost anything. So if you fuck up your build and feel like you can't proceed further you can always reset it on the spot.

How it works is, you start in the middle and can only take a space directly adjacent to the ones you own. For example, at the second level, you can only take +2hp, +2en, +2ppow, or +2mpow. You can't go diagonal.

I hope I explained that properly. For a simple RPG, is that too much? I've always been into customization like this.
>>
>>183381610
Evangelion, Gundam (particularly 0080), Yurikuma Arashi (no really), The Tatami Galaxy, Ghost in the Shell (haven't seen arise), Serial Experiments Lain, Michiko to Hatchin. Ergo proxy was okay.
>>
>>183381610
I've never watched anime but I like that hamster girl and I'd totally fuck that sister in the incest one

And her friend.
>>
>>183381946
That's cool! Unfortunately I don't think this is going to work for me. May fortune follow you in everything you do, but I am not willing to work with you.

>>183381703
>>183382021
yeah ok maybe
>>
>>183381917
Being able to 100% a skill tree is bad, because it changes "what do I upgrade" to "what order do I upgrade in."

If you must make it possible, make it require extreme grinding and/or multiple NG+ runs.
>>
>>183381610
this should be bannable offense yo
>>
>>183382105
>>183382021
>>183381946
>>183381896
>>183381703
>>183381610
You think you're being hilarious but you're just cluttering the thread.
>>
>>183381610
I am willing to watch any anime with mecha. If you have recommendations I'll put them on my list.
>>
>>183381917
I hate it. You have 169 squares but only 12 abilities.
90% of the tree is passive, why does it need to be a tree instead of being just Str/Dex/Int/Wis/Dick/Balls allocation ?
>>
>>183382163
>"what order do I upgrade in."

And what's bad about that?

Dumb nodev.
>>
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>>183382105
could have just thanked me for the suggestions anon
>>
>>183379349
Damn nice
>>
>>183378485
Neat
>>
>>183382246
at least he's obviously being ironic unlike the other nigger who just pretends he's a retarded artist who "gets memed on by the general" all the time yet comes back like a beaten wife
>>
Where does the
>Just Like Make Game
motto come from?
>>
>>183382246
There is not a finite supply of threads so relax
>>
>>183376921
This is amazing
>>
>>183382429
back when demoday had corporate sponsorship it was a suggested "catch phrase"

https://www.youtube.com/watch?v=C-T4VVZrmkA
>>
>>183377695
hack n' slash did this
the problem is either you limit what the player can do (bad) or the game becomes trivial very quickly when something overpowered is found (bad)
>>
>>183382487
Yatagarasu
>>
>>183382281
Since you aren't going to specialize anyway, it means there's really no reason to pick anything non-optimal; you won't get a new gameplay experience by leveling magic before melee if melee is stronger, because by the end of the game you'll be using melee again.

The point of a customizable skill system is to have multiple viable, unique builds.

Dumb casual.
>>
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>>183382262
because that's pretty boring. but I did think about doing that at first, and might even do a mix of a board and an allocation tree if this doesn't work out.
>>183382163
>>183382262
I'll think it over, I just like the idea of maxing out the board without repeating content.
>>
>>183381050
Looks qt. Where do you post progress for it?
>>
>>183378485
I'm not sure I like the black dot nose on the thot. It looks like the kind of black dot nose they'd put on some furry dog character, especially in conjunction with the dog-ear like hair.
>>
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>>183382536
What the fuck is this
>>
>>183382429
Every time someone makes one of those word bubbles of an /agdg/ thread "Just like make game" are usually the largest 4 words. So that became the motto.
>>
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>>183382429
It is from the time when people regularly made word clouds from the thread, just like make game were always prominent words.
>>
>>183382429

Hideo Kojima when asked for advice for upcoming game developers who want to make it big he just said in his broken english "Just Rike Make Gaym"

Just Like Make Game is the motto now
>>
>>183382645
I got a tumblr but I usually post here or discord. I kinda just started the project.
renoki3d.tumblr.com
>>
>>183382701
>gogem.pro
I take it things haven't changed much
>>
>>183382756
That one is like a month old
>>
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>>183382669
>>183382701
>seems hard
Thanks for the answer
>>
>>183382429
Miyamoto was asked for advice for upcoming game developers who want to make it big. He chuckled and just said in his broken English: "Just Rike Make Gaym"

Just Like Make Game is the motto now.
>>
>moving diagonally is faster than moving on cardinal directions
How do I refund this piece of shit Monolith game?
>>
>>183382669
>>183382701
That's pretty cool.
I assumed it was consciously formulated as an ironic joke since it implies making games is easy.
>>
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>been working on my engine for +6 months
>accidentally tried to google how to do something with a system I've implemented myself 3 months ago

Holy fuck I should've written everything down as I went along.
>>
>>183382429
Googem was asked for advice for upcoming game developers who want to make it big. He chuckled and just said in his broken Australian: "Just Rike Make Gaym"

Just Like Make Game is the motto now.
>>
>>183379349
Really cool
>>
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>>183381446

> shit taste detected

Path of Exile has the greatest skill tree in gaming history.

Here is the skill tree I'm doing.
>>
>>183382730
Oh you were making that sidescroller with the floating sword? Nice!
>>
>>183379349
post twitter
>>
>>183382932
Path of Exile skill tree is the worst game design element in the history of gaming.
>>
>>183382878
It doesn't really imply that. A lot of people procrastinate and make excuses when they could just like make game instead. Even if making a game is hard you'll never get better without making game.
>>
>>183383093
>Even if making a game is hard you'll never get better without making game
Some top tier Buddhist shit right there
>>
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>>183382429
M. Kirkbride was asked for advice for upcoming game developers who want to make it big. He chuckled and just said in his broken English: "CHIM JLMG ALMSIVI"

Just Like Make Game is the motto now.
>>
>>183383037
t. crybaby casual who needs a class system to hold his hand
>>
>>183383194
t. retard who thinks complexity = design
>>
>>183382932
greatest in size maybe
all it does is making leveling feel like a chore with useless "+X% to Y" nodes.

compare it to an actual skill system like SMT Digital Devil Saga 2 had and it simply falls flat.
>>
>>183375007
The Giant Chicken Leg in the background is definetly my favourite part of this.
I want KFC now
>>
>>183383269
It's not complex, though.
>>
>>183382906
let's see the game
>>
>>183382756
Also, it's at the very bottom. Poetry.
>>
>>183383269
>complex
are you like 4 years old?
>>
>>183383194
Path of exile has classes though
>>
It's all garbage
>>
>>183383468
But the class system doesn't hold your hand.
>>
>>183383323
There's nothing to show yet, I'm still working on the back-end stuff.
>>
>>183383312
>>183383442
>Complex
>consisting of many different and connected parts.

Do you even speak English?
>>
>>183383530
do you ever feel that you are making a mistake by not just writing your own language?
>>
>>183383515
Not holding someone's hand has nothing to do with it being good.

Unless everything that's obtuse is automatically good in your retarded world.
>>
>>183382282
>kept the user's body safe but let the heart tormented
nice
>>
>>183383537
>buying nodes that buff my favorite spell is really complicated!
This is why we think you're retarded
>>
>>183383537
In this anon's defense he did say complex and not complicated.
>>
>>183383697
Who was talking about it being complicated? Is your reading comprehension on the level of a 3rd grader?
>>
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Is there no way to make particles billboarded on several axes? I assume that's why they're getting cut off like this.
>>
>>183382932
I've seen like 50 images from your game but not a single demonstration of gameplay

what is going on
>>
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>>183383037
>>183383282

Your pleb tastes are astounding. I bet you liked the WoW skill revamp and Diablo 3 skill system as well.

Utterly disgusting.

The beauty of the PoE skill tree is that it accentuates items and abilities. It's less of a 'skill' tree and more of a modification tree.

The skill system is in the gems. Which was another great system.
>>
>>183383628
Occasionally.

My language would be so elegant, and it'd be specifically made for MY game so extra performance. But maybe in another decade.
>>
>>183383841
>It's less of a 'skill' tree and more of a modification tree.

Seeing as 70% of the choices are +10 stats, I'd say it's more of a filler tree.
>>
Why aren't you using C++?
>>
Making a tactics game, just had a general gameplay question. Is Overwatch, like in Firaxis' XCOM, a shit mechanic? It seems to encourage extreme turtling. Firaxis tried to stop overwatch spam with the expansion and tried even more interesting the sequel, so I'm wondering if it's worth including at all. I mean, even the devs thought it was a problem so that says a lot to me.

Anyone have any thoughts on it? Just asking now because I'm writing AI, so whether I have to take overwatch into account is a big thing here.
>>
>>183383658
It's not obtuse.
Here's how you make a functioning build:
>pick a spell you like
>buy lots of nodes that make it stronger
>buy lots of health nodes
>spend whatever's left on buffs for your chosen armor type

If you want to optimize, you need to learn game mechanics, but that's true of any RPG.
>>
>>183383979
AGDG told me it was bad
>>
>>183383841
>Stealing from Final Fantasy 7
>Woah look at what great system they have
>>
>>183383979
DPT told me it was bad
>>
>>183383979
I will probably use it with Godot for my next game.
>>
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>>183383839

And you'll see another 50 more before I'll show you my masterpiece.
>>
Stuff like '+1 attack' is boring upgrades, imho.
>>
>>183383980
Just design your maps so the player has to keep moving forward. If your maps allow turtling to win 100% of the time, guess what, your players will always turtle.
>>
>>183384124
Is this in-game, and a working system, or is a mock up all you have?

If it's the latter, please consider suicide.
>>
>>183384124
Or you could go shill your non-game somewhere else
>>
>>183384124
Why do you spend so much time on these elaborate mock-ups instead of just like making game?
>>
>the attached picture represents my response to your game
>>
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>>183370923
>>183371325
gg ez
>>
>>183384443
>the attached picture represents your game
>>
>>183384124
I understand that your programmer doesn't have much to show yet but please stick to actual progress instead of posting plans and ideas, that time when you actually posted in-game stuff was 10000 times more interesting than all the promotional pics you posted combined.

My only guess why you don't post more in-game stuff is because you don't have a ready, up to date version of the game at all times so I recommend you sort that out and post progress.
>>
>>183384139
I'm with you bruh. I was making a standard RPG where items are stuff like
>ring of fire resistance - reduces fire damage by 5
>sword of electric damage +10
>rage increases attack damage by 5% every level

Then I got hit by a car, and during my hospital stay I thought a lot about my game and realized that system sucks for singleplayer games.
I've pretty much revamped everything, cut most numbers by a factor of 10. (Players started with 1000 health, now they start with 100). Skills no longer have levels, Rage instantly gives +50% damage, a ring of fire resistance will let you walk through most low level fire spells , a lightning sword will nearly double your DPS output, etc. Overall all magical items feel a lot stronger and more valuable, they actually feel like long lost artifacts now.
>>
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>>183383841
>>183382932
I'll keep saying the same thing. It's full of useless nodes and it turns leveling into a chore. Leveling and thinking "oh hey, I've got +1% critical damage" isn't rewarding, and it only impacts the late game.

Here's DDS2's "mantra grid" which is an actual skill tree, which gives skills. Each party member can only equip a limited amount of skills. It provides a clear, indicative path while leaving the possibility to branch out and try different skills, and they're unlocked by a special kind of experience bar.
It's backed by regular STR/DEX/... stats which raise on level up.
All this forms a cohesive, deep yet clear system.
>>
>>183384443
>>183384524
who are you quoting
>>
>>183384654
>Then I got hit by a car

Are you an anime character?
>>
>>183384676
who are YOU quoting?
>>
>>183384654
>Then I got hit by a car
kekd
>>
>>183384443
It's all garbage
>>
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>>183384717
No, it wasn't a truck.
>>
>>183372946
There's no way to know what the preferences of all individual players are. That said, I would imagine that in a subtle psychological way, windowed mode is less "offensive" than full screen. Thinking of it this way, it depends on your game. If you want your game to be a really engaging/atmospheric one with almost a movie-like quality, then start in full screen. If it's a smaller, more relaxing game, then start in windowed mode.

Either way, just put the option in the options menu and you're fine.
>>
>Compute character movement through transform.forward
>Get to aerial mobility
>Character won't be able to rotate
>Logic is now fucked
Fuck.
>>
>>183384857
H-HAYAI!!
>>
>>183384886
>not writing a language with clifford algebraic primitives
your own fault really
>>
>>183384673
I fucking love DDS but I don't think you can compare a passive tree designed to complement gear and skill gems to an active tree designed to gate abilities.
>>
>>183384857
>filename
>>
>>183385043
yes you can
DDS's system is good.
PoE's is not.
>>
>>183384673
Stolen
>>
>>183384886
Why can't it rotate? Wont the transform.foward vector always be the forward vector no matter the rotation?
>>
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Car. Pretty plain but I don't think I should spend too much time on assets.
>>
what happened to rotatedev
>>
>>183370923
I love your art
>>
>>183384673
So what's /agdg/'s general advice when making a skill tree?
>>
>>183385305
Yeah but the character shouldn't be able to rotate while in midair.
I.E. 3D Mario physics.
>>
>>183385374
The wheel holes on the body look too low poly compared to the rest of the model. Looks neato though. Is it a hovering car?
>>
>>183385551
Don't
>>
>>183385820
Just make your RPG as SIMPLE as possible, no skills trees, no skill mods, just do what WoW and Diablo 3 do. Why do you think they're the most successful RPGs of all time? Learn from Blizzard.
>>
>>183385551
Make a skill poset instead
>>
>>183385551
water it daily
>>
>>183385820
What if I can't stop the monster inside me from making one?

>>183385953
D3 doesn't have a skill tree? I played WoW back in the day. It didn't have any skilltree?
>>
>>183385551
My advice is to make a bunch of actually interesting skills, how the player gets them is secondary.
>>
>>183385953
Baten Kaitos didn't have skill trees and that was perfectly fine.
>>
>>183386165
26 people played that game if you include me
>>
>>183386165
http://batenkaitos.wikia.com/wiki/Level
>>
>>183386309
Level ups aren't skill trees.
>>
>>183385553
Wait, I don't see the problem then. If the character can't rotate or else it messes up the math, and you don't want it to rotate, what's the problem?
>>
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How do I solve this?
>>
>>183386710
At the moment the character moves via Move(transform.forward) meaning they move only in the direction they're facing.
If they can't rotate, then even when holding back, they will still move forwards because transform.forward doesn't change.
>>
>>183386832
Oh alright, I see now.
>>
>>183385953
I can feel the salt from here. I can taste it.
>>
>>183385602
Yeah true, thanks I'll fix that. It's kind of a hover car, like almost touching the ground but not quite.
>>
What features would the ideal indie/amateur game engine have? I started making a list but am not doing that much game dev:
>Fast build time
>Minimal complexity for content management
>Graph scene structure
>Scripting language easy to make interact with native code and good tools to generate bytecode from text or GUI source
>Scene editor
>>
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What are you working on right now?
>>
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>>183388064
dating sim with only trans anime characters
>>
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>>183384476
not bad. I did this for the long grass. the problem is; I want this grass to appear flatter. i guess having little definition on the shading isn't the answer tho. I think the edges were also too long. I'll work off this more after i get some sleep.

>>183385401
I'm glad, I would like to have posted a finished background today. but I can't help but waste time obsessing over grass.
>>
>>183388064
Designing bosses
It's not as easy as it would be for a non-retard
>>
>>183386729
Just follow the instructions man, put com.ca3games.Chicken on the bundle identifier field, its under other settings
>>
>>183388064
Shitty conquer the city shimulator.

Having fun and learning, though.
>>
>>183388345
http://gas13.ru/v3/tutorials/sywtbapa_almighty_grass_tile.php
http://gas13.ru/v3/tutorials/sywtbapa_de-mystifying_greats_1.php
>>
And by the way, qhat does /agdg/ do during his 5m pomodoro breaks.
Hard mode, no onanism.
>>
>>183382932
This looks pretty good for me anon.
>>
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>>183388384
is not there.
>>
>>183387946
My ideal indie engine already exists, it's Godot.
>>
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>>183388064
More mech designing. I can't figure out how to make a cohesive "spine".
>>
>>183388064
Trying to cure my perfectionism again.
>>
>>183388557
>5m pomodoro breaks.
the what now?
>>
>>183388801
Man, I love mechas.

>>183388850
The pomodoro technique.
Work for 25 minutes.
Rest 5 minutes.
Do a few cycles, then a 25 minute break and the loop restarts.

It's a productivity technique.
>>
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>>183388662
That's weird, keep searching, must be in there somewhere, mine is as in pic related
>>
>>183388742
My only real gripe with it is how slow GDScript is, hopefully 3.0 fixes it with more languages support.
>>
>>183389110
can't find them.

time to give up on this project.
>>
>>183388742
Looks interesting although it has several questionable design choices. But it's open source so I should be able to fix these, just need to see how fast it builds.
>>
>>183388801
For a second I though it was iron tarkus. Close enough.
>>
>>183386019
WoW's talent tree was pruned at some point. Now you just pick one of three abilities every 10 levels. It's pretty shitty.
>>
>>183389012
>Man, I love mechas.
I love them too but I don't get how you could make AC styled mech bend over, and I'm gonna need those kind of movement for melee.

>>183389605
Same devs.
>>
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>>183388064
My new base skeleton is humanoid enough to use premade mecanim animations but importing the skelly as humanoid causes Unity to ignore the armor-bones, which then remain frozen in their standard pose(lots of clipping). So I am trying to come up with an efficient way to move those bones with the body while also using a humanoid rig.
>>
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UE question.

I have two actors, pawn and character. The pawn represent the Enemy Army and has a power level (variable) of 5 (default value).

However it always returns zero in this function.

What is going on?
>>
>>183389908
The Melee animations in AC are always very simple but due to the speed, camera position and effects you don't notice it at all. I think in any other game they would look pretty bad.
>>
>>183384886
Spent over an hour trying to sort this, giving up for today.
The speed is an arbitrary value which is multiplied by transform.forward and increments/decrements based on any player input. There's no system in place based on what direction the player is holding, so fuck.
>>
>>183390848
The low res probably helps too. I've only emulated AC2 so it was pretty noticeable on my computer screen.
>>
>>183390447
Looks fine, I assume you know the bottom random int isn't connected.

Maybe post where/how you're using the function
>>
>>183391519
Sure. I disconnected it to check the actual value, that turned to be zero.

Does it matter? The function is being used in a Widget Blueprint.
>>
>>183391772
Nah, I've just seen a lot of people trying to use function outputs without any exec wire running through it.

If you make that variable public and check it in the editor is it 5?
>>
>>183390447
Press F9 on your function to add a breakpoint, it'll stop the game when executed and you can follow the execution in detail.
>>
>>183388064
Drawing cartoon animal people for money.

Also trying to thing of ryona-type game mechanics.
>>
>>183392050
>>183392282
Ok. How do I check the value of variable in the editor? Which editor exactly?
I added a breakpoint, but it goes from the function entry node to the return node in one step. Doesn't stop to watch what's happening in the rest of the function.

Sorry if these are very basic questions. I've started recently.
>>
>>183392598
*think of
>>
>>183390125
how are you texturing?
>>
>>183387946
dependent type system
fart noises
useful tooltips
sidebars
>>
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>>183392619
Make the variable public by clicking the little box next to the variable in your blueprint so it turns into an eye.
Place the actor into your scene, select it, and the public variables will be visible in the Details panel on the right.
>>
Daily reminder if you arent making your own game engine then you arent a programmer, youll never make a real game, and you are just making a shitty mod that will never sell.
>>
today i spent 8 hours looking for what causes a bug and it turns out to be accidentally writing "stage" instead of "state"
>>
>>183393286
That's why I like visual scrpiting.
>>
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>>183390125
The best solution I have right now is to just imitate the copy-rotation/limits I've set up in Blender with a script. That would mean 8x2 bones/gameobjects have to copy(up to a certain limit) the local x or z rotation of the hips and upper arms every single frame. That's not too bad if it were only the player but all mechs use the same parts so, the game has to do it for every single active mech.
My mechs are already pretty resource heavy and I get the feeling that it just gets worse and worse.

>>183392772
I can't texture for shit, so I am using Surfoge from the Asset Store, which makes me a filthy cheater I guess. I cut my models apart and then give every part it's own 2048x2048 texture.

So in total I am using 6(the amount of body parts) 2048x2048 textures for a complete mech
>they still look meh without a buttload of effects
welp
>>
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Quick reminder that people will buy your game if it has singletons
>>
Do anyone here feels like he missed the mobile boat?

I do still remember flappy bird crazy, but is like if I missed the 2011 golden years.

Now mobile is filled with AAA version of mobile, and you just can't compete.

Also, is worse than steam and people wont simply play your game.

It seems like mobile now is a waste of time.
>>
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>>183388064
the model for my protag while we're prototyping JSRF-style movement and core mechanics like rails

currently rigging everything so that when I make all the clothes and details and shit i wont have to redo/change much or any rigging
>>
>>183393915
stop fucking blogposting about your life already cris
>>>/r9k/
>>
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Why is coming up with top down Zelda-like bosses that require 2 items to defeat so hard? Am I just retarded? Wait, don't answer that.
>>
>>183393915
If you can't compete with AAA then you can't make it with PC games either.
>>
>>183393915
daily reminder flapmmo was made by an agdg guy who created agar.io a year later

you can make these kind of games on desktop too
>>
>>183378485
kiririn/ironiclark?
>>
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made something in 3D for the first time
no bully

will anons give me quick dirty tips on making good textures in 3d I think the leaf is ok but the bark is shit
>>
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Testing animations


>>183393940
THIC
>>
>>183394067
you can't make a good game with a touchscreen though.
>>
>>183374707
I'm finding this combat so amusing, do you have a blog?
>>
>>183394354
heeeeey, I saw you in the 8/v/ thread!!!

depends on the aesthetic you're going for, a tree like that might work if the camera is zoomed out in a bird's eye view but its faults will start rearing their head if you're using any sort of adjustable third/firstperson camera
>>
>>183394413
Don't compete on control fidelity then, take advantage of the things phones can actually do well like Pokemon Go did.
>>
>>183394354
go outside and take closeup pictures of things. edit the pictures in photoshop and you now have a texture.

or just pull shit off google.
>>
>>183394483
I go on both for double the fun!
yeah objects are my biggest weakness
I want to put attention to the character and put the most details on him/her

the camera will be zoomed out in a fixed position mostly so I guess it's passable
>>
>>183394548
touschscreen is garbage as an input device, unless you make some turn based roguelike.
>>
>>183394747
Don't compete on control fidelity then, take advantage of the things phones can actually do well like Pokemon Go did.
>>
>>183394397
>Literally Fight Knight

Can you be more subtle
>>
>>183394795
pokemon go is showelware trash.
>>
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>>183393146
It's weird, because the actor containing the variable is a copy of the player character, and that one works.

I made the variable public and placed the Enemy Army (new) in the level. Still no dice. It shows the default value (6) in there, but it still returns zero when used.

To recap, I'm using a Widget Blueprint. Said WB gets a reference to that enemy actor, and gets the variable value.

I can get around this by just placing that variable in the player character, since right now it's not used as such. I just want an actor to store data, but I would like to address and solve this at some point.

Any clues?
>>
>>183394873
Then why the fuck are you trying to do a mobile game if you don't like mobile games you fucking dense retard?
>>
>>183394884
Is your reference to the enemy in the widget definitely valid?
>>
>>183395014
because I felt for them once.
>>
>>183394397
honestly i have no idea if all major agdg devs use the same shitty artstyle or if its one guy creating a new project every month
>>
>>183394873
But that's irrelevant.
>>
>want to learn to program
>learn how to install compilers, IDEs and fancy notepads instead

So this is what this "patience" thing is needed for, I see.
>>
>>183388064
Image editor
>>
>>183394397
Cute.

>>183394854
>>183395191
>2D assets in 3D space is fightknight
And 3D assets in 3D space makes a bokube ?
>>
>>183394397
What is this!? What happened to all your other games? Are you gonna finish this one?
>>
>>183394854
>Fight Knight invented first person dungeon crawls
Get a load of this babby
>>
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>>183393781

I like using singletons for certain things. It's definitely something you can use for optimisation.
>>
>>183394397
This looks nice.
>>
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>>183395041
It doesn't seem to complain. How can I be sure?

It won't let me post without an image.
>>
>>183396087
Who is this?
>>
>>183396352
Try the Is Valid node.
>>
>>183396697
A cat
>>
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>>183393915
Mobile was always this bloated market dominated by giant fishes, it's just now that well known console and PC publishers started to enter the competition.
The thing is, they are not doing anything that different from well established companies. Look at this, a free to play Final Fantasy strategy game. Haven't we got lots of them already? And things like Flappy Bird and Angry Birds are kind of unpredictable.
But there's room if you know what you are doing (and a good marketing plan).
>>
>>183396756
The motherfucker is not valid. What now?
>>
>>183397721
How are you retrieving the reference?
>>
>Try to come up with original project idea
>It's just *x* with a twist. Dropped!
>>
>>183398237
When will you get more original bait ideas?
>>
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Am I kawaii uguu desu?
>>
>>183398237
>Pick the *x* with a twist idea that some anon threw away up
>Publish
now i'll have enough money to never run out of instant noodles again
>>
>>183398483
Is that the protag from Prequel in a pope hat?
>>
>>183398483
Is this a cat? It's cute.
>>
>>183393915

If by "the boat" you mean "the period where there was so little active development that simply finishing a game guaranteed sales, regardless of quality", then yes. You missed the boat.

If you can't compete in an existing market on quality, your best bet is to find an untapped or emerging market and get sales based on the fact that you're one of the only options available.

Currently that would be Nintendo Switch. Millions of potential customers, with little to no competition, so even the really garbage low quality shit gets tens of thousands of sales.
>>
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What am I doing wrong?
>>
>>183399245
Doesn't color over life influence light color ?
>>
>>183398590
Nope, other game.

>>183398836
Thanks. Just an ordinary human girl.
>>
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>>183398094
Inside the Widget Blueprint I create a new variable. Name it EnemyArmyNewReference (or something like that) and I set its type to the EnemyArmy actor blueprints that references.
>>
>>183398483
only if you're a boy.
>>
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>>183399373
Setting the color value to 0.01 kind of works, I guess, but I don't understand why there's even a brightness curve when it seemingly does fuck all. You also can't make the smoke any darker this way.
>>
>>183390447
>>183399567

Instead of attempting to reference a global variable inside a specific function, you should pass the parameters required for the function in, and only use that to provide the required output.

Add two parameters to your function (Character and Enemy) and pass those in when you call it. That allows you to not have to touch an otherwise working bit of code to fix bugs like this.
>>
Why aren't you using Rust?
>>
>>183400181
Ugly syntax
>>
>>183394446
I don't update my tumblr that often, but:
oakleaff.tumblr.com

also the previous demo build is at
https://oakleaff.itch.io/kniggitdemo
if you wanna give it a go (no magic in that build)
>>
>>183399567
You need to actually get a reference to it. All you have is an empty variable that can hold a reference to it.

Getting a reference to a specific instance from outside the level blueprint is impossible, but you can drag it from the scene hierarchy into the level blueprint, and then pass it from there to the widget.

That obviously won't work if the level changes or if you replace the instance with something else, so I'd suggest rewriting everything to be more generic.

Also, if I'm understanding you correctly, you created the enemy by duplicating the player's blueprint but not making any changes apart from the default value of one variable. If that's right, you really need to watch, like, all the tutorials because that implies you don't have a solid grasp on even elementary OOP.
>>
>>183400086
Done that. It's still zero. I don't want to bother you further, kind anon. I give up on this particular thing and I have a brand new bug.

Do you want to hear about it?
>>
>>183400586

I'm a different anon than the one helping you before, that was my first post. But if you did that correctly, you should be able to more easily pinpoint the fault in the code. If the function is receiving a bad input, the problem isn't with the function, it's somewhere earlier in the code.

Debugging can be a painful process, but small changes (like avoiding global state) can make it just a little bit easier, and it's a good habit to get into.
>>
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>>183400028
You're better off making two seperate systems in your emitter then. I had done a flamethrower before using GPU particles for a more dense flame. Had some problems with collision though, scene depth collision isn't too useful.
I think you could use a couple regular particles, that only give off light, and make the GPU particles orbit, that way you get decent collisions.
>>
A big time youtuber wants to letsplay my game
we're all gonna make it, brahs
>>
>>183400545
>>183400817
Ok. Saving your answer for later.

I will try to learn to debug. I'm too green for this shit.

Thanks to all of you.
>>
>>183388064
I really, really like your style.

If anything I am going to implement something simillar in my future project that is going to be done after I will make my first one..
>>
>>183400923
And all he asks 2000$ on his account?
>>
>>183379349
the dialogue screen is top notch anon, looking great, how did you handle cutscenes?
>>
>>183400181
my framework doesn't support it
>>
>>183400181
Because it is a language that cripples itself to solve memory management problems.
>>
>>183379349
imbressive
>>
>>183400181
it uses "let" syntax
>>
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>>183400545
>>183400817
Just another UE question if you feel like answering.

I was having trouble with a subsequent calls to a function that added two random integers to two constant integers.

Taking the inputs out of the function seems to have solved, but I don't know why.
>>
>>183402289
Is this your first foray into programming?
>>
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Daily reminder this happened:
https://www.youtube.com/watch?v=yzogY5JAkzw
>>
>>183402289
To be clear, the output condition seemed to be random, or at least not tied to the integer comparison operation.

>>183402659
No, but I'm not in my prime either. Tell me how to improve, or which are the most glaring flaws.
>>
>>183402750
Well, you don't seem to understand OOP at all and it sounds like you're adding inputs to functions that don't need them.
>>
How's this look? It's supposed to be a boss monster. You use bombs and arrows to destroy the lower parts and bring down the head.
It will attack by spinning the lower sections and possibly spitting fireballs or something from its mouth.
>>
>>183403009
Pretty cute, I like it.
>>
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added multiple office support to my game dev sim game, so much better than having 1 huge rectangle office
>>
>>183403009
Doesn't really look like a boss.
>>
>>183373460
I know that you are doing those animations commercially. Do you occasionally feel like making absurd animations on your own time, just for a quick laugh?
>>
Gonna stream my gamedev. Anyone wants to watch and help make game?
>>
>>183403768
Link
>>
>keep throwing features at my game
>it is not fun
help
>>
>>183403727
>Do you occasionally feel like making absurd animations on your own time, just for a quick laugh?
This feels like bait with a very specific animation in mind
>>
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>>183402289

>I was having trouble with a subsequent calls to a function that added two random integers to two constant integers.

If I'm understanding you right, it sounds like you were trying to pass inputs to a function and modify the original variables outside the function scope?

Blueprints are pass-by-value by default, not pass-by-reference, so inputs are only the value of the variable passed in, not a reference to the original variable. Modifying it inside a blueprint function does not affect anything outside the function unless you pass it as an output, or explicitly mark the input as pass-by-reference.
>>
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>>183403610
>no cubicle walls
Not as much of a slave farm as it could have been / 10
>>
>>183403009
sounds like something that should be incorporated into complex level designs as part of a puzzle rather than a boss
>>
>>183403875
I recently saw the playlist with hyper's reloads and wondered if Troy indulges in such folly.
>>
>>183402894
I have zero prior experience with OOP.

>>183403901
Mmmmh. Thank you. I have a lot to learn yet, but you guys are helping a lot with that.
>>
>>183403610
>perfect top down
please stop
>>
>>183404007
you should have seen what it looked like when you had only 1 office and could only expand it by rows & columns
it was a fucking mess and progression wasn't that fun

now you get to purchase entire buildings, but can't expand them in size, so it's a lot more fun
>>
>>183402894

OOP is a meme and zero-param void functions are one of the biggest anti-patterns people still unironically advocate for.
>>
>>183404363
please elaborate? it's too late for me to switch to isometry anyway
>>
>>183404007
Open offices are cancerous and counter-productive.
http://mentalfloss.com/article/84222/open-offices-are-bad-productivity-study-finds
>>
>>183404380
>now you get to purchase entire buildings, but can't expand them in size
Thank you, deciding on a buildings size/shape is always stressful to the minmax side of me. Constraints of preexisting buildings will breed creativity
>>
>>183404526
No amount of crying over OOP will make Blueprints a non-OOP language.
>>
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Swinging is in, though still requires some tweaks.

Also really need to get around making a smarter camera system at some point.
>>
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>>183404538
it looks awful.
you don't have to go full iso, just fake it like warcraft or starcraft did
literally anything is better than something that looks like a child's blueprint
>>
>>183404739
did you create the sprite animations yourself?
>>
>>183404750
ah, I understand now.

just so we're clear I'm not an artist, what you see is placeholder art (I needed something to work with), so it'll change once I do hire an artist

I'll keep your idea in mind, thanks
>>
>>183404564
we're not making productivity, we're making video games
>>
>>183404694

You can use OOP languages like C++ without falling into OOP anti-patterns like functions without inputs.
>>
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Keep your fingers crossed!
>>
>>183404995
They are bad for gamedev too.
richg42.blogspot.com/2015/01/open-office-spaces-and-cabal-rooms-suck.html
>>
>>183404954
you still need to account for the walls having to be thicker in the code and level design, so you can have an iso-looking sprite as a wall
>>
>>183404750
Prison Architect style isn't too bad
>>
>>183404996
You literally can't use Blueprints without OOP.
I can't think of a less functional language.
>>
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>>183404526
What is wrong with them
>>
>>183405181
There were tons of terrible games in the indie area last year, so you'll probably get in.
>>
>>183405231
yeah, I figured, which is why I said that it's too late for me to switch to isometry/etc.
doubt I'll have the necessary amount of funds for all the additional work an artist would need to do to emulate isometry, plus I envisioned this game to be top-down when I started working on it, so I'm not even sure whether I'll be changing the perspective (top-down allowed me to avoid a bunch of various problems, but I do agree that it's not the prettiest in terms of visuals)
>>
>>183405291
That's the functional programming autist who takes any opportunity to rant about OOP.
He hates anything that isn't functional.
>>
>>183404897
Yeah, I'm doing the graphics and coding, and a friendo o' mine is doing audio when it's time to get that stuff in.
>>
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>>183405207
that guys opinion doesn't matter, meanwhile the most succesful studios in the world used open plans to make the most succesful games ever

only a nodev would want a cubicle
>>
when you go out of bounds in a triple A game, walls start to change color or disappear completely. why does this happen?
>>
>>183405479
>o'
stop

>doing audio when it's time
also stop, audio shouldn't get shoved in as an afterthought
>>
Fuck open offices, I want a cubicle so no one ever speaks to me.
>>
>>183405416
I said fake it. treat the play space as 2D but use iso-looking sprites. anything other than flatland from a childs drawing.

>>183405243
the only reason I haven't played it is because it looks disgusting
>>
>>183405551
>nuh uh, these scientific studies and opinions from people who worked on open offices don't count because... woah look at this pic!
>>
>>183405602
gogem pls leave
>>
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To anyone who has Godot experience:

Is there a way to have GUI elements scale appropriately for multiple handheld devices?

Is there a way to snap a GUI element to the center of a screen?

I found the grid snap tools but they seem so... not as good as I hoped?

Any advice would be useful
>>
>>183405551
is this a game jam or actual company?

We are open office but we have lots of empty spaces around here
>>
>>183405562
Walls usually only have one side, the side they're meant to be view from. If you get behind the wall, the polygon wont render because its not facing you.

Some terms:
backface culling
triangle winding order
>>
>>183405785
>anyone who has Godot experience
lol
>>
>>183405716
I know that you did, and I'm telling you once again that the amount of funds I have would most likely not be enough for a faked isometric look due to the extra amount of work needed from an artist
>>
>>183405246

I'm not sure you understood my post or are responding to the right posts. The original post said that parameters were unnecessary there, and I suggested not falling into the anti-pattern of creating "doThing()" function that takes no parameters and modifies anything it wants outside its scope. That's just bad programming, even in OOP meme land.
>>
>>183405602
>audio shouldn't get shoved in as an afterthought
I'm aware as much, and I'll shift my focus on it once the basic gameplay loop is working as intended. There just isn't that much content that makes it a top priority now.
>>
>>183405946
google "nuclear throne"
>>
>>183405736
>1 persons opinion
>300 yesdevs opinion
gee I wonder which could be correct
>>
>>183406102
looks doable, thanks anon, I'll keep that one in mind
>>
>>183404538
it's disorienting. it's not the way our eyes perceive the world.
>>
>>183405852
it's bungie making destiny. they used a similar space in another building for halo 2.

they pretty much pioneered the whole open office meme, MS gave them a bunch of cubicles and they tore them down and threw them into the trash. they later upgraded to desks that could be moved around to suit collaborations and shared projects going on
>>
>>183406187

To be fair, just because someone works in an open office does not mean they enjoy it or would endorse it.
>>
>>183405785
there's literally two godot devs.
You, and the shitter who memed you into believing it's a good engine.
>>
>>183406187
http://www.cnbc.com/2017/03/15/58-of-high-performance-employees-say-they-need-more-quiet-work-spaces.html
http://www.bbc.com/capital/story/20170105-open-offices-are-damaging-our-memories
https://www.wsj.com/articles/open-offices-are-losing-some-of-their-openness-1475460662

Employees absolutely hate open offices and several studies show that it lowers productivity, bosses love it because it's cheaper to not build walls.
It's literally just a meme that is already being reverted.
>>
>>183405181
what game
>>
>>183406507
we're not making productivity, we're making video games.
>>
>>183406418
It looks more like "we don't have enough space to contain every one, so jam in together people"

Wouldn't work in such a work condition desu.
>>
>>183405785
>Is there a way to have GUI elements scale appropriately for multiple handheld devices?
Scale their parent node to the window size divided by the base project resolution.

>Is there a way to snap a GUI element to the center of a screen?
Set position to window size divided by 2.
>>
>triggered /mu/ hard when I told them I don't like music
wew
>>
>>183406737
you're a kissless neet of course you hate social spaces. but they are essential for creative collaboration

>>183406823
there's not liking X music and then there's not liking music. sounds like brain problems
>>
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>>183406886
>but they are essential for creative collaboration
That's just not what studies show.
>>
>>183405785
>Is there a way to snap a GUI element to the center of a screen?
Yes. The Control child node has properties that are called margins and anchors, which are used relative to the parent Control node.

Make a Control node that spans the complete screen (Make it a child of the root node and set the anchors to Begin, Begin, End, End and all the margins to zero). Add Control nodes that are a child of that and play around with margins and anchors. Then resize the window to see the effects.

Another useful thing to know about is the OS, from which you can poll many things about the game window. Also, look at the Viewport signal "size_changed", which you can connect to for automised rearrangements.
>>
where is my game
>>
>>183407003
real world application shows something else
>>
>>183405984
And your suggestion is to invent parameters where they're unnecessary because it makes the program more functional?
>>
>>183406886
>>183407049
>In 2011, the organizational psychologist Matthew Davis reviewed more than a hundred studies about office environments. He found that, though open offices often fostered a symbolic sense of organizational mission, making employees feel like part of a more laid-back, innovative enterprise, they were damaging to the workers’ attention spans, productivity, creative thinking, and satisfaction. Compared with standard offices, employees experienced more uncontrolled interactions, higher levels of stress, and lower levels of concentration and motivation. When David Craig surveyed some thirty-eight thousand workers, he found that interruptions by colleagues were detrimental to productivity, and that the more senior the employee, the worse she fared.

You are just talking what THINK is true while studies simply just otherwise.
>>
>>183406886
I just can't enjoy music that has not a strong melody.

I feel physically bored and sick off listening new music.
>>
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>>183406886
>they are essential for creative collaboration
Wild suggestion here:
People are different.
Different types of people need different conditions to be productive.
>>
Making a run-and-gun roguelite game. In terms of aiming, should I do:

1. BOI style, plus diagonal shooting (either with a separate button or button combinations)
or
2. Mouse aiming

Either one is really fucking easy to implement but I need to decide so I can make enemies appropriate to what I'm doing.
>>
>>183407317
>run-and-gun roguelite game
closed the tab here
>>
>>183407317
Mouse aiming.
>>
>>183407317
>with a separate button or button combinations
Just do a toggle between mouse control and twin-stick shooting. BOI is objectively garbage in that regard.
>>
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>>183406886
My work place is like this. That is pretty much whole team and it works pretty good. OP's pic looks like a mess and looks like a sweatshop
>>
>>183407192
This.

I'm a goddamn social butterfly. I get lonely and anxious if I don't spend time talking to someone almost every day. That's WHY I need to work by myself to actually get any work done, because my mind prioritizes socializing over almost everything else when it's an option.
>>
>looking for a 2d side-scroller
>google screenshots of side-scrollers
>everything looks pretentious
>feel like devs try to hide missing content by putting out good-looking screenshots
>don't trust it

call me over-skeptic, but i don't trust 99,9% of game devs anymore.
this happens when you try socialist concepts in video game industry.
>>
Gamedev is 95% working and 5% creativing, you don't need 100% creative office time, leave the brainstorming to meetings and breaks.
>>
>>183407285
fact: big software companies don't want creativity they want you to write X amount of lines of code in Y amount of time

Gamedev is different.
>>
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Coders != Artists
>>
>>183403009
I guess it should be more intricate in order to be a boss. Add secondary pillars that act as big 'ol arms and sprout from the ground, or make some spheres gravitate around it, make it more intricate and more menacing somehow
>>
>>183407418
If it helps, I may change the underlying thing to be more like a run-and-gun game mixed with Zelda or a Metroidvania, but procedural levels let me test shit out easily and see if the gameplay is fun.
>>183407475
That's what I was leaning toward.
>>183407524
I think BOI may be easy as fuck with mouse aiming.
>>
>>183407524
The only reason to implement TBOI's aiming system is if you intend to design the entire game around it like Edmund did. If you include mouse aiming as well, that's guaranteed to be the better control scheme, either because everything was designed for the arrow keys and is piss-easy with the mouse, or because nothing was designed for the arrow keys and the game is borderline unpayable without the mouse.
>>
>>183407593
>>feel like devs try to hide missing content by putting out good-looking screenshots
yeah man they should show the most shit looking ones possible in order to earn customers' trust through """""""""""""""honesty""""""""
jesus christ what a faggot
>>
>>183407317
>Making a run-and-gun roguelite game.
so you're making enter the gungeon?
>>
>>183407593
>this happens when you try socialist concepts in video game industry.

i mean things like early access, kickstarter etc. (basically giving devs money in advance)

just think about it. there was a time when a game was 40€ and devs paid themselves for game-testers instead of starting early access.
and they actually released finished games.
>>
>>183407649
>leave the brainstorming to meetings
you mean "leave useless timewasting on regurgitating the stupid shit we talked about yesterday to meetings and breaks"
>>
>>183404739
I'm jealous, is that a self made engine or GM?
>>
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Post art progress.
>>
What engine would you use to make modular 3d vehicles?
>>
Any other dev that works on a company here? What is your average weekly meeting hours?
>>
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>>183406540
>>
>>183407972
>engine
any 3d engine can handle realtime modular vehicles
>modeling program
any modeling program can model vehicles.
>>
>>183405551
there's a GDC talk about this somewhere....

found it:

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

TL; DW:

Guy says Artists like open offices with lots of windows, Coders need closed spaces in order to concentrate. Mix, match and die in the process.
>>
>>183407925
Love2D; physics are self-made but I use a library to implement AABB collision checking.
>>
>>183408071
One a scale from one to eleven how much are you ripping off Junji Ito?
>>
>>183408071
>that bottle
I mean, i guess there's nothing wrong with tracing stuff if you're not an artfag and you can make it look different, but it's thing like this that show how incompetent you are.
>>
>>183408207
MULTI-TRACK RIPPING-OFF?!!!
>>
>>183408071
Nice Junji Ito clone.
>>
>>183407972
use one of the vehicle presets in UE4
>>
>>183408161
it's not like that's the only space in the studio. marty notoriously had his sound cave he'd lock himself up in to compose. but this meme that only cubicles work is deluded
>>
>>183408207
6/11 I guess and the number is going down with each version.
>>183408307
>>183408330
thanks
>>
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>>183407764
The arms sprouting from the ground is a nice idea. I could also fill the room with mook enemy just to make things a bit more tense.

How about this other boss? You burn the big leaves at the base to expose the core. The head tries to bite you and shoots fireballs and/or exploding seeds.
>>
>>183408630
Again, doesn't really look like a boss.
>>
fuck open offices

t. worked at an open office
>>
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>spend hours to figure out why collision box is not firing overlap events
>turns out BSP brushes are not doing that on purpose and you have to add blocking volumes for it to work
It works, but now i'm inclined to fire a trace constantly and not bother with blocking volumes
>>
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>>183408630
>>
>>183408745
>Can't take a break without literally everyone else seeing it

It's on purpose desu
>>
>>183408714
What if it was like, really big?
>>
>>183408630
how the heck do you do this without bones?
>>
>>183408630
Bigger, more intricate. Add some teeth to the mouth, do something crazy like the mouth turning inside out and blooming into some sort of flower for a second phase.

Again, I have no idea what's the game gameplay or artstyle tone.
>>
>>183408878
I guess that's one way, but more detail would be preferable.
>>
>>183408892
if you press H you can pretend there's no bones
>>
>>183408892
>he doesn't know you can hide objects in blender
>>
>open office
can't work in fear of someone looking over your shoulder and catching you jerking off. if you want to collaborate, just set up an open room meeting somewhere else
>>
>>183409105
Why do you jerk off in the office, anon?
>>
>>183409082
>>183409103
o-oh I'm a blender retard
>>
>His startup doesn't have an open office

Do you even want to fail?
>>
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>>183407027
This is unfortunately kinda annoying. Pic related.

How do I center the button entirely into the middle?
>>
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>>183409198
>>
Are polycounts for PSX/N64 games given in quads or tris?
What about modern games?
>>
>>183409247
You could also theorically use Curves but I don't know if you can bake it into an animation.
>>
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>>183366008
Are we posting white fuck boys OP? Here is a bokudev.
>>
>>183409380
polycounts are always in tris.

Tell me what the word "polygon" means?
>>
>>183409380
Always tris. You model with quads but convert to tris on import to the engine.
>>
>>183409380
tris. all of it.

which doesn't make sense, the real count is the vertex count after splits
>>
>>183409461
>>183409472
Thanks, wasn't sure if older systems still converted to tris for rendering.
>>
>>183408904
>>183409046
Fair enough, I'll keep working on it. It's for this game by the way.
>>
how hard would be to make music like this?
https://www.youtube.com/watch?v=TGtWWb9emYI
>>
>>183409612
>tumblr filename
Why do you need to download your own screenshots?
Also post your blog, I like the art style
>>
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>>183366008
>tfw been browsing agdg for about 2 years
>tfw see how much better everyone has gotten
>tfw all these games are looking nice and polished
>tfw have no progress of my own
>tfw haven't dev'd in over 6 months and if I have it was just me opening up monogame or gamemaker and messing around for a few hours and quitting
>tfw depressed

You guys are killing it, I just wish I wasn't so depressed and apathetic all the time then maybe I would be too. Keep up the good work anons.
>>
>>183409943
>pitbull
don't try it anon, it's too complex
>>
>>183409289
>annoying
Oh boy. You don't know how good you have it with these.

Without code, try the other anchor options. There aren't just Begin and End. Afterwards, check by resizing your gamewindow; it's possible to configure both ways to resize or not resize the button element when changing the frame of reference.

With code, use set_pos(screensize / 2 - buttonsize / 2) on the button. The argument is pseudo.
>>
>>183410079
>tfw you ironically enjoy pitbull's music
>>
>>183410036
I always delete my own screenshots and I didn't feel like booting up Unity.
Blog is squaredev.tumblr.com but I don't post there very often, you'd have more luck following my progress here.
>>
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I want to animate a simple box to walk, jump, twist and roll. Is this a good way to start?
>>
>>183405602
>also stop, audio shouldn't get shoved in as an afterthought

yes you can if you're a good composer
https://www.youtube.com/watch?v=pkvx-ipbmVg
>>
>>183410319
what
>>
>>183410319
what the fuck, no.
>>
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>>183410319
>>183410319
stop
>>
>>183410319
you could do that with just the spine bones

i love posts like this because you can't tell if the bait is intentional
>>
>>183410319
how does a box walk?
>>
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>>183410319
>>
>>183405602
>audio shouldn't get shoved in as an afterthought
SFX maybe not, but music needs to capture and enhance the atmosphere created by the other assets.
>>
>>183410329
>You don't need to know any music theory
>Literally the first thing he does is scales

???
>>
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>>183410469
>>183410448
>>183410412
>>183410554
Then what DO I do?

>>183410495
Just the spine bones?

This is literally the first time I'm rigging something. I'm writing my own engine, and I want to try adding animation.

https://www.youtube.com/watch?v=a6ldSvEJw20

>>183410546
Like this, hopefully
>>
>>183410319
You'd probably fine using 4 or even 2 bones per corner. Please post your walkcycle later.
>>
>>183410108
I might as well code it in since they will be using scripts anyway. Thanks.
>>
>>183410684
Wait, you're serious?
>>
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>>183410756
Yes
>>
>>183409449
>>>/b/739620465
>>
>>183395901
You don't even know who i am though
>>183394854
he gave me permission
>>183395191
i have not seen anyone else do a pixel art fps game or 3d pixel art shading/dithering
>>183395769
>>183396219
thanks
>>
>>183410038
Maybe instead of working on your own project you should be on a team, where someone tells you what to do so you receive a clear goal and some sense of duty
>>
https://www.ampermusic.com
this site is pretty nice if you want music made by AI
>>
>>183410684
that looks fucking good

what is it?
>>
>>183411130
Musicfags on suicide watch
>>
Does your game feature any girls(male)?
>>
>>183410754
I recommend making a function that handles the complete positioning, which you call once from _ready() and also in _ready()
get_tree().get_root().connect("resized", self, "that_function")
so it will be redone if the screensize changes.
>>
>>183411075
>You don't even know who i am though
>>
I've started tumblr but this piece of shit of website is already pissing me off.
Is there ANY way to stop all that random shit from showing in your feed? I only want to see posts of accounts I followed, I don't fucking need it to shove me any shit that I "may like".
>>
>>183411130
That's something I was hoping I could find somewhere and I'll check it out later.
What's it cost, though? Surely there's some kind of licensing fee for commercial use.
>>
>>183411275
No, only boys (female)
>>
>>183411275
one character is pretty androgynous looking and acts masculine, but theres not some message behind it
>>
>>183410684
one central bone chain with maybe 3-4 bones. eight bones, one at each corner of the box connected to the top or bottom bone in the central chain depending on their placement.

that's the most simplified way i can think of that retains most of the control you want over it.
>>
>>183411556
T-thanks. I'll try this!
>>
>>183411458
What are you, some kind of fag?
Hey guys, this fag doesn't want unsolicited content! Bet he uses an adblocker, too!
>>
>>183411458
I haven't seen a "you may like" post in so long that I assumed they killed the feature because of how unpopular it was.
Could be my adblocker.

At this point Tumblr is such an unusable mess that I'm just waiting for WritScrib
>>
>>183411461
From what I see it's free, both composing and downloading, at least for now. Maybe there's some max quota of music you can make, I don't know.
>>
>>183411840
That's hard to believe, but I guess I'll have to do my own research on it.
>>
maybe later
>>
>>183411995
It might be because it's a new service and it's in beta, so when the 'final' version comes out it will become paid. I have no idea.
On their site I can't find any mention of prices or subscriptions though.
I haven't used it much (in fact I only download a song just now for the first time) so I'm not really sure.
>>
>>183408630
is this for a lewd game?
>>
>>183408764
MDK 3 is looking good

>>183410319
>>183410684
please make your box animations something out of a tex avery cartoon
>>
>>183411807
>WritScrib
So what happens with the 10k that are apparently not enough to start the site, but will be paid out due to flexible funding.
I also have strong doubts that there will be enough users to actually chip in, because at that point why not just donate to a creator directly via paypal?
>>
>>183412363
I searched around and some old news articles said they want a subscription model. Could be, like you said, that they're waiting until it's out of beta before charging.

In any case, the music itself is royalty-free, and that's what matters. When I get home I'll check it out and see if it's good enough to get me out of paying someone to make music for me in the future.
>>
>>183412742
Would you play an unlit lowpoly lewdgame?
>>
>>183412974
absolutely
>>
>>183413032
would you pay for it?
>>
>>183413126
Where can I pre-order?
>>
>>183412974
>>183413126
Any non-vanilla fetishists will play whatever is available. Can't be picky.
On the other hand, the more niche or socially unacceptable the fetish, the more averse I'd be towards acquiring methods that leave a trace.
>>
>>183412834
If they don't hit the full goal, they'll get a business loan or a proper investor.

The tipping system has an advantage over PayPal of being integrated directly into every post, so it's more visible and more convenient, but the real reason I'm looking forward to the site is that it's promising a host of simple functionality improvements that Tumblr's staff is too stupid or incompetent to implement, and cleaning up the worst aspects of the community.
>>
>>183413349
Steemit is another alternative
>>
>>183413267
>>183413220
ok boys which fetishes
>>
>>183413469
That one is crypto-based, isn't it? Does anybody actually use it?
>>
>>183413126
>>183412974
fuck off you're not even gonna make it you loser
>>
>>183413768
tentacles, vore, size difference, impregnation, large insertion and enf
>>
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Is this better?
>>
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>>183414049
>>
>>183413974
>tentacles, enf
yes

>size difference, impregnation, large insertion
if i can figure out a mechanic and animations

>vore
nah, maybe as a standalone
>>
>>183414049
pls stop
>>
>>183414049
Why are you doing this
>>
Oh so I finally fucking get it.
Inheritance-based entities, command queues with callbacks and state stacks are just approaches that someone else has figured out before, I don't have to reinvent this shit for every game in a different way, there are just a few alternatives to it and these approaches will do for simple 2D games. Felt stupid as fuck for not being able to figure out said approaches myself.
That's a real fucking lot of boilerplate code though.
>>
I'm thinking of adding a decoding minigame in my game. If anyone has reccomendations for types of cyphers or code systems, I'm all ears.
>>
>>183414284
gameprogrammingpatterns.com my man
>>
>>183414181
>if i can figure out a mechanic and animations

would probably need to be higher poly than you'd like for the stretching and need rig fuckery

make the main character a cute elf and add orcs that go after her too, make sure they have the "BUHIHIHI" laugh
>>
>>183414245
Is this not what >>183411556 recommended?
>>
>>183413349
>it's more visible and more convenient
Granted, pressing a single button that doesn't require a separate login would lower resistance. And spending a token instead of hard (virtual) dollars.
Still, the business model leans on being used wide-spreadedly. They need artists and bloggers to flock to the site to attract more tippers to attract more artists etc. If they don't get a good spike on release, the site is doomed to fail.
By saying more visible, what do you mean? Is there a history attached to one's spending? Does the creator see who spent how much? Do other chippers see who spent how much? Do users see how much a blog / post has been tipped?

>simple functionality improvements that Tumblr's staff is too stupid or incompetent to implement
Being unfamiliar with both, what are those?

>cleaning up the worst aspects of the community
What aspects do they mean though? Teens pretending to be schizophrenic? Fandoms? Porn (I am pro porn, just wondering if they want to go PG13)? SJW? Fat acceptance?
>>
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>IT WAS A JOKE WHY DOESN'T ANYONE GET MY JOKES REEE
>>
>>183414284
>That's a real fucking lot of boilerplate code though
That's why solo enginedevs never finish a game. It's pretty rare they do anything other than reinventing the wheel.
>>
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is haskell for the literally insane or what?
>>
>>183413818
The mechanics are there for content creators to nurture their flock, but no one e-famous seems be using it yet

However I've made $0.20 from a couple comments
>>
>>183414483
that looks suspiciously like one of gogem's own retarded infotainment images he used to make. and yet he used it in an argument like it was a meme. amazing.
>>
>>183414483
merely pretending to have a meltdown
>>
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>>183414483
>Post yfw you're not googum
>>
>>183414518
Why not Scala?
>>
>>183414413
probably a belly bone for stretching. i work at a higher polycount than square by default so that won't be a problem. most of the fetishes you listed can be combined to some degree too

i'll stop roleplaying and get to work i guess
>>
>>183414518
It's not such a big deal. However it's not the most natural to program video games in. I'd rather use F# or OCaml for functional programming.
>>
>>183414367
I'm doing a game with a lot of hacking type minigames, theres always the classic letter substitution and mastermind games, personally I'm doing a tile-based "use tetris shapes to block out all the tiles" kind of thing
>>
googum (thanks for CTRL-Fing my post pal!), the "shit out menu games at an accelerated page" thing isn't working out well, have you tried the mobile market, they're accustomed to buying shit shoveled on their faces so what youre trying might work out there
>>
>>183414518
>Haskell
Hello /g/, and no, haskell is not for the insane, that would give it too much credit. Haskell is a literal joke.
"Oh but facekike uses it for spam detection", yes, yes they do, because the people they hired to handle spam detection doesn't understand pointers.
Haskell is a literal meme, even the creator agrees.
https://www.youtube.com/watch?v=iSmkqocn0oQ

tl;dr: if you think haskell is a good idea, beyond simple curiosity, then I don't know how to help you, and I would guess, nobody else does either.
>>
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Finally. And as usual like he does when he's banned here makes an ebin edgy teen acting out in detention post about it on twitter. What a faggot.
>>
is there any diference between storing every frame in a diferent picture versus using an atlas?
>>
>>183414726
post models
>>
>>183407317
Shock Troopers style aiming, both mouse and boi aiming suck.
>>
>>183414895
Thanks I'll look try the minigames you posted and see if any of them stick
>>
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>>183414676
I don't want to be associated googum, so I have to stop posting my game on agdg.
>>
>>183413768
Edgemaster coming through (puns not intended):
Public use, gore, necro, piss, amputee, forced feminisation, bondage, sensory deprevation, slavery, male chastity, non-consententacles, machines, industrial use/milking, mind-control,
body modding

Not the kind of thing one would expect in unlit memepoly, but I'd take it.
>>
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>>183415248
here's the one i made when i copied square's ref
>>
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>>183414483
>>183415151
He's still throwing all kinds of tantrums.
>>
>>183415151
ok go make a thread on /v/

>HI GOGEM XDDDD
no, stop cluttering the thread with namefag drama
>>
>>183415379
>public use
>forced feminisation
>slavery
Better if you combine these together.
>>
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>>183414483
>>
>>183414367
Codes by Simon Singh is a very interesting read on this topic. Might be overkill for a minigame though.
>>
>>183415151
le ryan jake lambourn face.jpg
>>
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>>183414483
>>183415151
>>183415449

>>183414676
>>
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>>183366008
Okay, woke up this early afternoon to fix positioning bug from menu, and it works. I still have a dumb flash of white though. This oddly doesn't happen when in fullscreen, so I know it's either the loading order of the frame or a display bug.
>>
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>>183415248
>>183415425
and a nonlewd monster. i'd probably work a little higher poly than both of these.
>>
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Completely reskinned ship art for a more solid colour, pixel feel and a crisper feel.

Also added tracers to the bullets, put in some basic targets to work out collision/hp code, and made a missile fire type.
>>
>>183415475
Shutup, bitch ass ho
>>
>>183415425
I thought it was spurdo at first
>>
>>183414458
>They need artists and bloggers to flock to the site to attract more tippers to attract more artists etc.
They've already got a quite a bit of attention, so I think they'll be able to build a community.

>By saying more visible, what do you mean?
Just that it's right there on the post, where people will see it, instead of buried behind a link on the OP's blog.

>Being unfamiliar with both, what are those?
The tabbed browsing they mentioned in their indiegogo page is pretty significant. Tumblr is also infamous for technical issues like the app doubleposting or not loading images, or the animated logo in the top left corner using a shitload of RAM and being immune to adblockers.

>What aspects do they mean though?
The SJW side of Tumblr and its adjacent communities send death threats and dox people over petty shit like drawing a fat character too thin or using the wrong share of brown for Symmetra's skin. They're banning "callout posts," which are usually full of exaggerated or outright false information, and promising to be harsh on harassers.
This has already pissed off the SJWs and so will help keep the worst of them off the site entirely.
>>
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Made a quick knock up had a couple of questions.

Which is better 1 or 2?

Did I steal this from something? The idea came to me in a fever dream.
>>
>>183415425
no niggers
>>
>>183405181
Do you have the money to go there, though? If yes best of luck.
>>
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>>183415379
>this list
god damn dude, i'm scared to find out what you read
>>
>>183415982
Make it switch between both imo.
Don't think I've ever seen it anyways.
>>
>>183415487
Tell me if you find anything on a twink that's hypnotised into slavery, getting publicly quadded and used as a urinal, only to be discarded as soon as they don't look nice in a sundress anymore.
>>
>>183415151
>>183415449
>>183415603
>>183415692
fuck off gogem
>>
>>183376553
>>183376921
>>183377104
>>183377229

DROPBOX THE GOOD ONES
>>
>>183416102
You know it's >>183408071 right?
>>
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>>183415925
>the animated logo in the top left corner using a shitload of RAM and being immune to adblockers
Oh wow.

>pissed off the SJWs
Guess I'm gonna keep an eye on that campaign. Cheers!
>>
>>183413768
what, an excuse to post my list of fetishes? Don't mind if I do!!!

Feminization, Corruption, Hypnosis, Femdom, Moral Degeneration, Crossdressing, Chastity, Mind Break, Nice cuddly sex with someone you really love
>>
File: joke thief.jpg (85KB, 880x419px) Image search: [Google]
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>>183415449
Oh wow he's literally stealing shit from the comments section of the sidalpha video
>>
>>183415982
>>183416123
I agree with switching between the 2
>>
>>183414518
I once tried to make a simple snake clone in haskell, but gave up around when I was supposed to implement controls for moving the snake about.

It's not impossible, but I wouldn't recommend it for gamedev outside of learning purposes or simple curiosity.
>>
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Guys I've suddenly become a nodev. I'm going to make a 2d game with shooting and waifus. Any ideas for me?
>>
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How's this? Is it more menacing?
I think I'll add an attack where spiked vines come out of the floor.
>>
>>183417070
alright thats going a bit far
martin shkreli: successful
googum: 3 games that all have flopped
not fair to martin
>>
>>183417265
yep, looking better.
>>
>>183417265
>venomancer_ward.gif
>>
>>183416123
>>183417073
What do you mean switch between the two? Like have the mouth transition from the chest to the face area and vice versa?
>>
>>183416394
>You know it's [WOH-dev] right?
I wish I was that good at art.

>>183416102
Most extreme stuff I actually read were Angels Corps by David Cheung and Fansadox (296 esp.) on 8muses. I'm not in any type of scene and don't read a lot of material, because I mostly get my kick on 4chan and gurochan (when it's not down).

To get back to vidyadev, I'm a big admirer of the Free Cities dev. Dude started with no experience in programming and just kept churning out update after update. Granted, it's just Twine, but he really tickled intricate features out of that "engine".
>>
>>183417563
yes
>>
>>183416507
The problem with the logo is, I believe, that it keeps every single frame it its animation in memory at all times, even though it only animates when you mouse over it. I think there was something more to it but I can't quite remember the details.

And yeah, pissing off the SJWs up front is great. It's actually the primary reason I trust them not to run off with the money, because if I wanted to scam Tumblr, I'd be pandering to them.
>>
>>183413768
will get bullied if i say so i wont haha
>>
>>183417723
of course you wont you little faggot
>>
my fetish is a finished game
>>
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>>183413768
these and more
>>
>>183417265
the teeth of the mouth should probably be sharper. maybe repeat the thorn motif there too?
give the petals at the base some more shape and maybe some shading, you can probably do that with the same number of verts or just add some more (it doesn't matter)
>>
>>183417812
wow, that made me hard. Do it more.
>>
>>183417812
ok ill say it, its TF and mindbreak, i win the degenerate rankings
>>
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>>183417938
>cum in eye
errytime
>>
>>183414390
I tried this shit and it went far far over my head. Most of the examples of usage of those patterns being enginedev optimizations didn't help.

I wish there was a book explaining common solutions for game logic. Or just giving me names of which patterns are used for what features so I can google how to do shit
>>
>>183418182
>Lucario & Weavile/Manyula
>>
>>183415982
turn 2 into 1.5 and make the actual 2 this giant monster with the mouth as its defining feature. 1.5 can be the brief moment which the player would expect before it accelerates into the full transformation.
>>
>>183414907
>accelerated pace
It took like 3 years for him to make the rock paper scissors game
>>
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>>183417685
>it keeps every single frame it its animation in memory at all times, even though it only animates when you mouse over it
>>
File: 1500663726886.png (802KB, 750x1000px) Image search: [Google]
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>>183417216
Here is some artwork of a heroine of your next game.
>>
>>183416812
>Nice cuddly sex with someone you really love
What the fuck dude
>>
>>183417070
Martin Shkreli
>rich prodigy with bad social skills who got crucified in the media because he overcharged insurance companies to fund the development of treatments for rare diseases
googs
>literally an autistic manchild with no redeeming qualities

Not a fair comparison. He's more like the Chris Chan of game dev, although Chris is more deserving of pity than contempt.
>>
>>183418681
Martin Shkreli
>had to appear in court
googs
>not yet
>>
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art2.png
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Rate my switch
>>
>>183418434
surely you mean three months
it can't take anyone three years to make an online rock paper scissors
>>
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>>183408764
At first i thought he's wearing a hat.
>>
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>>183418614
crystal gun girl already exists
>>
>>183418851
I hope you generated that code as a joke.
>>
>>183418614

Thanks, this will help me to develop my protagonist a lot. THANK YOU!!!
>>
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>>183418925
Top o the mornin to ya.
>>
>>183418851
I'd probably rather read a single line instruction and you put the corresponding values into an array.
>>
>>183419171
sick dj skills pepsiman !
>>
>>183418851
Is that you, Toby?
>>
Water wheel or windmill? (using to generate power in game)
>>
>>183418851
Tiling indexes can be determined in much smarter ways.
>>
>>183419352
Water wheel

And add the ability to make your own rivers
>>
>>183419352
Both. Make the water wheel more efficient but it has to be place next to a river.
>>
>>183419352
https://www.youtube.com/watch?v=JjQXbvLEr9k
>>
>>183419352
Does the terrain have moving water? Will you need several such constructions?
>>
>>183419508
>>183419520
>>183419584
loving all these assumptions

>>183419352
water wheel knowing nothing else. it forces you to add a river to the map which makes for more interesting level design
>>
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>>183419073
I did generate it, but not as a joke. It's bitwise auto-tiling slapped into a switch.

>>183419330
Could've been, that or yandere, but then again I ain't stackin benjamins.

If I continue down this road tho, I'll probably be rich.

>>183419418
Sure can, but this is art, here's the previous version, just walked around in-game and matched it manually.
>>
>>183410319
Just use blend shapes man!!!!!!!!!!!!!!!!!!!!
>>
>>183414049
BLEND SHAPES!!!!!!!!!!!!!!!!!!!!!!!!!!!!
>>
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I don't even know what I'm making anymore, but hey. My lil' agents can path find around their lil' procedural city. Ended up writing my own A* implementation because none of the C# ones did quite what I wanted.
>>
>>183418851
what does this actually do
>>
>>183418851
Is that a puzzle for your game?
>>
>>183414049
you only need two bones in the middle for it to bend over, the rest is in proper weight painting.
>>
>>183420848
good presentation

have you properly separated the rendering from the logic so you can wrap it in graphics later?
>>
>>183421046
Yep, separate projects where the core logic is a class library. And with the new Unity release supporting C# 6 I may be able to use that.
>>
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>>183366008
Art guy here - give me something to draw, will post result.
>>
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>>183420881
It maps the tileset to a generated dungeon.

>>183420914
What do you mean?
>>
>>183421432
draw an asset for your game
>>
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>>183421432
post your portfolio
>>
>>183421432
just draw fanart of any of the progress in this thread
>>
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>>183421487
My current game is 3D, and I'm doing all the assets and coding etc.

I'm just wondering if any of my AGDG dev friends want some concept art.
I did some stuff in the past - pic related.
>>
>>183421432
Draw Terry A. Davis.
>>
>>183421432
design a character with a triangle as the dominant shape in the composition
>>
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>>183421749
>man face
>big tits
>>
>>183421432
a raptor.
>>
>>183421749
>>183422046

looks like they photoshopped a smaller face from a different japanese comic
>>
>>183422319
>>183422319
>>183422319
>>
>>183373272
Typically, when switching from a hammer style grip to a reverse grip, you'd spin the blade towards you. Same direction as the first transition in your webm.

Try it with a screwdriver or a blade if you have one. You can do a forward spin but to clear your fingers out of the way is incredibly difficult compared to simply moving your thumb and spinning the blade in your palm.
>>
>>183415151
i hate steam more than googem so i guess guess gogem is my ally now
>>
>>183409461
>Tell me what the word "polygon" means?
any bounded shape made of straight lines
triangles and quadrilaterals are both polygons
>>
>>183415151
I told him this would happen
>>
>>183408892
>dev is a shark
Thread posts: 756
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