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/agdg/ - Amateur Game Development General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 764
Thread images: 132

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Aesthetics edition

> Previous Thread
>>183701737

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

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

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

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

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

> Previous Demo Days
pastebin.com/JqsQerui

> Previous Jams
pastebin.com/jAByvH3V

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com

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

> How into .webm
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter
>>
>tfw have the assets, have the design, I know what I need to do, I can actually do it. but I lack the willpower

I know it's not unique it just really sucks. Why will I have the will power to spend hours upon hours on bullshit, but when I have the right plan there's no desire to execute it?
>>
Thanks for making the real thread.
Let's see some progress!
>>
I spent all night on the same thing and made basically no progress. I feel like shit now.
>>
>>183757104
these things happen, take a break and come back to it later
>>
>>183757104
It happens. That's what makes the good nights all the sweeter. Was it code related?
>>
which is the new thread?
omg
>>
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I spent way too long (like 2 days) modeling and rigging a first draft of the character for my game.

But whatever, I got it done. Gonna make some key poses to block shit out better.
Also just feels nicer to use a real character instead of a capsule/box even when greyboxing everything else.
>>
How do you learn to program?
>>
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>>183759891
Before starting to program, always make sure that you're wearing your programming socks.
>>
>>183760128
>wearing women's socks
lad, it's like they say
>behind every great man is a woman
>behind her is another man
you don't want to be getting it up the rear now, don't you?
>>
quick rundown on the gogem/sidalpha situation? links/screenshots?
>>
>>183759891
https://stackoverflow.com/questions/388242/the-definitive-c-book-guide-and-list
>>
>>183758334
lel dumb cunt check aseprite
>>
is this going to be our proper thread?
>>
>>183759891
Active participation. The idiot would do exactly what codecademy or whatever instructs them to do, while the erudite programmer would be pausing at each lesson, and experimenting with their new knowledge on some toy calculator/calendar/bullshit thing. Like you start with a program that tells you what 2+3 is, next you have it ask you what numbers to add, then next have it ask what numbers/operation to use with checking against div by 0, next you have it ask if you want to calculate something or check the date, etc.
This is the proper way to "take notes" on what you learn in programming
>>
>>183762275
not going to the other one
>>
is anyone in this thread looking for an artist?
>>
>>183764397
Are you an artist?
>>
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Is there any site dedicated to assembling teams to make games?

If not, would it work if existed?
>>
>>183765059
Yes, do you have a game?
>>
>>183765595
Yes. Do you have art?
>>
>>183765291
https://crowdforge.io/jams
How's this one look to you?
>>
TCP connection failure, ask again in 10 seconds
>>
>>183765673
I do. Let's talk about your game first.
>>
>>183765897
Okay. It uses buttons to control.
>>
>>183765754
fucking awesome I guess

does the leader of the team need to approve new members before they join?
>>
I'm about to venture into a pet project anyone have any pointers.

The basic concept is League of Legends converted into 1v1 grid turn based combat. Think of a PvP Fire Emblem. Anyone got any suggestions before I start chugging along?
>>
>>183765952
This is not enough. I need to know more. You know what I need.
>>
>>183766245
Okay. It was made using a language.
>>
>>183766402
>using a language
Dropped.
>>
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these were posted last thread and i didnt see them till thread was dead but

it wasnt just animation; since I had to do animation AND modelling I had no time to do anything else and I was extremely pressured to put out animations for characters while i was modelling other ones which put almost all of the artistic workload on myself

when i realized we needed ~1000 frames of animation per character and at least one character fully complete just for a substantial presentable prototype, I wasn't up to the task.

the new project gives me much more artistic freedom and leniency and I can focus more on modelling while I produce animations that can be reused as placeholder for every developed character.

it's also much more difficult to make a competent fighting game as an indie project considering the standards.

this isnt an issue of me hopping genres and giving up easily, it was just that we picked the wrong genre to start with
>>
>>183761064
guy who makes cynical videogame conspiracy theory videos for bait purposes took my marketing bait and exaggerated and lied about it until it was hillary clinton pedophile ring tier bait
also he's got no bars
>>
Anyoe looking for an artist?
>>
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Have some late night progress. Got the basics of a shield working. The way it works is a shield hitbox hovers over the character holding the shield (being this weird looking guy currently.) The weapon first checks to see if it touched a shield. If it did, it adds the owner of the shield to the do not damage list (usually reserved for enemies already hit by this particular attack). If it doesn't touch a shield, then it checks to see if it hit an enemy like normal. Because of this, attacks at the correct angle and with the right hit box can bypass shields. Different attacks might use different hitboxes to detect shields though. For example, a spear, despite the fact that its only damaging portion is the tip, would use a full body hitbox for the shield to ensure it doesn't mystically pass through the shield to damage the enemy when stabbing. However, something like this scythe might use a blade only hitbox for shields, because it could have an attack which intentionally moves behind the target and yanks into their back, and so if the staff part of the scythe is touching the shield, we want this attack to still hit. I'm unsure how to handle shield hit animations or things like that at the moment. For now I'm assuming if an attack hits a shield, it's not interrupted, though this may change depending on the shield, weapon, and attack in the future.
>>
>>183775941
>>
>>183775294
I want to make friends with those crawlers on the left
>>
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>>183776489
They want to make you dead.
>>
>>183776823
:(
maybe nobody has ever shown them kindness
>>
Post more progress
>>
>>183780852
no.
>>
Daily reminder if you are usimg a game engine your game is already shit and no where near unique enough to become anything of value.
>>
>>183782025
Genuine question, how do you display your game? I've only ever done GUI stuff in java swing but I feel like drawing shapes through a swing canvas is kind of dumb - is it?
>>
>>183786974
Your first mistake was using Java
>>
>>183786974
opengl
>>
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>>183780852
Made some tiles last night, but they are shitty, so I'm redoing them this afternoon.
>>
GUYS QUICK

GIVE ME AN IDEA FOR AN AR (Augmented Reality) MOBILE GAME
>>
>>183795584
pokemon go but with anime waifus instead of pokemon
>>
>>183795584
Use those neural network image recognition things to make a scavenger hunt game, the app tells the player to find several random objects and he has to point at them with the phone's camera to let the app recognize it.
I guess it's not really AR but AR sucks anyway.
>>
>>183796687
Great, need more ideas before I prototype them

>>183796909
>AR sucks anyway
Apple made that Arkit available for devs which is why I ask. It's actually better than Vuforia and costs less than wikitude; not to forget it implements slam tech so the characters are actually on a surface (unlike Pokemon go where it just superimposes the model in air over the camera in an overlay and doesn't constitute as actual AR)
>>
How would you make an acceleration/deceleration system in 3D based on the player's input?
The different axis and signed numbers are fucking me up.
>>
>>183761246
>>183762857
thanks, anons.
>>
Damn it, which on is the real thread!
>>
>>183802258
>bumping this thread that was about to die anyway
kys
>>
>>183802354
Hey It's not my fault someone made two threads and people where posting in both.
>>
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>>183793931
Getting the hang of it more.
>>
>>183805580
Not sure if you know, but this is the proper thread.
>>183754508
>>
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>>183766678
>when i realized we needed ~1000 frames of animation per character

Do you really, though? I would have thought that it would be a no brainer for an indie team to approach something like that from a virtua fighter 1 PSX artstyle.
Appeal to people's nostalgia while also keeping it manageable enough to have a decent roster of characters.
>>
>>183759891
Read a textbook.
200 pages in you'll know your shit enough to get the rest pretty easily.
>>
>>183797312
What exactly are you trying to emulate?
>>
>>183759891
Make trash.
Write lots of trash code that does one neat thing you couldn't do before. It doesn't matter how simple the task is, even if it's just asking the user for some sort of number and spitting it back at them through console. Coding is like art in that the worst approach is to care a lot about making something good rather than just producing volume at the beginning. Start with python so you don't have to worry about too much syntax, then move to c++.
>>
>following a tutorial
>constant fuck ups
>but it's okay because I am learning at an observable pace
But a little while ago
>write code
>it's not working for some reason
>why the fuck is it not working
>been trying to figure out what is wrong
>losing my shit
>slamming keyboard
>pulling hair
>trying to figure out what the fuck is wrong
>change function to another, similar function and suddenly it works as intended
>NO! The tutorial says to it this way, so I will do it the way the tutorial said
>[rage intensifies]
>ctrl + z
>...wait
>oh no
>are you fucking kidding me?
I forgot the fucking brackets
In such a way where it won't return an error or crash the program
So this is how bugs in professional programs happen. Suddenly I have a lot more respect for Bethesda.

Sorry for blogging, but I had to vent. Doing the python roguelike tutorial on roguebasin if anyone is wondering.
>>
>people still don't get that this is the thread supposed to have died hours ago
>>
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I want to make a game(roguelike) in Common LISP. Which Implementation will handle it best? Is there CURSES for LISP?
>>
Does anybody know how can I fix my ground in UE4, when I add a world displacement to it? The individual polygons kinda separate from each other and I can see the gap between them, so they look like they float in the air.
>>
So I guess we're using this one for the new thread?
>>
>>183823365
>>183823169
STOP BUMPING THE WRONG THREAD REEEEEE

>>183754508
>>183754508
>>183754508
>>
>>183823416
>>183823447
oh nvm the other one is already past dumb limit
>>
>>183754508
>>183754508
>>183754508
>>183754508
>>183754508

if u post here u r gay
>>
>>183823713
if u post dere u r dum
>>
>tfw you finally have a breakthrough in pathfinding and even the bugs will make for entertaining gameplay
I'm gonna make it bros
>>
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Hey guys how much should I sell for the building in this picture?
>>
>>183758842
Why are you trying to make discount Wind Waker
>>
I know pixelart comissions are a decent source of income while you work on your game. But is there also a market for lowpoly comissions? Does anyone here have personal experience with lowpoly comissions? If so, can you answer a few questions:
What did your portfolio look like when you started?
What does it look like now?
How much do you charge per model?
Do you also animate and rig?
Is it your sole source of income and are you being supported in other ways (free rent etc).
Where do you market yourself?
Do you feel like you have enough time to work on your game?
>>
>>183824581
>Max Hancock
Damn, i need to step up my alias game.
>>
>this attempt to just like make game is going to fail AGAIN because no content skills

I think my only hope at this point is to wave the scripting interface around like a piece of bait and hope someone bites.
>>
the number 1095189575 in binary is 01000001010001110100010001000111

which is a 32bit integer with the 4 bytes representing the characters "AGDG" in ascii

use this number on your game, anon
>>
>>183806947
He could have easily left out the hand drawing over the models for later and just animated the model itself. Make a working prototype of a single character able to fight against itself and leave all the extra fluff for after it actually feels good. Big problem with indie is they prioritize the wrong fucking thing a lot of the time. Juice and presentation is important but make the fucking thing work first
>>
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Last couple days I worked on uploading/downloading mods to my game. It was a horrible experience. Working with php and mysql makes me feel dirty.

Not completed yet, it needs a search function and ability to remove mods. But currently the player can upload mods to my php server and other players are able to download it.
>>
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>>183780852
repostan
>>
>>183825236
That's really neat
>>
>>183825086
MAYBE I WILL

because that's neat and AGDG inspires me to make game every week
>>
I love AGDG. Both nodev and devcucks alike. Without AGDG I don't think I'd have the energy to finish anything.
>>
>>183825260
I can't follow what is happening. Looks cool though
>>
>>183825086
I'll use it as the seed for my rng.
>>
>>183825086
No. I'm not including any AGDG logos either.
>>
>>183825260
project name? tumblr?
>>
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asking again in a fresh thread.
How do I make my animations smoother when using IKs ?
I've tried both adding more keyframes and messing around with the curves and neither helped me get decent results.
>>
>>183824291
...?
>>
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>>183826318
WORLD OF HORROR
https://twitter.com/panstasz
>>
>>183826402
It is a shame that such art is wasted in a game with horrible gameplay
>>
>>183826587
pay me and I'll do art for your much better project
>>
>>183820167
Mostly just trying shit out at the moment, currently thinking something similar to Hammerwatch though. which is where most of my sprites are ripped from atm
>>
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I want a little advice. I'm working on a third person shooter-style game and while I have super basic movement working (8-way run and locked on strafing) I'm planning on including a cover-system.

The problem is I'm a complete novice to getting objects to interact (I'm not even sure my camera controller and character controllers are currently interacting at all, or if they're just working together blindly) and I'm not sure how to implement checks on terrain (I haven't been able to get jumping to work correctly either because I haven't been able to get the character controller to recognize if it's on the ground or in the air).

How would I go about implementing zones for snap-to cover? Would it be better to set them up as part of the terrain or make wall assets have attached to them various snap-to points I can tweak later based on placement?
>>
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Just finished tweaking screen scrolling and enemy spawners for my game. You can see that enemies become inactive when the player moves to a new room/area, and any bullets get destroyed. Super simple stuff but you gotta start somewhere.
>>
fuck blueprints.
>>
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>>183826587
>>183826664
Ice cold.
>>
>>183826885
It's hard to say because I don't know what you're working in and what it is exactly that you want but I would guess that making some trigger volumes or something attached to your cover would be a good start. You need something in place to check if players are in a position that constitutes cover.

>>183826867
It's really neat so far, anon. And you've gotta start somewhere so don't worry about spoilering your crimes
>>
>>183826664
>pay me
hold up senpai. the art isn't THAT good
>>
>>183826885
The 'hand placed vs automatic detection' thing is something that comes up in a lot of games, really you're the only that knows which will be best.
Hand placing triggers seems easier to begin with, but the more areas which need it, the more work it becomes, and the more likely you are to miss an area where the player feels they should be able to take cover but can't.

I went to a speech by the Dying Light devs who said their initial prototypes had trigger boxes for every single ledge/object to tell the character which types of actions should be performed, then they scrapped it all for automatic detection.
When I was doing a similar first person parkour thing I decide from the start to do automatic detection because there was no way in hell I'd be able to manually mark every edge to grab.
>>
>>183826664
>>183826587
damn son
>>
>>183813171
>Doing the python roguelike tutorial on roguebasin if anyone is wondering
Shieeeet, I didn't know that. Thanks anon!
>>
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>>183826587
>>183826664
Nice.
Also I think your gameplay looks fine, makes me think of that call of cthulu pen and paper game brought into vidya format with a Japanese horror theme.
>>
can I have a quick (you) before I finish a feature that I can post for (you)s?
>>
>>183826402
Why is this allowed? Isn't this guy tracing art and selling it?
>>
@183828103
(You)s ain't free around here
make game or die shitposting
>>
>>183827626
Okay. So I guess then my big stumbling block is the same as when I was trying to implement a jumping action: How do I set up raycasts and other detection to only detect certain kinds of objects?

This should also solve a problem I have with my lock on.
>>
>>183826339

the animation on that video is super exaggerated and unnatural. if that's meant to be a human walk cycle, it's all wrong.
>>
>>183828264
Please, I beg you. I haven't had a proper (you) in a day.
>>
@183828103
kill yourself
>>
>>183828103
>>183828379
i'll bite.
>>
>>183828520
Thank you, you're the most generous, my friend.
>>
>>183828379
Just, like, post progress.
>>
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----[ Recap ]----
Game: Unnamed TRPG
Dev: Gremolin
Tools: Unity
Web: https://www.youtube.com/channel/UCSFGPhu4aNWqJDicFUuOxHg
Progress:
+ More menus, just implementing the turn structure.
- No graphics yet so progress isn't that visible
>>
Reposting hardware question from last thread for artists
>Speaking of animation, I thought about using a tablet since I'm getting tired of tracing curves with my mouse. However all the usually recommended entry level/beginner ones see to only be supported by Windows and macOS. Does someone know any good value for Linux?
>>
>>183813171
>Doing the python roguelike tutorial on roguebasin
That's the very first gamedev tutorial I followed.
I planned on making a roguelike. After finishing that tutorial I suddenly realized I had no idea how to expand it, so I moved on to making pong in Godot.
>>
>>183828782
http://linuxwacom.sourceforge.net/wiki/index.php/Xf86-input-wacom
>>
>>183828782
>Linux
lmao, just write your own driver.
>>
By the time I'm comfrotable learning how to use the engine, the next iteration will have released. There's just so much shit to learn, when will it end and I can finally just make game. spend my whole life learning shit and I still have no idea wtf I'm doing.
>>
>>183813171
>python
Found your problem. Use a language with a more sane syntax
>>
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(Re)posting slightly altered walk cycle.
>>
>>183828782

I use an intuos pen and never had any kind of problem with linux. on windows you actually have to install a driver first, on linux, like pretty much any hardware, it just werks out of the box.
>>
>>183829165
>>183828990
So the "support" thing is just a meme? That's good to know
>>
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>>183829103
>Use a language with a more sane syntax than python
AGDG needs a moderator to clear out the worst shitposts.
>>
>>183829227

yeah. I've been using linux exclusively for the past 5 years and the only drivers I've ever had to "install" (choose from a list) are proprietary GPU drivers. every other piece of hardware I tried just worked out of the box every time. wacom tablet, webcams, game controllers, you name it.
>>
>>183829227
Support usually means "our customer support knows these OSes, don't fucking bother us if you're using linux".
Most peripherals use generic drivers that are supported by all systems.
>>
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>>183826664
>>
>>183829387
>I've been using linux exclusively for the past 5 years
Is that compatible with gaming nowadays or do you limit yourself to gamedev?
>>
>>183828319
I've been so focused in making it smooth that this completely went over my head.
I think it's just a matter of curves, I'm trying it out again and there's a noticeable difference.
>>
I created a UE4 project using C++ First Person Shooter as the basis. Why is this...

static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/FirstPersonCPP/Blueprints/FirstPersonCharacter"));
DefaultPawnClass = PlayerPawnClassFinder.Class;

...in the constructor of the AMyGameMode example? When I swap it for this...

DefaultPawnClass = AMyCharacter::StaticClass();

...the mode doesn't seem to spawn an AMyCharacter, but rather some fallback class that doesn't have any components attached.

So where the hell is "/Game/FirstPersonCPP/Blueprints/FirstPersonCharacter" coming from? C++ First Person Shooter doesn't define any character blueprint.
>>
>>183829227
>>183829415

it's right there on the system settings

>>183829678

on linux I try to stay on dev only. If I wanted to play, there would be indie games at least
>>
fuck this i'll use a different system
>>
>>183829138
I like it.
But make the spine, head bob to keep balance as well.
Look at the animators survival kid. Look up animal animations.
>>
>>183829845
That's because Unreal is a piece of shit that makes things complicated for no reason.
>>
>>183829845
"/Game/FirstPersonCPP/Blueprints/FirstPersonCharacter" is definitely a blueprint, check if the project has FirstPersonCharacter blueprint in the content browser
Did you set the AMyGameMode as the game mode?
Did you compile?
>>
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>>183830471
>t. c++ was too hard for me and i had to switch to a worse engine
>>
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If you click delete on an individual physics object which was spawned as part of a group, would you want it to delete that object alone, or the whole group?
>>
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>>183830043
Noted, I will improve it.
Google gives me "Animators survival kit", I guess that's what you meant ? I will give it a thorough read, then. Thank you !
>>
>>183831096
Single click deletes the object
Double click deletes the group
>>
>>183831096
make it an option, default to deleting a single object.
>>
>>183831096
make it select the group by default with a modifier key you can use to only select a single one.
>>
>>183831096
The object alone, but ctrl+click selects the rest of the group. Deletion catches all selected objects.
>>
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I wish I could make porn games
>>
>>183831772
Only Japan has mastered the art of making porn games.
And even then, they're poorly coded unoptimized shitpiles.
>>
>>183831772
Its not exceptionally difficult to set up whats in that screenshot
>>
>>183824581
I would fucking kill to make models like this and I can't fucking do it please god help me.
>>
File: push17.webm (925KB, 532x558px) Image search: [Google]
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itssomething.gif

The pathfinding algorithm isn't fucked, the actual movement code is. The algorithm finds the path to the player pretty well. That's all that matters for today.
I'm going to sleep and tomorrow I'll finish this part of the code so it works acceptably in chasing the player.

After that, I'll make the critters kill the player on collision and yet after that, I'll make the game load levels from files.
Hopefully, then we can get some real gameplay going.

Yes, I know that the blocks change their graphics when you push them. This, too, shall pass.
>>
>>183832354
>non constant framerate for this
How did you achieve that?
>>
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To test my rig and the current controls I've made I did some quick key pose animations.
I think it's starting to shape up a bit.

>>183824356
Actually trying to make discount 3D Megaman.
I was worried the MC would look too much like a funko figure, but it wound up looking a bit too much like Toon Link instead I guess.
>>
>>183824581
>2086 tris
>low poly

if anything that's medium poly.
>>
What happened to crazyposter, the one who spammed strawpolls?
>>
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the texture edges are pixel clean, but when I UV'd onto the mesh it looks fuzzy
how do I fix this?
>>
>>183833370
uv it better?

Those two polygons are probably real fucking tiny on that uv map.
>>
>>183833370
This happens to me too. Makes me quit every model I try to make.
>>
What's the proper method of implementing vehicles or interactive control panels, where you can trigger a change in what the inputs are actually controlling?
>>
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>>183833204
>>
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>when no coder bf to make games with
>>
>>183833204
if 2k is medium poly i'm wondering what my 23k model is considered.
>>
>>183834460
a monstrosity?
>>
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>>183834460
a miserable little pile of secrets
>>
>>183833370
>>183833460
>>183833534
nevermind I was being retarded and exported the UV layout as 1024 instead of 512 like the textures

texel density is a bitch to deal with
>>
>>183834594
But enough talk... where is your game?
>>
>>183834351
Are you a girl (male)? If yes, what engine do you use?
>>
>>183834460
2k is like early-mid PS2 era, I'm pretty sure the models in timesplitters 2 were less than 2k and they dont look lowpoly at all to me

also the head especially in that model has a lot of polygons that wouldnt be necessary if it were truly looking to be "low poly"

23k isnt high poly but it's more like mid-high poly, that's like mid-late xbox 360 era stuff. thats about as many polygons as most sonic generations models have
>>
>>183833948
>Chinks eating fried food

Hnng
>>
>>183835000
unity
>>
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>>
playing lil B all night if anyone wants to join

http://35.190.157.214:8080/WebGLBuild/index.html
>>
>>183835068
Agreed. Also, here's a good reference http://polycount.com/discussion/126662/triangle-counts-for-assets-from-various-videogames
>>
>>183835210
oh yeah fap time
>>
>>183835210
>broken wrist
>head is the size of the whole torso
>tits are at the navel
>huge thigh gap

please learn anatomy before you try to stylize or make nudes.
>>
>>183835114
Nvm not interested. Good luck though.
>>
what engine are you using?
>>
I'm sorry, I'm aiming for something else, good luck on your project though.
>>
>>183836017
Not Interested 2017
>>
>>183835825
its clearly some kinda chibi-esque proportions
>>
>>183835825
found the /ic/ parrot
>>
Should i learn C# before i start using unity for what i want to make? never done anything l;ike this just getting some info before i dive on in
>>
>>183835210
>>183835825
A broken wrist is more of a "learn to 3D" issue.

And even when you get a forarm joint, it can still be a bitch to deal with sometimes, especially if you want IK control.
>>
>>183835406
> Forza Motorsport 4
>Halo Warthog 798,005
what
>>
>>183836603
High definition version of the warthog, can't play it though, only inspect it.
>>
>>183836553
>forearm joint
this would be an additional joint inbetween the elbow and the wrist?
>>
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Really liked making this new enemy (the bunny).
>>
anyone need music, art, writing, game design, code, or relationship advice?
>>
>>183837102
>that UI
>>
>>183837102
Is the bunny female?
>>
I want to do a 2D rpg with modular clothing. I can handle the art but what do you reckon the best way to handle the character sprites? Draw them in their underwear and have the clothes over the base model? Would that be a nightmare to code or cause unnecessary issues?
>>
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>>183837102
The turn timers and bunny balls are on top of the enemies, I can't see anything.
>>
>>183835227
I don't want to make a new user, I want to be Anonymous.
>>
>>183837102
I literally can't tell what is going on.
>>
>>183837752
bugs.. easy on the carrots
>>
>>183837024
Yeah. It's something that's often excluded from examples for some reason, but it's important since it fixes that issue where the wrist turning over 90 degrees causes it to collapse.

By having a joint in the middle of the forearm, you can have the weight spread more so you can rotate the wrist 90 degrees, then the forearm like 45 to achieve more motion.
Like I said though, it can be a pain for working with an IK chain though. I don't know a good handle rig for it for animating.
Should be fine for FK though.
>>
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>>183837102
Time limited turn based Final Fantasy combat with furries

Interesting
>>
>>183835227
I love your game
>>
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>>183837678
Depending on the engine, one could do something like this.
Seems to me like a good idea on paper, but haven't tried it yet.
>>
>>183835227
>>183837787
nvm, found an existing username + pw

kek
>>
>>183837678
The underwear method is pretty easy in most engines.
>>
>>183828782
I haven't tried the "Z stylus" on it, and reviews seem to show it being pretty shit, but I'm very happy with my (android) asus zenpad 10 in general. But I think if I was doing art, latency of any sort would bother the fuck out of me, and you see that even in higher end tablets. I'd go for a wacom style thing for art.
>>
>>183838078
The only correct portion of your description is "time limited turn based" and I'm not sure why the existence of such a thing would offend you either way.
>>
https://www.youtube.com/watch?v=bBFZ1KR8oVE
>>
>>183829678
I'm exclusively linux for many years now, Steam really brought things forward in a huge way. I mostly dev, but I can only think of one game I've wanted to play in recent years that I haven't been able to (subnautica). I also don't play a ton of games anymore, but I don't know, maybe if the entire catalogue of games ever made isn't available, that can be a dealbreaker for someone.
>>
>>183838556
It doesn't, I like the idea. But dude without context my assumption is completely valid
>>
>>183835227
What is this?
>>
>>183838838
sure is summer
>>
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>>183838838
WIZMUD you fool
>>
>>183837102
needs some clarity but this seem like pretty cool progress.

>>183837678
i was thinking about it too recently but having to animate like 100x the amount of sprites didn't seem worth it.

Unless you are doing something more basic animation wise, so that swapping sprites doesn't involve more animation work.
>>
>>183838761
Feels kinda nostaglic when Philip brings up the old Hammer Editor videos, since he's the one who got me into map/game design back in 2009. Anyway, good shit
>>
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>>183834351
>>
show me your concept art
>>
>>183839798
>Getting nostalgic over things that happened in 2009

Damn, 2009 was 46 years ago.
>>
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>>183840384
>>
>>183840705
did you steal this from an art gallery holy shit
>>
>>183840754
:(
>>
Man I suck at animation, can anyone do the art for my game? I can give you a big discount when the game is out
>>
>>183833157
How are you making those tinted box colliders?

Is it just a box with a transparent material that you are setting on/off?
>>
>>183840705
This is my idea now.
>>
>>183840705
this is unironically amazing
>>
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>>183841230
>Is it just a box with a transparent material that you are setting on/off?
Yes.
Just enabling and disabling them as part of the attack script, then turning all of them off when switching to a new state or when the attack ends.

That way I can just turn off their rendering material and use them for triggering shit once I get in something to hit.
>>
GMS2fag question

any ideas how I can use object collision to change ds grid values? for example if there is an item object present in one slot on the grid to change a corresponding ds grid value to 1 to signify that the slot is taken. I need to be able to rotate items and move items around which is why I'm trying to do it this way
>>
>>183837534
Everything is explained in game (well enough, hopefully).

>>183837674
Up to interpretation

>>183837752
>>183837793
>>183839235
Battles won't usually be this cluttered but I'm trying to show off enemy moves.

>>183838078
I guess that's the gist of it

If you guys want to try out the battle system there's a demo (https://hypersnow.itch.io/rewound) but keep in mind it's pretty old and the story is being almost entirely revamped.

Side note, is GMS2 worth getting? The videos on it looked slick but I haven't been keeping up with news.
>>
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>>
>>183842410
the landing without any transition looks trash
>>
>>183842410
Don't you feel bad for scamming people?
>>
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>>183840384
>>
>>183842658
rockmon
>>
>>183837102
That's really fucking cool m8
>>
>>
>>183842945
wizmud will be an olympic sport
>>
cryengine is the most underrated engine out there
>>
>>183842945
thought this was star trek for a minute
>>
>>183843178
that's racist
>>
>>183842945
what was this shit called again, bullet ball
>>
>>183841329
>>183841485
My thought is with expansions/criteria met for the city inside snake, the snake gets bigger or gets enhancements that allow its view to expand, so to avoid crashing into yourself you need to citybuild cleverly. Maybe some buildings produce waste that is problematic so you want to install vents, but also you'd like to work on building legs to step over the easy basic resources.
An initial "story" being two characters, the snake and maybe a mouse who gets eaten, but then the mouse decides to make a new life for himself as mayor inside this snake and they start working together and get bigger and eventually instead of dirt and rock, the snake/dragon is eating planets???
I have been posting it for years hoping someone will make something like it
>>
>>183840705
>>183840995

not everyone is an artist anon its ok. though i am confused about what I am looking at.
>>
>>183843276
star trek or my comment
>>
>>183843323
why are you not making it anon?
>>
>>183843437
I mean your comment, but star trek is too
>>
>>183843565
2 shy
>>
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>>183843049
I remember hearing that the terms of service restrict you from having "offensive content" in your game or something. Also pic related.
>>
>>183842512
Explain anon, do you mean it needs a particle effect for when he lands?
>>
>>183843749
He means how it just snaps to the landed position at a totally different angle.
>>
>>183843846
Oh il tell my programmer about it then thanks for the tip.
>>183843846
>>183842512
>>
>>183843323
ya fucking vore fetishist
>>
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how many lines of code does your project have?
>>
So is it even possible to make character animations that aren't complete shit without the use of motion capture?
>>
>>183841829
That's pretty slick. I'll have to try that when I go to start visualizing some of my trigger colliders. I had been mostly using Debug.Draw*** and switching back and forth from game view to scene view but it was sort of unwieldy at times.
>>
>>183837102
basically everything about your ui design and layout of anything is horrendous
>>
>>183844201
yes. it's the same process as getting good at anything else.
>>
Ideaguy: a shmup except you're managing the waves, bosses and patterns
>>
>>183845245
Prototype it.
>>
>>183845413
Alright
>>
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>>183845245
I choose the agdg pattern.
>>
>>183845701
I think your pattern design needs some work there
>>
>>183845701
what the fuck
>>
>>183845701
these games stress the fuck out of me, this accurately represents my experience with them
>>
>>183845701
How many bullets is that?
>>
>>183845701
I can hear the tooting
>>
>>183845759
Why? It's genius bait.
>>
>>183825086
I'm just going to put /agdg/ in the credits
>>
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>>183844201
step 1: learn to draw
step 2: study this book for a few years
>>
>>183845701
>2010 world cup.webm
>>
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>>183843697
>originally intended for next gen
>suddenly sega has another stroke
>wii u exclusive
>cryengine doesn't support wii u
>scrambling to get crytek to help implement wii u
>have to rebuild everything for the lesser hardware
>sega flailing about on the floor
>christmas deadline
>have to release as is

not the engines fault
>>
>>183844081
3614 total
About 100-200 should be identical copypasted code
>>
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>>183844081
>arrow code
>>
>>183825086
i WANNA FUCK THAT FROG GIRL
>>
>>183846906
Me too
>>
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>>183844081
modeling code as a page in a book with parenthetical contexts was a mistake
>>
>>183843681
start learning, make the game.
>>
Hey I've looked everywhere but I cant find any good tutorials for modular building. Does anyone here have any resources they can link? Pllleeaassseee, for Maya building. I'm begging you
>>
>>183846906
>>183846978
save it quick boyos
>>
>>183847019
if I did, I would want to start with the language that the engine is written in
>>
>>183847092
Danke
>>
>>183847000
what unholy abomination is this shit
it's like blueprint with extra autism
>>
>>183847000
No it wasn't. I like book code. Makes me feel like a wizard.
>>
>>183847365
>not tracing planar rune code
apprentice shit
>>
>>183847000
>that pic
Excuse me
>>
>>183824291
I wouldn't buy it because your pixel art is sloppy as fuck and the style is dull.
>>
>>183846906
>>183846978

y-you want w-what, anon?
>>
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>>183847000
what am I looking at
>>
>>183847365
I understand this feeling. A co-worker picked up my book on the fractional calculus and I joked that it was my new spellbook I got in the mail
>>
Anyone else converted from 2D to 3D? Gonna miss frame-by-frame hand drawn animation but it's gonna be waaaay faster and easier and more efficient to make assets from now on. Plus I can add costumes and new outfits/armor without having to redraw everything. And if I can get it to look like Guilty Gear Xrd or Dragonball Fighter Z's style of 3D, it's gonna be indistinguishable from 2D animation.
>>
>>183847729
I already switched to 4D
>>
>>183847173
>>183847564
>>183847692
The uncurious don't even dwell long enough to see the comments
Not gonna make it
>>
>>183847729
>And if I can get it to look like Guilty Gear Xrd or Dragonball Fighter Z's style of 3D, it's gonna be indistinguishable from 2D animation.
I don't save smug images so you'll just have to pretend I've attached one to my post (anime optional).
>>
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how tf do you get a twitter following?
>>
>>183788596
>>183789342
>Not monogame

Plebs
>>
>>183845701
>His bullet hell doesn't time with the music
>Patterns go slower/faster depending on the current note
>The song only uses D, G and A

Are you even trying to make it?
>>
>>183847845
>uncurious
y'all talk like an inarticulate cunt
>>
>>183847729
guilty gear looks fake as fuck. nothing like proper 2D.

all cel shading is shit. except maaaaybe ni no kuni, from certain angles.
>>
>>183847845
It's incurious you unsmart.
>>
>>183844081
about 2000
>>
>>183848071
>unsmart
smartless*
>>
>>183847870
Post regularly, a couple times per week if you can.
Post cool stuff, like robots. Post lots of robots actually. And post the twitter so I can follow because I like robots.

Use tags as much as you can. For game progress posts use #gamedev #pixelart #3D #Lowpoly or whatever else. There's #ScreenshotSaturday as well. Avoid posting too much personal bullshit. The stuff you make is what you want people to follow you for anyways.

It will take a while. Unless you get lucky and some big Twitter person retweets your stuff. But keep at it and you will eventually gain a decent following. It will continue to grow as your game progress as well.
>>
>>183847870

following devs and posting about your game. simple really
>>
>>183847729
i was trying to figure out how to do this myself for a while. but there just seems to be no possible way to have 3d look as good as 2d.
>>
>>183848236
*untelligent
>>
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>>183848472
>tfw not untelligent enough to make game
>>
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>tfw when transcend petty mortal linguistic chains
I certainedly with hope y'all'd've done this
>>
>>183847039
PLEASE HELP ME
3D modular tutorials
>>
>>183848337
>Avoid posting too much personal bullshit.

Start doing this once you have large following, be vocal about your political stances especially.
>>
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Why is making video game so difficult?
>>
>>183848808
why would you ever want to do this
>>
>>183848937
What are you talking about, it is simpler than ever
>>
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>>183848681
>He uses words to communicate

1->4 3 697 43<5-143 3-3 04 20-3^942 8 ^180 8
>>
Your ingame NPCs should use a variety of dialects and patterns of speech
>>
>>183849031
>communicating
>>
>>183848937
Nice Zelda x Danmaku game
>>
>>183848937
Are you adding too much force or is the player colliding with the objects?

If it's the latter, disable collision between the spawned object and the player until it moves out of the player's bounds. You probably also need to do something similar between all the spawned objects since they're created at such a high rate.
>>
>>183848937
>He fell for the godot meme
>>
>>183849026
No
>>
>>183849198
>all those free engines that does the heavy work.
Yes. All you need to do is just writing your game
>>
>>183849031
----[---->+<]>-.++++.-[--->+<]>++++.+++++.------------.---.+++++++++++++.---------.+++++.-------.-[--->+<]>--.--[->++++<]>-.+[->+++<]>+.+++++++++++.------------.--[--->+<]>--.+[----->+<]>+.+++++++.--------.-----------.+++.+++++++++++++.+.+[++>---<]>.
>>
Do 2D games and engines generally use the same method of moving the entire world around a fixed point to give the illusion of a moving camera that 3D ones do?
>>
>>183849305
>engines
>>
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>>183849376
.-[--->+<]>.-[--->+<]>.-[--->+<]>.-[--->+<]>
++.--------.-----------.+++.+
>>
>>183849376
I don't speak dancing kirby, but I picked up a bit of *holds up spork* back in high school.
>>
>>183849548
prints garbage for me
>>
>>183849376
I see at least 4 goatses in your post
>>
>>183849529
Even if you don't use an engine, you'll most definitely be using some libraries, even if it's against your will. I mean good luck rolling your own graphics library with drivers for every graphics card in existence.
>>
>>183849695
I just copied chunks. I suspected there was some sort of syntax there though, so what's the encoding? my cryptanalysis is rusty
>>
>>183849825
It is brainfuck, a programming language
>>
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>>183800535
Thanks, anon. I'll do my best. Hope I get to se Helleton reborn some day too. Still one of my favorite agdg games.

>>183788648
As I suspected I had changed player's walking speed but didn't check the speed the camera was moving at all. It's fixed now,

Also testing new tiles I made for the houses' stairs, still need a little tweaking here and there though.
>>
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>that comfy feel when adding a feature that works as intended without breaking the game
>>
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making animations for meme game.
sorry for low-quality webm.
>>
>>183849892
What is fixed? The jittering? Because it is not.
>>
>>183849728
That's where you're wrong kiddo. All you have to do is define an interface for an nonexistent library (which you may or may not code in the future), then you can code your game on top of it.
>>
>>183849914
>tfw you don't know that feel
>>
>>183850093
That's really fucking gay
>>
>>183850012
lookin good
>>
>>183849518
my camera follows the player movement, not the other way around. Am I retarded?
>>
>>183850012
where's robuttnik
>>
>>183849518
that's a very bad and dumb redditor way to think of it.

you just need to know that for 3D, all rendering must take place in clip space, and in 2D all rendering must take place in screen space. so if you have coordinates outside of those you need to transform them to fit inside, and scroll the transform to move the "camera". That's all a camera is, a scrolling transform.
>>
>>183850021
Is it really still there? I have been looking this so much I can't even tell anymore.
>>
>>183849518
That would be inefficient. It would be much easier to make your renderer to support camera position
>>
do flash games posted on sites like addictinggames make the devs money?
>>
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>>183850186
Thanks, anon. I will keep updating you on the progress of meme game
>>183850363
I consider adding Robotnik from aosth as a summon for gwonam.
>>
>>183849892
Nah anon there's still jitter.
This is a sign that you need to step away for a little while and come back with fresh eyes. Go make yourself a coffee.
>>
>>183850510
He's not fucking with you; it's still not fixed.
>>
>>183841905
You've worded this really confusingly. If im reading it right, you'll just need to perform some type of collision check eg collsion_rectangle or similar then just use a simple ds_grid_set(gridname,cell_x,cell_y,data). Sorry if ive misinterpreted this.
>>
>>183850672
Seconding this. Are all the frames on that mc sprite alligned correctly?
>>
>>183849892
>guy whose assets are all knocked off can't even tell when his game is fucking jittery as fuck
wowwwwwww a little plagiarist piece of shit seems to also be a dumb ass color me surprised
>>
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time to update log and post sum progress--

+interactable, lootable lockers: they can have specific or randomized item inside. (inspired by typical american school lockers)

+deleted the old shit basic and buggy enemy and started working on zombie.
it's very basic at the moment but it's still thousand times better than the old one. side note: working on ai is REALLY hard

-next up more level stuff (more rooms and secret areas)
-some kind of exit room (maybe teleport out or something)
-more chromosomes for the zombie

-menus

-new hud icons for weapons, they're ugly, items are ok
>>
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>>183829383
>falling for the abstraction must make a language gud meme
>>
>>183849892
i can also confirm the jitter is still there
>>
>>183824581
I'm guessing this isn't viable then
>>
>>183849892
95% chance the solution is somewhere in that thread I linked you, dogg. Give it a look or don't, I guess.
>>
>tfw don't know how to procgen dungeons without messy code so I'm just going to make a 100-floor building where a ladder comes down after you clear each floor that transitions to the next one
I'll list it as a feature
>>
>>183851225
Why isn't there a single decent scripting language?
>>
>>183851273
>>183851104
>>183850672
>>183850510
Like how is it no obvious for the OP? Player moves forward and backward like crazy and background stops moving every few frames.

Get some sleep OP
>>
>>183851463
Write yours.
>>
>>183851463
define decent
>>
>>183850021
>>183850672
>>183851273
>>183851374
>>183851487
Is it really still there? Guess I have been looking at this so much I can't even tell anymore. I will follow your advice and take some rest.
>>
>>183851487
stuff like this is common is you're working on something for too long without enough adequate and long enough breaks
music producers will have bad mixing
writers will have horrible writing
artists will have weird proportions or colors
developers will have strange bugs

we just get used to stuff without thinking about it. its normal. just a sign to take a break
>>
>>183851213
seems quite good anon.
>>
>>183851523
Fine
>>
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A journey of a thousand miles as they say begins with a single step.

They don't usually say it also involves a lot of swearing, beer and difficulty, but moving boxes is better than non-moving boxes.
>>
What happened to Slipstream?
>>
>>183853219
dev lost like 3 months of progress due to an hd failure and being retarded and not having up to date backups
he seemed pretty depressed about it and said he's tired of working on that shit and will just finish it without adding the extra stuff he wanted

so it goes
>>
>>183853434
>not having up to date backups
Fucking lol. Everyone thinks they're invincible, I guess. I've no sympathy for these fools.
>>
>>183853434
>not backing everything in a source control
Why. It is so easy and life saving.
>>
>>183853434
do people not know that lazy fucks blame things on "hd failures" all the time?

chances are he didn't do jack shit on the game but wanted to save face just like all assholes do
>>
>>183853896
he only posted about it here in the threads so I kinda doubt it's a lie, it's not like he made some big announcement about it
>>
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>>183853896
that would explain why some people get "failures" much more often than others
>>
>>183853896
>blaming lack of progress on an HD failure to save face on agdg, the place where people will pick on you for indenting your code improperly
"no"
>>
Top tips for gamedev!

No NPC in your game should know everything.

Try to avoid NPCs infodumping.

You will almost certainly be unable to write a Kreia in your first game.
>>
>>183850363
Snooping
As usual.
>>
>>183854607
What if you went back in time and saw that the holocaust really didn't happen and then when you went back to the future you tried to tell people on the internet and no one believed
>>
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I got collision detection and hitstun going.
Doesn't have any kind of juice or effects to make the hits feel meaningful besides the flickering, but it's a functioning foundation for now.

As far as basic gameplay foundation goes, I think all I should have left would be wall jumping if I want to try and bring that in, some stuff for putting in special moves in the future, death/level reset and menu/GUI effects.
Megaman's a pretty simple game structurally. I guess I get why there's so many 2D megaman clones.
>>
>>183853896
you are a high definition failure
>>
more wizmud pls
>>
>>183855281
maybe so

but I also have proper backups of my work and don't make bullshit excuses when it's late
>>
https://www.reddit.com/r/entp/comments/3lttel/how_can_i_develop_discipline/?st=j5kfqsi3&sh=86eab582

how do I gain self motivation and discipline?
>>
>>183855663
Go back in time and make your parents make you do chores
>>
>>183855663
brainwash yourself with operant conditioning
>>
>>183855663
stop falling for rebranded astrology retard
>>
>>183855663
Gamedev for at least one hour before watching an anime episode.
>>
>>183856020
>but its science I saw it in a TED talk
>>
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>>183855663
>>
>>183856358
An hour...how about 1 minute gamedev = 1 minute of anime? I want to at least get something out of it
>>
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>>183853081
Getting that to this is going to take some serious goddamn work.

Any suggestions over this really rough UI mockup? Relevant is the player will have control over 1 character with 2 AI partners that can be given orders. The game should be split between ground segments and mecha segments, the former playing more like mass effect and the latter with a little more armored core flavor. The 4 face buttons will be mapped to skills or equipment that is replenished and changed during megaman battle network style strategy phases.

Naturally I don't want to clutter the screen, the top scribble is subtitles for dialogue along with the speaking character's portrait.

The only thing missing is the turn timer, which I'm not sure where to place.
>>
>>183857037
Having screen space used on UI elements that tell me what my buttons do pisses me off pretty badly, but then again I'm not a braindead casual and I'm capable of remembering what my buttons do, whether they perform the same function throughout the entirety of the game or whether I'm capable of assigning different functions to them.
>>
>>183857626
He might have added the button descriptions because they change what they do depending on the context of the gameplay.
>>
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Almost done with the character select art
>>
>>183857773
oh god no
>>
>>183857773
oh god yes
>>
>>183857773
Just for clarifcation, I've seen your game before but isn't this your first ever game? Don't you think you're getting in over your head to make a 3D monster hunter style game with action based combat and 6 playable characters?
>>
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>>183857773
>cleavage on a bird
>>
>>183857981
some lessons have to be learned the hard way
>>
>>183857626
I'll probably include minimized or hidden options for most UI elements, I wanted to make sure it could be clear to the player where they put their selected skills and equipment, since some of them might be very situational and using the wrong one could be a problem.

>>183857770
What he said, some assignable actions may change or become unavailable depending on the situation, such as things with limited ammo or as a result of location damage. Leaving slots unassigned actually might be useful as well depending on whether or not you can pick up salvaged weapons or improvised tools.

Or, well, you could also just punch someone with your mecha's fist. I might have melee mapped to any unassigned button.
>>
in Unity,
how do you do picking up object in first person??
and they should still have physics so u can slide your mouse and throw them to left/right/up/down.

is there any tutorial for that?
or what is it called so i can google it. physics pickup? physics pick and throw?
>>
>>183858084
You could always make icons rather than actual descriptions for your actions, that's usually a good compromise.
>>
>>183858084
That's fair.
>>
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progress.
>>
>>183858125
>picking up object
you can make them child of your hand object if clicked for example.
>throw them to left/right/up/down.
well if they have a rigidbody you can just move in that direction and have a button to thorw (un-chil) them I guess? Thats what I would start with, then you refine it a bit.
>>
>>183857981
>>183858057
oh, this isnt my first game,(its the first 3D one)
and i know the scope is big, but im not working alone, i have 2 other guys helping me out.
>>
>>183858235
>cute girl important
>cute robots bad
fucking dropped. Cute girls and cute robots are friends!
>>
>>183858325
Just brace your ass and don't be afraid to scale shit down if things start getting a little too massive. I don't think I need to tell you how many indies crash and burn because they get in way over their heads.
>>
>>183858125
Please look at a real tutorial but here's a working or nearly working script for it, supplement with a real tutorial. There were some project specific kludges but they're mostly commented out.
https://hastebin.com/witobupapa.cs
>>
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>>183858438
Thanks for the advice anon, will take it to heart
>>
>>183766137
Play the Banner Saga and then just figure out a way to make it not a grindy clusterfuck.
>>
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my progress for today was finally working on the music for my game again, which involved pic related as I tried to figure out the differences between two versions of a song I made
I totally know what I'm doing
>>
>>183858716
It's good that you're willing to compromise.

Remember that no matter what the game ends up looking like, you'll have learned a lot while making it, and your next game can be better.
>>
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how do i get good at colour palettes, /agdg/?

my art generally leaves me satisfied even if it's not great but holy shit the moment i start painting everything turns messy and shit that's supposed to stand out does not
>>
>>183858875
The Windows version of LMMS gave me PTSD with how unstable it is.
>>
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>official Epic tutorial for making your camera not clip through walls shows off the camera clipping through walls as if it's a feature
>>
>>183858279
i assume that won't carry the picked object's momentum over when u throw/unchild it.
but i will give it a try and see how it goes.
>>
>>183859035
Find a color palette online. Even if you're not making pixel art, having one of those 32 color palettes or whatever can be useful, just mix colors from that palette to form new colors you might need.
>>
>>183859035
google "wes anderson" and "the witness"
>>
https://youtu.be/EfidZenomQ4

>art isn't talent you were born with
>>
>UE4 is getting C#
Even UE4 is copying Godot now.
>>
>>183859387
>mix colors
how?
or do i just uses a online color mixer tools?
>>
>>183858716
>this motherfucker tries to give people drawing advice
lol
>>
>>183857773
You know very well that everyone will just pick the tittymonster.
>>
>>183859631
Nice, I don't want to learn C++ syntax for the handful of things Blueprints can't do.
>>
>>183856972
Why stop there, here I'll make you an even better deal.
Just watch anime and don't dev.
>>
>>183859705
Pick one color, draw a blob with it.
Pick second color, draw over blob with transparent brush.
Repeat until you get colors you want.
>>
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Does anyone have tutorial link to building modular house assets like walls and floors and roofs? Please? I've looked for a really long time but I cant find stuff that comprehensive about making Modular in Maya to export into Unity.
>>
>>183859707
wiya
>>
>>183858875
post musical tidbits
>>
>>183859629
Yea, I'm sure they drew like that ever since they were a babby
>>
>>183859629
Drawing generic anime people isn't exactly the greatest talent.
These people just draw anime over and over until their hand can just do it automatically.
>>
>>183859996
>>183860005
post art.

>this is what artlets believe
>>
>>183859931
If you find it please share!

The theory for this seems simple: model assets into a square grid in your modeling software and snap them together in your engine. There are several videos of amateurs doing it, I'm not sure if you'll find a handholding tutorial by a pro.
>>
>>183859931
do you really need a tutorial to tell you to do things in multiples of ten? the rest is just case-specific basic problem solving and a basic understanding of the concept of reusability
>>
>>183860136
Let me guess, you're a programmer?
Let's see that code you were writing when you were a baby. You were born with the talent to program, weren't you?
>>
>>183860328
http://blogs.discovermagazine.com/neuroskeptic/2014/08/04/sciences-and-humanities-brains/#.WXgZa4Q18dU
>>
>>183859896
so the transparency % doesn't matter?
just mix until u got a color u like?

and what's the different between doing that from a 32-color palette and finding a color you like directly from the color wheel and proceed from there??
>>
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>>183859035
There's some resources in the AGDG you could check out if you haven't for game art. I don't know much about art but it talks a bit about setting up base hues and adding a single color at a time.
>>
>>183860292
It's not the putting them together, it's the modelling them, and the glitches and work flow stuff.
>>
i don't know what to do with the right mouse button in this action game. lmb handles all attacks already.
and i don't really want to add a blocking/parrying mechanic, since that encourages defensive playstyles instead of aggressive, even if parrying is usually satisfying in action games.

i thought ideaguy stuff was supposed to be easy.
>>
>>183860328
>replying to low-effort bait
Stop
>>
>>183860630
Alternate attacks, or subweapons.
>>
>>183860630
Add a weak ranged attack to use as a combo extender like in DMC/Bayonetta.
Unless your game isn't a stylish action game, in which case just make it a goddamn parry.
>>
>>183860506
transparency % can be whatever you want. It's sort of like mixing paint IRL, just mix til you get a color you think looks nice.

A 32 color palette will already have a selection of colors that all work nicely together. So mixing with those colors will generally create a color that also fits well. If you want to find a color on the color wheel you need to understand more about colors and have more experience knowing what will look good.
>>
>>183844081
Probably at least 30,000.
>>
if your game was a plot arc of one character in the Wheel of Time series, which would it be?
>>
>>183861460
Is there a character which doesn't exist?
>>
>>183860630
If you show an example of game you can get better suggestions. Maybe have it move the camera toward something. A shoot/stab. A grab and throw. Dual wield weapon. Dodge roll. Jump. Teleport. Heal. Change target. Spawn something. Charge attack. Throw arms. Use cover. Interact key.
>>
Working with GMS 2 here, been struggling with choosing between Tile Based Collision and OBJ Collision for my platformer game.

The main thing is I want to have slopes in the game so it'll all be pixel collision in the end, I think. Unless there's a better and easier option to do the whole collision business.

Also at some point, I want to implement a projectile that ricochets off solid objects and maybe use slopes to change the projectiles direction.
>>
>>183859035
do you have an example? might help to point out what is going wrong
>>
>>183861460
[braid-pulling intensifies]
>>
>>183861460
It would be the plot arc that starts with failure then after picking itself up again goes into a hype training montage and when getting to the end, it ends up ultimately failing but so much experience was achieved that it still comes off as a personal victory.
>>
>>183859931
Make a building and then split up the mesh into smaller pieces, E-Z.
>>
>>183860005
>These people just draw anime over and over until their hand can just do it automatically.
congratulations you found the secret to get good at something It's called practice
>>
>>183858279
>>183859327
yep, just tried child and unchild it and there won't be momentum carried with it.
probably could record a camera previous frame's vector with current frame's vector to get the speed and apply it to the picked object.

btw, right now, if the picked object touched the floor, it will bounce up and fly above. how do i stop the bouncing on object??
>>
>>183862435
Yeah.
But some anons seem to think you come out the pussy drawing anime
>>
>>183857773
did you make a tumblr yet
>>
>>183861718
Im doing the exact same thing right now. The tilemap system is solid as fuck, im thinking just add another tile to the tileset for the collision tilemap/layer, specifically for slopes. So 0=empty, 1=solids, 2=leftslope etc. If you are using the grid alignment (x=x&~tilesize-1) system, just remember you can just use this for collisions with tile type 1, and use completely different alignment code for tile type 2. I'm yet to test this, coding as we speak, but I'm positive it will work without issue. Fucking loving gm2 man.
>>
>>183862536
Yeah, the people that are too lazy to practice, make one attempt, give up if the results aren't good and then complain about other having more talent than them.
>>
>>183862435
that's exactly what he said, in response to the classic "all art is inborn talent" bait
do you wanna maybe work on your reading comprehension?
>>
>>183862668
and I never said he was wrong either, you should work on yours
>>
what do you do when your game has 2 negative reviews, 1 positive review, and then it gets another bad review?

this all a month after release.
>>
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>tfw have no pathfinding talent
>>
>>183862821
You make a better game next time.
>>
>>183862821
show me the game.
>>
>>183862821
>grand total of 4 reviews in 1 month
Your game is shit. Make a better game. And market your game at least a little bit so more people buy it.
>>
>>183862843
Just use Unity's inbuilt navmesh.
>>
>>183862821
step 1: stop writing that gamasutra article about how indie game developers suffer from lack of exposure
step 2: realize you're shit at the things you're doing
step 3: learn
step 4: make a good game
>>
>>183862964
I don't have the good game dev gene though, I did my best.
>>
>>183863609
you skipped the part where you learn about all the things that go into making a game before putting one out commercially
>>
>>183863359
Doesn't that shit itself if your game has any doors?
>>
>>183863609
If you would tell us what game, we could tell you if it is genuinely shit or if steamfags are just being steamfags. Think about the amount of neg reviews games get when people have sli'd 1080s and cant run simple 2d games, because they don't know how the fuck to build a decent rig other than slapping oversized cards into a mobo.
>>
>>183863941
pretty sure you can add blockers to it
>>
>>183863957
http://store.steampowered.com/app/661110/Shattered_God__Quest_for_the_Divine_Relic/

be harsh
>>
>>183864040
I'm pretty bad at art, well 2D art anyway, but that looks kinda like a cheap flash game? Not to be a dick or anything it's just the impression the screenshots give me, especially the one of inside the town.
>>
>>183864040
oh fucking lol

you got everything you deserve you goddamn piece of shit lol
>>
>>183864040
Just having a cuppa, ill download the demo when i get back inside. Looks like some interesting mechanics, just lacking polish from what i can see so far. You design this with mobile in mind?
>>
>>183864040
trailer is pretty dull and the mspaitn style is not appealing

it seems like it could be decent but I'm just not getting anything out of that. even if your steam page was good you still need a way to get discovered or else no one will even know it exists
>>
>>183864040
The name sucks. It sounds like Eastern European shovelware. If I didn't know it was made by someone here, I'd be surprised the description isn't in broken English.
In fact, this line
>Known previously as the Aethera project. It was made with its unique gameplay as the main focus, and will surely impress, challenge and surprise you with its many features, new ideas and content.
is badly written. Rewrite it.

Overworld in the trailer looks like garbage.
Battle screen looks alright, but the graphics are Flash-tier.
The fact that you've got 4 reviews in 1 month means you haven't even tried to market it.
>>
>>183864170
>>183864283
>>183864296
>>183864372
the guy's been posting in these threads for like a year or something, pretty much ignoring all the advice that he's been given
pretty good to see his game be pretty much ignored in return
>>
>>183864040
Like someone said before, the art isn't exactly bad, but somehow gives flash game vibes, and that makes it look cheap.
>>
>>183864040
>http://store.steampowered.com/app/661110/Shattered_God__Quest_for_the_Divine_Relic/

anon at least you made a game, that is more than most of the people on here. keep working at it, you'll improve.
>>
>>183864040
Reading the reviews I would say your worst mistake was not having proper playtesting and quality control.

Also get a fucking decent writer and spell checker because that steam description is shit and the short blurb has a fucking typo. It just screams mediocrity and lack of attention.
>>
>>183864170
>>183864283
>>183864296
so, bad art + noname = total failure?

if that`s all then it`s not that bad of an issue. I can just learn the lesson and move on.

>>183864372
I went to a national indie con with it, sent more than a hundred emails to youtubers focused, and not focused, on indie games that`d play it(not the pewdiepies and markipliers). plus the usual social media marketing. was it still not enough?

>>183864429
the only advice I """ignored""" were the ones telling me to killmyself, develop 4 years worth of art skills, or 10k bucks worth of art commissions.

>>183864548
I playtested with as many people as I could bother. some dumb bugs got through but were patched in less than a week. the biggest problem I got was the tutorial, which I truly didn`t see coming.

I even got a native english speaker to review the steam description, but apparently english just hates me.
>>
>>183864824
and when I said as much as I could bother, I meant bother THEM
>>
>>183864824
>10k bucks worth of art commissions.
you got ripped off dude.
you can't be serious.
no way u paid 10k bucks for those shitty flash game tier arts.
>>
>>183864824
The problems the reviewers mentioned would be caught in 5 seconds by any decent playertester, did you actually get some playertesters or did you just let your friends play your game and tell you how great it is? Don't fucking trust the feedback of people with a social agenda to follow.
>>
>>183864824
>I went to a national indie con with it, sent more than a hundred emails to youtubers focused, and not focused, on indie games that`d play it(not the pewdiepies and markipliers). plus the usual social media marketing. was it still not enough?
In that case, I assume it's just the art.
It genuinely does look like a Flash game. A cool Flash game, but not something that should cost money.
>>
I've downloaded gamemaker and I'm ready to start my career as a game developer
>>
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>>183864824
Here you go, it's written by (you)

http://www.gamasutra.com/blogs/KylePittman/20141112/229946/When_quotDoing_Everything_Rightquot_Goes_Wrong.php
>>
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>>183862626

Can I see an example of what you're doing? As of now I'm trying to follow examples and tutorials other people have done, but it'd be nice to actually see a refined version of what I'm looking for.

If there's a way to do slopes without pixel collision, that would be nice to be honest. I've gotten nothing but weird issues and unusual clipping. Probably cause I'm a shoddy programmer, but I'm trying to fix that. Or cover it up well enough that I seem like I know what I'm doing.
>>
>>183865135
>254 reviews
Kind of surprised this flopped, although now I realize that I only know one person who was talking about it.
>>
[Unity Question]
>>183858470
ok, so i instead follow this methods and can now raycast to pick up objects and release them.
but there's still 2 problems left.
1) the held object will carry no momentum despite how fast my camera is swinging. once i release the object, it will just fall downwards like a free object.
2) the held object will clip into the floor.

how do i fix it?
do i use a spring joint to bind the held object to a invisible object/point infront of my camera instead?
>>
>>183864960
but I didn`t. I don`t have that kind of money right now. I paid for all the most important assets but had to do the rest on my own.

>>183864981
they were all my friends, and they gave harsh criticism when needed, but the problem was that they were overly cooperative with the tutorial, which didn`t make me realize how other people would see it

>>183865135
I`ll read it.
>>
>>183865230
It only has that many reviews because it's price has been cut down to 49 cents for sales.
>>
>>183865296
Friends don't give harsh criticism, get random peeps from the internet next time, like agdg.
>>
>>183865273
Oh, do you want the held object to intereact with the environment like skyrim? That's a different technique, I don't think you can base it off of my script.
>>
>>183865273
Actually your idea is pretty good. Just make sure that you don't set the object to kinematic when you pick it up, IIRC the script is doing that now.
>>
>>183865398
but they never downloaded the DEMO because of the shit art, and if they did, they almost never reported back.

and no one, ever, told me the tutorial was shit. i only discovered it was when I went to the con and actually got a bunch of randoms to play it.
>>
>>183865398
this, if you don't release a demo here you'll never make it
>>
>>183865632
If people don't care enough to download a demo, that's feedback in itself.
>>
>>183865632
well maybe you should've made the graphics appealing somehow
and no I don't mean "pay somebody to add shading to the graphics you've already done" you dumb fuck
how dense are you jesus fucking christ
>>
>>183865632
People that download your game because it looks cool aren't playtesters, you still aren't understanding the difference between a professional annoying complaining fuck and just a guy playing a game.
>>
>>183865632
If nobody in a community of game developers wants to download your free demo, what does that say about the willingness of the public at large to BUY your game?
>>
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This guys story is making me nervous.
What if all the effort ends up being for nothing?
>>
>>183861460
Dude I haven't read that shit in like 15 years, I remember zero things about it except gendered mana pools
>>
>>183865617
but if i don't set the object to kinematic,
it bounces off to the sky when the object i held hit the floor.
and it will rotate randomly in the air too when i hit other boxes
>>
>>183865902
have decent art or pixelshit and you`ll be fine
>>
>>183865451
don't worry,
at least i can uses the raycast to interact with objects in your script.
it's very very useful still.

basically.
i'm trying to do picking up objects like in VR.
where ur object will interact/pushes other objects yet will not clip into kinematic/stucked objects.
>>
>>183865743
>>183865798
you're right. guess I learned my lesson that if your game doesn't LOOK appealing, people won't bother with it.

time to grind art commission money with a normie job then try again later.
>>
>>183865959
Sorry, what I meant was, don't disable the collider, which the script is also doing. And if you haven't already, disable all the "surface" stuff, that's project specific.
I can't write the script for you, man. Go watch a real tutorial on youtube.
>>
>>183866125
or you could just git gud at art
also reviewers are complaining about the GAMEPLAY so graphics are clearly not the only problem
>>
>>183866125
Just find an art style that doesn't look like a Flash game with programmer art.
>>
>>183865902
Please tell me you're kidding.
There's absolutely no money in this. Do the fucking math. Come up with as many "success stories" as you can think of, probably less than 20?
Now divide that by all the attempts that have been made in that time. It's very close to 0 my friend. Notch, Toby Fox, etc are extreme lottery-winning outliers. It is not going to happen.
This is a HOBBY.
H O B B Y
O
B
B
Y
>>
>>183866125
just curious, how long did the game's development take?
>>
>>183866164
yeah i already remove the disable collider part and removed the surfaceProperty part.
Now i just need to figure out how to create a joint and test it out.
>>
>>183866334
>all games have equal odds of success
Is that what you tell yourself to justify making low-effort garbage?
>>
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>>183866334
>inb4 someone lists 21
also even if it was 200 success stories, it would still be very close to 0 when normalized across all the attempts, and considering all the time it took, opportunity cost, ...
>>
>>183859037
I've never had it crash on me, even when I was using an 8-year-old shitbox
>>183859990
sure, tomorrow after work
>>
>>183866194
the complains seem to stem mostly from people who didn`t get the game, made worse with the bad tutorial.

>>183866229
also, getting good with art(at least to current standards) would take way too much time, I love drawing but i suck at it. I'd rather finish uni and get money from engi jobs to pay actual artists.

>>183866337
several years but it was inconsistent as fuck, so maybe a whole year of full-time work.
>>
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You missed the boat, mr amateur 1MA.
Your ship has sailed.
Cave Story -- already made
Stardew Valley -- already made
Shovel Knight -- already made
Minecraft -- already made
and so on

Why did you wait so long to get onboard? Now there are too many games, there is no room for you
It didn't have to be like this
>>
>>183866667
>didn't get the game
that's just another way of saying "the game is unintuitive"
>>
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>>183866686
I wasn't going to make any of those in the first place.
>>
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>>183866686
>tfw you could've made Minecraft but you didn't and Notch made it instead
What's the point of devving?
>>
>>183866748
th-that's right me too
just biding my time
waiting for the right moment
...
>>
>>183866686
i like your predilection for boats
>>
>>183866735
it really isn`t, there`s no way around it. it`s too different from what`s on the market today, but i just need people to get how it works, then it`s smooth sailing from then on.

happened with every single person at the con I went: confusion, then they get it, then they have fun.
>>
>>183866829
I forgot to mention sunk cost bias
>>
>>183866334
What exactly constitutes success to you? You can still make a good chunk of money on a relatively unknown game. YOU do the math.
$10 times, let's say, a modest 10 thousand sales. That's pretty good in my book.
>>
>>183866334
yeah,
but just think about it,
every single attempts to flirting compared to successful attempts is near 0.
but that doesn't stop guys from continuing to try and hitting on girls.
this is the very moment to decides if you're a beta that gives up easily and will never achieve anything,
or a alpha that just keep on pushing to increase your success rate.

If you wanna take it as a hobby, sure.
If you wanna take it seriously, it's definitely fine too.
don't listen to faggots that try to take you down.
>>
>>183866950
You'll probably only get 40-60% of that, especially when you take taxes into account, but yeah you can make alright money if you can pull off just a few thousand sales. And gogem could do it, so if you can't, it has to be your fault.
>>
>>183866851
>it isn't unintuitive
>every single person that played it had problems understanding it!
why are you so fucking dense fuck
>>
>>183866950
It doesn't matter how I define it, because I have a stable job I enjoy and dev as a hobby. But you do know that a $10 game selling 10k copies is 1) still an outlier given the massive number of games that fall a few orders of magnitude short of that, and 2) does not translate to $100k.
But more importantly is (1), because though you might see a handful of games enjoy that kind of success each year, you don't see the piles and piles of discarded projects and games with 10-100 sales
>>
>>183867121
I think he meant "it really isn't intuitive."
The rest of his post implies he's aware it's unintuitive.
>>
>>183866758
There's an idea out there just as big as minecraft, waiting for you to seize it.
>>
>>183867101
>you can make alright money if you can pull off just a few thousand sales
Yeah, like right around minimum wage equivalent. But without the benefits (if in US) or stable paycheck.
>>
>>183864824
>bad art + noname = total failure?
Unless it's an autismo simulator that fills a starved niche, yes.
If you can't art and only want to jlmg release your shit for free, if you plan to sell shit it absolutely have to look presentable.
>>
>>183865632
do you want a review, or are you just done with it at this point?
i'm not buying your game, but i could take a look at the demo.
>>
>mfw was able to implement VN mechanics
>mfw its not even that spaghetti code
I should probably implement the game at some point..
>>
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>>183867157
Have you considered that most games just suck ass? Try finding a "literally who" game that's actually good. Maybe I AM the outlier.
>>
>>183867178
this

also, where the fuck is the typo in the blurb on the steam page?

>>183867276
alright, burned that shit to my brain. it's just sad that you have no chance if you weren`t born super rich, or an artist.

programmer life truly is suffering.

>>183867306
give it a try. maybe you`ll find more things wrong with it.
>>
>>183867362
list something that was easier than you thought it'd be, and something that was harder than you thought it'd be
>>
>>183867178
Oh I see, then he's just plain stubborn because an RPG isn't "too different" at all, it's just bad tutorial/user experience.
>>
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>>183865135
>shit looking uninspired game
>"I did everything right guys"
>>
>>183867157
If you think the difference between 100 and 10,000 sales is random chance, you're just making excuses for your own failure.
Make something people want to play and then let them know it exists. That's all you have to do.
Fucking gogem managed to sell 3,000 copies of a 15-minute meme "game" with no gameplay.

>>183867262
If you get 40% (after taxes) of the gross from a game that sells 10,000 copies at $10 each, that's $40,000 (after taxes). I believe that's just about the median income in the US.
>>
>>183867458
the combat itself that`s different. no one knew what to do when the battle screen popped up if they didn`t read the tutorial. I fixed the tutorial now but I can`t fix the shit graphics, so it`s done.
>>
>>183867473
>Make something people want to play
???
>>
>>183867473
You won't even get 40% though, for one. Steam cut, possibly engine cut, team cut unless entirely 1MA (and then you're looking at a MUCH bigger time commitment and stretching your skills among so many areas that 10k would truly be a miracle), hmm what else. An LLC because despite the memeing, shitty litigation actually is a thing (in the US). Cost of the tools, continued bugfixing and maintenance, ...
Even for the "moderate successes" which is the most that 99% of gamedevs could even hope for, it's quite close to minimum wage.
>>
how's your 401k doing, /agdg/?
>>
I'm mixing Breakout with a shooter/platformer experience. How fucked am I?
>>
>>183867708
Uhhh anon you do realize if you are making above minimum wage, even if it's only a little, it still means your game effort was successful? I mean, sure, it means you're bottom of the barrel but at least you income is comparable to many, many other.
>>
>>183867473
>sell 10k copies for $10 as a 1MA
>$40,000
So this is something that you think frequently happens in a single year? Because if the game takes two years, then your numbers give $20,000 right?
>>
>>183864040
>>183867157
even a game like this sold 1.6k units based on
http://steamspy.com/app/661110
So, tell me how is somebody gonna fail if they actually put efforts into making their game?
unless they
>is a team, so the money is spread thin and everyone goes hungry
>spent 4~6 years full time and don't have any jobs/income to sustain their development time.
>expecting a huge success with millions of sales. which is rare and unrealistic expectations
>>
>>183867708
I was assuming 1MA. If you're in a team you can afford a lot more polish.
Engine royalty for UE4 is only 5% of gross. I believe Unity is technically free if you don't mind the splash screen, and GM is, what, $200 total?

>An LLC
$50-$500, depending on your state.

>Cost of the tools
Another few hundred bucks if you can't find good, free alternatives.

So you lose maybe two thousand?

>>183867952
$20k is still above minimum wage.
>>
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>>
>>183867952
I can live like 6 years of 40k
No, wait, if I get 40k I can quit my shitty job in the city and move back in to my parents and live off that even longer.
Damn you first worlders have it rough
>>
>>183867987
according to >>183866667 it took several years, but we'll be generous and say it was a single year. $16,000 minus steamcut, taxes, is not "lucrative" by an extremely long shot.
Not meaning to shit on the guy, I think it's good he came here to talk about his game. But his story is the overwhelmingly more frequent one, compared to cave story or whatever.

This is not a "lucrative career." This is a hobby. Sometimes hobbies can make a little money for the hobbyist, but that's about as far as it goes.
>>
I guess some people just want any excuse to give up. If you don't want to make a game or go through the effort of making a game you can just admit it, you don't have to try to convince everyone games themselves are a lost cause. That's not why you have no game.
>>
>>183868193
Thought you abandoned this and ran off with the money to make three unrelated games at once.
>>
>>183867987
Wait, this shit sold 1k copies in a month? And the guy is complaining? What the fuck.
>>
>>183867987\
that site lies, a lot. I sold only 26 copies on steam. yes, that little. it`s ridiculous. the rest of the numbers come from a bundle the game is on, which sold 4000 units thus far. thus totaling 350 dollars in a month.

I used that site to gauge how much I would make, and I thought, hey, it can`t sell less than the least selling game on steam at 800 units, right?

fuck me in the ass right now.
>>
>>183868201
There's huge disparity in the west too though. Some places in California have tiny studios for like 5k a month.
>>
>>183868269
Don't believe discord memes anon.
>>
>>183868353
If you're in a San Francisco studio you should probably not be a part-time indie dev.
>>
>>183868167
you can buy GM for fucking 10 bucks during sales
>>
>>183868340
>the rest of the numbers come from a bundle the game is on, which sold 4000 units thus far
wait, u meant to tell me the bundles sold 4000 units,
but only 1k people decides to claim the game on steam??
well that's fucked.
>>
>>183868601
to be fair, people have to pay above average to unlock my game and a bunch others.

besides, the bundle is out for only like a week, barely enough for anyone to get through all games
>>
so for the unity input manager are you not able to map the dpad on windows?

i can find the button mappings for mac, but they dont work on windows and every other button/axis works except the dpad
>>
>>183868698
ah nevermind, i was thinking it was a button and not an axis. my bad
>>
>>183865135
>In my mind, Super Win was always a $15 game. I fancied it could sit alongside other games at that price point, games like Braid and Super Meat Boy.
absolutely delusional. 900 copies sold at $12.99 is pretty good for a newfag anyway
>>
>>183868694
was it one of those shitty indiegala-tier bundles no one actually bothers to play the games from?
>>
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thinking of making small pixel animations to play on the loading screens,
opinions?
>>
>>183868809
hahaha
>>
>>183868875
scope, retard

besides that it's stylistically inconsistent. your 2d drawings are your strong suit, use those.
>>
>>183868875
just drop all other characters and focus on this semon demon
also post tumblr
>>
>>183755923
I often feel the same way too. For me it's really not knowing where I should even start.
>>
here's what i think should be taken into consideration when making/releasing your 1st game:
aesthetics and charm > realism when making graphics
make that shit CHEAP. $10 MAXIMUM. NO ONE is going to pay more for something made by a no-name.
make other, smaller, free games for jams, itch.io, etc before making a "big" one.
don't forget that most sucessful indiedevs didn't just show up from nowhere. the guys who made hotline miami, for example, were relasing free games for years before that.
build some kind of online following, be active on forums and twitters and shit and make friends with other creators. that is especially useful (and easier) if you're an artist.

if your game is garbage and a failure learn from it and move on you FAGGOT
>>
>>183868996
https://pangeiadrifters.tumblr.com/

Not alot of stuff there

>>183868948
yea you have a point
>>
>>183868694
okay.
anyway.
i don't think your game filled up any niche market.
there's plenty of similar RPG games out there.
yeah maybe u have a new control than the others, but that's not really a good reason for people to buy the game for it.
If your game have good musics, then maybe.
or if you're a famous person, then maybe.
or if your art style is great and can serve as an eye candy, then maybe.
but at it's current state, it won't get any players even if it's a free flash game.
>>
>>183869307
when I was about to finish the game, I searched the ENTIRE store looking for 2D indie JRPG-styled games that were not RPG Maker, found at most 1, and undertale.

I thought I had a niche.
>>
>>183868193
Why are you adding this when your game was already done? Don't make it a fucking platformer you idiot
>>
Would anyone take a mobile game's storyline seriously? I've been seriously brainstorming about a game I'd like to develop for the past hour or so, but I've not the slightest idea as to whether it should be with or without a plot.
>>
>>183869489
Agreed. Honestly seems like you're ruining the game now.


>>183868193
Why are you adding another mechanic don't you already have like 3? Shouldnt it just be block pushing?
>>
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>>183869468
>implying people give a shit if it's not RPG Maker

that's actually probably worse since RPGM sorta has a community around it lmao
>>
>>183869662
>>183869489
The game without this dash is like playing the original NES kirby without sucking enemies up and shooting them out. It needs something to make Bokube more original than standard block pushing.
>>
>>183868193
I'm okay with this, not sure what
>>183869489
>>183869662
is on
>>
Welp I decided to go for an automatic cover-system and I've got a few directional raycasts set up for sliding/dodging into cover and an loop creating an 8-way raycast for snapping to cover at a standstill.

Next step is getting motion locked to cover I guess.
>>
>>183869616
How much will the gameplay depend on the story? If not at all or very little then first focus on making the game good and add the story later.
Also stop thinking and start PROTOTYPING GAMEPLAY
>>
>>183869812
t.nodevs who want their games to be simple baby fodder with 1-2 buttons used
>>
im gonna make a spaceship shooter for cardboard because almost every game on the play store is ass and im too poor for real vr
>>
>>183869946
>>183869946
more like, if dashing is such a core feature, why wasn't it part of the kickstarter demo? it signals an unclear design vision.
>>
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>>183869489
>>183869662
>>183869757
>>183869812

If it makes you feel better I'm making it so enemies can be killed by it.

>>183870379
Needed funds to pull it off. I don't think its a great idea to have all your core features shown off anyway for a demo.
>>
i give up
>>
>>183870526
post game
>>
>>183870526
welcome
>>
>>183870439
What's the point of enemies if you can just kill them?
>>
>>183870439
> Needed funds to pull it off. I don't think its a great idea to have all your core features shown off anyway for a demo.

Boku I love you and despite thread drama I respect your work. That said, you know as well as I do that you made that bullshit up on the spot.
>>
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>>183866667
>also, getting good with art(at least to current standards) would take way too much time
It only takes too much time if you want to be really good at traditional art. Find some cartoon or animeish style you like, learning anatomy... Really, before anything else, learn fucking anatomy, then git gud at drawing the art style of your choice. Eventually you will develop your own art style even you chose to initially replicate someone else's.

No, it is not easy. But no, it shouldn't take more than a couple of months~year if you leave your comfort zone and practice every day.
>>
>>183869946
Why do you want a puzzle game with a bunny to be super serious?
>>
>>183870526
Comment your shit so you can come back after you're done giving up.
>>
>>183825236
>Currently, users can upload mods to MY server
>mods to MY server
>upload to MY server

A client can upload stuff to YOUR server. Good job.
>>
>>183863957
>Think about the amount of neg reviews games get when people have sli'd 1080s and cant run simple 2d games, because they don't know how the fuck to build a decent rig other than slapping oversized cards into a mobo.
???
>>
>>183870686
You can only kill enemies that are white with this move because boku is white, the other enemies are colored to match the puzzle cubes so you have to push the cubes into them matching colors.

>>183870757
I couldn't program it, I HAD to have a freelancer programmer from agdg discord do it for me.
>>
>>183831105
It's not really a read more of a reference book anon.
If all your art ends up like this I'm really looking forward to your game
>>
>>183870803
I don't think theres anything wrong with it wanting to be mechanically deep. Tons of nintendo games are look at mario 64 and how deep the movement was. Its not like its a mobile game that needs touch screen controls anyways.
>>
>>183869946
>>183870439
>>183871076
I said I was okay with it. Fucking tard.
>>
>he doesn't keep a dev plan
>he's making it up as he goes along
wew
>>
>>183871515
h-how detailed of a plan are we talking about. ... .
>>
>>183867416
https://pastebin.com/m65hjSZR
I gave it a try. Here's a pastebin review because it would've been 2-3 posts otherwise.
>>
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>>183865176
Sorry I've been busy hacking together a solution. You can do slopes with tilemaps, it takes a bit of thinking outside the box. The main thing to remember is each tile within the tileSET has an index. Your tileMAP is a map of these indexes. In this vid the tileset indexes are
0=empty
1=floor
2=red tile
3=yellow tile (unused)
4=left slope
5=right slope
Thats the tileSET indexes. Im using 2 groundsensors one flush with bottom of the sprite (for a smooth up slope) and one a single pixel below that to detect a downwards slope from a flat platform. You will notice the sens values change, this reflects the tileset indexes, again 4 for left, 5 for right. I havent found an elegant way to code this yet, I just hacked this together to show you it can be done.
>>
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>>183872026
I'm not that Anon, but for me, my plan covers a lot, like style, experience(s), character design, level design, times I dedicate to the game, the amount of programming books I read, and the time I allot myself to posting here. There is more of course, but I don't have the time to post it.
>>
>>183866487
>Unity
okay, so i added a spring joint to my object and a invisible object infront of me,
but it seems like object won't stop orbiting around my invisible object.
how do i solve that??
>>
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>>183872141
And heres the same thing showing the full tile, to show its not a pixel collision as such, it uses tilemap_get_at_pixel() as a sensor, but no bboxes or masks or anything, just using the tilemaps tileset indexes. You could easily achieve the same thing by using ds_grids and using different values for the tiledata.
>>
>>183872429
First of all try increasing the dampening.

If that fails, you can maybe manually add another dampening force that gets stronger the closer it is to the center.
>>
>>183872232
hm, i see
i try and plan stuff but i suck at managing time
>>
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A fucking middle schooler is better than you lot.
>>
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>>183873020
here's the webm showing the problem.
and i tried adding dampening to it.
it either doesn't fix it or it's dampened so badly that it's slowly going towards the point.
i tried manually adding dampening as it getting closer to the center, but doesn't work as well.
>>
>>183873557
she isnt real anon
>>
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I was planning on doing typical procgen dungeon layouts but I don't know if it works for a game like this. It's probably just better if it was done linearly (beat this level, move onto the next).
>>
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Have some real fucking boring progress. Spent multiple hours adding what I'm calling a trigger system to my melee combat. Basically, in an attack, ten different types of triggers can be set with a function. The start of the attack, hitting an enemy, a wall, a shield, or even the various ways an attack can end like dodging out of the recovery or launching into the next attack in a combo. Using these, I can add special affects to different attacks, like using the enemy hit trigger, creating a function which yanks an enemy towards the player, and having it activate when the player does a special whip move. The gif here shows the compile form with debug messages showing that these triggers did indeed trigger when they were supposed to.
>>
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>>183833093

>>183832354 (You)
>non constant framerate for this
How did you achieve that?

The computer stuttered, it's shit. It has nothing to do with the program, it never stuttered again when I tried to see if it was it who was doing it.
>>
>>183873839
Even boring progress is progress man. You're finding solutions to your problems and implementing new stuff all the time. Keep at it.
>>
File: C# coming to Unreal 4 soon.png (54KB, 618x472px) Image search: [Google]
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Unity is for ________.
>>
>>183873557
She is college student.
>>
>>183874287
finishing games
>>
>>183874287
By the look of that mugshot it seems like what you're implying here is that UE is maintained by trannies.
>>
>>183874669
Being trans is just one step further from crossdressing, and everyone knows crossdressing makes you a better programmer.
>>
>>183873624
just like your progress
>>
>>183874132
Thanks. Right now I feel like I'm in feature creep hell, but at least it's a moderately fun hell to be in at the moment.
>>
>>183875412
>>
>>183853081
now make it jump faggot
>>
>>183874287
>UE4 going out of their way to implement C#
>Godot going out of its way to implement C#

Why does everyone and his grandmother want C# for gamedev nowadays? Also that C# won't actually be a native implementation, won't it be just parsed by C++ kinda like blueprints, making it slower than just using C++?
>>
>>183868875
I wouldn't make it a priority, but I like to have little fun stuff like this to do when I get frustrated or burned out on the main game. Helps me feel like I'm making progress.
>>
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Okay, so I'm gonna ask a question before I pass out; I've got a prototype for the snap-to-cover system I've been mumbling about, but I'm seeing a problem on the horizon; namely that while I can get the character controller to stick to any collider, I do not know how I'm going to get the vector of motion needed to walk along it. Right now if I allow the CC to move while snapped, it will either stutter and shake or manage to break free of the wall unintentionally (depending on how I set the "stickiness").

How do I find the vector perpendicular to an arbitrarily placed wall or object? When I can do that, it gets easier, though implementation may vary.

>>183875904
Jumping (dodge-rolling, rather) is on the agenda right after cover, because I'm laying groundwork for a jumping slide into cover and vaulting over cover is going to share an input.
>>
>>183876054
because c# is easy as shit to learn, so it's easier to attract new users.
>>
>>183873557
Not gonna lie I wish I could be as happy and careless about everything as she is.
>>
>>183876241
Plus it's easier to maintain and write good code with.

C\C++ is a piece of shit compared to C#.
>>
>>183876405
This troll is too fat for my internets.
>>
>>183876054
There are a log of C# developers compared to C++. It's huge in web dev.
>>
>>183876405
>C\C++ is a piece of shit compared to C#.
He literally unironically believes this.

My fucking god this industry is going to implode if a bunch of idiots like you become commonplace.
>>
Am I the only one here doing this as a hobby? You guys are never going to be the next notch stop pretending.
>>
>>183876636
>>183876641
The easiest way to know someone is a retard is if they enjoy C++ or think it's good for all game development.

let me know when you can pass all of washus C++ quizzes:

http://www.scapecode.com/
>>
>>183876647
Lol pretentious art hipster, I bet you sit at starbucks all day. Everyone wants money, money is the only thing anyone can want because it can get you anything, therefore money is everything. If you think you're doing game dev for "fun" then you're deluding yourself.
>>
>>183876054
only retarded manchildren use these ripoff game engines, so they have to cater to people who know C# from unity and web/crud dev
>>
>>183876795
Not that guy, but i do it for fun, as a hobby. I love the challenge and finding solutions to complex problems. I also have a fulltime job I love and earn a decent buck. Even if I happened to release a best seller, I wouldnt give up my day job. I actually like a hard days work and breaking a sweat. If money is your only motivation in life, I genuinely feel sorry for you.
>>
>>183876795
>>183876647
>these are the only sides you can take on AGDG, you're either a Bodhisattva monk who will give his code source and everything he made away for free, or you're Goldberg Shekelstein perfecting his skinnerbox to squeeze as much green out of every player as possible

What happened to just doing something you enjoy, and hoping you'll get money from it? Not so that you'll be filthy rich, but so that you can dedicate all your time to your passion instead of having to split your schedule between normal work and gamedev? I mean regardless of whether you're a programmer or artist, there's better things to do for money, like web programming and art commissions.
>>
>>183877103
>tfw you don't like sweating
How can I fix this?
>>
>>183876647
Nah you're not alone my man and I'm sure a lot of other people just want to make a game regardless if they'll make profit from it or not.
>>183876795
>Everyone wants money, money is the only thing anyone can want because it can get you anything, therefore money is everything
I feel sorry for you my friend, this a very unhealthy way of thinking and you shouldn't assume that everyone else is like this.
I really hope this is a false-flag though.
>>
>>183873571
Alright, so i used fixed joint instead.
it fixed the orbiting problem,
and there will be no clipping into the floor while still able to with collisions with other objects.

but there's still no way to move the camera and throw it around.
i will see what i can do later.
now it's time for a break.
>>
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Is it normal that I need to ask my contract artist to do revisions again and again not because I changed my mind but because he overlooked a lot of technical errors? I'm programmer I shouldn't have to tell him to fix his shit.
>>
>>183876795
I'm a poorfag and I'm making stuff because I want to, because it's fun. I'd like to get paid for this one day, but if I wanted money I'd just pursue a higher paying job rather than going into gamedev.
Doing gamedev for money is stupid.
>>
>he thinks he can make money from video games
Too funny.

You're going to be in debt.
>>
>>183877517
Jokes on you faggot.

I'm already in debt.
>>
>>183877517
>You're going to be in debt
>when gamedev is free outside of internet/electricity
>>
>>183877517
Jokes on you, I got a real job.
>>
>>183876795
I do it for fun, because making a videogame is something I dreamed of since I was a kid. If I thought I could make money from it I would quit my job and would be making porn shovelware games.
>>
>>183877450
Yeah, artfags are retards
>>
Are there tutorials for making a roguelike game using only Netbeans? And how hard is it making a roguelike without using an engine?
>>
>>183877517
Jokes on you, all money is debt.
>>
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>>183878630
>>
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>>183876795
>money is the only thing anyone can want because it can get you anything
H-ha ha, yeah.
>>
>>183870772
>Really, before anything else, learn fucking anatomy
But that's wrong, you fucking retard.
>>
File: tc.png (168KB, 584x821px) Image search: [Google]
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Instead of gamedev yesterday I made a shitty lite twitter feed for the desktop.

It honks at you when there's a new tweet, and you can keyboard left/right to browse tweets. Lovely.
>>
>>183874287
>UE C#
Nice try but Unity can run on potatoes when UE only works on high end machines.
>>
>>183876191
>How do I find the vector perpendicular to an arbitrarily placed wall or object?
In Unity? I dunno. In UE4 you linetrace and get a normal of the hit and it's a perpendicular to the surface of the hit.
>>
>>183873557
Anime?
>>
>>183879020
Nene Game!
>>
>>183879020
No, that's a real person
>>
>>183878812
tfw this doujin hit too close to home for me
>>
>>183879020
No game.
>>
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WHERE'S THE FUCKING WEEKLY RECAP?
>>
>>183879119
just man up xD
>>
>>183878948
>>>/g/dpt/
>>
>>183879853
Ya.
>>
>>183879760
I don't think I can respond to this post without blogging about myself.
>>
>>183880040
Good job for resisting. Let's see that progress!
>>
>>183879721
Did you sleep through monday and tuesday?
>>
Do you guys have shotguns?
>>
>>183866334
Being alive is an statistical improbability
>>
>>183880364
It may seem like this if you're a pseud, but in reality, the probability of you being born is 100%.
>>
>>183880340
Oh very nice, looks powerful as a shotgun type weapon should be.
>>
>>183880440
Nope. Actually it is less than 80%
More than 20% of people nowdays are not born but cut out by cesarean section.
>>
>>183880440
Biased. Take a sample that includes everything that could possibliy be alive, not just what already is.
>>
>>183880440
abortions and miscarriages disagree
>>
>>183880963
Gogem, what does it mean to 'be born'?
>>
>>183881050
to transition from parasite to non-parasite.
>>
>>183881205
Aren't humans parasites the day they are conceived until the day that they aren't remembered?
>>
>>183881205
or alternatively from internal parasite to external parasite.
>>
>>183880607
That's done for the mother's safety. Cesarean birth would not have been a 100% death for the baby, it's a possible death for either the baby, the mother or both.
>>
>>183881260
Wew there lad you'll put some one's eye out with that edge. Maybe take a nap?
>>
>>183881335
>I think everything is edgy
Stop being naïve
>>
File: fuck.png (2KB, 440x60px) Image search: [Google]
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Even my console knows.
>>
>>183881469
I could shave your mother's cunt with that edge and you sound super grumpy. I'm going to suggest that nap again.
>>
File: IMG_1190.jpg (31KB, 300x333px) Image search: [Google]
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>tfw you will never make a game half as good as CDF ghost ship
>>
which abandoned kickstarter project gets you the most angry?
>>
>>183882012
>CDF ghost ship
then u must be pretty shitty and can consider killing yourself immediately.
>>
>>183882074
Cube and me
>>
>>183882080
it's not polished but it's basically a half-life tier concept
>>
File: cubeandmemes.jpg (426KB, 1920x1200px) Image search: [Google]
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>>183882114
>>
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Holy shit, it actually works.
>>
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>>183870969
Thank you. I'll try my best to not be disappointing.
>>
File: tavern keeper.gif (13KB, 640x640px) Image search: [Google]
tavern keeper.gif
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made an npc and some other adjustments
>>
>>183883729
cool art but where's the game
>>
>>183883729
cool game but where's the art
>>
File: 1458622257863.png (57KB, 800x750px) Image search: [Google]
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>>183883729
I approve
>>
File: Gemma_Arterton_Agent_13899.jpg (1MB, 1600x1200px) Image search: [Google]
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>>183755923
Plans are for followers to follow and now that you have a rough guesstimation of how much work/time it will take, and you know it could be done, it's no longer a mental challenge. It's now tedium.
>>
>>183775294
''just... let me.. reap.. your soul!... ... fuck..''
>>
>>183826885
Learn to use delegates /events in code
I'm saying this as someone who doesn't use them enough and keeps forgetting how to use them and goes back to highly coupling his code :<
>>
>>183883729
Her idle animation looks a little weird. It's like she's inflating/deflating instead of simply breathing.
Don't know how you could improve it, though. Sorry.

Otherwise, both are pretty cool. I like your tavern keeper as well.
>>
>>183884357
Agreed. Needs more boob jiggle.
>>
>>183868875
Cute fox.
>>
>>183884357
its not an animation its just a comparison of old and new sprite
>>
>>183883729
>he increased her chest size
I guess that's alright, but yeah the new arm position is way better and the npc looks on point.
>>
>>183883729
i'm pretty sure the old man on the right is gay.
look at how he stand like a faggot.
>>
>>183867383
Copy Kitty is my favorite game, dev is pretty active and yet they are pretty unknown.

http://store.steampowered.com/app/349250/Copy_Kitty/
http://steamspy.com/app/349250
https://www.youtube.com/watch?v=tZV5UfX2GcQ
>>
>>183884982
Maybe the dev should not make furry games then.
>>
>>183884982
Fuck off furry
>>
>>183866950
>/agdg/ still thinks 10k sales is """modest"""
just as disconnected from reality as usual
>>
>>183884982
those visuals are way too crowded
>>
>>183885070
>tfw won't need to work for next 5 years if my game makes "modest" sales

Damn
>>
>>183885070
http://www.homph.com/steam/
>>
>>183885056
>he doesn't have a cute animal character
not gonna make it
>>
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Can someone recommend me a good contract artist please?

I wasn't satisfied with the guy I found on pixelation. No "not interested but good luck" memers please.
>>
>>183885024
You didn't enjoy Star Fox? The snes and 64, not the new abominations.

>>183885056
No.

>>183885073
You mean the video? That's because the boss is on Overdrive. I would put a video with him normal but didn't find it without commentary.
>>
>>183884903
are you sure it's not the porn mustache?
>>
>>183885441
>No "not interested but good luck" memers please.
Asking for it
>>
>>183885259
Majority are still under 10k.

Half of those that aren't got over 10k thanks to bundles, so nowhere near 10k actual sales.

Where is your game?
>>
>>183885442
>That's because the boss is on Overdrive.
There's never a valid reason to make your visuals unclear when they have a direct impact on gameplay.
>>
>>183885259
everything between SIT and RRPS is gogem territory.
>>
>>183885487
I don't really have a choice, I would have gotten the memers too if I hadn't written that
>>
>>183885441
What engine do you use? I can only find suitable candidates if they work with your engine of choice.
>>
>>183885441
Post your game's source code and I'll decide if you're worthy of my art.

Dumb codeposter.
>>
>>183885259
now here's a thing to consider: the only titles above 10k owners that were released after 2015 are deadbolt and va-11 hall-a, and then there is a fact a lot of these only have as many owners as they have because of bundles, which bring the devs bare cents
10k is not modest, especially for full price
>>
>>183885573
>>183885593

Not interested but good luck
>>
>>183885641
I decide who's interested, pajeet.
>>
>>183885535
It's a special modifier that makes all enemies move and attack much faster, so the screen usually gets more cramped.

If you want to try normal play, there is a demo on the site: https://entanma.itch.io/copy-kitty

Do give it a try.
>>
>>183885496
>Majority are still under 10k.

Games over 10K (17)

1,516,382 ± 32,777 1,310,364 ± 30,477
550,126 ± 19,765 407,011 ± 17,004
181,452 ± 11,356 135,856 ± 9,827
113,338 ± 8,976 72,209 ± 7,165
248,636 ± 13,292 67,742 ± 6,939
94,913 ± 8,214 65,323 ± 6,814
57,879 ± 6,414 56,390 ± 6,331
148,698 ± 10,281 44,851 ± 5,647
21,216 ± 3,884 18,052 ± 3,582
32,382 ± 4,798 16,005 ± 3,373
23,263 ± 4,067 16,005 ± 3,373
22,333 ± 3,984 15,819 ± 3,353
21,030 ± 3,866 14,888 ± 3,253
18,052 ± 3,582 12,283 ± 2,955
17,866 ± 3,564 3,536 ± 1,585

Games POSSIBLY under 10K (16)

10,422 ± 2,722 8,561 ± 2,467
10,980 ± 2,794 7,630 ± 2,329
7,816 ± 2,357 6,328 ± 2,121
5,397 ± 1,959 3,722 ± 1,626
4,653 ± 1,818 2,978 ± 1,455
4,653 ± 1,818 2,792 ± 1,408
2,978 ± 1,455 2,605 ± 1,361
2,792 ± 1,408 1,303 ± 962
N/A N/A
574 ± 794 588 ± 1,151
561 ± 1,098 561 ± 1,098
744 ± 727 557 ± 770
1,861 ± 1,150 545 ± 753
529 ± 1,035 529 ± 1,035
>>
How are you gonna capture the female demographic, aggy? Women make up 99% of gamers.
>>
>>183885684
not interested
>>
>>183883729
Make a version where she has the bigger boobs and a bulge in her pants and post it later I need to see the butthurt.
>>
>>183885728
mobile/facebook exclusive, remove any and all complexity, remove gameplay, ugly bratz visuals.
>>
>>183885728
/agdg/ makes up 99% of the statistics
>>
>>183885716
>It's a special modifier that makes all enemies move and attack much faster, so the screen usually gets more cramped.
Still not a reason.
Bullet hells display thousands of bullets at once while staying clear.
>>
>>183855663
Get your girlfriend to only have sex with you when you finish devving
>>
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>>183885728
Make something like Farmville or Candy Crush.

https://thinkgaming.com/app-sales-data/2/candy-crush-saga/
>>
>>183885906
>girlfriend
that's an interesting way to spell "boyfriend"
>>
>>183885948
fuck off fag
>>
>>183885948
Traps are girls, not boys, asshole
>>
>>183885947
That estimate is fucked up. You cannot make 540 million per year with a stale fart mobile app.
>>
>>183885947
>I put a really big red square around the point of interest which already takes up 30% of the image anyway
>...but maybe people still haven't noticed it
>>
So I have seen a couple of devs are making their devlogs directly on itch.
Does it have any advantage over tumblr, twitter or whatever everyone is using at the moment?
Having to post the same everywhere seems like a pain in the ass but I guess the smartest approach.
>>
>>183885891
Well that didn't bother me, but sure I will bring that up to him later.
>>
>>183886072
>Does it have any advantage over tumblr, twitter or whatever
Yes, you get to be completely alone and won't have to see or listen to any retards, because literally nobody will read it.
>>
>>183886072
>Does it have any advantage over tumblr, twitter or whatever everyone is using at the moment?
no
>>
Since I'm half a communist I thought about releasing my engine for free (as in freedom, thinking about LGPL) kind of like what id Tech did for Quake. Game play is part of assets though so the game itself will still be sold. Thoughts on the model?
>>
>>183886194
Nobody will give a shit unless your game is great.
>>
>>183886072
If you already have followers on there you might as well
>>
>>183886032
>being this naive
https://www.theguardian.com/technology/2015/feb/13/candy-crush-saga-players-855m-2014
>Quarterly spending on mobile game Candy Crush Saga fell steadily over the course of 2014, but its players still spent $1.33bn (£865.2m) on in-app purchases for the sweet-swapping hit.
>>
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Skeleton King

Had a bit of trouble with the crown, mostly because there is no center.
>>
>>183886037
I wanted to make pretty clear it's DAILY profits.
>>
>>183886350
This is the same kind of retarded money obsessed economy graduate shit that says pewdiepie makes millions per month.
>>
>>183886478
He does though.
>>
>>183886378
that's really cute

Good stuff, anon
>>
>>183886616
>>183886616
>>183886616
>>
>>183886378
Someone wants a lawsuit from Blizzard.
>>
>>183886543
>the guardian said it so it must be true XD now why don't you click this link to my- er, the guardian's article about it!
>>
>>183886321
that, plus a lot of my tumblr or twitter followers seem like bots or random accounts wanting a follow back instead of people actually interested on devlogs, wich is probably easier to find on itch.io
>>
>>183885612
Below the median seems pretty modest to me and the median is 15K.
>>
>>183886478
http://www.businessinsider.com/candy-crush-saga-daily-revenue-2013-7
>$633,000 daily

http://www.mcvuk.com/news/read/profit-and-revenue-down-at-candy-crush-creator-king/0162527
>The Candy Crush studio has revealed its latest financials, which show that annual profit for 2015 dropped by a tenth to land at $517 million. Meanwhile, revenues were down 12 per cent to $2 billion. Total gross bookings were also lower, falling 10 per cent to $2.1 billion.

>https://venturebeat.com/2015/05/14/candy-crush-saga-maker-king-beats-wall-streets-expectations/
>he mobile social game company announced first-quarter earnings today that beat Wall Street’s expectations thanks to help from its Candy Crush Soda Saga and Farm Heroes Saga mobile games. King reported adjusted net income of 61 cents a share on non-GAAP adjusted revenue of $569.8 million in the first quarter that ended March 31. That compared to $607.6 million adjusted revenue and adjusted earnings per share of 61 cents a year ago. Analysts expected adjusted net income of 53 cents a share on revenue of $563 million. King’s games saw a new quarterly high of 1.6 billion average daily game plays in the first quarter.
>>
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>>183880440
>>
>>183885441
Honestly curious about what engine you use
>>
What's actually wrong with Unity, my dudes?
>>
>>183883729
I like those proportions
>>
No online servers very bad dead game don't buy!!!
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