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/agdg/ - Amateur Game Development General

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Thread replies: 777
Thread images: 150

File: AGDG Green Scroll.webm (240KB, 500x500px) Image search: [Google]
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Just like make game!

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

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

> Helpful links
Website: tools.aggydaggy.com
AGDG Steam Games: homph.com/steam
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

Previous Thread: >>183941338
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

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

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

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

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter
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>>183998879
>>
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>>183997698
>>183996239
Reposting here in case you already moved to this thread.
Ignore the mixels, is too late and I didn't want to bother resizing it, but this will give you a general idea
>>
>>183995801
Show your money
>>
How are levels like the house in resident evil 7 made? Is it all a single object (like you would do in archviz, extrude all the walls etc.), or is everything modular? In that case, how do you accomplish it so that it doesn't look modular?
>>
>he comes to AMATEUR game dev general and talk about muh art, muh pay
>amateur
>pay upfront, fuck collaboration I will jsut do a bunch of art for you and thats it
>amateur
>I'm a free spirited artist, you wont hold me with your dev shackles!
>a m a t e u r
>but dont forget to pay me because I'm starving
> a m a t e u r
>actually pay me now, I made terrible life choice, no job, some kid I got while being a teen, pay up for my drawings!
amateur
>>
>>183999198
They probably plan the outlay of the room/level beforehand and then build the necessary assets and place them accordingly to the plan.
>>
>>183999225
lmao bro just be yourself and pay up front and you'll see your game's sales will be far beyond a measly 10k in the first month! :)
>>
>>183999613
>your game's sales
>amateur
Nigga I do this as a hobby, fuck off
>>
>>183999782
s-stop having fun! you need m-i mean, an artist!
>>
>>183997870
>On/Off
>machines
Shit like that seriously pisses me off.
>>
Why do people get so mad at the idea that an artist might not want to collaborate with them. Wouldn't you just go looking for another artist who does want to work with you, instead?
>>
>all those devs hating money
>>
>>183999198
You generally split it up so that objects which aren't visible can be culled for performance.

There are all sorts you can to do hide modularity.
Vertex painting layered materials and placing decals to hide texture repeats. Having some variants of the 'same' segment (e.g. a 3x1 wall, or a 3x1 with a hole and exposed wood inners) or hand placing unique meshes over the top.
>>
>>183999928
I would assume they value money, since they are not willing to pay for an artist that they don't even need yet.
>>
>>183999926
its not about wanting an artist, its about laughing at faggot artists who act like some precious snowflake.
>>
>>184000009
>penny wise pound foolish
>>
>>184000089
What good would it do them to get art for an incomplete and highly mutable concept?
>>
what are the must listen game design podcasts?
>>
>>183999926
Why would someone look for an artist here? They would go for somewhere actually focused on art.
>>
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I wish agdg would stop talking about money all the time. Boy as this palce changed. Years ago it was jsut about making games and some goofing around, these days its mostly about "how do I make money guys, how do I kickstart, how do I pander to people?" and all the variant of collab/1MA shit.

Just like make fucking game, if you dont want to do amateur stuff then why the fuck are you here, seek real contact or find real videogame jobs.
>>
>>183999926
no-one wants to collaborate with a shitter that is completely impossible to verify because they never posts their portfolio
>>
>>184000380
I don't think there are any. Interviews, GDC talks, various game design channels, that's the best I can find to dev to.
>>
>>183999928
if i could draw id instantly pander to degenerates
>>
>>184000000
nice get
>>
>>184000558
got any links? i want something i can listen to at work.

videos seem to be a little too short form
>>
>>184000560
Congrats, you have no self-respect!
>>
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>>183999117
how about now tried making him not look sleepy
>>
>>184000827
Now he is at least not looking like a little baby with mustache.
>>
>>184000695
GDC
https://www.youtube.com/channel/UC0JB7TSe49lg56u6qH8y_MQ

Some of these are pleasant just as gamedev background noise, but also good interviews and game design
Noclip
https://www.youtube.com/channel/UC0fDG3byEcMtbOqPMymDNbw
Ahoy
https://www.youtube.com/channel/UCE1jXbVAGJQEORz9nZqb5bQ

I also like G4Icons
https://www.youtube.com/channel/UClHz28GrVbkd0-knBNmiwLQ
>>
>>184001028
>I also like G4Icons
>https://www.youtube.com/channel/UClHz28GrVbkd0-knBNmiwLQ
Should stress this is a must watch unless you're a baby in which case you might not remember or care about any of the games or devs covered, still great history lessons though
>>
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Someone want some free low res animated art? It'll be much lower quality than this and I may not deliver, but it's free.
Just show me your game and what you want.
>>
>>184001028
thanks senpai
>>
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>>184001005
the man fix is right here
>>
>>184001206
portfolio
>It'll be much lower quality than this and I may not deliver, but it's free.
we have all the reason to assume it's not your art
>>
>asking for portfolio in an amateur general
top kek
>>
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>UE4
I have stationary point light and "cast shadows" is turned on on my objects. Still, I see no shadows. Does anybody know how to solve this? Googling didn't help me.
>>
>>184001489
Well it's amateur, not I opened Photoshop for the first time.
>>
>>184001654
make light moveable or build lighting
>>
I'm going to make game.

In python.
>>
>>184001327
>portfolio
>for free amateur art
Look, I'm not fussed if you don't want to take my offer.
>>
>>184001856
having a game in c++ but running with python is actually very good. But yeah, dont build your games 100% out of python, its not well suited for that, unless we're taking about some very simple mobile game.

Either way thats like my opinion so good luck anon!
>>
This wiki deserves more love. It's been 2 years and a lot has changed.
http://wiki.unity3d.com/index.php/Main_Page
>>
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Don't mind me, just testing some snow blocks with rocks in them. You can't destroy those, unlike ice blocks.

Why is snow indestructible, you ask?
It's the rocks. Rocks make the snow indestructible. Is common logic.
>>
>>184002454
They look like cow blocks honestly.
>>
>>184002582
Maybe they're just cow blocks in disguise.
>>
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Posting some weapons
>>
>>184002454
This
>>184002582
>>
Please stop.
>>
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>>184003154
>>
>>184003154
make a gunblade
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>>184003310
>>
>>184003213
no
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>>184003213
>>
>>184001835
Hm, it does work when I make it moveable, although the radius is a lot shorter. Do you know why stationary doesn't work, though? I heard those are the best, and moveables have the worst render time.

And I could swear the shadows worked before, but I don't know what could have I changed.
>>
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>>184002454
>>184002582
Maybe they should look similar to this
>>
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>>184003467
>>
>>184003561
When it was stationary, did you rebuild the lighting?
>>
>>184003561
Is it only that light or do you just have no shadows anywhere?
>>
>>184003548
I dont get it
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>>184003626
>>
>>184003787
>>184003626
>>184003467
>>184003310
>>184003154
dude, go to photojoiner and fucking put all of this in one pic instead of spamming like that
>>
>>184003649
Stationary lights still cast shadows with unbuilt lighting
>>
>>184003626
>crisp texture
>goofy, cartoon-ish shape
nah
>>
>>184003614
based tibia
>>
I need an artist in me life
>>
>>184003925
Isn't that only for dynamic objects?
>>
>>184003747
Offtopic old web comic.
In America in some schools they taught us to defend ourselves by saying "Please stop" to bullies instead of always running to the teacher or getting in fights. This meant you could say "Please stop" to anyone who was disagreeing with you and sometimes it would work because they were afraid to get in trouble for bullying you
>please stop not giving me your toy
>please stop not liking me
It actually worked, usually against girls because they're afraid of getting in trouble
>>
>>184002582
>>184003180
>>184003614
I'll take that in consideration and thanks for the suggestion.
>>
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worked on the fighter model a bit and game it some materials. had to make it fatter to fit the camera inside the glass but i think it looks okay
also a hacked together planet environment. pain in the ass to set up so im not sure how common this will be but it helps to see the game in its intended setting
>>
>>184003747
http://hyperboleandahalf.blogspot.com/2010/02/please-stop.html
>>
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>>184001270
it's getting late going to have to continue this tomorrow. got to make sure that this and the mc portrait look stylistically consistent
>>
>>184004452
I'm really looking forward to this game.
Do you have a tumblr anon?
>>
>>184004452
just wondering why you're bothering with those particles since 99% of the time you wont see them.
>>
>>184004210
No, while lighting isn't built they should basically look like movable lights
>>
>>184004537
You should be warned that now that you've shrunk the eyes per gogem's suggestion he is going to take credit for 100% of your game.
>>
>>184004596
thank you anon.
as for tumblr, yeah but i havent posted on it for many months and it was for an old game. once i have enough to show for this ill start posting progress there and share it
>>184004651
its gonna be a vr (most likely) space dogfighting game. youll be seeing them a lot more once there's other ships and itll make figuring out where they're going in the distance easier. plus it makes the game look more lively since there's little going on right now
>>
>>184004872
>once there's other ships
oh ok, make sense!
>>
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>>184003649
I literally rebuild lighting after every tweak, so don't think that's the problem.

>>184003739
Shadows exist when I use that spotlight in the left hall. But if I put a stationary point light in a scene, all shadows dissapear.

This is how it looks like with 2 moveable point lights and a spotlight, shadows are pretty fucked up too for some reason.
>>
>>184003561
Moveables have the worst render time because they provide dynamic shadows.
>>
Who wants to be a puzzle level designer?
Do a good enough work and we might revshare.
>>
>>183979724
I just now read it this morning.
Sorry.
>>
>>184004770
it wasnt my suggestion, it was 3 previous peoples obvious suggestion and he still hasnt shrunk them enough to not look like a child, he also hasnt rectangled up the face yet.
>>
>>184005307
PLEASE STOP
>>
I've been working for two days on the stupid car physics and it's working quite well.Tomorrow I'll work on the analog controls since steering and accelerating with keyboard is a pain in the ass.
No more coding for today though, my head is starting to feel dizzy.

>>184004872
Are there going to be planets you can explore, with real orbits? That would be cool.
>>
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>>184005034
Hm, actually... I've removed the spotlight from the scene and readded a point light. Everything works correctly now. So the spotlight might be the cause of a problem for some reason...
>>
>>184005123
Stationary lights also do
>>
>>184005374
>Are there going to be planets you can explore, with real orbits?
I dunno about that. I want to keep the scope pretty simple and its my first real 3d game so complex stuff like that may be too much for me right now
>>
>>184005307
Weren't you banned for posting your loli game again?
>>
>>184005414
Does the output log/lighting result say anything?
>>
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>he doesn't hard code vertex data into his source files
>>
please desist
>>
>>184005626
Actually I do
>>
>>184005626
immediate mode was the best ogl 1.1 4ever
>>
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>>184005374
Oops, forgot to post webm.
>>
>>184005521
Post was deleted and prob just got a warning.
>>
To the anon who asked what "SFML Game Development by example" is like yesterday:

It's not that good of an overview afterall, it doesn't give any information about vertexes,vertex arrays and UV transformations,so you can forget about learning how to do particle effects out of the book and importing tmx tiles through tmx lite efficiently. The book is fat because the guy abstracts everything, even the window class, but its scope is actually smaller than the 250 page SFML Game Development book.
The only plus side of the book I found is that it uses an entity component system instead of the hierarchical inheritance based entity system, but you can learn that from online tuts anyway.
>>
>>183999870
On/off is at least vague enough to let you be creative with the theme, unlike pretentious shit like "you're not the main character" and extremely restrictive themes like "1HP".
>>
>>184005626
>he doesn't hard code vertex data into his shader source files
>>
I'm trying to figure out how to do use a click and drag to turn a wheel in first person in Unity. Any ideas how I should be going about this?
>>
>>184006339
>extremely restrictive themes like "1HP".
health += 0.1
health -= 0.1
Done, restrictive theme bypassed. It's actually a horrible theme because it's not properly restrictive like "1 life".
>>
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Behold, I have created an egg.
It looks like a shit having an epileptic fit.
#JustProgrammerArt

More importantly, I now know how to animate things. The first animated thing will probably be the cat, that's gonna take a lot of drawing even for programmer-tier art.
>>
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>your game will never be speedrunned by a qt like this
Why even live?
>>
>>184006595
>The first animated thing will probably be the cat
Derp. The first animated thing is the egg, but you know what I mean.
>>
>>184006564
Not to mention you can also add shit like armor or shields around that 1 HP, thus defeating the point.
>>
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>>184005552
Nope, no errors or warnings. But I think everything works now. I have no idea why it works because the only thing I did was adding and removing lights a couple of times and rebuilding after every tweak. I guess it looks like it should, thanks for the help anyway, guys.
>>
>>184006412
Off the top of my head I would:
Select the wheel while looking at it with the crosshair, mark the XYZ coords your crosshair is aiming at (raycast)
in update as crosshair moves left or right, rotate the wheel by a percentage that is proportionate, you will need to tweak it for proper sensitivity.

If you don't know how to select things with crosshair in FPS or aren't raycasting from the camera already, this might sound over your head.
>>
>>184006697
Good, have respect for my game and don't try to exploit it for some made up achievement.
>>
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How do I get good with sprites?
>>
>>184006904
When you really thinking about it, then only reason anyone plays games at all is for made up achievements.
>>184006972
By abandoning the flat coloring meme
>>
>>184006697
That person is literally possessed. Literally crammed full.
>>
>>184006972
Aardvark and Plastic
>>
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>>184006972
Some great anon posted this a few threads ago.
>>
>>184007092
or on meth
>>
>>184007092
This, I almost shat my pants.
>>
>>184007171
That's fake you dip
>>
>>184005521
ive never been banned for posting a game.
>>184006074
wasnt banned or warned, you sure it was deleted?
>>
Why, in the name of all that is good, have we not IP banned googflem yet?
>>
anyone have any tips on making a volumetric light in unity? need a beam for a flashlight
all attempts at researching this have lead to "download this asset from the asset store!!!!" which id rather not do since i dont learn that way
>>
>>184007430
You are now starting to realize what Unity is all about.
>>
>>184006861
Yeah that's what I have so far, I'm just trying to figure out how to make this all work in 3d space. The wheel will only rotate around the y axis, so I need to find a way to only take the relevant movement of the crosshair to that axis.
>>
>>184007430
Research how it works in theory and implement it yourself?
lol jk just download an asset bruh
>>
>>184007182
>>184007208
What some might consider mental illness or attention whoring is actually an individual body of consciousness giving it's physical form up for the enjoyment of non-physical entities. The same way a car being let go by it's driver to be steered by the fates, letting gravity take over, mechanisms in the car take over, the car will crash. With humans the mind is inhabited and controlled by what the patient considers external thoughts and forces (demons) and crashes.

By institutionalizing such peoples' with drugs you can profit from and proliferate demon possession.

I made all of this up.
>>
Is there any way you can turn a skeletal mesh into a static mesh dynamically in ue4 ?
I know you can pose them and then turn them into a static mesh in editor but I'm looking to do that in real time depending on which frame the animation is. Making a static mesh for every frame would just be inefficient, time consuming and would take a lot of space for not much.
>>
>>184007149
what?
>>
>>184006697
>Dance monkey, dance!
I clapped
>>
>>184007641
Can I ask why?
>>
>>184000432
>whiny
>doesn't post progress
you are part of the problem, you meta fuckup
>>
>>184007492
I see, so I guess you're working on the method to rotate proprotionally.
Something like
Update()
if(grabbed){
Vector3.distance between the point you grab the wheel at and where your cursor currently is
Wheel transform.Rotate(Vector3.right * distance);
}

Damn that is some ugly metacode
And you probably already realized all this
>>
>>184000432
Indies and small teams starting making lots of money. Plus lots of newfags.
>>
>>184007891
Copy procedural mesh from static mesh only works with static meshes (big surprise).
Or I could try to use static morph targets but they use a 3dsmax script which I'm not sure Blender can use.
>>
Programming is hard
>>
Programming is fun.
>>
>>184008723
Code is poetry
>>
>>184008723
t. brainlet
>>
>>184000432
>Years ago it was jsut about making games and some goofing around
That's weird because I remember all the discordfags making money back then. You know, the people on this list who were all from the early days and all made money and basically founded agdg?
http://www.homph.com/steam/

Money has always been central here. It's still the official scoreboard.
>>
>>184006972
abandon black outlines
>>
>>184007171

Software?
>>
>>184008884
odd, I was told to do black outlines by /agdg/.

>>184008903
aseprite
>>
>>184008794
true
>>
>>184008976
>odd, I was told to do black outlines by /agdg/.

well done you fell for a meme
>>
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>>184006697
Whose scarier, Narcissa or Ms.Ter?
>>
>>184009124
rotate
>>
Programming becomes the easy part after a while. Design and making something fun and interesting that looks good is the real work now.
>>
>>184008976
Black outlines are easy an better than no outline, but that's about it.
You may want the outlines to be darker and less saturated versions of the color they border.
>>
>>184009207
t. unitybabby
>>
>>184008850
>hired programmers to make his games for him
kek
>>
>>184007171

First time using asesprite. Why doesn't anything happen when i change presets?
>>
>tfw refining code as you write it

Bueno
>>
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>>184009295
I've used every engine scrubbo. Triggered that fizzbuzz alone isn't getting you any closer to having a game?

Heh.
>>
>>184009542
You got memed.
>>
>>184009604
>tfw spend more time organizing and commenting than actually writing stuff
>>
>>184008992
pathetic
>>
>>184009671
Listen kiddo, i bet you couldnt decode a base64 from a binary string. I know all of the encodings and encryptions from the back of my hand. I could send you a virus right now and make your puter that your mommy bought you go byebye. See my display name? Yep, I'm in anonymous. I'm the leader actually. I've ran multiple operations on hidden deepdarknet mIRCs and could onion route your null ping from icmp using tracer-t to dox the site you're currently on. I'm currently telneting your http client ports to send to my kali linux, where I have access to a range of tools, which I'll use each one to slowly dissect your ip address until it becomes 0, you'll be ddos'd for an entire lifetime.
>>
>1MA spending all your time looking at code
Not gonna make it.
>>
>>184009695

No. I mean nothing happens to the image when i change palette. Why?
>>
>godot 3 alpha is out
>it's fucking awful
well that was a waste of time
>>
>>184009984
Have you even used Godot before?
>>
>>184010039
Yes, which is why I was hoping they'd improve things. I was wrong.
>>
https://www.youtube.com/watch?v=yDmjt-UfybM

770 games for a game jam??

Jesus christ the market is too saturated my game will never get noticed :c
>>
>>184009984
I disagree. 3.0 is pretty good, definitely better than 2.1.
>>
jaka jaka jaka jaka JAN
>>
>>184008861
>Money has always been central here. It's still the official scoreboard.
>http://www.homph.com/steam/
literally no money on that scoreboard just owners (does not require purchase) and players (sorting method) also that only accounts for steamspy's assumptions of steam data
>>
>>184010127
You ever play gamejam games before?
They're pretty bad.
>>
>>184010127
Jams are easy mode development
>>
>>184009984
what's awful about it?
>>
>>184010305
well that certainly explains why you're not at rock bottom
>>
>>184010305
t. has no money
>>
redpill me on /r/gamedev
>>
>>184010480
Its boring
>>
>>184010480
idea guy central
>>
>>184010480
shills shilling shills, nothing of worth going on
>>
>>184010480
It's great if you want to learn how to shill your mobile game.

For anything else, not really.
>>
If you were one of those devs who downloaded Godot to poke at it and not like but say
>I'll wait and see how 3.0 is
you were kidding yourself, if you want to use an engine you'll jump on it regardless of where it's at in development.
>>
>>184010480
A congregation of Phil Fish esque numale scumfucks. Basically what you'd expect from r*ddit.
>>
>>184010480
Go to /r/Unity3D to see gamedev taking place, go to /r/gamedev to read articles on game design, the business, etc.
It's not that other engines aren't as good as Unity just that Unity3D has the most devs actively posting progress because it's the biggest engine. As a result there is a lot of interesting concepts taking shape there at all times.
>>
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>>184010480
this sums it up
>>
>>184010763
As bad as people answering engine questions
>I've never actually used ____ yet but I imagine

Disgusting creatures.
>>
>>184009671
According to all known laws of aviation, there is no way a bee should be able to fly. Its wings are too small to get its fat little body off the ground. The bee, of course, flies anyway because bees don't care what humans think is impossible.Yellow, black. Yellow, black. Chink, nigger. We bees will exterminate the jews and rule this world.
>>
>>184010763
Context would matter, he could easily have some other credentials relevant to the conversation.
>>
>>184009671
>bee
>fizzbuzz
>buzz
hehe
>>
>>184011316
t. reddit sympathizer
>>
>>184011316
lol...
>>
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Randomly generated enemy compositions. I can now call my game a roguelitelite right.

A bit too random I think, that big slime appeared like 4 times in a row, and it has 12% chance of appearing, will probably make a check so the same configuration can't appear 2 times in a row.
>>
>>184012556
Are you trying to induce seizures or what?
>>
>>184012556
looks cool what are you using?
Game maker?
>>
>>184012621
Do you want me to put a trigger warning for my progress?

>>184012651
Monogame
>>
>>184010480
60% mobile devs trying to shill
19% retard unitards not realising that it isnt a unity helpdesk
21% idea guys
>>
>>184012913
People are still trying to get into the mobile market?
>>
>>184010751
>Unity

No thanks.
>>
>>184013362
reddit indiedevs do
then they write elaborate essays on why they failed and act like ex rockstars on r/funny
>>
>>184001654
Source engine had that problem when models weren't set to "static". Got something similar in there?
>>
>>184013540
Enjoy seeing no games then.
>>
redpill me on /agdg/
>>
>>184014045
just like make game
>>
>>184014045
>I want to be banned
Yeah, nobody cares.
>>
>>184013670
Enjoy having no brains, retard.
>>
>>184014390
Neat post.
>>
>>184012556
>this animation repeating
I will find you, and I will kill you.
>>
>no progress in the last 100 posts

Sasuga agdg
>>
>>184014695
i got plenty of progress done during the last 100 posts.
>>
>>184014652
Which animation?
>>
>>184012556
>that big slime appeared like 4 times in a row, and it has 12% chance of appearing
that's randomness for ya.
>>
>>184005414
How did you build the hallway? Is it just the starter content walls/floors with appropriate textures?
>>
Hey guys,

what do when you realize you're not a character artist?
>>
>>184015054
Cry and give up.
>>
>>184015054
I would start artisting character designs to get better at them.
>>
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feedback please
mostly on the face, I'm working on the bangs detail right now

bonus points for being brutal
>>
>>184015054
If you're gogem: never.
>>
>>184015160
chin too sharp and big, especially for a loli
>>
>>184015149
but i don't wanna

>>184015158
sounds like it would eat up a lot of time when you already also need to do all the rest of a game.

>>184015162
I'm not. Also what do: never?
wat
>>
>>184015054
i pretend i am and continue making game
>>
2d games.
gamemaker or unity.
I don't plan on buying assets.
>>
>>184015327
>sounds like it would eat up a lot of time
Welcome to gamedev.
>>
>>184015473
godot
>>
>>184015160
cute.
something tells me from the angle shot there is problems to be brutal with but i cant really tell until you give us a profile angle.
>>
>>184015160
this >>184015303
>>184015473
GM, "acquire" it for free
>>
>>184015473
Godot.
>>
>>184015473
Of the two, gamemaker.
>>
>>184015054
just like make all the characters cubes
>>
>>184015327
then get an artist or keep the shit characters
or the third and best option: don't have characters at all
>>
>>184015327
>Also what do: never?
>wat
Oh yeah I read your post wrong.
>>
>>184015160
Her chin looks like it could cut glass.
>>
>>184015160
nurse joy?
>>
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>>184015303
is this better?
>>184015554
here's the front/side view
>>
>>184015963
She looks a lot better now but something about the profile view is freaking me out.
So never show her from a profile and she should be fine.
>>
Entertain God and your ass will follow
>>
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>>184016316
I blame it on 'muh 3d can't animu' or '2d can't translate well in 3d'
I plan on turning it a little when I make it a profile view
>>
>>184016584
I blame it on the forehead not being round enough
>>
did tumblr get rid of the thing that lets you ask your followers a question? i make a text post and end it with a question mark and nothing happens
>>
even an anime girl uses C for games
>>
>>184016584
the shading on her chin shows up too much on the side compared to the front, it's the first thing that sticks out to me
>>
>>184016793
amateur
watch this
https://www.codeproject.com/Articles/1195671/DirectX-and-Pure-Assembly-Language-Doing-What-Ca
>>
>>184016743
People can reply to any post
>>
>>184016743
Huh, guess they did.
Though it's not really necessary anymore since you can leave a comment on any post now.
>>
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>>184015963
delicious flat chest
disgusting flat face
>>
>>184017017
>>184017032
oh, makes sense. thanks.
>>
>>184015160
jawline needs a lot of work, even anime stylization requires a little some anatomical coherence
>>
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An attempt was made in creating the first boss's idle animation, didn't really know what to do with the feet rocks though. Ended up deciding to go with remaking the first boss instead of fixing up the ice boss. I also modified the hit effect for large enemies because when it flashes mostly white at this size it starts to bother my eyes after a bit. It gets arms in later phases.
>>
>>184017238
the illusion of 3D from just moving the parts around is surprisingly good
>>
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>>184017238
>>
>>184015160
>>184017229

also don't model faces in ortho because the form tends to look weird in perspective (which is likely your game perspective) if you never check
>>
I'm making a puzzle game and initially there are 50 levels. Is this ok? I'm going to add more gradually.
>>
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>>184016952
how about now?
>>184016681
I sort of like how it is.
I experimented with different curves/angles before but this one worked the most for me
>>
>>184017548
dont just make levels for the sake of adding more like bokube, make sure each one has a genuinely interesting puzzle concept
>>
>>184015160
Face looks too 2D, imo.
>>
>>184017649
The gameplay is very simple, basically I just have to change some values, so I can't make each of them too much interesting.
>>
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I started to block out a level to really start testing my controls and shit.
Currently takes a bit less than 1 minute going as fast as possible to get to the halfway point, with no enemies or items holding the player up.
>>
FUCK I wish I had a good musician
https://www.youtube.com/watch?v=_l6JNagt4AY
>>
>>184017238
Just move them A TINY BIT like there was a single pivot point between them and the ground if you get me.
>>
Is it possible to make sprites cast shadows with the sprite renderer in Unity?
>>
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>>184017972
Second half of the progress.
The point where this webm stops is about halfway through the level. It'll be followed by a miniboss fight and a minecart segment about as long as the first half (but of course, on a minecart so you're moving twice as fast).

Any thoughts on changes to the player motion that should happen?
I was thinking maybe the dash should last longer.
>>
>>184018143
>a minecart segment
What?
That sounds like a lot of extra coding work for basically no pay-off.
>>
>>184018012
Take that autism to /sthg/
>>
>>184018267
Pleb tier thinking m8
>>
>>184017238
Looking good man, glad to see you posting here again.
>when it flashes mostly white at this size it starts to bother my eyes after a bit.
Smart move, the flash can really get hurtful to the eyes when big enemies blink too fast.
>>184018143
>maybe the dash should last longer.
I don't think it has to be longer, it looks serviceable.
>>
>>184018363
Nobody actually likes it when a platformer takes away the platformer controls and forces you to do some dumb minigame.
Just think about how much better Sly Cooper 1 would've been if there had been no minigames.
>>
>>184018325
Fuck you, THAT'S how you make a fucking 2D game.

Not this garbage on agdg
>>
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>>184017319
Thanks anon.

>>184017439
As much as I like the song, I hate the stage.

>>184018080
I think I get what you're saying. Maybe. I'll see what I can do.
>>
>>184018473
Sonic was never good. I'm sorry if I don't see the appeal in aping a mediocre game from 1991.
>>
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>>184016793
>not using an engine because too proud
It's like you want to fail.
>>
>>184018617
remove yourself and your terrible opinions
>>
>>184018560
>I think I get what you're saying. Maybe. I'll see what I can do.
Great! But don't make it too pronounced! Just a little wobble.
>>
>>184018632
Have you seen her game? It's shit.

The one using the engnie has a much superior game. She's also a more experienced programmer. Go figure
>>
>>184017972
>>184018143
Wow, it's huge, it's going to take a lot of work to fill that map, anon.
A lateral dash would be cool. Also, attack/move cancelling.
>>
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>>184018267
>>184018468
When I say minecart, I'm planning something like pic related.
It'll be a bit bigger and wider to accomedate the 3D, but overall it won't be hard to make or anything.
I'm obviously gonna test it a lot to try and get it to feel as good as this shit was in X1.
>>
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>>184018632
>not developing your own engine that fits your game
>>
>>184018652
Not him but I don't really get the appeal of Sonic.
The levels are big and confusing and if you try to actually go fast without memorizing the level first you will get destroyed.

The game would've been a lot better in 3D so you could at least see where you're going.
>>
>>184018710
>says the guy who makes meme games such as social interaction trainer and other such meme titles

haha
you're a joke gogem!
noobdy takes you seriously
>>
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>>184018710
actually that image should have come after this image.
it's important to maintain continuity of the canon.
>>
>>184018710
>pony outside of /mlp/
MOOOODS
>>
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hate to bring this up again but I want to get critiques on any of the design here

I've been struggling for literally like 3 days on the hair and I feel like shit about how long this model has taken me to complete, so many design shop setbacks and the hair was simply infuriating to tackle and find a good design for

went with a sort of heihachi-like wings design to accentuate swiftness as a trait of skating, felt like putting anything in the back would draw attention away from the shape of the hair and clutter it so I left it mostly flat, only contouring to the wings' split

gameplay soon btw,just waiting for the next shared project update to hit and I'll try to put together a video or have the programmers/someone else put one together for me so I can focus
>>
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>>184019068
>>
>>184018752
Oh, I thought you meant stuck in a minecart for essentially a rail shooter segment.
A moving platformer challenge should be fine, although I can't think of any examples of a long one in a 3D game.
>>
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A new prototype of an idea i had. It's a mash up of Harvest Moon and Monster Hunter. You plant things, they grow up to be monsters, you kill them and collect their parts to sell.

thoughts?
>>
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>>184018721
Yeah, I was thinking maybe I should thin some of the excess width at least to make it a bit smaller.

populating it with enemies will be difficult, but it shouldn't be so bad with the general visual assets.
It's supposed to be a rock candy mine, so a lot of it will be repeating crystals and small, geometric shapes that won't be too hard or heavy.
Pic related is concept art of it.
>>
>>184019068
>>184019253
>today has been a long day
>>
>>184015963
Looks pretty generic
>>
>>184009872
There's is always time for art during the breaks
>>
>>184019354
>You plant things, they grow up to be monsters, you kill them and collect their parts to sell.
why wouldn't you just plant them in a restricted area so you can safely kill them
>>
>>184019068
I think you should move onto the next step instead of thinking it over more. You still have topology, texturing, normals, rigging. There will be possible setbacks in those areas as well, and its better you find out about those sooner.
>>
>>184019068
Maybe it's the perspective, but the rockets on the skates just look like those big blocks of rubber used for braking.

Also, why isn't she wearing pants?
>>
>>184019523
Easy fix: allow them to break fences.
>>
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>>184019253
she's not that tall guys.
the average is 7 1/2 heads tall
really tall is 8 heads
super tall is 8 1/2 heads
>>
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>tfw UI is the most important part of a strategy game
>tfw UI artists are rare and cost thousands of dollars compared to DeviantArt randos
>tfw the "artist" that made this UI quoted you eight thousand dollars
>eight thousand dollars
>for this fucking garbage

I'm never going to make it and I feel bad that this other indie game is actually paying this guy
>>
>>184019354
Add sapient enemies that call you "papa" for full-on nightmare-fuel mode.
>>
>>184019523
uh... for fun?
>>
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>>184019631
she's wearing pants, i just didnt model any of the details because they're slim-fitted jeans and I can just texture everything on to save tris

here's a better pic of the skates

>>184019784
this, shes also roughly in proportion to the original JSRF characters too.

skates also do a lot to fuck with how tall she looks
>>
>>184019782
stronger fences
or just dig a big pit in rock, lay some dirt on the bottom, carve a staircase for humans, and condemn the staircase/remove the steps
as soon as it pops out of the earth, shoot it, even with a bow.
>>
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>>184019804
I used this one ($22):
https://creativemarket.com/dannehr/163951-Orbit-SciFi-UI-Kit

There is a ton of art for sale at rock bottom prices, you only have to try and knit together your different purchases
>>
>>184019594
the entire thing is already rigged, i rigged the basemodel before i started actually doing clothes and shit, and everything is duped from the base. anything that's not I can just rig quickly, since most of that is just stuff on the head.
>>
>>184019068
I like this hair design, good job on it.
>>
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>>183998771
Making decent progress
>>
>>184020216
>spacex
Heh
>>
>>184020216
That looks really nice anon, I've never heard of this site so I'll poke around and see what else they have. Thanks for your help.

What game is yours?
>>
>>184020093
>>184019782
>>184019523
No no no, guys, watch this :
They can only grow in the wild.
>>
>>184020413
tell me more about your game
>>
>>184020535
A pit carved into the ground is still wilderness
>>
>>184020535
And you catch them into circular devices
>>
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>>184020538
It's a Sonic-like game with multiple characters that all have unique powers like running over water or standing on walls, stuff like that
>>
>>184020413
furry logic, everybody
>>
>>184019354
Intriguing. Do something with it.
>>
>>184019354
I had a similar idea 1452 days ago
>>
Are some people just predisposed to making better vidya music than others? It seems like pure musical knowledge can only get you so far.
>>
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>>184014953
No, I modeled everything in 3ds max (all in a one piece), then textured in substance painter. I want to recreate pic related for some practice, never done interiors before. But I think I'll try redoing it with modular assets though, since I can't expand this now.
>>
>>184020093
>stronger fences
A logical upgrade to provide as the monsters get stronger.

>or just dig a big pit in rock, lay some dirt on the bottom, carve a staircase for humans, and condemn the staircase/remove the steps
Flying monsters, climbing monsters, monsters with ranged attacks.
>>
>>184020757
What engine, Multimedia fusion?
>>
>>184020843
Huh?
>>
>>184020980
Maybe they like videogamey music naturally
>>
>>184019872
i dont know what a sapient is and i dont want to google
>>184020901
thx, will probably go into the folder of endless prototypes lol
>>184020938
what happened?
>>
>>184020413
Thanks doc
>>
>>184021069
you should fix up the mushy edges on the photo frames, yours lack any hard edges
>>
>>184018874
Lain a slut
>>
>>184021206
I gave the idea to greaserdev and he never used it
>>
>>184021132
>Flying monsters, climbing monsters
Deeper pits. More arrows.
>monsters with ranged attacks.
Barricades and other kind of protection

Seriously, the pit always work.
>>
>>184020980
>pure musical knowledge can only get you so far
Pure musical knowledge is just a basis.

You need to be able to break the rules and get creative if you want to stand out

It's the same as how just knowing how to drawn humans with perfect anatomy doesn't mean anyone is going to like your art, because it's boring to look at. nothing creative about it
>>
https://www.youtube.com/watch?v=_xOtEDVT_iw&t=6m24s
>enginedevs
>>
How do I learn music?
>>
>>184021398
Then simply don't allow the player to dig pits.
That prototype looks too flat for pits, anyway. You can't usually dig them in top-down games not named Dwarf Fortress.
>>
>>184020980
That mentality itself is the reason you suck.
First of all, your creativity is influenced by the kind of music you listen to.
Second, no, japs for example aren't born with some "good vidya music gene". They're good at it precisely because they DON'T buy into that inborn talent mentality. They strive to better themselves rather than being convinced they have some upper bound of skill they can't exceed.
>>
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>>184020527
I'm doing a hacking sim. One problem was the source files were all in green, so I had to desaturate everything so it was white and could be colored by the engine dynamically, rather than trying to make a zillion red versions in photoshop and importing them.

Another idea is, an easy way to get faction badges is to take fantasy/sci fi cursors and just rotate them
>>
>>184020980
Vidya music is probably the easiest type of music to make, since it just needs to be there as background noise and doesn't really need to be good or memorable in away way. On the other hand, if you manage to shit out something that sounds decent, people will associate their positive game experiences with the music and put it on a pedestal e.g. the mario tune or all the generic orchestral tracks from various FPS and RPGs.
>>
>>184021598
Watch every Ongaku Concept video on youtube. He's a filthy weeb, but it really helped me break through that big barrier of having no fucking clue how music works.
>>
>>184021695
You're actually not replying to me lol im glad my idea spawned a discussion tho. im stealing everything you two wrote.
>>
>>184021732
>>I'm doing a hacking sim
This interests me. Can you tell me more about this project?
>>
>>184017238
>tfw someone else's low res flat shaded platformer is better than yours
oh well. Looks good, dude.
>>
>>184021782
>background noise and doesn't really need to be good or memorable in away way
Well that's just plain wrong.
Don't know how someone can even be this idiotic.
>>
>>184021695
>Then simply don't allow the player to dig pits.
That still leaves a plot hole.
>>
>>184021206
>i don't know what a sapient is
It just means intelligent/thinking, e.g. a humanoid monster with low-level intelligence.
>>
>>184000432
what's wrong with making money doing something you love? I mean, what, are you gonna support your nodevving by getting a part-time job? That's just wasted time you could spend shitposting more here!
>>
>>184021963
CARLOS
>>
/agdg/, what's the best finished game to ever come out of this place? Who set the standard for all future yesdevs?
>>
>>183998771
Bam progress
- Spend a couple of day trying to get the pixel perfect scaling for monitors with odd resolutions like mine(1360x768)
Progress on that was additionally hampered by hot weather, but in the end I realized it was too complicated for its worth and I ended giving up on that, I'll just have to deal with the minor distortion in full screen.
- Made a wip main menu and logo and did more then a few graphical changes, including the player sprite and test level background, also added some sounds for the menu.
- Got the game pause and a proper pause menu working, though it'll require some additional tweaking as always.
- Super mode is now called Eclipse Burst (EB for short) and grants you additional two streams of bullets. Also entering EB creates a small blast around the player that can destroy smaller projectiles.
- Added a "trigger finger" mechanic that allows you to increase your firing rate for a couple seconds if you tap the shoot button very quickly a few times. Though I'm not sure if it's really beneficial, I'll see if I can implement it in another way.
- Made simple energy/power bars that I hope to replace with better looking sprites
- Implemented a combat rank system that increases as you deal damage, but slowly decreases over time and drops sharply if you take direct damage. There are 6 ranks that act as score multipliers, though I'll see if I can use them for something else as well.
- Tweaked a lot of other small things, for example a speed modifier that slows you down significantly allowing for more precise movement.
Honestly I just want to start working on the enemies and their patterns.
>>
>>184021849
Thanks. I will watch it.
>>
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>>184021254
You mean those that are touching the wall? Yeah, I need to redo it all, didn't even UV it properly, it looks disgusting.

This is what it looks like atm, I'm adding the decor at the bottom and top of the walls. Not sure how to do it properly, it is separated from the interior mesh now, so I have to manually put it exactly in place.
>>
>>184022093
google "the witness"
>>
>>184022161
Did some spray donut glaze all over the walls and floor?
>>
>>184022093
I dunno the answer to the first question but the answer to the second question is Hopoo.
>>
>>184022304
I don't know, maybe it's too much, but the walls and parquet in reference are also pretty reflective.
>>
>>184021953
It's the truth. You've listened to countless hours of generic orchestral, pop and ambient music while playing video games and maybe 1% of it is of a quality that you would want to sit down and listen to, let alone play on a radio station.

Video game music being memorable is a happy bonus for the creator, realistically it doesn't need to tick any boxes expect "not annoying" and "sets the right mood, if needed". Music is the least important part of the video game experience and the last thing a player cares about.
>>
>>184022094
Good stuff, anon. Been following since your first post. I really appreciate all off the work you are putting into your game. We can never have enough shmups honestly!
>>
>>184022556
I want to say you're wrong but I'm pretty sure you're actually right.
>>
>>184022191
The Witness dev was here? I don't see it mentioned on this link

http://www.homph.com/steam/

>>184022556
Music was the most memorable thing for me in TES games for example.
>>
>>184022161
Why does it look like everything is covered in water?
>>
>>184022793
>The Witness dev was here? I don't see it mentioned on this link
no, I'm just a memeing retard
>>
>>184022556
>Music is the least important part of the video game experience
Pretty much like saying art is the least important part of a video game experience.
Believe whatever you want. You're never getting anywhere either way.
>>
>>184021935
It was originally espionage focused, now its more of a straight up crime sim. The "fun decisions" part of gameplay is about which software to upgrade, and trying to frankenstein together an attack strategy with what you've got on hand, rather than "click button, watch animation, receive access". So if you want to get into someones work account, you could start hammering on it, but the more finessed way would be to infect his kids PhisherPrice edutainment smart tablet, get into his home network through that, and try to break into his work laptop when he brings it home at night. Or spend all your money on some super niche exploit that will work in this one scenario, but then you're broke.

There are not a lot of strategy games in agdg, was the pic you posted just an example or are you making a 4x?
>>
>>184022094
jackals are the most nigger canid there is, even moreso than hyena.
>>
>>184022556
You must play some shitty games. Try playing an old Final Fantasy game on mute. Music, if done *properly*, is just as important for conveying a scene/world/whatever as art is, particularly when the two work in tandem. I know how pretentious I sound, but it's the truth.
>>
>>184022161
>Rapture.jpg
>>
>>184022846
>I'm just a memeing retard
I still love you for it. Post progress
>>
see
>>184022816
>>184022532
>>184021069
Just tell me everything that is wrong, I appreciate the feedback. I'm going back and forth with texturing. Do you think it's too reflective now? Are the bumps too high? Maybe that's the main problem.
>>
>>184022867
Oh, that's not my game lol

The UI is a bit crap but I suppose it's still early on in development. I like the idea of having multiple ways to enter stuff unlike Uplink or Hacknet and such.
>>
>>184022793
This.
Hell, I can play myself every single "town" song from Oblivion in my head.
>>
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>>184015160
>>
>>184023220
HAVE YOU HEARD OF THE HIGH ELVES?
>>
>>184022793
>The Witness dev was here? I don't see it mentioned on this link
Welcome to agdg, enjoy your stay.
>>
>>184023178
Yeah the UI is pretty bad. I asked the artist about designing layouts, but they wanted 65 euro an hour. I just slapped a bunch of golden ratios everywhere and called it a day.
>>
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>>184022673
Thanks, I'm glad to see there's interest.
>>184022870
>nigger
Funny you say that since they protagonist is literally black, as in dark spawn. He's not a nigger though.
Might as well use this opportunity to impropriety plug some faux mouse drawn concept art of the guy.
>>
>>184023353
>I saw a mudcrab the other day. Horrible creatures.
>>
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Revamping all levels.

I will now try teaching the mechanics very slowly since confusion was the usual response of playtesters, the first level has nothing but boxes.
I will make the levels shorter and the last level of the first chapter will probably be as hard as the 4th level in the old version.
I'm still not sure how I will teach the camera and bridge mechanics, some people just DON'T GET IT.
>>
>>184022556
>the last thing a player cares about
While the art is holding up, the gameplay is still solid, and my memories are fond, I wouldn't replay HoMM II if it wasn't for the music. Paul Anthony Romero deserves more recognition.
https://www.youtube.com/watch?v=YcNeOxJs31Y
https://www.youtube.com/watch?v=9Z_avCG9tPs
>>
>>184023582
Fuck me. Designing modern interfaces can't be that hard, can it? Look at Windows 10, I'm pretty sure a monkey could replicate that given enough time.

That's what I'm going to do for my game anyway, something simple and clean.
>>
>>184023651
>they
*the
>impropriety
*impropriety
Damn I'm tired, looks like it's time for that beauty sleep.
>>
>>184023854
>>impropriety
>*impropriety
just go to sleep
>>
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>>184022984
>
Feels a bit duller, though. But the hallway is still empty after all.
>>
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>>184018708
How about this? I'm still completely at a loss for the larger more rectangular foot.
>>
>>184023846
Well t b h, it is a whole field by itself, though. I'll admit that a lot of it is mumbo jumbo pseudoscience, but there are stuff to learn, so it's not trivial.
>>
>>184019354
>mash up of harvest moon and monster hunter
Monster Harvest?
>>
>>184023239
>Guilty Gear Xrd.jpg

Man, that face though.
>>
>>184024060
I think this definitely looks better.
>>
>>184023846
I'm cheating a little bit, Im using an asset where the game can use Bootstrap website templates, so there are like 20+ layouts out there I can just plug graphics and text into. Simple and clean is nice, but having too much open screen space makes me nervous, like my game doesn't have enough content to fill it.
>>
>>184024267
Yeah, thanks for help guys. It's gonna be tricky, the walls in the reference (P.T.) are pretty bare and the hallways are almost empty, it will all depend on the lighting and neat texturing.
>>
>>184023705
We drink to our youth... and days come and gone
>>
>>184024572
Unironically sang this to an autistic kid to calm him down during my social year.
>>
>>184024424
If you have a hamburger menu in your game while you still have free UI space I am going to fucking slap you.
>>
>>184024719
>not singing ragnar the red
>>
How can I calculate a vector that's the average of a group's heading so everything in the group shares a similar heading?

Do you just sum all the transform.forwards and divide by the amount of units in the group?
>>
>>184024719
i sing to myself sometimes too
>>
>>184024901
>Do you just sum all the transform.forwards and divide by the amount of units in the group?
No, there's more to it than that, you need to do some arctan stuff with x and y components
>>
>>184024901
I think normalize instead of divide

>>184024754
There was an interesting discussion about abstract icons like hamburger vs. gear, and how getting gud at mobile apps can just be knowing their particular icon vocabulary but still not understanding the processes they trigger
>>
>>184024719
Did you sing the imperial or the stormcloak version? This is important
>>
>>184025046
Cheap shot.
>>
>>184024060
>>184022161
>>184021069
>>184006772
>>184005034

what are you doing?
>>
>>184025201
Imperial.
>>
>>184024259
>>Guilty Gear Xrd.jpg
you better back the fuck up before you get smashed the fuck up
>>
Fact: GoldSrc is the most powerful game engine in the world.
>>
>>184025582
what the fuck is goldsrc
>>
>>184025582
Wrong
That would be id Tech 1
>>
>>184024719
>during my social year
Is that some kind of Scandanavian thing, instead of going into the army you have to spend a year mentoring youth
>>
>>184025709
half life
>>
>>184025429
I was making a joke, Xrd tweaks facial proportions and animation frame by frame to make them look good, which makes things look hilarious if you take the camera out of the fixed perspective. That's how it achieves an anime look with 3d models.

I love Xrd, I play it all the time, it's maybe my favorite fighting game of all time so save your burst for something that deserves it.
>>
>>184025345
Just practicing in UE4, when I finish I'll probably remake a hallway with modular assets and make a simple apartment with rectangle enemies and hide and run mechanics just for fun. I'm not making any specific game yet, still too fresh in 3D and UE4.
>>
>>184025582
You posted in the last thread. Dark Engine is still better.
>>
>>184026050
Someone should post the anime girl model with the missing mouth and reverse-normals inner mouth, its enlightening
>>
>>184025807
I'd expect Scandinavians having something like that. I'm german though.
That was how it was done before military service lost its mandatory status in 2011. Since then both services have become voluntary, which left our armed forces even more useless than they already were...
Watching retarded kids was unironically a great way to spend a year.
>>
>>184016793
>implies that C++ becomes incredibly easy after learning C
>when modern C++ couldn't be farther from C

I also love Nenecchi, but she has no idea what she's talking about
>>
>>184024258
stealing this. thanks
>>
>>184026520
you mean a mouth bag?
>>
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Now I have a proper project page that will not be updated for a week at least due to next LD:
https://noro.itch.io/petite-witches
(and I'm still suck at full-scale CG drawing)
>>
>>184027149
I admittedly don't know very much C++, since I don't use it, but from what I've seen of it, I think C is closer to Java than to C++, in terms of syntax.
>>
>>184027480
LOOMIS
>>
>>184007262
that is not fake. I do something similar, only I render my source images in blender using my own models. Only I don't choose a palette in Gimp, I render everything with color ramps in blender, open it up in Gimp, switch to index mode, assign grayscale values to the colors, save as grayscale and change the palette in engine with my own palette maps.
>>
>>184027608
haha fun with a bepis xd
>>
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>>184027608
*unzips*
>>
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>>
What would be a good way to describe the difference between goblin cum and Minotaur cum?
>>
>>184027762
Is that a white salad fingers?
>>
>>184027936
Goblin cum is thick and compact, minotaur cum is more liquid but there's a lot of it and it has a very strong smell.
>>
>>184027948
I don't see any fingers. Those are kind of an important part of the design.
>>
>>184027936
One is like milk from a male cow and the other is suprisingly not green
>>
>>184027936
Goblin cum is more sour and a bit salty at the same time.
>>
>>184027936
goblin cum: runny, sour, low nutrtional value (undernourished goblins). gobbos regularly eat eachother's cum to extract whatever paltry nutrients remain.
minotaur cum: thick, nutty flavor, high in protein.
>>
>>184027503
It shouldn't look too close to C, considering Java was influenced by C++.

Also, since C is an imperative language, it has no concept of public/private/protected. Not to mention C is pointer heaven(or hell), with #define template-like macros.
>>
>>184028079
What reminds me of him is the shape of a head, eyes and a strong outline.
>>
>>184011184
>t. gets his scientific knowledge from television
>>
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Some tiny bits of progress today. Player and enemies have health now and can take damage, die, etc. Player also has access to potions that allow them to replenish 1HP. Drinking a potion locks player movement however, so you've got to be careful where you stop to drink. Rest points fully replenish player's health and potions.
>>
>>184028316
>monolith 2

you probably need object pooling by the way, there's a severe slowdown when you're shooting at the first enemy
>>
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>>184027948
It's supposed to be a boy no older than 10.
I guess i made him a little too tall.
>>
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You can now plant and grow a Chili-Rex
>>
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>>184028591
>>
>>184028851
Promising mechanic, you can encourage the player to grow several enemies at the same time and make their positions matter and such.
The growing stage could work more like a puzzler with adjacency bonuses and stuff.
>>
>>184028210
C:
>printf("Hello World");

Java:
>System.out.println("Hello, World");

C++:
>std::cout << "Hello World!";

C++ just always looks weird to me.
>>
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Got to show health changes on the resting UI but got no room left, any of these look good?
>>
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>>184028869
>tfw japs make better ayys than us
>>
>>184029145
that sounds awesome. i dont know if im skilled enough to do that...

maybe place traps and things or if an area has rocks/walls you grow your Chili-Rex in there to get an easier fight.
>>
>>184029336
pits
>>
How the fuck am I supposed to learn how a library works by using just this
https://github.com/fallahn/tmxlite/blob/master/SFMLExample/src/SFMLOrthogonalLayer.hpp

Fucking seriously.
>>
>>184028552
Thank you! That's definitely something that I'm going to need. Thanks for pointing me in the right direction.
>>
>>184029165
The first two are function calls and the last one is a binary operator
>>
>>184029305
>antlers, slit eyes, green hair
Blizzard orcs are more creative than that "alien".
>>
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Added a new enemy type. He throws vine barrels (or other things) at the player.
>>
>>184029305
That's a human with weird hair though.
>>
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>>184029357
why would u want to put this cute thing in a pit
>>
THE DELEGATES
>>
>>184024183
Love it, but maybe make it move less horizontally and it'll look better?
>>
>>184029476
>>184029641
I'd still fuck it though
>>
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Did anyone here make it?
>>
>>184030097
One honorable mention.
>>
>>184030097
I was number 3
>>
>>184030097
I didn't even get in one of the 3 second clips
>>
>>184030297
Which one senpai?
>>184030303
Nice, the mechanic reminded of how the Smash Bros. camera works.
>>
>>184030097
curious what is /agdg/'s opinion on that channel?
>>
>>184030570
I like it, I don't care what you contrarian fucks think
>>
>>184030570
Bretty good.
>>
>>184030097
I only do the ludum jams, i am too lazy to do any more jams than that, but why do i even bother with ludums anyway is beyond me, the reatings are useless, everybody is like "the game was ok" even if it was shit just so you are obligated to review them back
>>
>>184030476
Keygeon
>>
>>184030097
>honorable mentions are > 50% screenshake
Disgraceful.
>>
>>184030570
I think it's stupid how he always talks about "spacial reasoning" when he's talking about Zelda dungeons. It just sounds like he's trying to make himself sound smarter than he is.
>>
Are flash lights in horror games a tired cliche now?
>>
>>184030570
Well produced. He brings legitimate game design to the masses at a deeper level than extra credits. If you've read actual game design articles or books you'll hear some familiar content.

Really there's no one else doing anything like him in video format right now.
>>
>>184031036
Good luck making a horror game with no cliches
>>
>>184030934
>spacial
>>
>>184031036
Horror games are a tired cliché now.
>>
>>184031036
Only tired because they work really well. Plausibly restricts vision, creates tension, keeps things dark and spooky.

Don't try and go out of your way to avoid a flashlight if your game needs it, but a horror game can function without one if you don't need it.
>>
>>184020413
Cute!

Any name for it yet?
>>
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world of horror dev are you here?
>>
>>184031971
Wait a minute that ring
>>
Why does a class constructor need to have its own scope?
>>
>>184015160
Chin's too sharp, but cute otherwise
>>
>>184017238
I was away from AGDG from a long time, when did you get those great graphics? Holy shit.
>>
>>184032040
so it can construct class with tactical precision
>>
>>184031971
Seems so familiar ...
>>
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>>184029245
I think B looks the best. It'd be neat if you tracked Knights stat growth and resources on a chat.
>>
>>184020535
make them have two adult forms, one in captivity, one in the wild. sort of how pigs work.
>>
>>184033210
I want this magazine
>>
>>184019354
nice ooblets clone
>>
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>>183998917
>>183998879
>negative zero point zero experience with coding
>try to follow through the unity tutorials to maybe make a recolor of the default tutorial rogulike
>start with the basic rolling ball tutorial
>can't get past the step one Moving The Player assignment
>at this point i've legit copypasted the code, the text is in the script, the script is in the components, hit play, the ball won't fucking move no matter what i press
It's not fair.
>>
>>184004452
You can avoid camera clipping by reducing the clipping planes in the camera settings, just fyi
>>
Some resources if anyone is interested:

>MIT Videogame course
https://ocw.mit.edu/courses/comparative-media-studies-writing/cms-611j-creating-video-games-fall-2014/

>Design patterns for videogames
http://gameprogrammingpatterns.com/
>>
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Freeform swinging, can speedup/slowdown by holding a direction. Additionally comes to a rest on its own, though it happens a tad too fast (shown in gif).

Resting position is also apparently offset by 0.1 radians, gotta fix that later.
>>
>>184033418
Just stick with it buddy. You also probably forgot to set the speed or something in the inspector.
>>
https://youtu.be/QYfhxU4tf-4?t=1m18s
>>
>>184033594
What happens if there's a collision while swinging?
>>
>>184033210
>AGDG makes game
Science has gone too far
>>
>>184033678
Monolith is gonna make it!
>>
>>184033678
I wonder how much dicksucking they had to do for that
>>
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>>
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>>184033678
why?
>>
>>184033979
>Punisher logo
Lawyer'd up yet?
>>
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>>184034132
Whadday mean, it's just some random lines :^)
>>
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>>184033594
I really like swinging in platformers. You going to take that mechanic farther?
>>
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>>184031971
context for anyone wondering
>>
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>>184033979
>>
>>184034284
I still don't think that goatse is a good pick for that.
>>
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>>184033793
If you can't continue swinging in a direction you'll come to a stop, the duration of which being dependent on the velocity before impact.

If you hit a wall while swinging and can't get to the natural resting position, you can press the opposite direction from the wall to get a small wall kick, that gives you a swing to that direction.

Additionally if you come in contact with a floor as you swing, the hookshot will be cancelled and you'll be in neutral state.

You can go and give Ninja Five-O a try if you wanna know how it'll basically turn out to be (though I'll prolly adjust it here and there for my specific needs), as I'm taking notes from that game after it was pointed out to me.

>>184034249
Nah, not really planning on more realistic stuff like Kawase. It's basically gonna be what you see there, getting boosted jumps out of swings, and using the hookshot to blast enemies like pic related.
>>
>>184020413
What is Cancel like?
>>
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Cow blocks, spazzy tumorlets and now an absotutely atrocious attempt at animating a fat feline.

Graphics are harder than I anticipated.
I have dishonored myself and my family. Should've stayed a nodev.
>>
>>184019804
>$80k for this UI
I needed that laugh, holy shit.

>>184017238
>>184024183
I remember your game! You're using GM, right? Any tips on making and animating a giant multi-part boss like this?
>>
>>184026610
>Watching retarded kids was unironically a great way to spend a year.

irl 4chan
>>
>>184034584
What's a cmulko?
>>
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>>184034584
at least you are trying man, dont give up
>>
>>184033949
none, those keep coming out of the left field.
>>
>tfw I gave up on making games
>tfw focusing on one skill
>tfw depression is gonne
>tfw have faster goals to meet
>tfw a friend in facebook told me that if I become good he can get me a job IRL
>tfw everything suddenly is good and better than gamedev
gamedev is a meme.
>>
>>184034942
good work cris! which skill?
>>
>>184035008
scrubbing toilets
>>
>>184034482
Can Roboert hookshot onto moving platforms without breaking the game?
>>
>>184034315
assuming you're the furrygame anon, I need to bring up one big gripe

the white fucking gloves on your yellow titty dog look like shit, seriously why is she wearing a battle bikini and fur-lined mittens? the rest of the game looks like it has potential and could be cool, but god damn dude. those mittens bother me to no end.

please just give her bare hands or something
>>
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>>184035008
art
>>
>>184034687
The cat's name!

>>184034760
Thank you for the kind words, Anonymous. I hope your day/sleep is as nice as you are.
>>
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>>184035137
ouch
>>
>>184035347
he said he'll get me a job if I become good, so I need to practice.
>>
>>184035076
There are no moving platforms at the moment, but that'd just be a matter of registering what objects are touching one and update their coordinates accordingly (in this case, the hook) before stepping the player object.
>>
>>184035445
Well, if you become GOOD, you don't need his specific job offer, you can get a job anywhere.
>>
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>>184035445
see you in 3 to 5 years.
>>
http://positech.co.uk/cliffsblog/2017/06/23/your-indie-game-will-flop-and-you-will-lose-money/

>>184035660
yeah.
>>
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>need script to make a certain asset
>script is only available for 3DSMax

What the fuck was Epic thinking ?
>>
>>184033678
who?
>>
>>184035756
That you should use 3Dsmax as a normal human bean?
>>
>>184035756
what script/asset?
>>
>>184034584
Kek
Cat looks good though
>>
>>184034942
>>184035137
>>184035445
>>184035724
i'm glad you have found the light, defeated depression and is now on the road to learn art and get a job
now that you have nothing to do with gamedev go post frogs elsewhere
>>
>>184035724
>median game is a generic zombie garbage game that nobody's heard of
So it's easy to beat the median then?
>>
>>184035756
Blender is a meme
>>
>>184035881
I don't have the money for 3DSMax.
And I wanna stay honest and use the tools I can use, I don't think making money off some pirated software is very ethical.

>>184036020
"StaticMeshMorpher.ms"
It's the only way I can use static mesh morph targets which I need for animated procedural meshes using world displacement in the material.
>>
>>184036291
Don't make a shitty minecraft zombie survival game and you've beaten 60% of the market.
>>
>>184035724
>busted link in the very first line
>twitter on the right isn't even a link
Yeah this seems like an article worth reading
>>
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>>184036482
But look at his credentials!
>>
>>184036482
>>184036683
>>184036426
>>184036291
Are you all fucking dense? Of course you can still make it if your game is excellent. But statistically, it's not, so don't try to make it. "Just like be the top 5%" is fine advice for individuals, but doesn't work as a structural solution.
>>
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>>184036683
>>
>>184035724
>>184036291
>>184036426
The guy is making an important point without realizing it: Don't make something everyone else is making.

It always amazes me how little common sense people have when it comes to these things. For example on Twitter, when you look at the indie dev hashtags there are a million generic 2d retro-pixelshit games that are almost indistinguishable from each other. What the fuck are these people thinking?
>>
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>>184028851
>Chili-Rex
>>
>>184036408
there's another way to do that using vertex animation driven by a 2d texture.

https://docs.unrealengine.com/latest/INT/Engine/Animation/Tools/VertexAnimationTool/

and someone on the UE4 forums has made a blender script for it. hell, maybe there's one for what you're trying to do to.
>>
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flashlight and pewpews
>>
>only top 1% of games make more than flipping burgers
>but I'm clearly sure my game is part of that top %
>survivor bias
>monolith
>>
>>184036859
>Of course you can still make it if your game is excellent. But statistically, it's not.
I didn't realise game quality was decided by a dice roll
>>
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>>184032845
Thanks. I've been working on random parts very slowly since late January.

>>184034597
>You're using GM, right?
Yeah.

>Any tips on making and animating a giant multi-part boss like this?
Well currently that's all one sprite. I plan on making the arms different sprites. I think I have an idea of how to go about animating the arms but I'll have to see when I get around to implementing the moves that require its arms. This gif more or less shows the process I went through making it.
>>
>>184036956
>Don't make something everyone else is making.
This.
Every big hit has hit a niche or even created one. Being clone #4 and upwards is an express lane to commercial failure.
>>
>>184037074
quality != success
>>
>>184036859
>quality is distributed randomly
Why do people push this meme? Just like don't make bad game.

>>184036683
His latest game is an early access title with ugly graphics where you build car assembly lines. It looks like the kind of thing that competes directly with Factorio while offering none of the depth.

Also, I think this is the WE WUZ GODZ guy.
>>
>>184037129
just like invent the next minecraft
>>184037160
success = quality * marketing * random bullshit
you have 100% control over quality, some control over marketing, and no control over random bullshit.
>>
>>184037191
>the WE WUZ GODZ guy
Who? No really, who?
>>
>>184037160
I disagree, I've yet to see a quality game completely flop

A well made clone in a popular genre with no defining features isn't a quality game
>>
>>184037040
this is why it needs to be reiterated that making games is first and foremost a hobby
there are faglords here that believe 10k in the first month is bad sales for an indie game, but it's not like depressed people who just run around saying gamedev is a meme and we should all stop are desirable material to keep around this general either
>>
>>184036986
That sounds perfectly adequate, thank you a lot.
>>
>>184037360
most AAA games fail.
>>
>>184033371
i dont know what that is and a quick google shows its nothing like it?
>>
>>184037293
There's a pic that gets posted a lot where some indie dev says that he hates Unity because all REAL indie devs write their own engines because "we were gods."
I'm pretty sure it was the dev of Gratuitous Space Battles, which is this guy.
>>
>>184037282
revised formula with more granularity:
success = technical quality * memetic quality * marketing * random bullshit

you don't control the memetic quality directly, since it's inherent to the idea you choose, but you do get to choose your idea.

some failure states:


>low marketing + anything else
just not enough eyes on your game.
>high technical quality, low memetic quality
monolith
>high memetic quality, low technical quality
wait this isn't a failure state, this is 90% of indie hits
>>
>>184037627
>There's a pic that gets posted a lot
Not in this thread.
>>
>>184037739
I haven't seen it in maybe a week, but it was getting posted a lot fairly recently.
>>
>>184037739
It was spammed every thread for weeks
>>
>>184037703
you do realize having a real job is more profitable than indie game dev?
>>
>>184037739
I've seen it myself atleast a dozen times this month
>>
>>184037442
Exactly
>>
>>184038002>>184038002
did you mean to reply to someone else?
>>
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FUCK I don't feel like animating

I'm not awful at it but it's so time consuming
>>
>>184037860
>>184037962
>>184038018

All shitposting I've read in recent times were googs and artist.
Maybe I'm better at selective perception than I thought.
>>
>>184038196
It's not really shitposting. It's just a pic that gets posted, usually at the beginning of a new thread or during enginedev shitposting.
>>
How can I calculate the distance between two objects in 3D but only on one axis?

Like how far to the left something is, but respective of orientation (so if it's facing north, the left / right is different then if it's facing east)?
>>
>>184038002
for you
>>
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>>183998771
An anon pointed out that having a sine wave pattern alone makes it too easy to stay out of harm's way. The totally not medusa heads now generate at a random point.
>>
>>184038565
If I give you a real job, will you die ?
>>
>>184038508
get vector3 between two points
break into three variables x, y, and z
trash unneeded ones
I don't actually know i just want to be helpful
>>
Friendly reminder that there's a shitload of money in this industry. Sell to gamedevs, not to consumers. Don't be the guy who risks it all on the perceptions of the market.
>>
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working on attack patterns on this thing
>>
>>184038712
That would just calculate it in world space but I need it relative to local space.
>>
>>184038683
>wants to mix things up
>doesn't utilise tan and cos patterns
Do you even math?
>>
>>184038894
Not really, no.
>>
>>184037282
More like
>just like analyze the market and act accordingly senpai
>>
>>184038859
Subtract the values of the object that is the origin for your local space?
>>
>>184038894
Wait, why would I even use tan? The enemy's flight pattern is left to right going slightly up and down.
>>
>>184038775
You are making really good job on those animations and little details. Do you have twitter/tumblr?
>>
>>184039158
Cos is literally Sin + offset. Tan is useless here. Stick with what you got.
>>
>>184030570
i found the zelda dungeon series hit or miss but overall i genuinely like the content he puts out and it has made me think about my own game design on several occasions which is a good thing
cant say anything like that about extra credits though. what a trash clickbait game theory-tier channel in comparison (or on its own too)

>>184033513
i was not aware of that. ill keep that in mind. thanks anon

>>184033594
looks juicy as fuck anon

>>184017238
>>184037090
looks really good. always like seeing your project. my only issue with it is that the golem's background upper leg is behind the lower leg when it should be in front.
>>
>>184038894
>not making every flying enemy follow the same curve as each wavelength in the track that plays in the background
>>
>>184039623
>audiosurf bullethell
I'm 99% sure that already exists.
>>
>>184039004
>>184037282
More like
>just like make game
>>
>>184038683
Is that a 3D object in the background?
>>
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>>184039418
thanks
https://twitter.com/herr_jak
>>
>>184039942
yes
It's only a dummy object, but I can put 3D objects in the frame if I want to.
>>
>>184039771
It wouldn't really possible to get the waveform of a particular synth on a mixed track though, so you'd have to make the tracks before making the game.
It would certainly be interesting to mess around with but I'm not sure it would yield an enjoyable playing experience or listening experience
>>
>>184040063
Is it actually made of polygons, or is it some kind of pseudo 3D gamemaker type thing?
>>
>>184040237
polygons
>>
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Memes aside, could one possibly get "bad" publicity by adding a shitty joke about there only being 2 genders?
>>
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Who do you wish to continue their project?
>>
>>184041220
that joke has been done to death, so no
>>
Wew! Lots of progress so far today. I re-implemented all the functions that were lost in the move from version 0.2 to 0.3, improved my path finding, and improved the way that the game talks to itself - again. My GUI is also MUCH improved, showing when objects take damage/are healed, as well as a text box to output data to instead of the console.
>>
>>184041220
You'd be surprised how few people actually give a shit.
>>
>>184041278
I want pikopik to continue the cooking dinosaur game.
>>
>>184041278
(You)
>>
>>184041220
>"bad" publicity
No such thing. Particularly when, as an indie, you'd be lucky to get any at all.
>>
how can I get people to buy my text-based roguelike?
>>
>>184041220
Yes, but if you can take the heat it's not a bad way to generate free press.
>>
>>184040042

It's like the ending of puppet master!
>>
>>184041890
Make it better than the free ones

Good luck
>>
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took a break from UVing to experiment with shaders and stuff in blender as a concept for what the lighting and shaders could look like in-engine

how would something like this look? 3-tone lighting with ambient and adjustable specular per-material

is there any way to change the ambient light color per-material in unity, btw? say I want to have an orange material with red-shifted shadows, or a teal material with blue-shifted shadows. is that possible?
>>
>>184041890
If it isn't AT LEAST prettied the fuck up to some extent (see Caves of Qud) it's absolutely not going to happen.
The traditional roguelike community already has a stigma against paid roguelikes as it is.
>>
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>>184041626
>>
>>184041890
you can't
>>
GUYS QUICK

GIVE ME AN IDEA FOR AN AR (Augmented Reality) MOBILE GAME
>>
GUYS QUICK

GIVE ME AN IDEA FOR A NEW KIND OF SHITPOST
>>
>>184044780
pretend to not understand very obvious things when a dev posts progress, just to fool him into changing perfectly fine things
>>
>>184044895
that's hardcore
>>
>>184041890

By having pictures.

That is seriously the only way.
>>
>>184041890
>how can i get people to pay for this thing i made?
wrong
>what thing should i make that is worth paying for?
correct
>>
Whats a goood engine to start with to make mobile games like this

https://play.google.com/store/apps/details?id=com.yodo1.crossyroad&hl=en
>>
>>184046202
>wanting to cash in on the normie retard market
Write your own.
>>
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>>184041890
You can't. Even if you do everything right, you may not succeed.

Source: http://www.gamasutra.com/blogs/KylePittman/20141112/229946/When_quotDoing_Everything_Rightquot_Goes_Wrong.php
>>
>>184046364
>retro indie 2d pixel platformer for $13
>right
>>
>>184046364
>make a super generic game
>complains it doesnt do well
>"I Did everything right"

well ok then
>>
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>>184046659
>>184046712
>>
>why won't people pay for my very mediocre product in this super saturated market?
Got the
>previously in /agdg/
for the next OP.
>>
Do early access games have steam trading cards or do devs typically wait until after release?
>>
>>184046364
>>184046659
>>184046712
I don't really get why those people are surprised.
Part of the appeal of being indie is that you have no one to direct your game, which is a big reason to experiment and try weird shit.
I mean that's what prototypes are for, get some ideas, prototype them, and either continue or scrap them, you'll have learned way more than by just making another clone of a simple game.
>>
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>>184044895
That's fucking metal
>>
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>>184046812
>YARPAAP
Rolls right off the tongue.
>>
>>184033418
>>184033670
this is why I'm not super fond of proper engines, there's a lot of boilerplate code and bullshit checkboxes and sliders to set
>>
>>184047240
But then there are also checkboxes which activate something which would have otherwise required 50 hours to create yourself.
>>
>>184047573
which you find after spending said 50 hours to create the thing
>>
>>184047642
If you're some dumb wojak poster maybe
>>
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>>184038683
Hey somebody actually took my advice. Looks more fun now without those safe zones. Heres what I originally meant, rolling to the left. But what you've done works, so good job.
>>
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>>184047704
I'm not dumb if I managed to reproduce it successfully.
>>
>>184047847
"dumb wojak poster" is a tautology, really.
>>
>>184003787
These are shit. I'm saying this because I care
>>
>>184043081
personal preference, but I like handpainted or pbr textures look over shader doing all the work
>>
>>184048721
ok, do you have any good resources so i can improve?
>>
>>184043081
>is there any way to change the ambient light color per-material in unity, btw? say I want to have an orange material with red-shifted shadows, or a teal material with blue-shifted shadows. is that possible?
yes, probably requires some custom shaderwork
>>
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>>184049069
thanks anon, I'll look into it

decided to put everything in the blender shader for concept, some of the stuff idk what to do with the specular on so I might just disable it on certain materials.
>>
>>184049808
does anyone on your team know shaders? i might be interested in helping with that
>>
>>184047991
a tautology has to be some kind of statement, with like clauses and shit, the term for that is "pleonasm"
>>
>>184049892
none of us do, I would love to have the help on it!
>>
>>184050039
where can i contact you?
>>
>>184050119
discord spacedad#9145 or email [email protected]
>>
>>184036956
>>184037129
You don't have to make something completely unique to be popular. Making a game similar to others with some small tweaks, improvements, and polish over others can still work. And of course no matter if you make a samey game or a unique game, marketing is a large part of being successful, because people wont buy what they don't know about.
>>
>>184029562
Please decrease the field of view, or scale up the size of the bow and arms to make it less visually like the arms are stretched super far from the camera.

Also, is that sight on the correct side? I shoot a recurve bow held in the left hand, and my sight is on the left side. You may have found a bow model that is to be held in the right hand.
>>
>>184046364
Jesus, I found You Have to Win the Game to be a cute game and thought the dev was cool but has he been living under a rock for the past eight years?
YHTWTG was flash tier. Super Win The Game was fucking ugly (worse than YHT somehow, at least YHT had cohesive colors and minimalist art that wasn't generic retro) and had literally nothing going for it in the trailer, and... who the fuck thinks launch day embargos are a good idea when you're not an AAA title? $13 was too much, $5 would have probably still been too much. I haven't seen this much concentrated stupidity in a long while. I feel kinda betrayed.
>>
>>184050723
>small tweaks, improvements, and polish over others can still work
I imagine the effectiveness of that hugely depends on the genre, it'd take some serious shit to make a 2D platformer stand out through polish alone.
>>
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>retopo
>>
>>184050691
sent ;)
>>
Furrydev here, where are some good places to shill your game?
>>
>>184051043
YHTWTG was pretty popular, he fell for the "popularity carries over" meme.
>>
>>184051584
>>>/trash/catalog
>>
>>184051584
tumblr is probably the best place, there's >>>/trash/ too
>>
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>>184051584
>>
>>184051584
is it porn? you could maybe spread it by word of mouth in other game discords, the community is pretty friendly from what i can tell
>>
>>184051584
tumblr and >>>/trash/
>>
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Practicedev
>>
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>>184051841
any adresses?
>>
>>184051860
>>184051726
>>184051709
based hiroshimoot
>>
>>184051584
>>184051987
>jewposter outside thinks he can make an easy buck like that
patreon furries who are memed over and over in this general have been at it for a long, long time and painstakingly developed fanbase and contacts
>>
>>184052263
how do you develop a fanbase?
Pandering and consistent post schedule?
>>
>>184052353
That's the easiest way.
It takes a while, though.
>>
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Turn and burn style ship movement. Not sure I like it, probably just going to have ships moving continuously like a swarm.
>>
>>184051987
The biggest one I'm in is Breeders of the Nephylym https://discord.gg/6DpR6sb, it's public. Note that while it has furry content, the dev isn't a true furry. The biggest pure furry games are like Rack 2 and Shades of Elysium and a few others, I'm not really part of that scene.. Just get to know fellow devs and fans and you can start building your network.
>>
>>184051902
I really like this
>>
>>184017972
Anon, how did you do the dash in your game?
>>
Hey, let me idea guy a mechanic for you:

Card deck mechanic, for skills or whatever. But you can start the round / whatever unit of gameplay with your deck stacked. Then, when you are playing, you can power up your cards by shuffling your deck. The shuffling is far from perfectly random, you could just simulate making a few cuts through the deck.

This enables two playstyle extremes: Perfect control and comboing your cards, or fully embracing RNG and getting power boost. The cards would need to be balanced so that both sides and many intermediate playstyles are viable.
>>
key_jump = keyboard_check_pressed(vk_space);
key_ctrl = keyboard_check_pressed(vk_control);


if (place_meeting(x,y+1,oWall)) && (key_jump)
{
vspd = -4
}


if (place_meeting(x,y+1,oWall)) && (key_jump) && (key_ctrl)
{
vspd = -7
}

How can I get this to work? I want to jump higher if I press ctrl with space bar like in csgo
>>
>>184053809
Forgot to mention that you should be able to power up the deck multiple times

Other probably necessary details:
- Power up efficacy should go down with more shuffles, since after many shuffles the deck is already very random
- Power up efficacy should go down with a smaller number of remaining cards, because your deck doesn't fucked up as much by shuffling. Or you can ignore this and make powering up the last cards a feature to make gameplay more theatric.
>>
>>184051902
I like it, keep going.

I was thinking if you picked up items dropped from those boxes you charge up to get a big ultimate attack when fighting people. idk, just a suggestion.
>>
>>184053906
Add && (!key_ctrl) to first if.
>>
>>184053780
It's nothing fancy.

It's a separate state that just uses the same movement function as walking, only twice the normal speed and with no directional inputs during the dash.
It takes the player's current direction when they hit the dash button and only moves them on that direction for as long as it's held down and under the "dashTime" limit.
Also turns on a particle emitter that I need to make look nicer while the dash is active that is just attached to the player.
The player's air speed is also doubled if they jump while the dash button is down.
>>
>>184033418
Did you check:
1. The gameObject has a rigidbody attached
2. Horizontal and Vertical axes are bound to keys in the Input manager?
>>
>>184054641
but that would make ctrl + space 4, not 7
>>
>>184053906
if (place_meeting(x,y+1,oWall)) && (key_jump)
{
if(key_ctrl) {vspd = -7}
else {vspd = -4}
}
>>
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>>184053906
>checking if something is pressed every iteration
>>
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Hooray, figuring out the basics of modeling.

I was going to have a complete oldschool box based tiles crawler... but Fight Knight looked so good with it's variable height shit.
>>
if (place_meeting(x,y+1,oWall)) && (key_jump)
{
vspd = -4
}


else if (place_meeting(x,y+1,oWall)) && (key_jump) && (key_ctrl)
{
vspd = -7
}
>>
>>184055001
Also key_ctrl = keyboard_check(vk_control);
>>
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>>184007171
>>184027675
it is fake you retards
look at those hand pixeled dark outlines on the lightest parts. those colours weren't even present on those parts in previous sizes, how could the software possibly get them? it's been touched up by a human.
>>
>>184055001
That looks right, but it's not working.
>>
>>184055319
let's see your pixel art
>>
>>184055163
>>184056092
Lol dw, Forgot this bit, Thanks.
>>
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>>
>>184041220
there literally are only two biological components to reproduction. so asking for male or female is fine and not a joke. if you meant you're going to write a little joke after that, I think it'd be like making fun of flat-earthers or 9/11 truthers. unnecessary and likely not related to the game.
>>
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3d test.webm
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>>184056520
But I am
>>
>>184056520
3d is pig disgusting, thats why. 2d girls are best girls


Also how can I into sprite drawing?
>>
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hot poke-action.webm
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>>184056520
3D couldn't possibly handle this bad boy.
>>
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chasing_enemy01.webm
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>>183998771
Added third enemy. I think I need about two to three more in order to make the level area.
>>
>>184056520
the effort in making 3d assets is too much work for me alone and I don't think I have the skills to build the models I would want because I'm bad at texture unwrapping and topology
>>
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Vanessa CvS style.gif
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>>184056376
I don't see how that's relevant but ok.
>>
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GAME.jpg
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>>183998771
I'VE ABANDONED MY GAME..
I'VE ABANDONED MY DEV!!!
>>
>>184057241
3d assets are easier than 2d if you stick to a flat color style with minimal textures (which looks really good)

not to mention 3d games appeal to a much broader marker than pixelshit that normies will simply write off
>>
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oven.png
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>>184007171
>>184027675
>>184055319
Here is how it actually looks like after doing the exact steps in aseprite
kek
>>
File: Ver 02.png (106KB, 1393x945px) Image search: [Google]
Ver 02.png
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Modeling megan boss characters for fun

thoughts?
>>
>>184057778
yep see no pixel dithering, no outlines. still could be a decent time saver for artists if they go over it though.
>>
>>184057925

really hard to appreciate a 3d model from a dead-on ortho perspective
>>
>>184056520
I am, but I'm taking a break because modeling is hard, especially when you're trying to model anime tiddies.

I'll probably hash out a revision of my camera code though soon and I'll eventually run out of things that I can do without basic assets.
>>
>tfw projects always haulted because i can't draw
>>
>>184057925
the thumbnail reads well
>>
>>184057925
Actually sounds like a good excercise and if you have a whole bunch of completes models sitting in your library, you'll probably be much more compelled to put them into action.
>>
>>184056548
but anon 9/11 was literally an inside job
>>
>>184058382
won't ever learn how to draw if you don't start drawing.
>>
File: Untitled.jpg (58KB, 793x589px) Image search: [Google]
Untitled.jpg
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>tfw no element buffer
>>
>>184057775
maybe but I like 2d because of easier composition as its only viewed from one camera angle
>>
File: agdg.webm (2MB, 1280x720px) Image search: [Google]
agdg.webm
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A bunch of ships autistically flailing around the station seems equally retarded to just standing still. I guess some formations + patrols will look the best.
>>
Why do they change stuff in Unreal 4 after an update? Like I get that you add stuff to make things better, but then you go and completely change how stuff works when it was already fine. Can't even follow a simple year or 2 year old tutorial because it's outdated. Now I'm stuck with the vague documentation and have to go back and learn a bunch of beginner stuff when I just wanted to do one specific thing but now it doesn't work.
>>
>tfw there's no point in trying to make a quality product nowadays
>>
>>184063554
NuProgrammers are so fucking cancerous.

Learn the API, not the tutorials.
>>
>>184063554
Can't be cutting edge if you cut the edges... or something like that.
>>
i thought you dropped gamedev for art
>>
>>184063554
There is likely a new better way to do the thing now.
>>
File: output.webm (2MB, 821x552px) Image search: [Google]
output.webm
2MB, 821x552px
hello
>>
>>184063554

Listen to >>184063718

If they keep up their documentation you have little excuse to get miffed.

I don't know how Unreal is, but Unity seems to keep their ducks in a row. If I'm wrong, then it's still your best bet, however vague it may seem.
>>
>>184038775
nice work! i haven't seen a post by you in a long time but i'm glad you're still around.

>>184037090
i also haven't seen your work in a while. nice drawing, and good work on that previous webm w/ animation and UI/etc.

>>184043081
>>184049808
cool modeling, are you making it just to model or for a game?

>>184051902
this is super great, i love it. keep practicing your magic.

>>184057043
i really like your art style and animations. however, the screen feels a little cluttered with enemies right at the start here.

>>184061250
i like the idea that they're just spinning around in place, couldn't be arsed to spend the extra fuel to stop their rotations when they parked but since they're hovering at range they call it good.

>>184064276
neat effects, but going up the ramp confuses my color-blind brain with the light blue surge
>>
>>184064443
>i really like your art style and animations. however, the screen feels a little cluttered with enemies right at the start here.
This room is just a testing area for me. It's not going to be any of the actual areas.
>>
>>184064443
for a game, it's just coming along way too fucking slow and i feel like shit about still working on the same model

I just cant accept anything less than the best possible quality from myself and I take the time to make sure I get it
>>
File: platformer1.webm (97KB, 429x303px) Image search: [Google]
platformer1.webm
97KB, 429x303px
Started using Unity this week and been messing around with it. I made basic platformer stuff, but didn't like how it dealt with slopes and I didn't want to use Physics2D because it feels funky for some reason. So I spent like 6 hours working on it and relearning some basic trig, and I got my controller to play nice with slopes.

First progress of many I hope.
>>
>>184064758
>unity for 2d
>>
>>184064758
keep it up
dont listen to >>184064830
>>
>>184064573
oh that makes sense. keep up the good work then, i hope to see more from you soon!

>>184064712
that's understandable. i think it's good already, but keep at it until you're satisfied. show us your best!
>>
Requesting update on Boku
What's happening with those other games he was posting progress on? Did we lose our privileges?
>>
>>184064758
>super coins bros
>hit blocks and collect fat men

POTTERY
>>
>>184057241
Basically any 3D modelling program has a smart unwrap feature. Meaning it will unwrap and supply uv info all by itself.
>>
>>184039158
>>184039496
maybe he meant inverse tan
>>
File: charactersheetmini3.png (5KB, 336x267px) Image search: [Google]
charactersheetmini3.png
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Redpill me on attributes
>>
File: sadchu.gif (207KB, 480x360px) Image search: [Google]
sadchu.gif
207KB, 480x360px
>>184056520
i gav up
>>
>>184065787
I like this idea. I might do this. Thanks, anon.
>>
>>184066209
Importing tabletop rules to computer is stale. Dump stats are terrible.
https://www.youtube.com/watch?v=fvyrEhAMUPo
>>
>can't even request updates on namedevs anymore
BAH
>>
File: Excessive-Sweating.jpg (54KB, 300x300px) Image search: [Google]
Excessive-Sweating.jpg
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>starting to obsess about playing a castlevania clone
>no notcv post in thread
>>
Can anybody tell me about early Unity??
I was told that Unity started off as 2D engine.
is that true?

I remember that Unity only added in 2D supports few years ago.
though u can still do 2D before, but you have to start with a 3D environment, create a mesh, then slap the 2D texture on it,etc.
Unlike now, they have presets that do it all for u already.
>>
File: question 10.png (589KB, 690x653px) Image search: [Google]
question 10.png
589KB, 690x653px
Anyone has had good results with a contract artist? Can you post the name and the results please?
>>
>>184066209
Archaic design. Not necessarily bad, but it's not really all that fun to just put points in stats for x% bonuses or whatever.
>>
>>184066958
I think it started 3D.
Oh and it was a mac-only toy made my failed shovelware devs.
>>
>>184067013
I'm an artist, what's your game?
>>
>>184060907
Oh... Ok, thanks
>>
>>184066958
It started 3d. In fact, their first implementation of 2d was so fucking terrible you still get people like >>184064830 when you use it for 2d
>>
I should collaborate with a dev desu. I'm a musician that is looking to help dudes with soundtrack and what not. No pay.
>>
>>184067095
if you're not meming post your portfolio and contact info or else I'm not interested but good luck
>>
>>184067358
what are you talking about? do you have a game or not?
>>
>>184067259
It's still not good for 2D.
>>
>>184067427
Post your portfolio and I'll post my game
>>
>>184067341
Oh, I don't have a portfolio though. I literally started producing a month ago. I can be of help, but if you want a renowned dude just give some shekels to industry pros.
:^)
>>
>>184067580
What is this, hostage negotiations? lmao
am I being memed right now?
>>
>>184067440
It's as good for 2d as an all-in-one solution can be.
Of course a 2d-specific engine will probably outdo it, but if you're already familiar with unity or want to learn how it works with a simple 2d project, it's alright.

>>184067341
I'm interested
>>
I will never let you meme on me again
>>
>>184067857
*memes on u*
>>
>>184067673
if you can't post a portfolio there's no proof that you're not some ebin memer
>>
>>184067748
Sure senpai, what game are you working on? I can accomodate myself to whatever you need.
>>
>>184067617
can u teach me how to compose music instead?
i open any music composing software and i'm overwhelmed by how many buttons and terms that i don't recognize everywhere
>>
>>184068079
read the manual
>>
>still doesn't know how memes work
>>
>>184050723
Yeah but what do you do when 1000 other people also make a "game similar to others" with some small "tweaks and improvements"?
You have to do marketing for every game, that's true but marketing generic sidescroller #344366 is a lot fucking harder than marketing something mechanically unique or graphically impressive(or waifu bait).

No matter if it's here, on twitter or elsewhere, whenever I see people talk about this topic it feels like a lot of them just don't want to accept that the market changed and that they have to change too to succeed.
>>
File: unreal engine.jpg (12KB, 236x72px) Image search: [Google]
unreal engine.jpg
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I will let it finish while I sleep and when I wake up I'm going to be productive

Wish me good sleep
>>
>>184068009
just post your game anyways you goober
>>
>>184068079
Well, there are a lot of composing methods. You can check Fux's counterpoint book and practice with it.
You have to study harmony, voice leading and rhythm, and listen to a lot, a lot of music.
>>
>>184068498
nah
>>
who /lmms/ here
>>
>>184068584
then get out of the thread nodev
>>
>>184068626
>lmms
HAHAHAHAH
>>
>>184068676
not interested but good luck
>>
>>184068515
fuck doing all that.
I'm just gonna put different notes together and hope they come out like a music
>>
>>184068776
then post your game
>>
>>184068404
sleep tight anon
>>
>>184068837
anon, music requires knowledge to be able to fiddle with people's feelings and perception of the medium. You won't know how to make a piece sad, and then make a transition between sad and happy if you don't know chord progressions.
>>
How can I find the difference between two vectors but taking magnitude into account as well?

Like let's say I have a a really long vector north, and a tiny vector facing east, the result would be a really long vector facing mostly north but slightly to the east
>>
>>184069470
vector1 minus vector2
>>
Anyone have experience or tips on long distance path finding?
>>
>>184069470
>>184069590
going by the example, he's actually asking for addition.

in that example, subtracting the east vector from the north vector would give you a nw vector.
>>
>>184069725
Don't bother if the player can't see it otherwise A* with a coarse grid
>>
File: vectormath.png (9KB, 1034x414px) Image search: [Google]
vectormath.png
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>>184069470
>>184069590
>>184069867
>>
>>184070119
I'm not sure I understand what you mean. Can you explain it with more details and a sock puppet?
>>
>>184070696
First, tell me what engine you are using
>>
>>184070696
find a rough path first, then refine it as you go along
>>
>>184070851
Unity

>>184070867
Ah okay. Rough how though?

I'm planning on breaking the map into chunks and make a path initially from one chunk to another.
>>
>>184071003
then you should pathfind using the chunks as a grid, and only find the proper path when you enter a chunk

if you want to get fancy you can do a preprocessing pass to find out which chunks connect to other chunks, but if you don't it'll just pathfind around the local obstacles when it gets to a chunk
>>
whats a good way to move when using an isometric view? I'm thinking about just tweaking the usual arrow movement by a few degree.
>>
>>184071192
I was originally planning on making a graph of the chunks. Thanks for the advice anon.
>>
>>184068626
>clone instrument
>make changes to cloned instrument
>it changes the original too
I'm a nodev, and even I'm pretty sure I could fix that.
>>
>>184071236
Depends on the type of game. But I assume you're making a top down game where you'd use arrow keys to move around.
Keep the arrows the same, when I press up I want to move up, not up and to the right.
Just scale the vertical speed of the movement down so it matches how the isometric view looks. Just be sure to do this for all moving objects.
>>
>>184071410
http://aigamedev.com/open/review/near-optimal-hierarchical-pathfinding/
>>
What pathfinding do your NPCs do to transition from one mental state to another?
>>
>>184071671
>Keep the arrows the same, when I press up I want to move up, not up and to the right.
thats the thing, pressing up is already making the player go at an angle, so not up, but thanks
>>
>>184041220
I personally would consider it to be in bad taste. Insensitive and generally not funny enough to be worth it. (Because it's overdone)
>>
I really like seeing your progress
>>
what's the best approach for creating a dialog system?
>>
File: best.png (7KB, 610x217px) Image search: [Google]
best.png
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>>184072621
>>
So now that the dust has settled,

type* name
or
type *name

...?
>>
>>184072580
I really like to see you'r moms nude selfies
>>
N E W T H R E A D
>>184072210

>>184072210

>>184072210
>>
>>184072210
>>184072210
>>184072210
Sorry I fucked up the op.
>>
>>184072704
type * name
>>
>>184072704
>type *name
because, only one of these is a pointer.
type* nameA, nameB;
Thread posts: 777
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