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/agdg/ - Amateur Game Development General

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Thread replies: 797
Thread images: 132

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Flavor Text

> 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
Weekly Recap: recap.agdg.io
AGDG Steam Games: homph.com/steam
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

Previous Thread: >>186328478
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
Source: developer.valvesoftware.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
>>
reminder to make game
>>
It's not that you don't have time, it's that you have to MAKE TIME for it

Why aren't you working hard on your game RIGHT NOW?
>>
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3rd for /wsr/.
Someone make me a vector icon of jam, that goes with Font-Awesome style and that I can use on my web-project.
>>
Godot logo is trash
>>
>>186480793
I'm building lego robots
>>
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>>186480673
>Source: developer.valvesoftware.com
>>
>>186480793
I'm shitposting here.
>>
>OP is all fucked up
what the hell. what the hell is this trolling. fuck off tranny
>>
>>186480793
I'm making placeholder assets.

Which I mean, is technically working on. Not really.

>>186480815
It's pretty bad. What's worse is not being able to change the logo of the exported executables for any project unless you use an .exe editor. That sucks.
>>
>>186480673
>source in op
>twice
but why

source is not game dev
>>
>>186480803
sent ;)
>>
>>186479824

Yeah become an engine dev. Just look at how far it will get you!

https://www.youtube.com/watch?v=XusUby33ZYQ
https://www.youtube.com/watch?v=amZmtVqx1cY

idiot
>>
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>source is in the op
>implying this is game dev
>>
>Post a feel good story of my slow progress in gamedev
>new thread link right above my post

RIP
>>
>>186481309
wtf is that image

>>186481237
this enginedev is for nodevs who have no game and never have had a game and never will have a game. if you nodev you die. and enginedev is nodev. if you enginedev you die.
>>
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>>186481370
>terraria was made by 2-3 people in 3 months
>they basically got rich in 3 months of gamedev'ing
>your game probably doesnt even have gameplay after 3 months
>>
Why is the OP all messed up?
>>
>>186481473
Because you didn't care enough to make a new thread before 800 posts.
>>
>>186481473
Who even reads the OP, nodevs just skip it to bitch in the thread anyway.
>>
What's your dream game?
>>
>>186480673
can someone PLEASE explain what the fuck is up with that

why are we letting people ruin the OP like this
>>
who /typewriting text/ here?
>>
>>186481730
>he doesn't dynamically draw each penstroke of every letter
>>
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>>186481237
Yea, just look how bad enginedevving results are! You can barely achive 60 fps on seamless planet-sized openworld. Ridiculous!
>>
>>186481769
>>186481730
>not drawing each letter one pixel at a time
>>
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>>186480673
>Engines
>Source

Source is not an Engine. Please delete your account.
>>
He's a poltergeist is seems, from poltergeist pines maybe?
>>
>>186481696
An ambitious, polished and finished game that gets commercial and critical praise and is a trendsetter for a couple of years.
>>
>>186481696
A finished one
>>
>>186481696
3D Castlevania with DMC combat that has all the nuances from both games.
>>
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loaded with open source quality
>>
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>>186480673
>source
>>
is there some meme to hate source now?
>>
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>>
What is that buzz with that nodev's "source" meme? I don't quite understand, please explain.
>>
>>186482823
I think people are a little pissed the SDK for Source 2 is never coming out.

Actually sort of a bummer. Source runs pretty well, especially on lower end setups.
>>
>>186482892
>Source runs pretty well
can you please fuck off, sourcefam? everyone knows tthat Unity is the only way to make a game.
>>
I have a question about data-oriented programming versus OOP.

Lets say I have a game where there are multiple instances of an NPC, like a town guard. The guards might all share a sprite set, but would obviously have independent health and other statistics like coordinates in the world.

Would there be a really noticeable difference in performance if I decided to represent these guards as, instead of say 30 individual objects with references to static strategies and sprites, a set of 30 unique "guard" objects containing their unique information that are passed around collections ala existence-based programming depending on their state?

Correct me if I'm wrong, but when it came to actually drawing these to the window, assuming I was already using buffers, there wouldn't be a difference in how expensive the drawing process, would there? (of course that wouldn't mean that actual game logic wasn't a consideration)

t. noob who should probably just write programs to test this but can't be arsed
>>
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>>186482804
>>186482823
literally just one guy spamming that shit.
the guy who posts some random screencap from source is the same guy who posts those
>really funny
replies bashing it

t: enginedev
>>
>>186482925
I know you're partly joking but even if the Source 2 SDK came out I wouldn't recommend it. Hammer is a pain in the ass to use, and unless the Source 2 SDK was better I wouldn't tell anyone getting into game dev to use it.

But the engine runs so well. I wouldn't be shocked if someone has Portal 2 running at 1080p60fps on a literal toaster. And I mean LITERAL toaster.
>>
>>186482808
>"Note: you will no longer be able to use the ‘Open in Unity’ functionality in the web browser version of the Asset Store after applying the workaround."

if you trust random games on the internet its your fault anyway
>>
>>186483151
When did I say 1024x768?
>>
>>186483279
Triggered much? :^)
>>
>>186483110
>implying source games post-ep1 engine run well
>>
>>186483501
>implying source games exist
>implying source is for games
>>
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back after two weeks of being filthy nodev

new game area whoa
>>
>>186483602
Nice subtle parallax on that background.
>>
>>186481450
if you don't have some basic gameplay after three months, there's an issue. Or you need to stop making assets.
>>
>>186483602
I really like how the smoke looks for some reason. You have a twitter or something?
>>
>>186480673
>no fusion
shiggy
>>
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>>186479686
Stop being retarded gogem.
>>
>>186484258
Fusion 3 looks bretty okay
>>
>>186484069
@gugajokesss
>>
>>186475376
Cute cat pic.

>>186476308
>>186478703
>>186480207
Cute bunny game.
>>
>Construct 3 runs in the fucking browser
https://editor.construct.net/
what are they doing
>>
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>>186484727
What's the point of your post?
>>
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>>186483289
Glad I dodged that bullet by skipping the update.
A lot of shit in GM starts at 1, while other shit starts at 0, it's annoying as hell to have to check the documentation every time I use some function that returns one of multiple values. Can't wait to finish my current project and abandon GM entirely.
>>
>>186484917
what if you just properly instantiated things yourself
>>
>>186484860
now I can make trash games on a trash 80$ chromebook ;)
>>
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>>186484910
To compliment the art of a cat and the game of a bunny!
>>
Making a 2D action platformer.
What sort of setting should my starting area be?
>>
>>186485651
I don't know, man, it's your game.

Do something fun and exciting, don't do what everyone else has done.
>>
>>186485651
A completely flat world with no platforms
>>
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>>186480815
You take that back right now, baka!
>>
>>186485709
Originality is only valued by people who have nothing of value that they are capable of accomplishing, and so they must impose worth onto something that everybody has while telling themselves that only theirs is valuable.
>>
>>186485780
> so they must impose worth onto something that everybody has while telling themselves that only theirs is valuable
Isn't that exactly what you're doing right now?
>>
>>186485780
sounds like an excuse for all the shovelware and shitty boring games we see nowdays
>>
>my thinking is valuable because I thought it
>>
>>186470000
>>186458202
>>186457240
>>186470680
>>186471028
>>186471632
>>186472354
>>186480486

Thanks for all the feedback lads, it really means a lot.

My laptop is pretty small so I didn't consider screen size but its all part of the learning process for me :).
>>
>>186485012
So basically instead of using the string_pos, string_copy, string_delete functions GM offers, which for some reason start at 1 instead of 0, while other functions start at 0, I should make my own functions that do the same thing and start at 0 instead?

If I'm gonna go that far, why bother using GM at all instead of SFML, Godot, MonoGame, etc. ?
>>
>>186486309
Having a good set of built-in functions is not even part of something GM offers, it actually lacks a fucking lot and you will be implementing literally everything yourself if you aren't making a platformer, all other engines and even some frameworks provide much more.

It's just a retarded engine that is still popular because it was one of the first and has good documentation, but it's not good in any other way.
>>
>>186480815
>>186485764
I agree with him. It's pretty ugly.
>>
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>>186486572
It's charming.
>>
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>>186486572
DO YOU LIKE ME NOW?
>>
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This is the only game engine logo that matters
>>
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>>186486709
let's take this whole simplifying thing a step further to make the logo appear friendlier to general public
>>
>>186486709
No.

>>186486867
Kek.
>>
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>>186486709
How would you fix this?
>>
>>186486838
Are those temp tattoos?
>>
>>186486919
Look at how glossy they are, it's obvious.
>>
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>>186486709
It should be like Firefox.
>>
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progress

ground is now a proper terrain
also towers can do AoE damage and ive redone the arc trajectory without that stupid retarded iTween shit
>>
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>>186486908
>>
>>186487003
Yeah I was just thinking if you're going to do ironic temp tattoos, why not go the full mile and get Dinosaur ones. That way the person fucking your ass might at least think it's cute and not just a new logo for autism.
>>
>>186487087
much better, it looks cute now.
>>
>>186486838
>stolen straight from the discreet logo
>>
Is there a specific timing in gamedev for marketing or I can just make the game, release it and worry about marketing once it's all done?
>>
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>>186487450
>can just make the game, release it and worry about marketing once it's all done?
>>
>>186487450
you need to start marketing after you think of idea and have some pics for kickstarter page
>>
>>186487450
marketing is a meme and is only needed for bad games that will not spread by mouth
do you think games like Terraria,Rogue legacy or Risk of Rain had marketing campaigns? of course not
>>
>>186487450
If you actually want to sell it, then you want to be making a big ol' batch of promotional bullshit and be releasing something new to show off every few weeks to all outlets, including forums and your mother's Facebook.

Jew Tip No #1: A sale is usually made after five points of contact
Jew Tip No #2: Never stop talking or showing off your product even after people tell you to stop.
Jew Tip No #3: Just straight do not take "No", "Stop" or "Get out of my house" for answer if a niggy wants some shekels.

t. used to work in sales
>>
>>186487450
If by marketing you mean posting progress on twitter. Start as soon as you have a decent looking game. It doesn't even need to be final art.
>>
>>186487450
Truly great games don't need marketing, they'll grow as people find it and start sharing it and then those people share it and make threads etc.

Games that are just ok probably need it though. You should "market" it as soon as you can show pictures, post in tumblr and talk to people and build a following that way.
>>
rotated pixels vs low resolution then scaling?
i know the first method is a sin but the second one mess with the sprite and can look pretty ugly in places
>>
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You did work on your concept art today /agdg/, right?

https://www.youtube.com/watch?v=XupdW1Mv9zs
>>
>>186487743
hand drawn diagonal + low res scaling
>>
>>186487682
whats the point of twitter if you have 0 followers?
>>
>>186487743
i actually like the mess 2nd method it produces
>>
>>186487556
>i'm socially inept even on the internet and can't shill, so i find consolation in imagining my game viraling itself on its own as i enter the 6th year of devving without anything to show for it
>>
>>186487895
You use hashtags and gain more followers
>>
>>186487895
same as gogems patreon
>>
>>186487715
This is one of the worst and most harmful memes around here.
>>
>>186487979
which one do i use?
>>
>>186487895
everyone had zero followers at some point
start networking
>>
>>186487858
>hand drawn diagonal + low res scaling
but which sprite should i be rotating? the diagonal ones?

>>186487898
it gives a retro feel and i kinda like it too
>>
>>186487087
wtf I love godot now.
>>
>>186488165
alternate every 22.5 degrees
>>
>>186487503
I wish I knew, senpai.

>>186487549
Are you being serious? Please, be serious.

>>186487649
Thanks for the input. Seems cumbersome, but there are so many things to gamedev that a few of them had to statistically be no fun at all.

>>186487556
>>186487715
My """game""" is not guaranteed to be great by any stretch. I'm not even worried about the money, but about exposure so I can get a metric kiloton of feedback and test if I'm going in the right direction.

And probably praise, as I am pretty certain my parents never loved me and my friendships seem to have an inherent component of pity.
>>
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>>
is godot a boy or a girl
>>
>>186487087
can you delete those head thingies and remove those stupid teeth, make it one
>>
>>186488723
Non-binary, of course.
>>
>>186488765
You mean make him a Unity game character?
>>
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>>186488790
>>
>>186488723
Did you just assume Xir gender?!!!
>>
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>>186489070
nice pong clone
>>
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Added some basic reaction to melee attacks. I'll tweak it so that it only dodges if it's capable of dodging the hit (webm related, it's still possible to hit the enemy even when they react to every melee attack), and maybe add another event dispatcher for counter attacks.

>>186487750
No, because I did yesterday and only made trash.
>>
>>186481696
Suikoden waifus harem jrpg/open world
>>
Let's play a game: post old drawings/mockups/concept art unrelated to your current game and see if other people can guess who you are.
I'll start in the next post
>>
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>>186489598
>>
>>186489727
Googum!
>>
>>186489727
Australia Developer
>>
if I used the arkham combat would rocksteady come after me?
>>
>>186489783
hand of fate got away with it
>>
>>186489783
I wish they would, but no.
>>
>>186481696
An indie animal crossing.
>>
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>>186489762
>>186489776
Fuck.
>>
>>186489727
>>186489931
>flips an image
>resolution got smaller
>size got doubled
??????
>>
What's the best 4 colors pallet? the gameboy pallet isn't that good and i want something comfy to look at for long periods
>>
>>186490098
What do you have against puke green?
>>
>>186490098
>best
>>
>>186490098
#111, #777, #eee, #e17
>>
>>186489826
>>186489835
That's good to hear
>>
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The bump map texture looks ok in Blender, but in Unity it makes no difference.
>>
Do you make your bed in the morning, agdg?
>>
>>186491631
i'm always on bed so no
>>
>>186491631
rarely
>>
>>186491557
did you assign it in the material in unity?
>>
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>>186486709
yes
>>
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the dynamic destruction will be juicy as fuck in my tower defense
>>
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Godot is cute!

CUTE!
>>
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>>186491557
I assigned the same image to Height Map in Unity. Tried using a normal map image to produce this. I'm probably missing something.
>>
>>186492327
To:>>186492109
>>
>>186492109
noice
>>
ill dev later
>>
>>186493020
take your time
>>
>>186491557
you need to set the texture to "Normal Texture" or whatever
click on the texture on your asset browser and you should see the option
>>
>>186493020
>>
>>186493020
Yesterday you said tomorrow
>>
>>186492358
It's ok, it looks better without it.
>>
Village Work, character modeling or new player class for the weekend?

https://youtu.be/fIE7uaehpHk
>>
never heard of godot, how is it different from unity or unreal in monetizing terms?
>>
>>186493362
Godot it MIT License. So essentially you can do anything with it and you don't have to pay the developers a single penny.
>>
>>186493362
free and open source
>>
>>186493347
What's the red thing?
Also you should work on gameplay first.
>>
gogum
>>
>>186493020
never gonna make it
>>
>>186493101
The image I used in blender is in greyscale.

>>186493269
Flat texture looks better?
>>
>>186493770

A death shroud to keep the player moving. Yeah. Village and character class is gameplay related. I just keep hearing people complain about my tic tac man.
>>
>>186492212
>tower defense
keep me informed
>>
I was wondering what are some alternatives for visual studio? I am learning how to do C++ and the damn program keeps fucking up. Is there a lighter, more convenient program to use:
>>
I want to copy a feature from the idtech3 engine and implement it in unity. When a game uses idtech3 and it comes to level design, normally you will create a hollow box where players play and you make the level inside of it. But if there was to be a leak past the box, the player would get an endless parrellel world where the last thing the player camera was looking would keep repeating over and over until the player camera looked away from the parrellel world.

Does anyone know if this actually gives better performance and I should put such a thing in my game? Or was it a sort of limitation made from the programmers?
>>
>>186494593
Serious suggestion: try using an ordinary text editor and compiling with a batch file in a cmd prompt.

I use Eclipse as an IDE only for debugging, Visual Studio can be used the same way.
>>
>>186494593
there is no better alternative for c++
also, the newer versions of VS are pretty light and fast
>>
>>186494789
>>186494720
The problem is when I go to test out a simple "hello world" program that I made and it gives me an error saying that the project.exe was not found.
>>
this game got 144k dollarinos so i guess people still like this meme pixel style? does it look good enough?
>>
>>186494885
so your blame VS for your own incompetence?
in that case i recommend you to uninstall VS and download gamemaker or some other drag&drop IDE
>>
>>186494885
Did you actually build the thing?
>>
>>186495050
I did. It gives an error as well.
>>
>>186495118
you made an error in a hello world program?
>>
>>186494705
It's caused by the fact that old BSP games relied on enclosed spaces to calculate their area/occlusion culling (to not render things which aren't visible)

When you leave the pre-calculated play area, the visibility calculations fuck up and your view of the void isn't properly cleared between frames resulting in the duplication of the objects which are properly understood.

It's just an outdated system that you don't need to be concerned about.
>>
>>186494980
>this game got 144k dollarinos so i guess people still like this meme pixel style?
Seems like fake nostalgia doesn't get old.
>does it look good enough?
It looks like trash most of the time. That example is decent because the motion is fluid.
Also I spent minutes wondering why there was someone hidden behind the couch before realizing it's the fuckboy lying down, waving his legs.
>>
>>186495118
>compile error in hello world program
We have a winner, guys!
>>
>>186494980
that looks like utter shit but I assume the guys had good marketing
>>
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>>186492212
I might be speaking out of my ass, but i think dynamic destruction can cause performance issues with multiple bodies, and if it's only for juice, it'd be better to use cell fracturing and bake animations.
>>
Why does this code work:
draw_text(10, 50, global.targetsArray[0].value)

but this code doesnt?
for (i = 0; i < 5; i += 1){

target = global.targetsArray[i].value
>>
>>186495118
What error does it give?
>>
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>>186495715
Don't mind the hello world program. Following this one video as we speak.
>>
Typewriting text is the best type of text
>>
>>186494593
Use any text editor you like (maybe notepad++ or vim or emacs, whatever) and learn how to use make to compile, it's not hard
cmake is absolute cancer btw, stay away from it
>>
>>186496032
urgh...
You ARE trolling, don't you?
>>
>>186496129
I'm a noob at this, okay? Literally just picked this up 30 minutes ago.
>>
>>186495890
not everything will be destructible, i think ill do a mix between pre-calculated and dynamic ones
also its no that perfomance heavy unless a model got a shitton of vertices(since it needs to divide them base on the cutting plane)
>>
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>release game on Steam
>Let's Play mafia contacts you and demands 500,000 keys
>can't get it to them because Steam denied your key request
>Let's Play mafia gives bad reviews to your game and kills it
>>
>>186496204
this thread is about gamedev and not about learning how to program
>>
>>186496204
You forgot to copypaste "}" at the end of the main block.
Your program didn't compile at all, don't you see failure notice?
Since your program didn't compile, you don't have .exe compiled, and have nothing to launch.
>>
>>186496262
But they don't have keys?
>>
>>186496262
just buy 500k copies of your own game
>>
>>186496204
>>186496324
And just don't try to learn programming from videos, please. Take a fucking book, there are plenty of em out there! This way you'll at least will know what you are doing in the first place.
>>
since steam makes money from selling my game, shouldn't it be paying me money instead of taking 30% of it???
>>
>>186496467
What are you doing with the 70%?
>>
>>186496540
cocaine obviously
>>
>>186496467
Nigger they host your shit and put recommend it to relevant players, handle transactions and all this shit.
Trying doing this yourself and come back crying and begging for them to take their 30% after you fail like an absolute retard
>>
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>>186496445
Every programming related book I bought for Uni sucked dick. Except one
Video tutorials are actually an excellent medium for learning.
>>
>unity had a critical remote code execution flaw for 2 years because of the asset store browser
kek
>>
>>186496668
>retard blame books for being too stupid to comprehend them
Can't help you there. You are the winner.
>>
>>186495528
>>186495730
at least they put enough effort into animation.

http://asthreeworks.com/shaders-skill-improves-menus-gamepad-modes/
>This is what happens when the shader affects the character > it resets the sprite color to default, losing the tinted shader in the process
holy shit they're incompetent asf i think the whole team is artist only, i enjoy their autism, they couldn't solve applying a tint with an existing shader, wouldn't be simple to add an extra parameter to apply the tint in the same shader instead of
>Our last resource is the development of the mentioned mega-shader but graphic programming is a whole new field and could take us some time to achieve it.
>>
>>186496668
Top fucking cuck
Read the fucking K&R and learn the basics, you can't even see your basic mistakes obviously you didn't do shit in uni.
>>
3Dbros, what programs are you guys using to make your character models?
>>
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>>186496917
milkshape 3d
>>
>>186496826
>>186496909
I'm not him, I'm just disagreeing with you.
I have BoS in CS and code for living, I just don't think most programming books are very good.
>>
The ghost is back, in time for his daily haunting, ignore him for a while please.
>>
>>186497042
>BoS
>B
drop'd mein nigger
>>
>>186496917
Blender
>>
>>186493567
>>186493441
not that guy but, what is the same thing but for 3d modeling?
>>
>>186497171
blender
>>
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>>186496668
>Video tutorials are actually an excellent medium for learning.
Wow you really must have gotten some terrible books to say something idiotic like that lol
>>
>>186497042
Yep, learning from videos and failing to compile Hello World program is definitely better.
>>
>>186497171
see
>>186497147
>>
>>186497094
You should make 8 posts about it in a new thread at 3AM because agdg really cares.

You fucking worthless retarded no game faggot chatroom child kek
>>
>>186497226
>>186497275
wait, dont they tell you in the terms & conditions that everything you make in blender cannot be sold? i remember reading that
>>
>>186497352
What

No
>>
hahahahahahaha
>>
>>186497352
it's one of the most popular programs in the industry senpai
>>
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>>186497352
wut? no
>>
>>186497352
yea, dont forget the intel term&condition: everything you create with an intel CPU belongs to them and cannot be sold
>>
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>brought a second hand korg triton for 386$ as-is
>seller doesn't know whats wrong with it
>buy it intending to fix and use for agdg even if i have to replace the keys
>because everyone said my suzuki pk 49j was fisher price tier sounds
>fedex guy left it out in the rain
>the L /mono jack is broken
>plug it in the R jack and it works perfectly
>>
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>>186496917
Maya and Marvelous Designer
>>
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>>186497352
dang look at that (You) count go
>>
>>186497553
Noice
>>
>>186497421
>>186497515
>>186497527
>>186497541
ah ok, i must have gotten confused somewhere when reading their terms and conditions
>>
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Played college ball you know'
>>
>>186497352
That's correct. Make sure you purchase Unity and Maya 3D if you want to make video games.
>>
https://www.youtube.com/watch?v=TvYQQ5okA88
>>
>gamemaker
minecraft

>godot
blender

>ue4
maya

>unity
paint 3d
>>
>>186497732
>>186497661
wait now im confused
>>
>>186497261
There is literally nothing wrong with video tutorials, you are just a snob.
>>
>>186497827
First reply is a shitposter, ignore him please.
He's been at this for 3 years now.
>>
>>186497718
Is this an exosuit fighting game? It looks cool as shit.
>>
>>186497262
Everybody has to start somewhere. Failures present you with problems and by solving those problems you learn.
>>186497109
Yup, I dropped out because of the stress of having to balance studies with everything else and the following depression.
>>186497261
Nah, I've been just watching video tutorials on youtube for fun and being able to have things explained to you like in a lecture but with a rewind button is amazing.
I think you are one of those annoying faggots who think books are always superior to everything else but actually never read them yourself.
>>
>>186497593
>Marvelous Designer
ive never heard of it but it looks amazing
is it really as easy as it seems? would you recommend it?
>>
>>186497827
Unity is the ONLY way to make a game. And Maya 3D is the ONLY way to make models.
>>
>>186493441
is godot good for netplay?
>>
>>186497986
>>186497862
t. millennial babies that are so used to videos that they can't even see the downsides (specifically for coding, videos are great for learning most other things)
>>
Can I get a (You), bros?
>>
>>186485651
Some magical place inside the globe. Or just do a forest or whatever.
>>
>>186497986
Kill yourself my man
Books are way better than those youtube code artisan faggot shilling the latest meme language
This kind of videos are always trash and they code like retards and take 10 minutes to explain basic shit
The only acceptable videos are demos and proof of concept where they link you their code so you can studysteal it
>>
>>186498169
No!
>>
>>186497992
It's incredible and fairly easy to use. But it's also expensive (I paid $420 CAD for the indie version) and serves a very specific function in your pipeline. If you're not doing a lot of cloth then I think you'd be better off using a sculpting program.
>>
>>186497921
>exosuit
Advanced Mechas rather. But thanks I appreciate the comment regardless.
>>
this is the part that is confusing me

The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Library General Public License instead.) You can apply it to
your programs, too.

When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.

To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.

For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
>>
>>186498070
3.0 has high level networking but I don't know how good it is.
https://godotengine.org/article/godots-new-high-level-networking-preview
>>
>>186498314
the first 3 paragraphs talk about you doing anything you want with it, and the 4th about you having to give source code when you distribute it, or am i reading it wrong?
>>
>>186498314
It's talking about blender itself, not what you create with it.
>>
>>186498364
>no input prediction algorithms to use
>not even inbuilt delayed sync
Might as well do it on the socket level yourself.
>>
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>>186487750
I don't make art.
>>
>>186498558
ahhh, now i see, thank you anon
>>
>>186483004
I doubt there would a performance hit but it would be harder to add new guards.
What is the advantage of this? If you're just determined not to use OOP you could use a struct.
>>
>>186498634
Well that article was written almost exactly 1 year ago. It's possible there have been changes.
>>
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Is there a market for these old style horror games?
>>
>>186499282
Me.
>>
>>186499076
I mean, it looks like it doesn't really go past the bare minimum basics.
It's not a ready to use netcode for action games, it should be good enough for turn based stuff though.
>>186483004
As long as you are not loading a new texture for each one it doesn't really matter much.
>>
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I will dev today
I said also yesterday, yes.
I did not do it.

Tomorrow I will ,
maybe, start something, perhaps.
Today, I made haiku.
>>
>>186499282
I don't see why not
>>
>>186499378
>5, 8, 5
>5, 7, 6
Neither of these are haiku
>>
>>186490000
Checkem
>>
>>186499581

I don't think you can make English haiku. The whole idea of haiku are syllables, which work because Japanese letters are monosyllabic.
>>
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Got scrolling to work fine
>>
>>186500019
Yes you can faggot
It just takes intelligence
it's something you lack
>>
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>>186500158
>>
>>186489783
Arkham combat is a shallow meme. It's juicy as hell but it's too easy and clones are always even easier. Unless you can get animations with AAA juice no one will even like it.
Just go full rhythm game and have enemies that attack in sync with the beat of your background music.
>>
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I've got some people working on the scene transitions and opener for When It Hits the Fan. Oh, and I'm going to release on Sept. 19th on Steam and itch.io. Wish me luck, /agdg/!
>>
>>186500423
very cool
>>
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Making sound effects is easier than you guys said it is. I'm finding plenty while fooling around right now.
Making a sound effect for an exact purpose is hard though.
>>
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>>186489783
I don't know who invented that combat but it certainly wasn't the Arkham series
>>
>>186483004
I actually don't understand what you're asking, but I've only had three coffees so far. Maybe drinking the rest of a pot will help.

It SORT OF sounds like you don't understand the point of data-oriented layouts. It's all about cache locality. If you need to do an operation that only uses an entity's texture data and position, then you don't want the cache to get polluted by AI state, or random junk from other stuff in memory. From a DOD perspective, if you're collecting bits of data strewn all over the memory space and THEN putting them in a contiguous buffer, that's pretty much morally equivalent to not having the buffer at all. Cache misses are cache misses.

Depending on how your game works, though, this might not be a bottleneck in the first place. Have you profiled your engine to see what's taking up the most time in each frame?
>>
>>186500635
That is the shittiest combat I have ever seen in my life.
>>
>>186500423
ganbatte anon !
where's the gameplay though, I'm legit curious.
>>
>>186480673
Which company takes the least royalties
>>
>>186500621
For Battlefield (1?) DICE got a decommissioned spitfire cockpit, mounted an M60 on it and fired it through spinning propellers to get the sound.

So it's all a case of how much effort you want to put in.
>>
>>186501121
Godot
>>
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>>186500997
Here's an old gif. I need to record new ones since more than a few things have changed
>>
>>186501121
itch.io
>>
>>186501121
UE4 because you won't make $3000/quarter
>>
>>186500423
You should set up your store page on Steam ASAP to collect wishlists/followers. The more you have before launch, the lower the chance your game gets completely buried by the store's algorithm.
>>
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I need a few opinions on this, are her legs correctly sized? I re-sized them after getting feedback saying they are too big.
>>
>>186501480
Yeah, I have to just make a trailer and I'm good to go. Would a teaser be alright for now? My (failed) Kickstarter trailer was kind of ass
>>
>>186499282
Make it and I'll buy.
>>
the worst part about gamdev is UI design
>>
>>186501740
looks good to me
I was the one who complained about it before
>>
>>186501158
I mean sound design, not recording.
Stuff like menu sounds, fictional weapons, level transitions (like the shimmering sound in Mario 64 after you get the title of the stage, that one is really easy to reproduce) and so on.
I mean what you're quoting isn't particularly hard either it just requires a massive budget/time (and possibly paperwork/waiting, you're not getting an M60 so easily in a lot of country) to get that sound.
>>
>>186501740
W-what kind of game is it anon?
>>
>>186501959
a hostage simulator, what else could it be anon?
>>
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>>186481696
Interactive K-On.
Gameplay is one part Tokimeki Memorial (calendar + stat + relationship management, modular story non linear story) and a rhythm game during lives/practice.
Never ever happening since it needs voice acting and couple of albums worth of well produced live music.
>>
>>186501740
Upper size is too long. Just sit down on you kneels yourself and note where you heels touch your buttocks.
>>
>>186501740
Which engine are you using? SDT used flash which made it a pain to properly bukakke the girl since the cum would slow everything down.
>>
>>186502032
noice, keep us updated
>>
How many downloads did the LOWREZJAM devs get here? I want to know if it's worth making a game for these popular jams.
>>
couldn't figure out how to make a complicated user interface so I'm just going to make one like doom
>>
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>>186501742
Whatever you put up, make sure it's straight to the point and engages the viewer right away. No logo bullshit or anything like that.
Here's my page's traffic from Google Analytics, take note of "Average Session Duration". That's roughly all the time you have to convert people into wishlists/follows.
If you think you have much better screenshots than the trailer, then just push the trailer to the end of your page. It helps.
>>
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>>186500158
Go on.
>>
>>186502807
wut?
>>
>>186502336
im not that anon who posted it, you dummy
>>
>>186502869
Tell me things. What am I looking at?
>>
>>186502996
The game is scrolling when the cursor gets on the side of the screen that's it, that's what I'm showing in this webm
I've already posted progress on pathfinding and shit before
>>
>>186500158
>fps counter scrolls together with the world
>>
>>186500621
Keep it all consistent, within one freq. range and the same quality level.
>>
>>186503156
yeah I fixed it I forgot to move the line upno bully pls
>>
>>186500827
What about the one your parents did when deciding whether to have you as a baby or not?
>>
>>186502724
Thanks for the data, anon. I'll keep it all in mind
>>
>>186503087
Nevermind, baka.
>>
>>186503173
>within one freq. range
That's stupid, you'll muddy everything up if you have different sounds at the same time like there is on a battlefield.
>>
>>186500019
I believe there are only two known languages that don't have syllables. English certainly has them.
Also, Japanese haiku are based on morae, which are similar to but distinct from syllables. The writing system you use is irrelevant; most Japanese nouns aren't written in kana anyway.
>>
>>186501932
I doubt it's hard to rent an M60 on a trip to the States. There must be a few in private collections.
>>
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>>186501740

I did some 'research' and looked at your pic again. The thighs are too short. If she is kneeling down all the way, her toes should be in line with her buttocks.
>>
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>>186501959
It's my own version of super deep throat.

>>186501921
Good to hear anon.

>>186502049
I'll play around with it a bit more then.

>>186502113
I'm using unity. Flash takes way too much performance.

If you are somewhat interested in more, drop by here: https://vandellias.tumblr.com/
>>
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>>186504407

Correction, I mean't heels. (I was looking at porn with girls who had really long legs)
>>
La mulana looks so simple to make yet it was a blast, is it the music again?
>>
>>186504569
Gameplay, novel setting, music, level design, puzzles, secrets.
Basically everything.
>>
>>186504689
>level design
Fuck the Gate of Illusion though.
>>
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>5 3D trees asset pack: 20$
>full fledged 3D indiegame on steam: 10$

why are assets so expensive compared to indiegames? i mean some kind of artpack for 30$ is not gonna make a game for you
>>
>>186505238
gold rush, shovels, pick axes etc
>>
>>186505238
Because 100 people buying a $10 game is $1000
You buy the asset pack only once.
>>
>>186505238
If you're selling a game you're presumably going to sell more than 3 copies. If those improved graphics over what you could do get a handful of more people (they probably will) they pay for themselves, and those assets can be used in multiple games. Also assuming it's not one of those scam asset packs that were slapped together and run like shit, the price was chosen based on paying the person for their time and work.
>>
>>186505693
but what if 100 people buy your 30$ assetpack that only takes like 5% of the time you need to make a game
>>
This is now a L O R E thread
if your game doesn't have lore, you need to leave
if your lore is more tolkien trash, you need to leave
>>
>>186505846
Then start getting into the asset creation business. A couple of devs I know do it for some side cash. I don't think they make a lot but it's something to do.
>>
is your game open source?
>>
>>186506019
My game doesn't even have characters
>>
>>186505846
What if that's not what you were originally talking about?
If you want to sell asset packs then sell asset packs. But if you want to buy an asset pack you only need to buy it once. Meanwhile multiple people will buy a single game.
>>
>>186506019
My lore involves the backstory of a disabled black woman and how she came to have a penis and a vagina. Her queerfro is twice as big as any of the characters shown at E3.
>>
>>186506019
what does lore even mean to a game? it's not a mechanic
>>
>>186506612
It gets people to make retarded theorycrafting videos for your game on youtube which means FREE advertising.
>>
just kill the main characters and your story will be considered good and new
>>
>>186506612
It can be a mechanic if you make certain things require knowledge of the lore, stuff like puzzles or enemy weaknesses.
>>
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>>186505238

Indie developers are desperate for sales, so they sell their games for cheaper than the effort it took to develop them. The sad thing is, triple A studios try to compete with indies and lower their prices, so now triple A titles are being sold for $30 or $40, when ten years ago it was easy to sell them for $100 or even $110.

This is the issue with free market capitalism. Everyone is trying to compete with each other, but this pushes out smaller producers who can't compete with the big players.

This is also the same reason why very popular big developers like THQ, Sierra and Epic games have collapsed. They couldn't compete with the new big models of EA or Square Enix.

Small indie publishers are a thing now, but they follow a different business model.

But the main issue still stands, if you are selling your indie game for chump change, it drives all the other prices down. Think about it, you average consumer is willing to spend $30 on junk food or $150 on a night out for cover charges and drinks. Selling the title you worked 12 or 24 months on for $40 or even $50 is not an unfair price in the current market.
>>
So is making a kickstarter a gamble to see if more than those who pledged will buy your game?
>>
I haven't been on agdg in months and aside from some tiny experiments I whipped up in a few hours, I haven't posted progress in easily two years

I'm fucking done, screwing around with gamedev was one of the only hobbies I enjoyed, why am I like this
>>
>>186506935
>AAA games are cheaper
What games did you buy ten years ago for 100$?
>>
>>186506979
Well, it will give you a hint if people are interested in your game.

However it can be heartbreaking if it fail. I almost lost a nice dev because of it.
>>
>>186506979
>a gamble
there's literally no reason to NOT do one, there's no gamble on your side
>>
>>186507203

Should have clarified. That is Australian dollars. But 10 years ago all triple A games were between 80 and 120 AUD.
>>
>>186506612

Establishing a backbone for your game's setting and characters gives you a template to work with. Not having a consistent well to draw from whenever you're designing an enemy heightens the chances that you'll make an enemy that feels out of place
>>
>>186489040
https://www.youtube.com/watch?v=18ZmPwuuj88
>>
>>186507338
The only reason I could see is if he were really motivated to do the game and then it's goes like a bucket of cold water about it. ie he realizes he invested in his game far more than just sales expectations.

In all other cases a kickstarter is good to go.
>>
>>186489858
What's wrong with real Animal Crossing?
>>
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I could use some help.

I'm drawing a bunch of sprites with a mapped buffer using OpenGL 2.0. I update the buffer every frame. How ever, with dark tiles, there's this weird flicker when the scene moves - I'm not sure if it's visible in the webm, but the dark lava tiles visibly seem to flicker light-to-dark on my screen and some other machines.

Any ideas what that could be about? I can throw code out if some one thinks that'll help.
>>
>>186507716
There is no indie equivalent, no PC version with mods and what else. Harvest Moon has Stardew Valley for example and it's pretty good.
>>
I want to build a Minecraft-esque world generator. Is Monogame the best platform for this? I'm not really sure what a framework like Monogame even does, or doesn't do, compared to a commercial engine or true enginedev.
>>
>>186496204
>>>/g/61963889
>>
>>186508002
Nothing is "best" at making a Minecraft world.
>>
>>186508203
I suppose you're right, but I'm just not sure which tools are worth trying. I assume getting that amount of procgen out of Unity or Unreal would be a struggle, but I don't know anything about the lower level frameworks.
>>
>>186508002
monogame gives you a simplified graphics API, input, sound, game specific math functions, a fully featured game loop and a content pipeline

you'll still have to enginedev pretty hard, especially for 3D.
>>
>>186508486
I don't really have any experience with procgen, but I don't think it's much more work to do procgen in Unity than it is in a custom engine.
>>
>>186508486
Basically if you want procedural generation like that, you're going to have to code it. Unity, Unreal, and Monogame all let you do this.
Ask yourself what you want out of your tools.
Do you want full freedom in how to implement damn near everything in your game? Monogame.
Do you want much of the common busywork involved in games already implemented for you? Try an engine like Unity, Unreal, Godot, etc.

Also don't use Monogame for 3D.
>>
>>186508002
A framework with a fast coding language is probably your best bet, or you can just steal from this guy https://github.com/Zylann/godot_voxel.
>>
>>186487063
you need some target leading my dude
>>
>>186496668
There are plenty of good algorithm books, though all but one of the introductory texts are garbage.
>>
>>186507860
I don't see anything in the webm but it could be a screen refresh blacks to whites thing.
>>
>>186507465
Or architecture that feels like it was created with the intention of being for the player, rather than serving some purpose for the people who supposedly live in the world
(personal peeve of mine)
>>
>>186509042
Yeah, I don't know why its not really visible when recorded. Its pretty visible when looking at a monitor. Hm, I wonder how to get around it.
>>
>>186508906
i know but im not sure how i want to implement that yet, i dont want get stuck on features like that so i just move on
>>
>>186504407
How do you know your research did their research.
Go watch actual porn.
>>
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Alright, 3rd try.
- Are the sizes correct now?
- Is the changed hair ok?
- Is the changed boob ok?

I increased thigh length just a bit now to hopefully fix our problem.
>>
>>186509619
Do artists of porn masturbate to their own art?
>>
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>>186507923
>and it's pretty good.
>>
>>186509619
Does she only have one leg? Asking for a friend.
>>
>>186509182
If it's only visible on your monitor and only visible when pixels transition from dark to light or vice versa, it's the grey-to-grey response time of your monitor.
>>
>>186510221
Who, me?
>>
my findomme wants me to start making games
should I begin with the art or the code?
>>
>>186509753
http://steamspy.com/app/413150
>inb4memes
>>
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mecha jam is next right?
should I go ahead and make the page or will this be another case of 'every faggot in agdg asks for it but nobody participates'?
>>
hahahahahaha
>>
>>186508769
>don't use Monogame for 3D.
I didn't actually know it was specific to 2D.
What should I use for 3D if I prefer C# but want something lower-level than Unity?
>>
>>186509731
not often and if they do only for a couple times
>>
What happened to the black and white 2D game where the character flew up in a spaceship to another planet? and then he dropped down and there was stuff going on underground?

it was really cool I hope it wasn't abandoned
>>
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Is shitposting on Twitter the best way to market your game?
>>
>>186510783
No, you want website articles and youtubers
>>
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>>
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I have a complex geometry. More complex than pic related, but you get the idea.
What's the best way to highlight tiles?
Vertex shader?
>>
>>186511101
somehow he is even more unbearable on twitter than in this general
it's almost like people impersonating him actually make him look better
>>
>>186511134
What engine are you using?
>>
>>186511101
Wasn't this from his tantrum a few weeks ago?
>>
>>186511406
Unity
>>
Do you guys like diamonds?
>>
>>186511587
>can't collect it
Boo.

It's nice anon.
>>
>>186510305
Yes, the PC base was starved for a Harvest Moon esque game, but that doesn't change the fact that it pales in comparison to other games of the genre.
It's about as deep as a puddle.
>>
>>186507716
No way to play it on PC legally.
>>
>>186510468
Honestly I'm not sure of a good 3D framework. 3D is generally difficult to the point where I'd want to do it in an engine regardless. Monogame is pretty stellar for a framework.
>>
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>>186511373
He's next level.
>>
>>186511470
I'd personally just modify the material's albedo from the script.
>>
>>186511134
Create a shader that finds the vertex extents and fills in from there.
>>
Some company of Let's Players contacted me about my game but they seem pushy and want me to pay for a LP. Sounds like they trash a lot of indie games, what should I do?
>>
>>186512218
Just scammers. Ignore them.
>>
>>186511373
>>186511970
I've seen him go from begging other gamedevs to let him in on their games to talking crazy shit about them on his twitter. His bipolar jealousy disorder is documented quite well via his tweets.
>>
>>186512218
post mail
>>
>>186509619
I recognize that pose.
>>
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Working on an enemy that can jump obstacles. His little vine legs are really goofy and I need to fix it, but coding has gone well.
>>
>>186510468
>I didn't actually know it was specific to 2D.

It's not. However, the amount you'll have to write to get 3D working on it (assuming you don't use an already existing solution) is basically like writing your own engine over again. Its 3D (and XNA's 3D consequentially) is not much of a step up over basically writing your OpenGL. It does have model loading and rendering, so that's a plus, but it only has very basic lighting implemented in it.

>>186510468
>What should I use for 3D if I prefer C# but want something lower-level than Unity?
One option is to go with one of the C# wrappers of Ogre3D, or its C# port Axiom. Another option would be to have a look at the Xen framework - which builds a LOT of helpful components on top of XNA - and basically look at its tutorials and pick and choose what you want. Finally, you can have a look at the many 3D frameworks for MonoGame and just pick and choose what you want. For example, DigitalRune (https://github.com/DigitalRune/DigitalRune). Most of these are open source, so you're free to hack in the things you need. I don't know of a comprehensive list of them, but Google is your friend.
>>
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>>186512218
>want me to pay for a LP
Do you think they trash those who don't pay them? Sounds like you should share their mail.
>>
>>186511761
Pales in what way?

While it's farming are indeed shallow, it's relationships are thought and complex.
>>
>>186511761
It has way more options and gameplay than Harvest Moon, maybe the relationship partners are worse though.
>>
>>186512218
99% of offers like this are scams.

if they're asking for anything other than a key, scam.

if the message brags about their follower/view counts, scam.

if there is a weirdly machinal feel to it, ("we'd like to feature your game "Gamename" on our channel"), scam.

official emails from actual players/journalists will be relatively easy to spot, but you should always double-check first. (does their channel actually feature indie games? have they uploaded anything recently? does their twitter presence match the suspiciously inflated view counts?)
>>
Should I try Blender or ZBrush next?
>>
>>186512872
What have you tried now?
>>
>>186512828
>>186512603
>>186512308
>>186512292
Thanks guys but I decided just to pay them, it's not worth the hassle
>>
>>186512818
Honestly I blame myself somewhat for having played Rune Factory immediately beforehand, which just blows Stardew Valley out of the water.
>>
>>186512928
Only 3ds Max
>>
>>186512979
This is exactly me. Stardew Valley was an extreme let-down, and I get actually sad when I realize there probably won't be a RF5.
>>
>>186512969
okay good luck
>>
>>186509082
is this you

https://www.youtube.com/watch?v=cOey0ySQe1s
>>
>>186513090
I don't know what you expected, he never promised Rune Factory.
>>
>>186513010
ZBrush is a sculpting tool, Blender is more like 3DS Max.
>>
>>186513307
thank god the audio cleans up. That's not me but it's an interesting topic thanks.

>>186513438
Toby? Sorry man didn't realize I hit a nerve.
>>
>>186511647
Thanks anon
>>
>>186512872

2 completely different softwares with different uses. Start with Blender.
>>
>>186513550
>Toby
I meant Eric, oops.
>>
>>186513693
You being disappointed is entirely your fault.
>>
>>186513924
If you can't see how someone's expectations might carry through a bit from Rune Factory into Stardew Valley, then you might be actually a bit autistic.
>>
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>>186509907
She has 2, these are just the sprites I use and copy/clone. But if you want you can edit them away.

>>186512328
\o/
>>
>>186510341
Armor jam is next, which encompasses mecha.
You can make a jam page.
>>
>>186496835
There's no reason to assume any kickstarter project includes competent devs.
>>
>>186515256
turbo tip : traps/gaysex means more interest in sex game
>>
>>186512979
Rune Factory != Harvest Moon
What did you expect? If someone made an Animal Crossing expy, would you demand it has magic like Magician Quest?
>>
>>186500635
Arkham combat is based on Ass Creed combat which is an evolution of Prince of Persia combat.
>>
>>186515603
traps yes, cute boys yes, manly men fucking each other no
>>
>>186515694
They're 80% the same shit.
RF just expands the systems.
>>
>>186516051
MQ also expanded the AC system. The fact remains that even through they are similar they aren't the same game, so you shouldn't expect that an expy would take a game out of the series into account.
>>
>>186515603
>supporting mental illness
>>
>>186512969
please don't tell me it's some kind of "large" steam group. these are literally worthless.
>>
Today I program
>>
>>186509619
Please use actual human references. Also don't change everyone anyone says is a problem; make your own decisions.
>>
>>186512603
What is the game called? I want to see the trailer for real.
>>
>>186511587
You mean, the chaos, emeralds.
>>
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>>186516010
What about a manly man and a manly woman?
>>
oh shit i had an idea, oh shit i forgot it.
>>
>>186517725
here's an idea:
a pen and a paper
>>
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>>186512371
The legs are perfect.

>>186361869
What happened to voar.io?
>>
>>186517725
>not having a txt document open at all times to jot down ideas
>>
>>186518210
Are you me?
>>
>>186517263
"her" clit is probably bigger than my erect dick
>>
>>186517263
You will get the 3 closet homos and nobody else
>>
godot or unity?
>>
>>186517263
You can give the woman muscles, but nobody wants them with a manface.
>>
>>186518605
apples or oranges?
>>
>>186518384
>>186518485
>>186518609
No worries, I wasn't worried about sex appeal. Just absurdly high rush action. Maybe I'll add an anime DLC that replaced everything with anime characters for the sex appeal
>>
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Thanks for the suggestion yesterday guys.
+Construction Environment
+Improved Environment Spawn Script
~Made Other obstacles from the suggestion yesterday
I've been focusing in the environment too much that i've forgot to make the game itself. I guess ill focus on the mechanics this day.
Thank you again.
>>
>>186480673
>ren'py is in the profile picture
>pygame isn't

What did he mean by this?
>>
>>186518735
Apples.
>>
>>186518883
pygame doesn't have anime in it for attention
>>
>>186518883
ren'py actually has a decent niche use case unlike pygame
>>
>>186509619
the upper part of the leg seems bigger, the hair doesn't look natural, other than that it's passable
wait, are you tracing deepthroat simulator?
>>
>>186519013
I suppose that's a valid point.
>>
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>there are actually tons of quality assets with CC0 license from Unity on their store
>>
>>186519013
>>186518883
Speaking of which, what's the general consensus on this general on visual novel development (with minigames)?
Does that belong here?
>>
>>186519298
>using premade assets

good way to get your game panned
>>
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turns out basic surface shaders aren't as mysterious as i thought they'd be
>>
>>186516979
Of course.
>>
>>186496445
Basic programming is better learned from books, sure.
Game programming books that focus on some engine are fucking outdated by the time they leave the printer. Take a look at the LibGDX book, you are going to Google how to fix/replace deprecated stuff so much that you might just as well Google the whole content of the book by yourself.
>>
>>186519490
I think they belong here.
>>
>>186519532
People don't care nearly as much as some seem to think. As long as the game works and doesn't look terrible most won't care.

That house party game which was all the meme rage last month, the whole house was an unchanged asset.
>>
>>186519013
renpy is fucking built on top of pygame
>>
>>186519787
>That house party game which was all the meme rage last month, the whole house was an unchanged asset.
the whole game looks like an unchanged asset
>>
>>186519787
Nobody was playing that for the game though. It was a giant meme from start to finish.
>>
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>>186509619

Okay so I kinda stumbled into this thread and I figured what the hey. Did a redline, take from it what you will. My knowledge of anatomy is far from perfect.

Biggest piece of feedback is that the hair needs more volume at the back of the head.

Godspeed.
>>
>>186518883
Pygame is not an engine
>>
>>186520295
this looks way better
>>
>>186520295
glad somebody fixed the feet, perfect boobs and belly, it would've been perfect if you added a little thickness to the leg
>>
>>186520295
You're a true hero
>>
>>186520295
Well done anon
>>
>>186520772
neither is love2d
>>
>>186497593
>shirts is characters
>>
>>186521421
characters wear clothes?
>>
>Start game dec
>Be 35
>Be married
>Be have one kid
>Be sole breadwinner full time job
>Be school full time
>Start failing school
>Work is suffering
>Wife is angry
>Kid feels neglected

Why doesn't life understand I have to work on my game and that it's more interesting than life.
>>
>>186521861
dude, the problem here is you
>>
>>186521861
post game or post wife
>>
got an idea for a game
its my game, but instead of crashing every 5 minutes, it runs smoothly
>>
How long are hitstops usually ? I can't find the balance between too long and too short.
>>
>>186521861
Your kid and wife are more important than your game.

But if you really feel that way you should get a divorce and live alone on welfare.
>>
>>186521997
I'm sure someone here was already working on that
>>
I'm learning Godot.
How does this make you feel AGDG?

I have no previous experience.
It seems like a wise investment to use the open source, MIT licensed engine that is in constant development, than say, GMS that costs money, even for porting to platforms.

Why should I not use Godot?
Why should I?
>>
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>>186520845

Okay, I took another shot at the feet and I upped leg thickness a little.

Found a reference for the foot, which helped a lot. Need to do that more often, rather than rely on memory.

Now here's hoping the other guy sees this.

>>186520803
>>186520917
>>186520929

Thank you.
>>
>>186522074
good for you, now make a game
>>
>>186522074
It's bretty good, I'm probably one of the few people here who used both GM and Godot for a good while and Godot is certainly better in my opinion.
now make game
>>
>>186522051
this
if you have to be a sponge then sponge off the state instead of your kid
>>
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>>186499282
Take a good look at this, and give me the anwser.
>>
>>186522315
>$20 game sold better than a $60 one
>>
>>186522315
...yes?
>>
>>186522431
Maybe it's because it's a HD remaster of an old beloved game? Couldn't be.
>>
>>186522431
*sold more copies
>>
>>186522135
I love you
Please never leave me
>>
>>186522074
I also started using Godot as an almost complete beginner and I still love using it to this day

So have fun, and just like make game.
>>
>>186499282
Yes.
I have about half a prototype of one but I keep getting hung up on implementing enemy behavior and then doing nothing. I think I need to switch gears and work on a new project.
>>
>>186522664
>I think I need to switch gears and work on a new project.
rip
>>
>Have small scope game I wanna make
>Just learned how to make collision shapes

This is going to take a while huh.
>>
>>186522664
I have an entire prototype but I can't think of a fucking plot. The best thing I have is a modern Japan setting.
>>
>>186522729
>Just learned how to make collision shapes
Why do you mean anon? It only takes like 3 clicks to create the collision shape of your choosing.
>>
>>186522664
is that you resident evil clonedev
stop fucking juggling projects and stick to one
>>
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>>186522251
>>186522649
>>
>>186522074
>Why should I?
gdscript will always be better than gm script by miles, it's based on a well known language and supports coroutines, imo it's better than c# and took me 10 minutes to switch, the node system is pretty good if you learn the tricks and treat nodes as the base object for anything ranged from components to just collections to organize stuff.
>Why should I not use Godot?
i only touched 2d and it's pretty satisfying and enough for me, don't know about the 3d capability of the current version
>>
>>186522135
fucking saved
>>
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Regular punching works on top of charged punches. Still requires quite a bit of tweaking, particularly with looping the animation from left arm punch to right arm punch. Additionally I'm gonna add some other stuff like adding variety to the green stuff with different versions, among other things.
>>
>>186522957
Godot 3.0 looks like it's going to be a huge mic drop

https://www.youtube.com/watch?v=XptlVErsL-o
>>
>>186523230
I'm stealing this idea to extend a punch without making the sprite look retarded.

Thanks.
>>
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>>186523716
No problem, it's just an extension of the original idea of this character having some sorta wolverine-y beam sabers.
>>
>>186522802
I was planning to do something vaguely Lovecraftian with Japanese influences.
Gotta figure out a good way to work zombies into that though because they are just absolutely perfect for omnipresent, passive sense of dread that made Resident Evil work.

>>186522886
At least two other people are working on games they've described as Resident Evil clones. I don't get any (You)s when I post progress so you're probably thinking of one of the others.

>>186522724
My other ideas are also easier to market and more focused on systems than content, so making one into a sellable game could give me funding to make a proper ~10-hour survival horror game.
But mostly I just want to see if I can make voxel-based world generation for the sake of challenging myself.
>>
>>186524031
Well, I think my guy is just going to have punch 'shock waves'.

Good idea.
>>
>>186519536
>mysterious
Propriety bullshit is mysterious.
Undocumented bullshit can be mysterious.
Everything else is arcane at worst.
>>
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Made the static virtual joystick optional, the other option being wherever the player touches brings up an indicator of their control instead. Also making one of the level themes 0 gravity like space, but I'm wondering if the noise-based graphic for asteroids is too good compared to my other graphics, since terrain uses scaled up 16x16 compared to 32x32 scaling for most things. (Details were lost and looked bad on small screens)

>>186523230
That looks good, reminds me of megaman/zero. Good way to get variety and smoothness.
>>
>>186524446
Damage the SOS box if it hits walls.
>>
>>186518735
>>
my friends. I have run into a major problem and I need your help. I can not continue to dev until this is resolved.

pizza or chinese?
>>
>>186524768
pizza
>>
>>186524768
pizza
>>
>>186524446
Looks neat, inspired by Solar Jetman I'm assuming?
>>
>>186524768
Lose your appetite over a broken heart and slowly waste away until you're a skeleton
>>
>>186518735
https://boards.fireden.net/tg/thread/53031248/#53035630
>>
>>186519298
>>186519532
can you use things from the Unity asset store in non-Unity games?
>>
raycasting vs engine physics?

My platformer is too floaty.
>>
>>186524973
no
>>
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>>186524768
>>
>>186524973
If the license allows it, yes
>>
>>186524973
Check the asset license
>>
>>186524973
>>186524973
Yes unless the asset has a custom license.
https://support.unity3d.com/hc/en-us/articles/205623589-Can-I-use-assets-from-the-Asset-Store-in-my-commercial-game-
>>
>>186525028
Tile-grid.
>>
>>186525028
floaty depends on acceleration/friction, not how you handle the physics
>>
>>186524768
pizza will make your fingers all greasy and messy, and it'll take up more of your hand(s)
definitely Chinese
>>
>>186525214
>what are forks and knives
>>
>>186525028
whichever has the better performance:reliability ratio.
floatiness has nothing to do with those, though.
>>
>>186525214
>eating at your computer
>>
>Being deving
>Loud kids screaming in other room
>Dogs barking at air
>Eat microwave beans and rice
>With Doritos
>Stomach hurts and AC isn't working well in Louisiana
>Tale a shot of whiskey to calm down
>It makes me hotter
>Sweating like crazy
>Realize I'm gaining weight
>Realize I'm getting old
>Realize my fingernails are too long and it's making typing a little bit of a pain
>Keep trying to make my dream a reality

d-d-don't give up.
>>
>>186506019
>tfw spent 2 months making my best lore game and had to drop it because, despite the story stuff coming together, the gameplay was b o r i n g

fuuuck I still want to make that world too. But there's no way to cheaply make it.
>>
Is using Steampipe as complicated as the documentation makes it look?
>>
>>186525303
>developing games at your computer
>>
>>186525363
>>186521861
I don't like this meme. It's boring.
>>
>>186525363
>microwaved beans, rice and doritos with whisky
>"why does my stomach ache"
you're retarded. and this isn't gamedev.
>>
sort you'reselves out
>>
Even more pathetic whiny faggots posting here than usual. Must be Friday.
>>
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>>186520295
>>186522135
Oh wow. This is amazing! I'll send this to the artist straight away!
>>
>>186525657

If your artist is also a channer, tell them they might do well to get some feedback on /ic/.
>>
>>186525657
You're paying someone to make that for you? Because I'm pretty sure it's ripped straight from a game called super deepthroat.
>>
>>186525946
Would you look at that, we've got a master investigator right here.
>>
>>186489070
This is the best godot logo.
>>
>>186526239
Too many sharp edges honestly.
Just the blue dot should be good.
>>
Friendly reminder that Unity's ToS allows them to collect data on all developers and all users of games built using Unity.

Using Unity is an explicit endorsement of the invasion of privacy of your players.
>>
Is designing and 3D modeling mecha the most difficult part of gamedev? I still can't manage to make anything good.
>>
>>186525303
why else would it be an important dev question?
>he can't eat without getting crumbs in the keyboard
>>
>>186526312
UE4 does the same stuff too unless you turn it off.
quite shocking that they're allowed to get away with this shit.
>>
>>186525273
>knife and fork
>for pizza
Jon Stewart is gonna kick your ass
>>
>>186524768
Get some chicken lo mein
>>
>>186526480
Design? Sure. However, modeling mechas should be easier than making organic stuff look good, since you can stick to geometrical shapes easier.
>>
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>>186526480
I'm glad you posted this for me, I'm in the same boat. How long have you been at it ? Do you even have one design ?
Because I sure as hell don't.
>>
>>186526149
Explain.
>>
>>186507465
this
lots of people come up with more fiction bits than they ever actually use, be it for a game or more traditional fiction, but those extra bits inform what does and doesn't happen and why it happens
>>
>>186526480

No, just wait until you get to rig and animate it.
>>
>>186526758
Explain that you can't read?
>>186504443
>>
>>186526580

UE4 collects anonymous statistics on editor usage (Opt-out). Unity collects anonymous statics on editor usage (Opt-out), and on all machines running any binaries built by Unity (Mandatory).

https://unity3d.com/legal/privacy-policy

>We also include certain device data collection in the runtime of the Software which is incorporated into the applications you create with the software. You should be sure that your privacy policy explains to your players the variety of technical information that is collected and shared with third parties like Unity.
>>
>>186524694
You can't change the tether length and in practice it's just not fun, especially with gravity on planets pulling it down, so either it would have insane health making it arbitrary as a mechanic or it would be too difficulty to be enjoyable, if not often impossible. You can't attack while hauling and it impacts your ability to fly so I figure that's enough of a penalty.

>>186524927
That and Gravitar, felt like a good sort of game that I'd like to make that wouldn't be overcomplicated and actually get finished.
>>
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>>186525767
I don't think he is a channer. I really like him, but I'm starting to realize this might just not be his cup of tea.

>>186525946
Yes I'm paying for it, thou the artist doesn't want payment until it looks okay.

If your interested, here's my blog: https://vandellias.tumblr.com/
>>
>>186526971
UE4 also collects usage info on binaries, but you can set it to either opt-in or opt-out yourself.
>>
>>186526971
And you can't turn it off in the free version, why is turning off analytics even a pro feature? Who is buying the data?
>>
>>186527012
Fair enough, there isn't a whole lot of 2d cave flying games coming out these days. I remember playing Wings a lot back in the day.
>>
>>186526971
Unreal collects from users as well unless you opt out. still not as scummy as mandatory data collection, but still worrying.
https://www.unrealengine.com/eula
Section 13.
>You acknowledge that, as a default setting, the Engine Code will collect and send to Epic anonymous hardware and usage data from end users of Products. This functionality is used by Epic to improve the Engine Code. You may modify the Engine Code under the License to turn off that functionality in your Product, or you may include in your Product the capability for your end users to turn off that functionality in the Product.
>>
>>186527083
Why are you making it so similar to SDT? It looks like a 1:1 copy.
>>
>>186527290
I don't think the SDT dev will mind considering he's literally dead.
>>
>>186527138

Analytics are actually a separate feature. You need to pay to be able to use their analytics platform to tracking in-game data.

he device data collection payload is included in all versions of Unity, for them to use and share with third parties.
>>
>>186527321
What I'm saying is, if you wanted to play SDT with a different character, you could just import a different character into SDT. Why make a new game if there's no new features. But I guess you're just not there yet.
>>
>>186481696
Like skyrim but more guns and realistic gameplay. I can make that for my first game right? I just need to find someone talented and get them to do it. I have such great ideas.
>>
>>186526971
>>186527371
Unity definitely lets you opt out of the hardware statistics collection if you have unity pro in the build settings though.
>>
I-I'm starting to have fun again!
>>
>>186527462
>unity holds your users personal information ransom unless you pay the fee
ebin.
>>
>>186521737
>his character wears clothes
>>
>>186527149
Yeah, as I developed more I started to struggle with scope creep (it's meant for mobile, but no cash shop garbage) so I want to just make it feel solid and finish it, but I plan on making minor tweaks and making it playable in browser too. After that I feel at some point I'd like to make a sequel for PC only that lifts all of my current scope/optimization restrictions.
>>
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>>186527290
>>186527431
I want to make a better version of it. Add new poses and such. Have better performance and so on.

In my version, you can edit all the sprites however you wish, and they will keep animating. You can switch the mouth for example.
>>
>>186527932
would you use owned IPs? if so how can you use copyrighted waifus
>>
>>186527932

I was hoping you were going to do exactly this. the original SDT has a lot of cool features but is also clunky and slow as shit.

It doesn't help that a lot of the hairs people made for it were dogshit, but that's neither here nor there.
>>
>>186521861
>22
>no purpose
>no ambition
>neet
>subsidized by parents
>depressed lol
>all the time in the world
>do nothing
>nodev
>>
>>186496835
>animation
>literal stick figures
>>
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>>186528393
>16
>already a successful dev
>>
>>186528476
You shitting on Xiao Xiao son?
>>
>>186498134
I think videos are fine for absolute newcomers wanting to break into it, but to get half decent at it you'll want a book.

Basically it's fine to use videos, just don't rely on them.
>>
>>186515507
>deciding a theme all by yourself when you're not even willing to make the jam page
>>
>>186528913
There was a vote and Armor was the highest voted theme. Don't blame me for the theme.
>>
>>186529045
Link?
>>
>>186529045
>a yes/no poll no-one paid attention to and that was immediately followed by a poll asking if anyone is actually going to participate in such jam with an overwhelming majority of nos
at least armor jam isn't nearly as questionable as lolijam
>>
any ongoing jams atm?
>>
>>186507465
Considering I write all my lore blind drunk I don't think I'm going to get any of those benefits.
>>
how about ninja jam? anything would be better than armor jam
>>
>>186529280
Loli Jam 2 happening mid September
>>
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Don't call anybody
>>
>>186529409
Where is the jam page?
>>
>>186529471
this is neat as fuck
>>
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>>186481696
A deep strategy resource management game with cute animals.
>>
>>186528678
>*fucking obnoxious after effects template intro*
>"WHAT'S UP GUYS XDXDXD TIME FOR ANOTHER UNITY TUTORIAL! xD"
>*spends 10 minutes talking about nonsense*
>"ok yeah so just like copy this code and it should work fine lol!'
>video ends
90% of tutorials are a waste of time, not because you don't learn anything from them, but because it's literally wasting your time by taking 30 minutes to explain, very poorly, something that can be solved by just plugging your question into google.

if people made short, concise tutorials i wouldn't have an issue with them, but everyone wants to be a fucking e-celeb in their shitty unity tutorial series.
>>
>>186529471
Looking good
>>
>>186529591
>bad things are bad and goods things are good!
ok
>>
>>186529471
NANI!?
>>
>>186529471
pretty good.
my only problem with your game is the enemy designs, their colors aren't pretty to look at and they just don't make any sense ingame, not sure if you're going for a cute feel or a random one from the 90s
>>
>>186529538
>>186529732
thanks anons, it's hard to see from the webm but I've also added a very brief pause in controls that lends a little weight ot the possession effect

>>186529753
... WHAAA

>>186529891
Not sure what you mean. I'm generally very happy with my designs, but I'll definitely admit to being no expert on colors. What specifically isn't making sense to you?
>>
>>186481696
I want to make Gotcha Force except bigger and better and for PC and with multiplayer.
>>
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wrote animation support, dealing damage and death
>>
>>186481696
Cyberpunk Bloodborne
>>
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Been working on some effects and some traits already, such as the drone that shoots lasers.
>>
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>>186530271
dunno why it reminds me of this, bucka chucka is just random, i won't talk about colors because you are learning and improving, but i'll discuss your character designs, why did you make them that way and what do they mean in the game world?
the mc is cute so i guess you wanted to make a cute game world like kirby, if you played that game you never feel enemies are "off" and do not belong there, the style is consistent while yours go from random simplistic shapes to serious and detailed ones which feels really inconsistent and random.
>>
>>186531248
>screenshake that squashes the screen
what the fuck
>>
>>186531375
>screenshake with black borders
what the fuck
>>
>>186531668
>screenshake
what the fuck
>>
>>186531375
I can get used to it, but it's way too heavy for the amount of screen distortion going on.

>>186530553
Neat shit, bruv.
>>
>>186480673
If you need music for a game message me. I can do a wide variety of music to suite what you need. Here's some demos.

https://clyp.it/ykvba35a

https://clyp.it/psztojkz

https://clyp.it/qankk5qo

https://clyp.it/tswysmq2

https://clyp.it/35uf40ji

https://clyp.it/0m33kojy
>>
>>186531267
What do you mean BuckaChucka is just random? Also if you have some color knowledge I'd love to learn, mine is just following principles of pixel art I've picked up, but it's just basic stuff like hue shifting and color ramps

Also, you do make a good point about inconsistency in how "simple" they are. I think that's a result of having more simplistic ideas/abilities when I first started, leading to characters like BuckaChucka (a bucket) and Noogie (a ball with glasses). That being said, that also means these earlier enemies tend to have simpler controls/abilites that match their simplistic appearance, so there is a function to how they look also. I dunno, I love all my characters.
Sorry for the blogpost, and thanks for the feedback anon
>>
>>186531893
>
what the fuc
>>
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How do you guys do your GUI programming? I've tried the IMGUI approach, but it seems like it's meant for really simple interfaces.
>>
>>186531248
But why is the piss boiling.
>>
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Left or right selection of space rocks? Obviously right looks nicer, especially when scaled up for bigger ones, but they also look way better than anything else and feel out of place compared to slight cartoon/low res of anything else in the game.

>>186530553
Very nice

>>186531248
That screenshake seems really weird to me, but maybe it's just because of the borders appearing when it happens.
>>
>>186531248
Screen distortion doesn't really work well as a screenshake, it make me feel like there's something horribly wrong (in a cool way), and you could use that to great effect, but not as screenshake.
>>
>>186532128
I use Godot, so it's extremely easy and fun to make UIs
>>
>>186532194
Left matches the walls. Right looked really weird in you early demonstration.
>>
>>186532038
What's your email (or some other way of contacting you)? My game doesn't really have a mood yet, but I like your work and would like to contact you later down the line.
>>
>>186532329
[email protected]

Thanks mane, I've always wanted to make music for an indie game.
>>
>>186532038
Message you where?
>>
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Got all the art and most of the patterns for the first chunk of stage 3 done.

Also, some sound work from the other day: streamable.com/ruxr5
>>
>>186532128
I used the IMGUI approach for my game's level editor. It's alright for game stuff, but if your game is very heavily menu driven (a roguelike like Dungeons of Dredmor, for instance) it's gonna get a bit rougher.
>>
>>186532038
You should make a soundcloud
>>
>>186532437
[email protected]
>>
>>186532194
>>186532319
You know what might look nice?
Using the exact wall texture, kept properly aligned with the walls.
>>
>>186532456
Why is it called Devil Engine? Is there some cool demonic ability that you can use? It's a great title, but I'm just curious
>>
>>186532505
I do, I have many aliases I release under.

https://soundcloud.com/dark-nasty

https://soundcloud.com/nethernet-hotel
>>
>>186532687
Like a drug dealer with multiple phones
>>
>>186532596
This is only a good idea if you aren't meant to harvest the rocks, because this will just make them look like more walls
>>
>>186532829
They're not just obstacles?
>>
>>186532935
I've got no idea, I'm not the dev
>>
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>>186532664
It's a plot thing. It's basically a big giant fuck off AI/mass energy reactor that's like AM from I have no mouth and I must scream.It's also the final boss.

There's not really any hints to it in the game right now, it really only exists in a google doc.
>>
>>186532064
i thinks the safest way for colors is to use an existent pallet, this way you'll never have colors that are off.
as for characters, Noogie is a ball with glasses and a backpack so it feels like an ordinary character (i mean look at kirby), but why do you have a bucket, a lantern, a wizard and a monster that can climb and turn into fire ball in a forest? the missing link here is a "theme", there's nothing that link the character so they appear random, maybe you have a level in a kitchen so the bucket is perfectly fine, but for now there is no theme, only the wizard and the monster feel like they belong in a forest.
>>
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>>186532319
>>186532596
Considered it, but if they're too similar they might not stand out enough as things you can shoot to move around.

>>186532829
>>186532935
They're obstacles. The other thing is they scale up/down based on random spawn so they won't ever completely match the walls in resolution anyways, so I figure I could spawn them with slight tint difference for variety and to stand out.
>>
>>186533305
I'd say the latter looks better.
The top one has this odd combination of a hard edge and low-contrast(?) interior. Like it's a cut-out of a larger pattern.
>>
>>186533152
I get sticking to a palette within a sprite (or a family of sprites), but I don't think sticking to other palette's is always the best move. Every palette is just someone else's ideas for colors, and I'm pretty happy with what I've come up with for mine. I still tweak them a lot, but I'm generally happy with what I've chosen.

I see what you mean about a theme. I make characters more/faster than I make environments, so eventually there will be more rhyme reason to that. I definitely have some enemies planned/saved for different environments. However I will also largely have a mix throughout levels. Because every enemy is a new moveset, I don't want players to feel locked into using a specific character in only a certain environment, or that they're missing out on a level-exclusive moveset because they want to keep using who they like best
>>
>>186532456
>>186533070
man just watching videos of bullet hell games make me anxious
>>
>>186533070
>that's like AM
awesome, can't wait to actually see it

>>186533305
If they're obstacles, then hopefully you should be able to texture it with the wall background regardless of size, like the textures in Chowder
>>
>>186531248
your work is shit, commit supaku.

https://www.youtube.com/watch?v=6XRY3LW7SoY

na, it's pretty good i guess. fliggle giggle.
>>
>>186532128
I use the "new" Unity GUI. Have a UI Manager, some default prefabs and that's it.
>>
Do you call it "game world" or "game map" in your game?
>>
>>186532128
godot does that shit for me, you can look into it source code and see how it handled the gui nodes
>>
>>186534414
Game board
>>
>>186481696
Open world RPG with turn-based dark souls inspired combat
>>
>>186534126
reminds me of the nes mad max game, but i never played it.

https://www.youtube.com/watch?v=2t_tyv4g-2M
>>
>Made a block punch

IT'S HAPPENING GUYS I'M GONNA MAKE IT
>>
>>186533594
I could get rid of the border on the top one, but it looks cut out because I pretty much did generate it with noise then make a shape. It's actually one of the first assets I made back when I was changing things from colored boxes.

>>186534098
I'd have to change a bunch of things to make the pattern on it rescale since the rocks are just sprites, and even if I made a web version to put on my portfolio the primary target is still mobile, and you can barely tell the difference, especially in motion and just playing the game. That's one of the reasons the terrain's scale is doubled 16x16 instead of 32x32, in motion a lot of details were wasted/missing/looked bad. The current one is the background graphic with the edges sculpted into a rock shape
>>
hello friends, i am glad to find another community for the games! i have made many back home but lost in the migration, but almost done with my first new release! look for it soon!
>>
>>186534978
I'd say instead of cutting the border off, maybe make it another layer thick and/or make the color blend more smoothly.
>>
>>186535196
Post progress. No one wants an announcement/advertisement for a soon-to-be finished game. We want to see it being made.
>>
>>186529396
Japan Jam. Samurai, ninja and sumo wrestlers
>>
>>186535196
fair warning, you're going to be called a whodev
>>
When is next whorejam?
>>
>>186535196
fuck off whodev, post progress next time
>>
>>186529396
>how about (generic theme) jam? anything would be better than (generic theme) jam
how about a theme that isn't just "make literally any game except paint it with this color"
>>
>>186535732
>next
When was the previous whorejam?
>>
>>186535196
Hey guys! I'm making a AWESOME game, get ready OK!

See how stupid that sounds.
>>
>>186535357
>>186535630
>>186535770
Why would you reply to such blatant bait?
>>
>>186535789
Every time someone proposes that, people whine it takes too much effort to be creative.
>>
>>186535789
Do it faggot
>>
>>186535925
Because the best bait is indistinguishable from genuinely uninformed newdevs
>>
>>186535925
poe's law
>>
Newbie here, so far I've learned to move an image around, make collision boxes, and have things disappear when they hit a collision box.

I'm getting super discouraged.

Are there any good guides for godot?
>>
WE TIRED FROM DEVS TYRANNY
WE GONNA CREATE ANGDG
AMATEUR NON-GAME DEVELOPERS GENERAL
>>
>>186535925
It would probably be easier to ignore if we didn't have actual dumbasses coming in and doing the exact same thing. Posting finished games and then crying when people are jumping on them for it is a sad reality here.
>>
Finished song

https://soundcloud.com/user-6171690/rewound-dewdrop-village-in-progress

Now back to actually making the area.
>>
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>>186535196
Syrian?
>>
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>>
>>186536410
to this day i never understood what kind of gameplay you have
>>
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>>186536797
You solve these mini puzzles by not dying and get some text for it. That's it. It's a tiny dungeon crawling poem reader.
>>
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Player options are fairly fully in the game, even if they're placeholder nothings at the moment. Altered the speeds by itty bitty amounts just to get different positions while trailing the player.
>>
>>186536797
Basically it goes like this:
>push on keys on keyboard
>some pixels will change color
>the pixels need to change at the right time in space
>when the pixels were correctly changed, you win
>>
>>186536093
kidscancode and gdquest have the best tutorials, the godot discord also has a tutorials channel
>>
>>186533305
>The other thing is they scale up/down based on random spawn so they won't ever completely match the walls in resolution anyways,
You see to have misread. Here's a clearer explanation.
• wall tile texture across the entire screen
• mask hides the texture
• walls appear through transparency in the mask
• boulders also appear through transparency in the mask
or something to that effect.
>>
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>>186533972
It's not so bad anon, try looking where the bullets aren't instead of where they are.

>>186534098
I'm not sure if I should show the late game content around or not. I love showing stuff off but I think the surprise of it is also important.
>>
>>186538257
It looks great, anon, but it might be hard to pick out a red player sprite on a red background.
>>
Back in the day i was full of motivation but had no dev skills. Now I have computor science powers but would rather die than make a game.
Give me motivation, aggydaggy!
>>
>>186538367
if you guys keep talking like this I'll personally kill you.
>>
>>186534552
you were that kid, huh?
>>
>>186538367
>he fell for the computer science degree
your own fault to be honest. Might as well just slave away at making engines for the rest of us real devs.
>>
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Is it possible to make a 3D model using Lego. That would make mecha modeling a lot easier.
>>
Why do I feel defeated that I'm thinking about downloading Unity to build my platformer?

On that note, how the fuck does Unity work with its visual editor? Like, I don't understand the flow of logic. When do things get run relative to other things?
>>
>>186534414
世界
>>
>>186538934
Forget Unity, it's old news. Godot would be better.
>>
>>186538894
just slap primitives together, its not like you need to worry about deformation or anything
>>
>>186538934
>Why do I feel defeated that I'm thinking about downloading Unity to build my platformer?
Just Like Make Game nigga damn.
>>
>>186503583
What I meant was don't stray too far from your target 'middle'. Don't do everything in lower freq-s and then suddenly some button sound in the higher highs. I didnt obviously mean cut every sound's freqs and leave some narrow range and fit everything into this range.
>>
>>186538934
use whatever you're comfortable with

>On that note, how the fuck does Unity work with its visual editor?
elaborate?
>>
>>186538894
You may find this useful. http://kenney.nl/projects/assetforge. In the long run you should learn a modeling software though.
>>
fuck delta time, it's inaccurate and a lag makes it impossible for my actor to reach its destination
>>
Any advice for someone who's a pretty good programmer but has no experience whatsoever as an artist?
I just want to make a game /agdg/
>>
>>186539165
I guess I'm so used to doing things programmatically, that setting things in a visual editor is confusing to me. You can set up relationships between objects and attach scripts to them correct? Then the scripts are run essentially on certain triggers, I guess? The lack of apparent order to the order they'd execute is what's causing me confusion. Or maybe I'm over-thinking it?
>>
>>186539317
glsl shaders instead of art
>>
>>186489931
Idk bravely fantasy?
>>
>>186538257
>not sure if I should show the late game content
fair enough, something I struggle with myself. Probably better to avoid it
>>
>>186539317
Either
1. Spend 1-3 years gitting gud at drawing and modeling. Follow some sequence on /ic/ for drawing, for 3d I'm not sure of an explicit sequence.
2. Find an artstyle that's technically within your grasp. You'll still need to learn color theory, composition, silhouette, and those kinds of art and taste skills, but you don't need to devote time to becoming technically proficient at art. Look at the front page of itch and the recomended games from there, and see if there's a style you can mimic and build off of.
>>
>>186530553
I feel like you're moving on the most progressive pace thsn anyone here. It's like watching game being copied developed before your eyes.
>>
>>186532038
I ruined your track for you. https://clyp.it/ohpel2ci?token=9e0e08ed307f49c063258cb3cb76fff3
I wanted to test out my plugin. It's unlisted and I'll delete it later.
>>
>spend 3 years learning art for a bellow average result
vs
>spend 3 years learning coding while they perfect neural network based ai that can do art
>>
>>186539901
>>spend 3 years learning coding while they perfect neural network based ai that can do art
name one
>>
>>186539901
A machine can't do art because it's a machine. It can simulate art, tho.
>>
>>186540234
Humans are flesh machines
>>
>>186539901
A machine can't do anything it isn't programmed to do; you'd have to have someone who understood art and programming and then perfectly translate the intricacies and nuance of actual high art into code
>>
>>186539901
Faggots like you are so fucking stupid. Keep waiting for the Technology God to grant you eternal life and remove all your pain and suffering. Keep praying and keep the Faith.
>>
>>186539374
You're overthinking it a bit, or I'm misunderstanding you. Unity has documentation for when certain functions are called.
The easiest example I guess would be LateUpdate always runs after Update, and both will run every frame.
https://docs.unity3d.com/ScriptReference/MonoBehaviour.html

You can initialize variables within just the class, but other than that, scripts are not run unless you specifically put code inside one of these functions, and then trigger that function.
>>
>>186539901
there will be AI that can code your game for you perfectly long before there is AI that can draw and animate for you competently.
>>
>>186540506
I guess I understand when any given script should run its function. But when relative to each other?
Say I have three ThingAs and a ThingB.
They all have LateUpdate functions to call. What order does this happen in? Is there some way to specify?
Could it be all ThingAs then the ThingB, or ThingA then ThingB and the remaining ThingAs?

The order of things certainly matters...
Thank you for trying to help me, btw.
>>
>>186540363
Look up "machine learning."
>>
>>186540761
maybe one day there'll be an ai that can make your games good gogem
>>
>>186539901
People certainly are in a hurry to be replaced on a fundamental level.
>>
>>186540880
I think you need to look it up. Actually read how it works. Its very far from a magic wand.
>>
I want a computer on my game. The player can select actual games to play in there. Making a minigame for each game would be too cumbersome.

What can I do to avoid this? I thought about making each of them a text/event based adventure. i.e. You are presented with a situation and pick between alternatives, like a test.

Tear me a new one and offer alternatives, please, senpaitachi.
>>
if i wanted to start from absolutely 0 experience and create a MMO like a modern SWG/AnarchyOnline+FPS game what engine should I start messing with
>>
>>186540884
theres probably trained neural nets right now stealing my ideas and making them marketable.
>>
>>186541341
Put in Zork.

Do not actually put in Zork. But yeah, either that or some simple paddleball thing.
>>
>>186541395
i see my ideas pop up every once in a while. really makes you think.
>>
>>186541395
Don't kid yourself, as good as they'll ever be they'll never make miracles.
>>
>>186540873
Oh, gotcha. I think this is what you're looking for, then.
https://docs.unity3d.com/Manual/class-ScriptExecution.html

looks like there is actually a way to specify.
>>
>>186541007
you can generate fully customized 3d human models on the fly now, procgen sprites are a think on a low level, live2d makes animation even easier and looks better, slap a live2d face on a 3d body and you have a good cgi, you literally only need some base parts once and never again.
check http://make.girls.moe for a waifu generator
artist are pretentious fucks and everybody knows it, and they'll be replaced pretty soon
>>
>>186541089
>A machine can't do anything it isn't programmed to do
I made zero claims about what it can and cannot do. However, your statement that a machine can only do what it's explicitly programmed to do is false.
>>
>>186541580
>https://docs.unity3d.com/Manual/class-ScriptExecution.html
Thank you. This helps my brain so much.
Okay, looks like Unity deserves a shot!
>>
>>186541341
as Phil Fish once said, PCs are for spreadsheets.
>>
>>186541694
They've already been replaced with people just buying assets from the getgo.
>>
>>186541794
fitting for someone whose portfolio consists of menu simulators
>>
>>186541468
>>186541341
I meant actual games, like CiV or XCom. The problem I'm having is how to reflect it so it makes sense (games are different) and is somehow fun ("replayability").

For instance, in the "CiV simulation" one selects victory type he is going for, which Civ to play as, and then there are events that determine the final result. e.g. Shaka (Zulu, aggressive) wants you to accept embassy (which reveals the location of your capital); the right thing would be to say no to that.

I hope you catch my drift and can suggest something.

>>186541794
Why don't you kill yourself already, you waste of space?
>>
>>186541468
Looked up Zork. A text adventure is basically what I had in mind to set as minigames. Do you think I can make them interesting by mimicking the specific game itself (CiV, Spec Ops, etc)?
>>
>>186542102
It'd be a fun little reference but don't expect them to be engaging beyond that.
>>
>>186539826
Actually sounds better with the detuning. Thanks senpai.
>>
>>186542224
I'm fucked. How can I add interesting gameplay inside a house with no other characters besides the protagonist? There's a phone, so there can be dialogue, but that's it.

I've been thinking about adding musical instruments for the player to fiddle with.

If the text adventures simulating actual existing games is hard to make work, which other mechanics can I implement given the constraints?
>>
>>186542537
google "homestuck"
>>
>>186542537
Puzzles, dude. Shitloads and shitloads of puzzles. Logic puzzles, inventory puzzles, puzzles right out the asshole.

Think Myst except not insane.
>>
>>186538894
is this you'res
>>
>>186542780
>>186542874
Got it. Thanks!
>>
>>186542537
you literally can make atari games in minutes and just render them at the screen, anything those tutorials about platformer/shooter can do the trick, a break out, pong, maze or sodoku are easy enough to do in minutes or even copy past code from internet.
anything above would be easier than having to write text adventures with choices on top.
>>
>>186543181
You're spot one. I was complicating everything more than I should. Thanks for the input!
>>
>>186543437
spot on*
>>
How does you're game use complex numbers?
>>
>>186543890
It doesn't.
Or if it does I have no idea how.
>>
>>186538894
LDD
>>
>>186543890
but i'm not a game
>>
>>186542420
It's good to know other people like this kind of thing. It's fun to play with. If it were finished I'd hook you up.
>>
>>186541395
>stealing my ideas
Poor gogem, he actually thinks concepts he steals from anime are from himself.
>>
In C#, can I append items to an enum? Or is the enum static?
>>
>>186545024
Off topic but I have zero recollection of saying senpai, I don't even think I wrote that. Did like, mod edit my message or something.
>>
I wanna make a platformer that is basically a beat em up.
Shouldn't be hard right?

Why are 2.5d final fight clones so hard to make? Isn't the sprite just walking around a screen?
>>
>>186545447
Wordfilter.
f.a.m to senpai
>>
>>186545491
>Shouldn't be hard right?
Well it depends how minutely detailed or mechanically complex you want it to be.
>>
>>186545447
h o w n e w
>>
are you guys ready for screenshot saturday?
>>
>>186545807
Every day should be screenshot saturday.
>>
>>186529591
Made worse by the fact that there are time limits on ad revenue, so you're actually punished for getting straight to the point (if you want to make money directly from ads, and not from plugging your [whatever]).
>>
>>186529471
>fast
>coming from the side
Nice, that completely solved the beef I had with the effect being too round.
>>
>>186545274
Does C# have static typing? Is an enum a type declaration in C#?
>>
>>186547223
>>186545274
Do your computers have google?
>>
>>186547446
I was prompting him to answer his own question
>>
>>186546870
Oh I'm glad! I had always planned for it to come from the side like this, but for the sake of showing off the shader I wanted something slow and symmetrical
>>
>mfw /agdg/ is full of actually talented people that could make great games if they worked together, but that will never happen because reasons

Isn't it funny, lads? We could be a great thing together, but instead we chose to be nothing alone.
>>
>>186549381
joke's on you I'm collabing as we speak
>>
Is there anyway to rotate a boxcollider in unity programmatically?
>>
>>186549381
There are definitely collabs. But while a lot of talented people can make good things on their own, it's really hard to instill your vision and ideas into someone else and have them be excited enough to devote their full commitment to them, so lots of people are content having full control by themselves. Which is fine :)

Those filthy nodev shitposters on the other hand...
>>
>work for 5 hours
>make negative progress by breaking everything trying to implement something
oh.
>>
tacticool as fug
>>
>>186549381
I love this meme that you post every other day.
Why don't you just start a collab instead of endless posting this shit?
>>
who does /agdg/ hate transgendered people
>>
>>186549889
That's not negative progress if you needed to break it to move forward. Refactoring is hugely important
>>
>>186550312
it's easier to write a meme about collab than participate in one
>>
>>186550328
who is your game?
>>
>>186528528
>this
>sucess
Common, there are agdg games that are more optmized than that
>>
File: agdg.jpg (88KB, 445x629px) Image search: [Google]
agdg.jpg
88KB, 445x629px
>>
>>186550328
They seem to dislike anyone who has any sort of ability to make any sort of decision that will affect their lives
>>
>>186550730
>and its source
Nobody can ever see my terrible, badly commented, heavily redundant code. Nobody.
>>
>>186550951
This is why my shit is gonna be closed source.
>>
Real talk time though: money perverts art and kills creativity, so your game will turn out worse if you intend to sell it
>>
>>186551375
>Real talk
Stopped reading there.
>>
>>186551375
That's why all the best games are free huh anon.
>>
>>186551628
The best games have not been created, and they will not be while people continue to be, on the whole, forced to work for sustenance.
>>
>>186551375
Money can do anything, it only hurts you if you let it. If you think you can make game without money then you should go and forget it.
>>
>>186551763
cringe
>>
File: 1502250578796.jpg (35KB, 720x481px) Image search: [Google]
1502250578796.jpg
35KB, 720x481px
>>186551763
>>
>>186551375
I've had more freedom and creativity with my animations now that I make a living off of it and I'm not time restricted from a normal retail job.

If your work suffers just because you're receiving money for it then you were never truly passionate about it in the first place.
>>
>>186552172
Not to mention: full time development is nearly twice the amount of work done.
>>
>>186552172
Sick reload animation, anon. Please, tell me more about your game.
>>
>>186552172
Nice, the bullets are going the right way this time
>>
>>186551763
I can't wait for robots to take over most jobs and all humans to get basic income for just existing.
I'd happily live in a tiny apartment and work on my games full time.
>>
>>186552521
no you wouldn't, especially if the qualification for getting money was being a human
>>
>>186552172
the mag coming out looks a little off.
>>
>>186552521
You must be crazy if you think I'm going to share my hard earned robot-programming salary with you
>>
>>186552521
Life will be hard for you friend.
>>
>>186552521
>I can't wait for robots to take over most jobs and all humans to get basic income for just existing.

Too bad we won't live long enough to experience that, anon. Our children are going to be some lucky bastards, though.
>>
>>186552172
Relpad aniatuonb sre lhobavky thr nikp sutydvic tginh i'ge ecet swwn on 4cfam.
>>
File: 0000-1455.webm (3MB, 1280x720px) Image search: [Google]
0000-1455.webm
3MB, 1280x720px
>>186552427
I love you anon, you've remembered after all this time.

>>186552912
You okay anon?
>>
>>186553883
Wut?
>>
File: giphy[1].gif (471KB, 188x174px) Image search: [Google]
giphy[1].gif
471KB, 188x174px
>>186552912
>EMERGANCY ALART
>THREAD OVERHEAT IMMINENT
>NEW THERAD REQUIRED ASAP

>>186554212
"Reload animations are honestly the [...] [...] thing I've ever seen on 4chan"
>>
>>186554538
Im soeey. Rwaload animation webms are thr nost autistic thing ive seen on 4chan ever. I teally like your animations though.
>>
>.<
>>
>>186554865
o_o
>>
>>186554739
>reload animations
>autistic
Why? Are you one of those "ART IS NOT GAMEDEV" memesters? Also how long ago did you have your stroke?
>>
Games can only ever hope to be close to choose your own adventure books.

Graphics are meaningless and convey so much less than text.
>>
NEW THREAD

>>186555369
>>186555369
>>186555369
>>
>>186555407
You've actually lost your mind, haven't you?
>>
>>186555481
*whips pants down and puckers out a fat one*
>>
File: 1489282955424.png (154KB, 500x522px) Image search: [Google]
1489282955424.png
154KB, 500x522px
>oh finally a new thr-
>>
>>186555675

>>186555571
>>186555571
>>186555571
>>
>>186555068
Idk i just find them incredibly añnoying and autistic. I never had a stroke, i have a phone.
>>
>>186529471
I can't tell who is supposed to be saying the line about blue arms.
Thread posts: 797
Thread images: 132


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