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/agdg/ - Amateur Game Development General

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Thread replies: 800
Thread images: 145

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thicc op better than sticc op editio

> 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: >>187173474
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

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

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

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

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter
>>
>>187223421
>thicc better than sticc
my 6'4'' 140lb body disagrees
>>
>>187222685
>>187221720

what an ass, why didn't he just let him use it for the game, what are those original tracks even doing now? Did he sell them as an album or something?

I just don't understand how someone can be so selfish that they would do something like this. Having my music be part of game as popular as meat boy would be a highlight of my career as artist and would most likely help me get more work.

It's crazy to think that what ever falling out they had blinded them into thinking it was more important than the game itself.
>>
I wish I knew to NOT take “advice” found online to heart. It’s good to take in as much information as possible but to do so with distance. Believing in your own aesthetic vision(s) instead of copying what has worked for others. TLDR: have a vision, believe in it, fulfill it to the maximum.
>>
>>187224385
I only really take advice if its in a subjects I'm not comfortable in and only then would I still base a decision on more than one opinion. But if it's something I know or I know works I am more likely to do what I want
>>
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>>187223352
You frick, I thought the middle one was cute until I noticed the bulge. Please fix your anatomy; this is literally offensive.
>>
>>187224385
>instead of copying what has worked for others
You're going to copy something whether you want to or not. No idea is completely original, you're always influenced by something. But I do agree that you shouldn't just implement or change everything based on what some random people on the internet say.
>>
Nice start, /agd/
>>
>>187226521
thank you
>>
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I just spent the past two days installing and uninstalling libraries trying to get monogame to run without success.
Is this what being a yesdev is really like?
>>
Alright I've got a question.

I'm working on making a 3rd person control system in unity, starting from scratch, and I've got a script for player movement with a character controller, and a camera controller.

Now I'd like to make it so that when the player doesn't move the camera within a set amount of time, the camera moves behind the player character, depending on the movement direction of the character. However I don't know how I should handle telling the camera which direction the character is moving in.

Any thoughts?
>>
>>187227224
Do you have a game?

Then no
>>
>>187224385
I take advice to make my product the best it can be. There are some things I don't see or think about, but other people suggest them and my vision becomes better in the end. If people, when giving advice, thought about what you the creator wanted, and how they could help you develop your product toward that, that would be great. However a lot of people are just trying to (not so subtly) get you to pander to their shit taste. Just know what the fuck you want before you ask for advice and you'll be fine.
>>
>>187227331
It's hard to have a game when you can't even get the IDE to run
>>
>>187227294
the fact that the player is moving in a direction means you already have the data to give to the camera, whether you're using velocity or some manual movement. You can just use that.
>>
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>>187223421
>Unity is starting to get nervous
>>
>>187227919
wtf... #imwithgodot now
>>
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H I G H E N E R G Y
>>
>>187227224
If you're using 32bit windows you can't use any of the recent versions. Besides that, I don't know what to tell you Anon. I use VS2010 and it works fine with Monogame 3.2, I think.
>>
>>187227919
will he survive
>>
>>187227841

Wel... fuck, you've got a point there, I could take the previous position and current position of the character controller and get the direction from that and not have to worry.

Still though, I'm wondering if I can't do it differently should I have to. I'm wondering if it's fine to rotate the capsule to which I've applied the character controller, and then get the rotation directly from that instead. or put the rotation in a dedicated manager elsewhere or something.

I don't know man, I just don't know if how I'm doing things is the best way. I'm new to this whole thing.
>>
>>187228262
First do the thing, worry about it being "right" only when you run into problems.
>>
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Remember to playtest your own game before showing it/releasing a demo !
>>
>>187228262
I don't know how your camera is going to work in general so I can't give any specifics, but a generic tip I can give is to cache whatever information you use to pick the camera's position. Like if you made it simple and just had it point at the player's position, on startup have the camera reference that and keep it on hand to use the whole time, don't call something like
Vector3 LookPosition = Find("Player").GetComponent<Transform>().position
since that's wasteful. Other than obvious things like that just make it work then clean it up if it becomes an issue.

Although for what you said you wanted to happen, you could do something like use the player's Forward to get the direction they're facing, use a negative number to get a position behind them, have the camera move to that position (maybe Lerp for smoothness), and have the camera match that Forward so it faces the same direction. This is just off the top of my head so you would need to change parts of it for what you wanted.

>>187228924
I'm now too good and need people to test it without insider knowledge, but at least I can catch obvious issues just messing around doing the wrong things.
>>
>>187228924
I only have a few friends.

I don't know how I'm going to playtest this with new people.
>>
>>187228924
>constantly worried that your game will be completely unplayable on some poor bastard's CPU setup or something and you won't have a damn idea how to fix it
>>
>>187229371
isn't there a play test section on tigforums or do people not use that anymore?
>>
>>187228924
something go wrong with starcitizen?
>>
>>187229560
Hard to get real data from people giving their subjective opinions. I suppose you could have them record it though.
>>
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>>187229518
>Let friend playtest game
>certain things don't render
>they do on your computer
>There was a setting influencing render orders for different materials on different devices
>>
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Made a shader to materialize/dematerialize NPCs and objects from the scene.
Totally not what I wanted to do, but I like the result and what I originally wanted required me to use the geometry shader, which isn't supported on some computers.
>>
>>187229306
>>187227841

Thanks guys. I can work with this.
>>
Give me ideas for my Zelda Roguelite game.
>>
>>187228924
I wish I had a game to playtest
>>
>>187229719
That's fucking ridiculous, anon.
>>
>>187229938
make combat shitty and put more work into polishing a boring crafting sytem
>>
>>187229719
>enginedevving
>>
>>187229938

All the enemies are living food.
>>
>>187229785
neat, how did you do it?
>>
>>187230108
l-lewd
>>
>>187227294
Make an empty game object, put it as the child of the player object in the position you want the camera to be. The child object will adjust it's position as the parent(player) moves, then when you want to change the position of the camera you just set it to the position of the empty game object, you can even lerp it for smothness points.
>>
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>>187230086
>>
>>187230138
It's a surface shader that grabs the texture of the original material and uses it for the Albedo, then I use a predefined color for the emission value, and have separate alpha values for both the emission and the albedo. The lines are just clipping based on world position + an offset (which I increment/decrement to make the lines move up/down).
>>
>>187231436
Wonder if this could be used to create a CRT scanline effect
>>
>>187231707
I made one of those. Do you want it?
It's the one you see on most of my screenshots, I just set the values for it to be super subtle.

Here's the code:
https://github.com/aaaleee/UnityScanlinesEffect
>>
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finally got the rigging to be okay. pretty much guaranteed im gonna have to scrap the combat.
>>
Does the skeleton harvest moon dev have a blog or tumblr? Making a list of all devs I like.
>>
>>187232719
>Making a list of all devs I like.
Post it.
>>
>>187232460
Looks pretty good
>>
>>187232719
@Ash_J_Emmes
i think
>>
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+oxygen
+organizing editor only related code
+get_tree().get_nodes_in_group() is amazing
the smell of clean code is great, i will fix the door's visual not reflecting oxygen level, next is pathfinding and units
>>
>>187234669
>That FTL vibe.
YES
>>
>>187234669
>FTL but you can make your own ship
finally I can achieve my dreams of making a penis shaped ramming ship
>>
>>187228049
Personally feel like the pull action can be a bit more exaggerated to give it more weight
>>
>>187233831
Are you sure? That's not the game.

Cute furryboy through.
>>
>>187229785
>>187231958
Your color palate is spot on! whats your game about? it seems to have potential
>>
>>187235007
if you check discord you'll see it's the same guy, he just doesn't update twitter
>>
Licenses and permission aside, can I import to Unreal Engine a character's 3D model from the Unity Asset Store?
>>
>>187235040
Thanks!
It's about bounty hunting in a super cheesy cyberspace environment.
You need to get details of the suspects, get arrest warrants and then chase them down.
You can also hack stuff like ATMs and security cameras for money/evidence. There's also illegal hardware trading.
I still have a lot of graphical polish to do but I think the main stuff is already set.
>>
>>187235139
I see.

Do you also have Kick-In dev btw?
>>
>>187235547
As long as you can get an fbx file then yeah it should work fine
>>
>>187232460
looks good, character hair giving 3d undertale vibes
>>
>>187235976
he's in the recap, check the op
>>
>>187236068
Nice, thank you.
>>
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My kind transcends your very understanding. We are each a nation. Independent, free of all weakness. You cannot even grasp the nature of our existence. We have no beginning. We have no end. We are infinite. We impose order on the chaos of organic evolution. You exist because we allow it. And you will end because we demand it.
>>
>>187236310
nice undertale clone
>>
>>187236380
Thanks my mom thinks so too.
>>
>>187232719
>tfw not on your list
>>
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go
>>
>>187236848
How is that even gamedev related ?
>>
>>187236848
>he still didn't restore the other drawings
fuck you and fuck off
>>
>>187236848
I don't understand
>>
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Trying out the starter content. Got a working dialogue system, but no character models yet.

Nite nites, /agdg/.
>>
@187236848
>removing drawings when people barely participate anyway
>>
>>187236848
AGDG moves to 18.
>>
>>187236995
do you mean those 2 swastika riddled tiles?
i only took off my original one.

>>187237232
agdg makes open game world map for their next big game
>>
>>187237663
>agdg makes open game world map for their next big game

why aren't all of them small palm tree islands then?
>>
>>187236848
Alright, I'll take 4.
>>
>>187235547

>https://github.com/DerPopo/UABE
Go with this one if your assets comes in .assets format, it will extract the fbx

>http://zenhax.com/viewtopic.php?t=36
(Old) dont know if still works
>>
>>187237663
Shit I thought you need to move and it's a game. Well, it's shit then.

Something like this can be quite superior to that handmade stuff in a lot of cases:

mewo2.com/notes/terrain/
>>
>>187237805
Thanks a lot!
>>
>>187227919
>implying
The godot team started a patreon to "hire" Juan to work on the engine. Unity isn't scared they smell blood in the water because one of their rising competitors is being headed by a charity case.

Godot will not sell out because it's now a collective entity of developers but I have no reason to believe Juan is going to turn away a 3 million dollar offer.

I predict Godot is going to be shaken up badly from the inside.
>>
How do you feel about purposefully slowing down the pace of the game with stuff like level transitions and little animations here and there?
I want it to be more of a contemplative experience so I don't want to encourage the player to just rush everything with instant actions.
>>
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>>187236848
>>187237784
Here you go, fag.
>>
>>187238743
It can work, but you need to replace the lack of gameplay with something else. Eyecandy or reading are good go-tos.
>>
>>187238483
Like ludum dare and the donations to "hire" that guy to run it into the ground
>>
>>187238743
What's your game?
>>
>>187238483
godot source code is pretty clean anybody with enough knowledge can pick it up if the original dev left it, i was betting gamemaker will make the first move but unity has more jews i guess
>>
>>187238483
>juan dies
>fork the repository
woah
>>
>>187238743
Depends on the game really.
Opening chests never bothered me in zelda for example, it did bother me in Dark Souls 2 though.
>>
>>187238783
This is too well done for a meme
have my dubs
>>
>>187239285
Time to remove all the other pics since they don't match the new quality standard.
>>
>>187223620
As a 6'4" 240 pounder, I wonder how you are alive
>>
>>187239005
Yoyo is just a bunch of clueless morons, I doubt they even know other engines exist.
>>
>>187229719
>loading a rifle mag,
>then using a pistol
/k/ won't be pleased
>>
>>187239005
>godot source code is pretty clean anybody with enough knowledge can pick it up if the original dev left it
Right, it's still a tenuous situation for an open source project though. It's competing with a giant company and the lead developer has his hand out for money. It wouldn't hurt Godot too much but having Juan "retire" would definitely shake things up and mitigate whatever threat Unity thinks it poses.
>>
Don't sell out Juan. Or do, you've earned it, whatever.
>>
>>187238783
which tile tho?
>>
>>187239605
Right now I see Godoh as a potential (likely even) Gamemaker replacement. If Unity sees it as even a small threat then that is fucking sad.
>>
>>187239874
>>187237784
>>
>implying unity gives a flying fuck about some hippie engine
>>
>>187240187
Godot could be responsible for losing Unity tens of thousands of Pro license purchases. You must not know how the world works at all to make a statement like that. Juan is literally a multi-million dollar threat and could easily be bought out for a small portion of the trouble.

I guarantee Unity has already wagged their big $$$ dick in his face. Saying no the first time feels powerful and heroic, and makes people develop hubris >>187227919
>>
I hope Godot never gets an asset store so only real devs can use it.
>>
>>187239065
Godot needs a manager. That's why there is a lead developer.
>>
>>187240758
I don't think Unity considers it a threat yet, they are probably keeping an eye on it to get "ideas" for features though.
YoYo is the one that should be worried but they seem to just do their own thing instead of worrying about the future.
>>
>>187240991
>retard doesn't know godot already has an asset store
Not surprising considering you're a retard. Ever consider actually trying an engine before shitposting about it?
>>
no, godot needs a good documentarian, some of the best features can be hidden within an incomplete doc and you need to fish in every board and site for a person that knows it, it's crazy
>>
Why does he hate it so much then?
He doesn't need to learn to actually dev.
>>
>>187240991
>Install Unity
>Install Godot
>go to asset store
>get loads of FBX models
>open them in blender
>save as collada
Oh shit I just asset flipped Godot and it didn't even resist. I bet it liked it.
>>
>>187241359
>>187241376
>replying without replying
Learn to have a conversation like an adult please.
>>
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Alright, I'm learning C++ and will look into C# next. The big thing is since I'm a beginner, should I say "fuckit" and use an engine instead of making one? I want to develop a 3D game using low-poly for performance and style reasons, so would absolute control over my project be needed? Or should I stick to an engine, and if so, which would you recommend? Unity seems interesting, but I'd rather not deal with licensing, and Godot looks promising but I don't know how well it handles 3D.

What are your guys' thoughts?
>>
>>187241395
it's funny that unity declare that if you bought any assets it's yours to use anywhere, so that is completely true
>>
>>187241359
Godot would definitely be fucked if they weren't able to improve documentation from where it's currently at.

Right now Unity is still 100x better for starting devs. In fact Godot almost relies on devs knowing the Unity workflow before getting into Godot.
>>
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>>187241606
Make an engine if you want to make an engine.
Use an engine if you want to make a game.
Try out the engines and pick the one you hate the least.
>>
>>187241606
>should I say "fuckit" and use an engine instead of making one?
"fuckit" is enginedev. So the answer to your question is no but yes.
>>
>>187241606
Enginedevving is absolute madness reserved for a select few.

Both Unity and Godot have all the tools you need to make whatever 3D game you want, you'll just have to tinker with both/either to get it to run well.

Unreal is worth a look too. Don't worry about licensing, you're going to make jack shit for cash.
>>
>>187241678
Not true, I only used GM before and didn't have a particularly hard time learning Godot, the UI and API are pretty clear but you do have to tinker around a bit and have some problem solving skills.
>>
>>187242086
>reserved for a select few.
I'd be interested to know who those few who ever managed to do it are. And not just in agdg, but gamedev as a whole.

Enginedevs who make games literally don't exist.
>>
I've got a design problem with a game I'm making, I was wondering if anyone here has got ideas. My game's a platformer, sidescroller view and all that, but I'm trying to create a world to dick around in with a map and all.
Maps offer a completely different perspective from a platformer; how do I make the world mesh properly? Travelling north while moving right on the screen is a major disconnect.
>>
>>187242280
Banished
>>
>>187241678
I just jumped straight into Godot and it's pretty easy to pick up. Before that it was like Python and HTML and a touch of GameMaker 8 when that was still a thing.

It's just script, man.
>>
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Making some more cartoony models to go with the guy I re-modeled last night. The texture definitely didn't need this detail since it's going to be tiny in-game, but it's good painting practice
>>
>>187242281
You're restricted to two directions in movement, really. If you enter a door in the background or something akin to that, it alters you orientation along the axis, so you'd traverse north/south instead of east/west.

Have certain points on the map be "transition" points, to alter the movement directions.

A town is situated from east to west, and has two transitions on each end. At the north of the town is a forest. Hit the transition, and you'll travel a path that goes north/south that can hit the forest. Hit a transition, travel east through the forest, hit transition, head south, hit town's other transition at the other end of it.

I hope I explained that coherently enough.
>>
>>187242423
>It's just script, man
No, it's an application. Not everyone can pick it up and run with it in fact most people lack that ability with any engine.

>not me I'm smart
Fuck off retard.
>>
>>187242814
Man, this is Unity devs for you.
>>
>>187228924
>playtesting a game where you can do anything
>>
>>187242814
I'm not sure I will ever want to play a game by someone who literally can't learn an engine which is already a pretty high level abstraction that takes care of most hard parts of gamedev.
>>
This is my lucky break, they did another Let's Play video of my old game

What do I comment under the video to both make the creators notice me AND not appear to be a total twat
>>
>>187229785
That's really good. If you added some particles or flashes of light you could really make it pop but it's awesome as-is.
>>
>>187242876
Fuck your victim mentality.
>>
>>187243121
eeey thanks so much for playing, I'm glad you enjoyed the game :)
>>
>>187243236
So first I'm retarded for being able to pick up basic baby-script, and now I'm the victim for not crying about engines being too hard.

Ah, whatever.
>>
>>187243089
>I'm not sure I will ever want to play a game by someone who literally can't learn an engine
I don't think you're in danger of reading books by people who can't write.

That wasn't the point anyway. You're strawmanning.
>>
>>187242807
>>187242807
Well yes, that's clearly the main to design the levels themselves. But I'm wondering how to minimize the disconnect between orientation on the map and orientation in the level. I wonder if a little compass decal shifting during a loading screen might do something, or something.
A couple issues I have with your idea, however; say a level is outdoors. The transition cannot always be a door in the backdrop. Thanks to parallax backgrounds, using a path winding off to the background would look odd. Maybe I could use caves occasionally, but it would be unnatural to do that for every transition. Another problem with that is despite the orientation changing, you are still travelling left to right. Maplestory did this by putting portals that traveled north at the top of the map, and so on, which is also weird when anyone really thinks about it. I want to minimize the disconnect that causes.
Plus, I think your idea might get disorienting if I say, have a backdrop door travel north, then another backdrop door travel west. Also, how would I even do a transition South from East?
>>
>>187243121
just dont be yourself m8, you will do ok then
>>
>>187243257
>I'm glad you enjoyed the game
It was a meme game, they just made fun of it
>>
>>187243380
>being able to pick up basic baby-script
That's not what learning an application involves, and we were talking about documentation. You're trivializing it so you can argue with the objective fact that godot's documentation right now is shit and Godot relies heavily on Unity migrants.
>>
>>187243489
Then employ your meme making skills and write something funny.
>>
>>187243489
Take the piss, then.

>"Yeah my dad told me my game was shit too."
>>
>I want to argue
>Wait stop whatever man I don't even care anyway
Everytime.
>>
>>187242704
That looks really nice. I'm not sure why there's a biscuit sticking out of the bottom though.
>>
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>>187223421
player intent and direction sync now
i just realised tree and rock spawns arent synced
>>
>>187243864
You've never found yourself needing a biscuit in a pinch?
>>
>>187243539
Godot's documentation isn't really that bad, the very start can be problematic but it gets smoother once you're big enough to read the class documentation, the manual has plenty of info too but the layout could be better, it's easy to miss the valuable information.
>>
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>>187234973
>>187228049
I agree
>>
>>187232460
Good to see some demo type stuff after the modeling images. Keep up the good work!
>>
>>187235863
Sounds amazing. When do you think you'll have a demo to share if you didn't already?
>>
>>187243471
>>187243639
>>187243693
It resolved itself. He ended the video with the words "I want the creator of the game to come into the chat and say "Yep, that's my game""

So I just made a comment "Yep, that's my game"

Comedy genius, 11/10, reactive comedy, I'm the best
>>
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The way Unity handles UIs is bloody retarded. The amount of effort required to just draw some boxes on the screen is stupid.

They don't even do anything yet!
>>
>>187241135
Unity's new timeline thing is pretty much exactly like Godot's AnimationPlayer node.
>>
>>187244539
this is reddit gold worthy
>>
>>187242704
add the cocking thing on the side. When reloading, the thing you cock at the end to put a bullet in the chamber. Don't know what that's called
>>
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Made a Super Ground Pound which can be used by Ground Pounding for an extended length of time (jumping and using it from a high place). Its the only way to break the reinforced crates and lets you break multiple regular crates in one go.

The graphical effects could be improved. The copies are transparent but still render in front of the character (barf). A flashing "shield" under the character that appears when the Super is initiated would also be nice.
>>
>>187244964
thanks, glad you noticed the comedy-enhancing spacing
>>
>>187245017
The juice on the ground slam itself is already pretty damn nice.
>>
>>187244539
Kind of sounds like he made you his bitch.
>>
>>187245017
is it going to be a collectathon of sorts
I would like that
>>
>>187245176
my 33 twitter followers vs his 300k views per video are kind of a poor match-up to begin with
>>
>>187243121
>>187244539
>>187245329
link it
>>
>>187245329
Yeah. that's a good bitch.
>>
>>187245463
https://www.youtube.com/watch?v=gbNYWRWRuwg
https://www.youtube.com/watch?v=Q4uirxUd4SM

>>187245542
I just don't want to be called a big weirdo for acting excessively above my weight class
Have mercy alphadev
>>
>>187243987
being able to browse classes is really handy but some functions are not even documented i had to look in the source code, but it's not that bad, i learned how to do gui from the editor source itself, you can neatly convert from c++ to gdscript
>>
File: screencap.png (1MB, 1919x969px) Image search: [Google]
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gans.io
cosh.io
or
horo.io?
>>
>>187246085
What's wrong with hyper.io?
>>
>>187245667
>tfw I knew it was this game you were talking about

>>187246085
none of them sound very interesting or descriptive, I guess .io domains are a huge bitch to buy
>>
>had hundreds of lines of code and a messy feeling inverse estimation method to calculate a trajectory from orbit to an escape hyperbola, to a constant acceleration path (fowards first half, backwards second half, acounting for relativity so not trivial)
>takes 400ms to do it all
>thought it was because of the constant acceleration path so I spent a ton of time optimizing all of my shitty calculations
>take a look at the performance profiler today because I'm tired of how little progress I've made even after I did some more optimizing
>It's all from the fucking hyperbolas and one really dumb algorithm I made that increments time by 1 day to find what time you're at a certain distance
>Fix algorithm and smooth out bugs
>Calculation time is now ~9ms

Gonna kms now.
>>
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soon
>>
>>187232460
Hmm, wall corner darkness like that is real nice. I should probably find a way to do that in my game.
>>
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added pretzel section

a couple of improvements to adding graphical effects and hitboxes has been made, but that can't be seen on a webm
>>
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>>187245125
Thanks, Wario Land 4 was my guide.
>>187245268
Kind of, but more focused on exploration and open form platforming. A Mario 64 feel, maybe a little Sunshine. Absolutely nothing like Mario Galaxy or Banjo Kazooie. I could easily make an hour long video detailing the differences between these games. In my opinion the only Mario game that could be called a collectathon is Sunshine.
>>
>>187246496
Yeah, what would a game be without a pretzel section

nothing
>>
>>187246189
It's taken. So is euclid.io and so are hyper.io and hyperspace.io.

>>187246279
Pretty much. The names are for the Gans projection of hyperbolic space, the hyperbolic cosine, and the horosphere, a shape that can only exist in hyperbolic space.
>>
>>187246553
yeah i agree
>>
>>187246496
best pretzel section I have seen so far
>>
>>187246561
>So is euclid.io and so are hyper.io and hyperspace.io.
Damn, that sucks.
I'm with the other guy, those other names don't really sound right.
>>
>>187246496
what engine do you use?
>>
>>187246702
I thought gans.io would sound ok. It kind of sounds like guns which fits a shooting game at least.

I could also do beltram.io for Beltrami the mathematician.
>>
>>187246923
Once you explain it, gans makes sense, yeah.
>>
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>>187246654
thank you, the competition was strong but i persevered
>>187246723
gm:studio
>>
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>find out UE4 has an example of a grid turn based strategy game
>mfw
It's beautiful. Jesus christ it makes everything I've done look like fucking chump work.
But at least now I have a goddamn clue of how to go about making my game.
>>
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Got necromancer's in the game and made undead self-res themselves if a necro is present. You can stand on the undead to stop them ressing.

Now I need to add some kind of spell to the necromancer's for them to cast from the backlines. I'm thinking either a generic death-themed damage spell or some kind of buff for her undead?

Unrelated bug - sometimes when hit the player character's hurt sound effect plays too fast which makes her sound like a chew toy being squeezed.
>>
>>187247504
The slowness of the card drawing is triggering me.
>>
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Some wip animations
>>
>>187247646
I'll increase the speed from 250 to 300, just for you.
>>
>>187247769
>that retard lariat twirl
Heh.
>>
>>187246496
Based pretzels.
>>
>>187248070
How important is it to see the specific cards during the animation itself?

I think it should take like 1 second total rather than ~7 second...

I see you can kinda read the titles already (making it less important to show them off) and I imagine you can zoom up on mouse over (making it even less important to show them off).

An animation is neat, but the speed is absolutely painful.

Of course I'm just watching the webm, so I might have tunnel vision here
>>
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this will never get old
>>
anyone familiar with Lua? Specifically the ZeroBrane Studio IDE?

every time a make a function in C to be called in my Lua scripts, I write it down in a file called reference.lua with a detailed description of it so i dont forget it or what it does. each entry is just a call to the function with some bogus args and annotations underneath it. it obviously doesnt run but theyre no syntax errors in it. my question is whether or not i can use this file in my actual scripts to have kinda an "autofill" type deal
>>
>>187246445
Demo Day?
>>
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>>187248375
Nah I'm probably the one being tunnel visioned, if you play a game too much you become blind to it's flaws.

Unfortunately I can't make it any faster without having the cards clip into one another or reprogramming the entire section that shows cards off. You can still do other stuff like move and attack while the cards are drawing at least, you don't have to wait for them.
>>
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>>187246448
>wall corner darkness
It's called Ambient Occlusion.
>>
Can I upload stuff with blatantly stolen sprites on itch or is it very anal about copyright
>>
>>187246496
I'm just confused that pickups are attacking you. I can see that there's like flies that appear out of nowhere and possess them (?) but I think I would try to pick them up and then get hurt by them. And then when the real ones come out I would think I'd have to dodge them.
>>
>>187249114
anyone?
>>
>>187229671
buggy/rushed build, many embarrassing moments
they try to load the buggy onto the ship, but its physics fucks up a few times and then the buggy explodes
>>
>>187249786

I genuinely love when people invent names for things like that
>>
>>187247769
Seriously, the man has better boobs than the women.
>>
>>187249786
no it's called a clipping plane
>>
>>187249938
I don't know, but I'd report a game I saw with stolen assets. Your kind disgust me.
>>
>>187250913
I just wanna upload Street Fighter vs Mortal Kombat so memelords can have a good time
>>
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>>187250913
>use assets from successful game to make dumb indie project for fun
>get reported by some nodev asshat
your kind disgust me
>>
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I guess it's technically not allowed, just like broken games
None of those on itch
No sir
>>
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>>187246496
Really love the background in this anon, it's gorgeous
>>
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>>187245008
Ah right, I did forget the bolt. Due to Blender having such a volatile texture module, I had to redo half the textures anyway.

Trigger is intentionally missing, however, because the player's hand covers it entirely.
>>
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>>187247769
So it's like those feminized asian warriors?
>>
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>>
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>>187249983
i hear you, i edited the sprites and made flies appear on initial animation to make enemy pretzels look more intimidating, hopefully should be better now
>>187251717
gracias
>>
>>187252193
Seems like that might fuck with the pacing, dude.
>>
>>187252468
?What pacing its a puzzle game with dirama levels with no timer. Its not sonic speed never stop and move gameplay man.
>>
>>187252528
?I think that was his point
>>
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>>187252538
>>
>>187252743
??? No his point is that stopping to dash slows down the "fast paced gameplay"
>>
>>187252538
Neat.

Furries tend to cop shit in /agdg/, though.
>>
>>187247769
>>187252538
>males and traps look better than women
what did he mean by this
>>
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>>187252845
i am happy to have made an impression
>>
>tfw looking through old projects to see how i did something i should know by now
>>
>>187251550
"Uploader not authorized to distribute" is most likely a reaction to scammers selling games on itch.io that aren't available there https://twitter.com/itchio/status/885122411431178241
I doubt itch.io will remove 'fangames' with assets from commercial games without a complaint from the company owning the assets
>>
>>187253269
Ah, that makes sense. Thanks for clearing that up.
>>
Is the reason Godot isn't popular just becasue there isn't as many tutorials for it?

So GMS, or GMS2...
>>
>>187253571
Because it's much newer and it only got really good in 2.1.
>>
>>187253571
if you're doing 2d, then just make your own engine with SDL. 3d enginedev is absolute hell but the small price that you have to pay to get started pales in comparison to the productivity gains in the long run
>>
>>187253571
That's one reason, although honestly there's enough tutorials now-a-days for a beginner to get started.
The major reason that it's not popular is because there's no big name million dollar game made with it yet. And most people only use engines that have those big name games because they believe it means they could make a game of equal quality in no time.
>>
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>>187253571
Gamemaker was first released in 1999 and has since ingrained itself in the public consciousness as the goto engine for hopefuls looking to get started and has been used in many classrooms.

Godot was released in 2014 and sucked until 2016.
>>
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Last bit of progress for tonight - plugged in models and did some basic animations and movement code.
>>
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Whats up /agdg/
I'm developing a free Visual novel engine.
which features would you like?
don't want to compete with renpy. just an alternative.
>>
>>187254702
why would I use it instead of renpy?
>>
>>187254702
Good UI-based editing tools
Not some command line/script shit
>>
>>187254702
does it require scripting or is it visual?
>>
>>187254795
HTML based. any device, without installing tools.
Mobile, Tablet or Desktop
>>
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>>187249475

Cards are way too slow and they also cover up the play area. Much better for them to pop up from below all together.

You need to remember players will be entering combat often. Have the cards take so long to pop out is going to become annoying fast.

Focus on snappy transitions, rather then fancy transitions.
>>
>>187254823
i might make some accompanying tools.
you only need notepad and any internet explorer to start.

>>187254843
script.. but could implement some drag and drop UI system.
>>
>>187255000
>you only need notepad and any internet explorer to start.
you say that like it's a good thing
>>
>>187255041
people dont want to fuck around with installing development tools.
>>
>>187255000
>you only need notepad and any internet explorer to start
I'd rather spend a couple days making a fully featured visual novel framework in Godot than have to use notepad to create something that is probably extremely limited compared to what I could make.
>>
>>187255453
i mean right now is JS, i refer to notepad as a development tool
right now is something along the lines:
Say("You don't shitpost very often do you?", Jonny);
>>
File: 2017-08-25 22-57-22.webm (2MB, 1920x1080px) Image search: [Google]
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Updated Paahul's special attack animation and hitbox data. It now takes much longer and you can catch him in the tail end of it for a OHKO. Because you can now interrupt it, he now only does it the first time you knock it down instead of both times.
>>
>>187239605
Is it though? Theres a guy out there with a blog that did some analysis on the godot coding uing what i suppose is the source code equivalent of 3d mark and he found some shit wrong with it. I remember reading this well over a year ago, id search for and post it but too much work on a fire ta blet
>>
How's the Unity Editor's linux support?
Can I dev in it?
>>
>>187256845
>he fell for the linux meme
>>
Anyone have a good resource on creating, say, a balanced system/economy sort of for a meta game?

Like specifically what I'm trying to do is allow the player to invest in different businesses and those will have different costs/benefits and change the gameplay in certain ways.

It's basically unrelated to the core gameplay, but it's what ties everything together, IE you start with one small business and your goal is to take over every business.

So I want some rock/paper/scissors kind of balance. Invest in police, they're better armed, maybe they even protect you if you commit crime. Invest in medical, and you can hurt people to make a profit. But this might have a cost.

I'm just looking for something that will give me some thoughts on balancing and making a system that has interest and depth. Right now I feel like I'm trying to shove square pegs into round holes and trying to get things to fit by accident, and it's not working as well as I want
>>
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>>187222626
update from the last thread,
I decided to just use game maker, and like it so far. spent the day making a few level graphics, and a test player character. having a few problems making the movement, but progress is being made
>>
>>187256563
That 'article' was written by the authors of the static analysis software you're referring to and is really just marketing. https://www.viva64.com/en/b/0321/
The issues were harmless and were fixed shortly after. https://github.com/godotengine/godot/commit/4804462ee06c1b3e2d1b50b857ce8693d3c0936d
>>
Anyone sold UE marketplace items before? I've submitted my program, and about a month later they sent me a file back just saying to fix a couple things (mainly my file hierarchy), and I notice a couple things are recommended to do, but don't have a fail next to them like the other stuff did. One in particular is "blueprints could use some clean up" but I'm not really sure how much I could do in that regard. Seeing as I fixed literally everything else they asked for, do you think they will mind if that part hasn't had much done?
>>
>>187258169
Make bps neat and wel commented
>>
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"Time to implement tile rendering! It can't be hard. All I have to do is copy my regular sprite code and send make it so it sends all of my map's vertices at once and draws 'em with a single draw call"

I was so wrong. I don't even know what I'm doing wrong.
>>
>>187251819
BOLTS ON TOP FOR UZI
>>
>>187257681
Patrician and The Guild games, and I guess Mount & Blade and Starsector all deal with this to some extent.
Starsector guy has a very good blog where he details his design decisions.

Also The Last Federation had an interesting system where you go around leveling up different factions and gaining bonuses from them but all those factions hate each other and you have to help them without killing them
>>
>>187257681
I don't really get how the examples you provided follow the rock/paper/scissor principle
>>
>>187260159
Yeah that's the point, my examples are a piece of shit, I need to get better at creating systems that affect each other in a balanced way

I'm having problems like, A affects B negatively and C positively, but in my games context it might not make sense that C negatively affects A
>>
>>187243903
it's good to know I'm not the only one who modeled movement as intent vs. actual
>>
>>187258819
>I don't even know what I'm doing wrong.
You're engine devving, that's what you're doing wrong. Download a real engine that does this for you.
>>
>>187261168
>a real engine
oi u cheeky cunt
>>
>>187260321
>>187260321
Oh I see. Why not assign stats to business and then track them? Spending money on a certain type of business would raise the corresponding stat. You get bonuses and penalties depending on how high your stats are.
>Force - Social - Economic
>Investing into Police/Security will raise the Force stat
>You get bonuses from Force-related business
>Neutral to "Economic" business
>Penalties from "Social" business
>>
>>187257681
You don't necessarily have to balance it like rock, paper, scissors. If you allow players to invest in multiple and vary the costs/effects, players and the metagame should eventually sort out which options are best for which playstyles.
>>
>>187258819
Where did you fuck up?

I mean, besides drawing everything rather than just what's on screen?
>>
>>187231436
And this is why I can't into 3D. I can actually model pretty well in 3SMax, bones, rigging, envelopes and all that, but when it comes to textures and materials, its like this arcane secret knowledge and I end up going down the rabbit hole from reading about diffusion layers and normal maps to trying to understand light on a quantum mechanical scale. Does my fucking head in.
>>
>day 5
>still stuck on one piece of code
>could just change the entire way the game is run to fix it
>instead search endlessly for fix and try every workaround known to man.

I LOVE GAME DEV IT'S SO REWARDING!
>>
Should I tilemap for my first game (a platformer)?
>>
>>187264104
Well yeah.
>>
Blender documentation is shit. So many undocumented settings with fucking no-info tooltips. Fucking hair particles have like three seperate "step" settings described as "sets the number of steps" and the manual describes one of these as the number of segments. Nigger there alreay is a setting for segments and its called "segments" and of course the tooltip says "sets the number of hair segments" and theres no entry for the segment setting in the manual either so i dont know if the description of that one steps setting was simply entered in the wrong place.

Waste so much time trying to figure out what shit does why dont they just fucking tell you.
>>
>>187263419
I wish I knew. I did:

>Made a new shader so I can send everything, even the texture index in the tile atlas, to it, and updated my shader loader accordingly
>Made a vector of a struct that contains all the information the shader needs, bound by VBO, and buffered the data in that vector, regular openGL stuff
>sent that to my renderer

Nothing draws. Right now I'm neutering the whole thing so it only draws the same tile, only at the top-left of my screen, if at all.
>>
>>
>>187263919
Sounds like you're just a terrible programmer.
>>
>>187263919
whats your provlem?
>>
Holy fuck, you're still using chicken OPs?
>>
>>187265194
>chicken OPs?
What does that even mean? The image in the OP looks nothing like a chicken.
>>
>>187265663
it's mechanically separated processed chicken
>>
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Been working on the animations a bit more for skills
>>
>>187266127
ohhh, that's nice. i really like the art style
>>
>>187241678
Newbie here and started with Godot.

You are 100% correct.

Even simple things that hang up newbies is literally nowhere to be found. The engine acts like it has a ton of users, but there are only 2 or 3 guides on how to do anything on it that aren't from Godot themselves.

It doesn't help their 'examples' are fucking terrible and don't help beginner devs at all.

>Platformer example
>"haha we used the physics engine because it was easier but, don't ever do it this way"
>Proceeds to make the entire fucking example out of it.

I'm in the process of switching from Godot to Unity. Simply better for newbies. Godot has nothing.

The engine itself may or may not be better, but as far as documentation goes and help, Unity is 100% better than Godot.

Really sad I wasted my time with the stupid thing.
>>
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+pathfinding
-need to rewrite it in a cleaner way and remove doors that have one connection
>>
>>187266413
>de reddit spacing
>>
Question: Is godot any good for a 4-man collaboration?

Seems to me like a strict code only engine seems like a better idea.
>>
>>187266743
I mean, about as good as any other engine.

Really the sort of thing you should be discussing with your collaborators, man.
>>
What happened to Jet Set anon and the Soda Skater?
>>
>>187246496
when we will see this on steam?
>>
>>187266636
shouldn't you also put a point in the middle of each square rathan than just only having one point per room?
>>
It's another I"m spending all of my fucking resources episode because no one else is doing shit, only to come here and hear about how outlanders don't contribute episode

no one contributes as much as me

no one

reeeee what are these fucks doing just come and start
>>
>>187267538
after all of that, some guy rushes over buy building a fucking ramp into the sky, that literally allowed all of the NPCs to walk back and up over a mountain and into the top of our base.

Bypassing all defenses

fuck

you

morons
>>
>>187267538
>>187267778
I uh, think you're in the wrong general, buddy.
>>
>>187267538
>>187267778
Try again in another thread.
>>
>>187267852
>>187267862
still better than the average post
>>
>>187267481
i may add it, but in ftl you only click the room and it automatically assign an empty cell to the unit, if it reaches the target room then you just interpolate the position to the cell because you'd always walk in a straight line if you're inside the room
>>
>>187267538
>>187267778
Fucking outlander propaganda.
>>
Jokes on you guys I'm just going to use visual scripting Godot 3.0 to make world class games and make millions.
>>
>>187266637
I type like that and I've been coming to 4chan over 10 years and I've never posted on reddit. It's the small post window, it makes 2 sentences look like paragraphs that are taking up five lines.

Just like those two sentences did. So you space. When in reality they take up 1-2 lines once posted. And people have been posting like this since I've been here, before anyone even heard of redditt.
>>
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>>187267385
He had to go back to designing, they weren't fancy enough.
>>
>>187268264
>responding to 'reddit spacing' posters
even if you have been around as long as you claim, you're still a goddamn idiot
>>
>>187268351
Kingdom Hearts BTFO
>>
>>187267385
Probably animating. A lot of artist devs disappear for a while to animate and he war griping a fair bit on how long it takes, too.

>>187268131
Please do. It'll be good motivation for me.
>>
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>>187257950
I'm done for the night.
I figured out my problem with the player movement, and got moving and jumping done,
tomorrow i'm going to add more animations, and try to get melee attacking in.
>>
30min
https://itch.io/jam/epistle-3-jam
>>
>>187254543
This look pretty neat, I dig the cartoony style.
>>
I want to make a 2D platformer but I'm confused how big I need to make my play area, what resolution/screen size?

I know the sprite size doesn't matter since I can scale it, but I want to make a ballin' 3-4 parallax scrolling screen and I need to know the background size.
>>
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>>187266127
Pretty fresh
>>
>>187269115
Good work, dude! Every step counts.
>>
>>187269496
It does matter if you want to scale it sanely.

Look at the Steam stats on monitor sizes commonly used and strike something that won't be too big for small monitors (that are popular) and scales up to a sane endpoint for large monitors (like, be able to cover wide/tall screens, and decide if you want 1:1 pixel purism upscaling, decide if you want to extend the screen space or just letter box shit, etc)

Unfortunately there's no completely neat answers to this problem.
>>
>>187269776
Thanks for NOTHING.

jk I'll just divide 720 in half and just make game.
>>
>>187268396
>responding to " 'reddit spacing posters' posters "
checkmate my good faggot
check
mate
>>
>>187266127
nice to see you back. what happens if you fail the fire mash? minimal damage?
>>
I need ideas for a platformer that isn't collect jewels and punch dudes in the face.
>>
>>187270620
collect dudes and punch jewels in the face
>>
>>187270450
yep, and you don't get the chance to burn the enemy
>>
How hard is it to make a tileset?

I'm scared of art. All I have is a mouse and I can't draw for shit anyways.

Should they all be 64x64?
>>
>>187270620
Collect faces and punch dudes in the jewels.
>>
>>187270620
Collect dudes and punch jewels in the face.

>>187270658
Woah. I'm so clever.
>>
>>187271079
>How hard is it to make a tileset?
Pretty broad question.

To just get something that matches up? Easy. Get something that looks nice? Moderate. Get something that looks professional? You get the idea.
>>
All these tilesets online are just one big image.
How come I can't have them in individual images.
WHY. WHY IS IT JUST ONE BIG PAGE.
>>
>>187271527
because you don't load dozens of individual tiles into memory, you load one big power of two image which contains all the tiles and draw from sections of that one image. it's better for performance.
>>
>>187271637
>2017
>2D drawn sprites with 3 or 4 colors
>Needs to be on a big sheet and have to find exact pixel width to call and assign that exact pixel width a collision

I'm just gonna go with "artists are retarded".
>>
do you expect me to talk
>>
>>187272274
WHO PAID YOU TO GRAB DR PAVEL ?!
>>
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rate this sexy man
>>
>>187266637
>being this triggered by a solid post that slaughters your sacred cows
Shutup dumb dumb.
>>
>>187272608
Chains of love/10
>>
>>187272608
Looks like a digitized 3D model.
>>
>>187272406
A LOTTA LOYALTY FOR A HIRED GUN
>>
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h-here i go
>>
>>187273257
How hard is to make models with blender for a complete, total beginner? (I wanna make low-poly)
It looks like it should be super complicated
>>
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>>187273001
it is a 3d model

I'm still trying to get the look I want. I don't want it to look too much like a 3d model. I don't care if people know I'm a dirty rotten cheater not hand drawing his sprites or anything. I just want something that sort of resembles old PC RPG sprites.
>>
>>187273325
Finicky, but if you don't throw in the towel immediately on your first attempt or 3 being disasters, you'll get the hang of it.

Hint: you're better off youtubing base-meshes rather than trying to follow the Wikibooks thing too closely.
>>
>>187273325
i spent a bout a week following mmd character tutorials and i still cant do anything
>>
>>187272608
Needs a bigger dick.
>>
Can I use kickstarter even for small projects? is there a lower limit to funding?

I'm making a small game, but I feel like shelling 600-900 USD for every game I make...
>>
>>187274104
no one's going to donate to a small game
>>
>>187274380
He only needs one $900 donation chill out.
>>
>>187274380
>>187274601
Is it possible then?
>>
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>>187274380
>>187274601
>>187274764
>>187274104
https://www.kickstarter.com/projects/2139542651/bokube
>>
>>187274849
But that game has a demonstration which requires you to actually make game
>>
>>187274849
Only $5000? He should have gotten way more for that..
>>
Let's rehash Diablo in 2D!
>>
>>187274920
Not really the dev is a racist hack
>>
>>187275026
It's sad to think that there'll never be a Diablo clone that'll manage to be better than Diablo 2.
Unless you'll be one to make it, anon?
>>
>>187275203
Path of Exile is easily objectively better. If you disagree it's because of nostalgia.
>>
>>187274849
>>187274914
I can actually make the game without shelling much. The money would be for assets.

That project had a 5k goal. Mine would be much lower. I haven't seen anything on the FAQ about lower limits to the goal amount.
>>
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fuck how does dress work?
>>
>>187235863
Proper Prey 2? Nice.
>>
>>187275256
>my opinion is objectively correct
>if you disagree in any capacity, I can dismiss whatever you say because I've presupposed your reasoning to be something illogical
While I never played it and thus can't argue either way, your argument a shit.
>>
>>187275856
I never said anything about my opinion. It is simple objectively better.
>>
>>187273325
>I wanna make low-poly
Haha, that's harder that it might seem.
>>
>>187275203
>Unless you'll be one to make it, anon?

Yer damn right
>>
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>>
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i wish blender would stop silently changing the control scheme randomly
>>
> in the heart of game dev
>take shower
> in shower think of idea for new great game
>>
>>187276626
>have a game idea
>while at work relalize all the faults with it
>return home with no idea
>>
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>>187276519

> use a program called blender
> don't expect it to blend your experience

You did this to yourself anon...
>>
>Work nights
>It's slow (knock on wood)
>Have huge paper due Monday
>Spend all night learning how to make tilemaps for Godot instead

W-W-WE'RE GONNA MAKE IT B-B-B-B-BROS!
>>
going for a bit of a dark vybe here

https://vocaroo.com/i/s0qfFdjMg7N0
>>
>>187277304
Hired.
>>
>>187277304
Fired.
>>
Guys I gotta say...
This general is absolute shit during night time hours.
>>
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Composer sent this over a few days ago. Thoughts?

https://vocaroo.com/i/s1H2kCD2nd71
>>
>>187276519
be careful where your mouse cursor is. depending on where which panel/window your mouse is in, your hotkeys will change accordingly
>>
>>187277919
Odd, especially the opening, but I guess I'm still on board.
>>
>>187277304
this song gave me a great idea that i will never implement because i cant make music
>>
>>187278272
What kind of attitude is that? Learn.
>>
>>187277919
that's actually pretty cool, too bad it sounds so mono
>>
>>187249475
The cards are really intrusive. Just make them shoot up from the bottom.
>>
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I'm gonna fuckin' kill myself.

Switching where the jump animations are with any order of anything seen on the screen results in nothing but a bunch of deadlocked animations and still no jump or fall animations.

#set animation:
if vel.y < 0:
anim = "jup"
if vel.y > 0:
anim = "jfall"
if vel.x == is_colliding():
anim = "idle"
else:
anim = "running"
if vel.x > 0:
sprite.set_flip_h(false)
elif vel.x < 0:
sprite.set_flip_h(true)
sprite.play(anim)
>>
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>>187278642
>he STILL can't get his jumping animation right
>>
>>187278642
how are you working on 10lines of code for like 2 days now?
>>
>>187278642
Man you've got your animations set up weird. Godot will attempt to just play the animation every frame if you don't have a check.

And honestly the way you've got them set up doesn't allow for an easy check. Personally I'd have it like:

>if vel.y < 0 AND anim != "jup":
>sprite.play("jup")

And so on for each state. Sounds inconvenient but when you're not wading through... physics-based platforming tutorials? You're never going to use that What.
>>
>>187278815
I can only work on it during downtime at work.
I spent the rest of it learning tilesets.

I always save this horseshit for last because I can't let it go.

I talked to the guy who made the tutorial and he said 'you just make it so that when you are going up it does one image, and down the next'

I said HAHAHA OH DUH HAHA

I have no idea. I HATE MYSELF.
>>
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Who here likes drawn out death sequences for boss monsters where they explode like twenty fucking times?

https://my.mixtape.moe/dhrkrh.webm

Because I sure do
>>
https://youtu.be/jLVLDLMvClY

https://bela.itch.io/blob

Try out my digital deep sea vent microbe aquarium!
>>
>>187278642
is the code that sets the other animations not checking whether you are jumping and just overriding your shit?
When you detect a jump set a bool to true, something like isJumping, then in the rest of the code only set animations (idle,running) if !isJumping && your other conditions.
>>
>>187278642
look up state machines
>>
>>187278907
Noice.
>>
>>187278907
vgood
>>
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>>187278272
You're never incapable of learning, Anon. You can't say you can't learn because you CAN learn, you just don't want to. My biggest inspiration for music are arists like Slime Girls and Toriena, they make such nice crispy beeps and boops. if you need a bit of inspiration to get going ask this boi

https://twitter.com/slimegirls

https://curiouscat.me/SlimeGirls
>>
>>187278869
>>if vel.y < 0 AND anim != "jup":
>>sprite.play("jup")

I tried all that shit too, it just locks it in idle and never animates.
>>
>>187278869
No no no, set a variable called "lastAnim" at the end to anim, then before sprite.play() check if anim == lastAnim.

>>187278642
It looks like what's happening is anim is being set to either jup and jfall, but then if you happen to be colliding with a wall it gets overwritten.
>>
>>187278642
>>187279167
Also what the fuck is your x checking code doing? Remove all of this and let's see what it does:

if vel.x == is_colliding():
anim = "idle"
else:
anim = "running"
>>
>>187278642
>if vel.x == is_colliding():
surely this can't be right, is_colliding() is returning a boolean right?
>>
>>187279316
Yes. I can see exactly why the code is messing up and my head is hurting just from how stupid this devi s.
>>
>>187279253
It was originally if vel.x = 0
>>
>>187278642
jumping:
>>
Stupid question about UE4.

I have a wall and I want to put a poster image on it. How do I do that? Do I have to create a new texture for it?

Do I create another wall and place it above it with the texture covering it all?
>>
>>187279167
>>187279253
>>187279316
It doesn't matter if it's 0 or is_colliding, the result is the same.

I was trying to tell it to only do the running/idle animations if it was colliding with anything, like the ground, to see if that would let the jumping animations play since it's not colliding with anything in the air.

Are you guys OK?
>>
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>learned C++ some while back
>now learned Rust

Rust -> a clear superior in low level programming when it comes down to not being a frankenstein
>>
>>187279447
id imagine you would just put a plane the size of the poster over the wall
>>
>>187279447
Use decals
>>
>>187279405
>>187279491
... You're being retarded. is_colliding() is a boolean. If you compare it to vel.x, it will attempt to cast vel.x as a boolean. When it casts vel.x as a boolean, it will turn it into "true" if it's > 0, and "false" otherwise. Don't you fucking sit here and ask "Are you guys OK?" Do you want help or not? because I can see exactly why your code is doing what it's doing.
>>
>>187279491
Nigger your code is shit, you shouldn't be able to compare float with boolean without casting in the first place
You code will only work if vel.x == 0 or vel.x == 1, otherwise it'll skip the if bloc
git gud at programming before trying to make a game
>>
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I've always sucked at art so I wanted /agdg/'s opinion on this.
Does this look passable? Is there any changes I should make?
>>
>>187279525
>>187279547
Thanks.

>>187279547
This seems to be the answer. Many thanks!
>>
>>187279590
And yet, you can't fix it. Must be a genius.

>>187279637
Will do! Can I ask why it works anyway when if_colliding is set and not 0?

Or is that asking to much?

hmmmmmmm

Are you guys OK?
>>
>>187279648
maybe expand the face a couple pixels on the bottom left
>>
>>187279717
fuck off my dude, it doesn't """work""" because your code is shit
>>
>>187279717
I'd rather not help incompetent and ungrateful developers. Guess what, you can't fix it either.
>>
>>187279798
Nah :)

>>187279813
So you contridict yourself when you say you can see exactly what is wrong with it.

Also neither of you explained to me how is_colliding still allows for idle and running animations on x.

Stay arrogant and alone, I guess.
>>
>>187279648
Well it doesn't read at 512x512
>>
>>187279735
I just tried that and it looks waay better.
Thanks for the help my dude!
>>
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>>187279881
stay arrogant with nogame
>>
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>posting about how you are literally too retarded to make a guy jump gets more (you)s than progress
>>
>>187279989
I feel thy pain, devfriend.
>>
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>>187279989
As someone who makes progress it's really disheartening.
>>
>>187279989
I mean, people are mostly here to ask for help and show off. Some people really wanna help, some people just can't be helped.
>>
Would you buy your game?
>>
>>187279989
Progress makes you cry since you are not doing it, asking a retarded question makes you smart since you can answer it.
>>
>>187279881
You were probably trying to do
>if vel.x == 0 and ground_ray.is_colliding():

But that won't help your jump animations play.
>>
>>187280108
Of course. I don't make game I think people will like, I make stuff I would pay for. This is why it's taking me so long to finish it.
>>
>>187280108
No. Honestly it's not very fun.
>>
>>187278642
Do some debug output.
Put print("Animation: "+anim) before sprite.play(anim) and try jumping. I guess it will output "Animation: idle" when you're not moving horizontally and "Animation: running" when you are. If that is true, then that means I'm not a complete retard yet and that you need to follow this faggot's cryptic clues further.
Write "var iterationsCount = 0" somewhere outside the func. You have to follow my shit taste in naming conventions. Now put "print("Iteration "+str(iterationsCount)+": "+anim)" in "if vel.y < 0", "if vel.y > 0", "if vel.x == is_colliding()" (if tutorial shown you this, then link it), and "else" blocks. Add "iterationsCount += 1" after "sprite.play(anim)". You should see several output lines with same iterations count: that means your anim var is set to correct value, but it gets changed to idle/running later on.
Now look up elif.
>>
>>187278642
get unity, it has graphical UI for designing animation states
>>
>>187280387
That was it.
Thank you, thank you, thank you, times a million.
>>
>>187280569
You laugh, but I switched from Godot to Unity for this reason and many others.
>>
>>187280108
No. I'd pirate it then recommend to my friends if it's good.
>>
>>187278642
your animation script is still in the is_colliding() function you fucking dumbass, remove one indent off everything under #set animation:
>>
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>spend several hours debugging a broken mechanic
>fix it
>realize that I fixed this weeks ago, and just never got around to commenting in the workaround to prevent the break, so I totally fucking forgot and broke it again
>>
>>187277304
I like it. Until 0:07 I thought you were copying this
https://www.youtube.com/watch?v=uMtuiJwQPZM
>>
>>187278907
pretty fucking good
AAAAAAAAAAAAAAAAAAAAAAAAAAH
>>
Where's the guy with the programmable cubes?
>>
>>187281054
Yeah, it'll bug out if different animation needs to be set while in air, but technically it will work because state doesn't change mid-air.
>>
>>187281446
Fuck me, I'm retarded.
>>187280767
Your fall animation isn't being displayed.
>>
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>>187278912
Some people visits the page (top) almost none downloads it (bottom).
Just let it run in the background, great ambient visual!
>>
>>187280060
Those who make progress for (you) deserve to be ignored
>>
Does anyone know of others Hello Kitty 3d tutorials?
https://www.youtube.com/watch?v=FXM21DAE-gs&t=834s
>>
>>187279989
>>187280060
why are animeposters so fucking gay
makes me want to not reply to any weebdev again
>>
>>187282060
You're so rude I can't see that as anything but a benefit
>>
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Working on the weapon swoosh trail for the warhammer. I think I'm starting to understand all of these settings
>>
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Jumping works, I'm getting some stuttering when moving along x with the jump down frame, but I'll figure it out. Thanks for the help dudes.
>>
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>>187279989
>he cares about (you)s at all, unable to simply enjoy the act of bringing forth progress into the world
See me after class.
>>
holy fuck state machines are neat.
>>
>>187282193
you're welcome
>>
>>187273257
Ooh, spaceballs the game?

https://www.youtube.com/watch?v=VptOUWC-Itc
>>
I can't make a better game than that
>>
>>187282784
Just make the game you CAN make. You'll learn stuff in the progress, after which you can make another game.
>>
>>187282784
you can

but you're inhibited by the amount of time and effort you're willing to put into a project who's success is entirely based on how much work you're willing to put into it, and how receptive you are to feedback.
>>
>>187282887
Willing *or* able. Not everyone lives for free and game dev doesn't always pay the bills.
>>
I can't make a game
>>
Hit me up with a good tool to design diagram for crafting system. Preferably something small because my ISP has retarded setup here and someone's hoarding all bandwidth after most recent upgrade.
>>
>>187282946
You can it doesn't even need to be a video game
>>
>>187277304
>>
>>187278642
>if vel.x == is_colliding():
listen here you little shit.
just kidding, but why the fuck are you comparing a position to a boolean? what does that even mean? you do
if raycast_down.is_colliding(): do shit
secondly, if vel.y < 0 it will always test right if it's the problem is you're setting the animation to play at the end of every check, that is bad, if the player is going up you will be playing the jump animation every frame, that will cause you to see only the first frame of the animation because you never let it finish and you replay it, as i said, you should only play the jump animation if it's not player.
>>
Can I be C&D if my models look very similar to a game style?
>>
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What if people don't like my ideas

What if I can't properly convey what I'm trying to convey with the graphics I use

What if I make a text adventure game, but everything I try to write sounds like I'm raping a thesaurus
>>
>>187283707
Just don't show your game to anyone
>>
>>187283707
Strange, I know about if and else if, but I've never come across the "what if" statement.
>>
>>187283707
>Ideas
Can't please everyone. There's a near 100% chance that your ideas will piss at least someone off to the point where they wish they didn't exist.

Just try to find your niche.

>Graphics
Get better at making them.

>Words
Edit until the prose isn't flowery and flows nicely.
>>
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>>187283707
Then you made the game that you wanted to make, you have learned much and you can apply your new knowledge to make a better game next time.
>>
>>187283793
what if is shorthand for if then what
>>
Why does Love2D jitter?
>>
>>187283872
does it?
>>
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what kind of joint do i need for the elbows? same kind as fingers and knee?
>>
>>187283872
move things by whole pixels
scale things by integers
>>
>>187284072
well, if it works, then sure
>>
>>187284072
>japanese blender
!!!
>>
>>187284072
Finger joints (excluding knuckles) are the same king as elbows. Knees are a different kind of joint.
>>
>The Yuri Game Jam is a 2 month game jam taking place from September 1st to October 31st, with the intention of creating more games about relationships between women.

>Jam rules:

>Your game must focus on queer relationships between women OR the queer female experience. This includes: lesbian, bi, trans, non-binary, aro, ace, pan, any female-identified LGBTQIA characters.

>This is an inclusive jam and anyone can join. Although uncomfortable subjects can be explored (and is encouraged!), please be considerate of the themes/material used, and fellow creators/players. Entries that promote bigotry (i.e transphobic/racism) are not allowed.
>>
>>187284460
Sounds gay.
>>
>>187284460
>>
>>187284460
Why you posting this here?
>>
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>>187284460
>yuri
>queer bi trans non-binary aro ace pan

Is there anything normalfags won't ruin?
>>
Will your game have any kino moments?
Those moments where people search on youtube for [game][scene], those moments that stay in their mind forever, shaping how they think and act.
>>
What are some programming exercises I should know before a programmer job interview? Also RIP my dev time.
>>
>>187284421
what kind of joint to use?
>>
Opinion on tesladev's videos to learn UE4?

https://www.youtube.com/playlist?list=PLwqnA65RFUf-8xIFQYV8Zjziv4gUqjLZ_

I can't figure out decals, so I'm using planes with applied materials for the time being.
>>
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>>187284460
YURI AND QUEER ARE NOT EVEN CLOSE TO THE SAME THING
>>
>>187284460
You think you can make a better jam?
>>
>>187285027
You cant figure them out? You just put them near stuff
>>
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>>187284843
?
>>
>>187285160
He's a stupid /tv/ cross-boarder, ignore him.
>>
>>187285160
don't ? me
>>
>>187284843
I hope so. I will try.
>>
>>187285112
I know, but it's not working for some reason. I'll check the tutorial to see where I'm messing up exactly.
>>
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>>187285027
>>187285319
Decals are easy, the box of the actor must overlap the surface you're applying the decal to and the material domain must be set to Deferred Decal.
You also need to tinker a little with the Decal Blend mode to get exactly what you want.
>>
>>187285051
>The Deep Down Dark Jam

>Jam Rules

>Lovecraft inspired games, featuring existential terror, cosmic indifference, and the general sense of scale that Lovecraft's work envisioned

>Generally, your game should have a horror theme to it. In the perfect scenario, you'd end up with a game that strikes that little nerve in the back of your head that tells you something is very wrong.

good spoops
>>
Unreal Engine question. I want to join elements visible in the editor. I want them to behave as one (think a physical object like a lamp and a point of light).

One way of doing this is attaching one (slave) to the other (master). So if I move the master, the slave follows.

Is there a better way to do this?
>>
>>187283707

Hire a writer. All you need to do is write a rough draft and a writer will jazz it up for you, trim it for you.

Done.
>>
>>187285051
how about
>yuri game jam
>only yuri
>no GBBQWTF
>>
>>187285459
If you want a simple two-meshes act like one kind of joint, you just click add component and add a mesh. Otherwise if you want something physics based like a wheel you need to use the physics constraints component.
>>
>>187285379
Thanks. I'll try to get it working.
>>
>>187285597
Thanks a lot. I wouldn't be able to advance much without your help, guys.
>>
>>187285590
What is the advantage of making it less inclusive? You will only get less publicity/participants.
>>
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Working on a socket system so you can pick where you build from.

Does it look okay aesthetically? I'm struggling to think of a way to show the points in a way which fits nicely
>>
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Getting comfier.
>>
Where did the guy with programmable cubes go?
>>
>>187286034
Call it Queer jam then if you want it to be "inclusive" for everyone. You don't make a Beer jam and include orange juice, milk and water. You'd call it a "Drinks jam".
>>
>>187286107
I think it looks good. Does the "button" turn red when you can't branch from that point?
>>
>>187279496
Yeah, but Rust forces you to be correct all the time which can be tiring, especially at first.
I love the features, but god every time the borrowchecker slaps me one of my braincells just gives up and goes to sleep.
>>
>>187286107
Whatever the fuck you're making, it looks extremely comfy.
>>
>>187286247
There is no advantage in them doing that. Yuri is a more popular term.
>>
>>187286107
yeah it looks great
>>
>>187286423
Except yuri only refers to fiction
>>
>>187286245
He's still working on it and posts very occasionally.
>>
>>187286460
It does not matter. They are making a jam, not a dictionary. Using the term yuri will make their jam more successful by any regular jam sucess metric, it will likely increase the overall number of games and also likely increase the number of "true" yuri games so there is no reason not to use it.
>>
>>187286423
Yes and straight romance is more popular than queer romance, that doesn't mean you should advertise your gay books as straight just to get more people interested.
It's not about what's more "advantageous", it's about correct advertisement and using words with their proper meaning. Shitters like you are literally responsible for the literal death of the word "literally".
>>
>>187286575
Oh good, thank, anon.
>>
>>187286034
it would make it actually a yuri jam
they are using a japanese term but dont know what it is
yuri magazines and circles are strict and dont allow other than girls
>>
>>187286597
>it will likely increase the overall number of games
maybe.
>and also likely increase the number of "true" yuri games
...no
>>
>>187286379
>>187286457
>>187286285
Thanks.
I think I'll make it green if you're going to build in a position without any existing track, and another colour if you're modifying/overriding something.
>>
>>187286758
Why wouldn't it increase he number of true yuri games?
>>
>>187286597
>likely increase the number of "true" yuri games
While corrupting the category and eventually forcing everyone to adopt something like "true yuri".
I really shouldn't be surprised, forcibly changing categories is how ABCDEFGHIJKL "people" operate.
>>
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>>187282109
I decided to make the swoosh trail for later, and came up with this impact effect instead, I'm ok with it so far. Now I just need to make it be triggered at the right moment in the attack animation, and finally make the swoosh trail.
>>
>>187286747
>>187286892
If they were making a dictionary that would be a bad thing but from a jam standpoint it does not matter.
>>
>>187286883
why would you join something that's purposely using false advertising to appeal to a broader audience?
if i called my game a "dark souls first person shooter mmorpg" and had none of those elements in it, people would understandably be upset.
>>
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>>
>>187287142
Whereas if you called it a dark souls first person shooter mmorpg and it had dark souls first person shooter mmorpg elements plus more elements from other genres I don't think it would matter. This is the case in Yuri jam.
>>
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Mecha jam when?
>>
>>187287163
>Intelligence 23

I take the stats go from zero to hundred.
>>
>>187287542
low teens to whatever number you can imagine
>>
>>187287370
why not include yaoi and call it the "gay jam", then?
why not just call it "video game jam" and let everyone and everything join?

more people is better, right?
>>
>>187287540
when an amateur anime game developer general is created
>>
>>187287163
>Shadow in 3.0
I too hate myself.
>>
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>>187284460
If you look into the history of the Yuri Game Jam you notice some disturbing shit
Yuri Game Jam 1:
>Your story must be about a relationship between two or more women.
>If the story features romance, the characters should be implicitly or explicitly queer.
While I don't like the association made here between Yuri and queer, the entry rules are acceptable. They permit Yuri and nothing else. The entries, for the most part are all Yuri, with a few outliers that seem mostly irrelevant to the topic.
Yuri Game Jam 2:
>Your game must focus on queer relationships between women OR the queer female experience.
With the addition of the phrase "the queer female experience" and the big fat OR in the middle, the Jam completely lost it's Yuri requirement, and the entries reflect it completely. There are still Yuri entries, but the prevalence of queer (as in LGBT+) cannot be ignored. There are also more entries in general.
Yuri Game Jam 3:
>Your game must focus on queer relationships between women OR the queer female experience. This includes: lesbian, bi, trans, non-binary, aro, ace, pan, any female-identified LGBTQIA characters.
addition of the standard LGBT+, "all inclusive" definition of queer, no longer can queer possibly be a synonym for Yuri or lesbian. It has become a monster of it's own, corrupting the purity that was the Yuri in Yuri Game Jam.
>This is an inclusive jam and anyone can join. Although uncomfortable subjects can be explored (and is encouraged!), please be considerate of the themes/material used, and fellow creators/players. Entries that promote bigotry (i.e transphobic/racism) are not allowed.
increasingly nervous Game Jam adds more inclusivity rules to keep the raging queers (angry that their obscure sexuality is not explicitly included) at bay, also a sentence is added to counter "troll entries" they got last time.

TL;DR The Jam was corrupted by its community, and continues to corrupt the term Yuri, having the audacity to still name itself that
>>
>>187277919
neat, got a synthwave vibe to it
>>
>>187287676
I don't think using those terms would be effective in bringing in more participants like it is the case with using the yuri term. And there is already a yaoi jam so it would be kind of a dick move
>>
>>187287904
>dick move
hehe
>>
>>187287540
would (you) make a game for it if there were to be such a jam?
>>
>>187288013
yes
I'd probably be the only one though
>>
>>187288048
Make it last a year and I might
>>
>>187287791
>If you look into the history of the Yuri Game Jam
original poster here,proud of you anon you actually got why i posted it in the first place,now check the yaoi jam
>>
>>187287791
just like agdg corrupts the term "game development". it's pottery
>>
>>187288330
Are you gonna make your own jam in protest or just bitch about it?
>>
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Working on an idea for a logo thingy...
Thoughts?
>>
>>187284072
I guess googling in Japanese is hard http://wiki.polycount.com/wiki/Limb_Topology
>>
>>187288013
Sure. Mechs don't do much for me but I could use the practice.
>>
>>187288013

If I had a small team, sure.
>>
>>187288013
same answer as >>187288956
>>
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advance wars but it has a second grid above ground level which is used for aircraft
>>
Hey guys, composer here seeing if anyone would be interested in working with me. I'd like to get into some games and see what I could contribute in an unique manner.

https://soundcloud.com/islandroster

If anyone is interested send me a message on SC or reply here with contact info. Good luck to all fellas
>>
>>187286107
Nice

>>187286147
Anon, dragging placeholders into the editor window is not progress, at least not worth showing off. Get some gameplay in there and show us then.

>>187286894
Looks good, isn't the blue fire taking too long to fade though?

>>187288816
Depends, what is the logo for?
>>
>>187289368
>isn't the blue fire taking too long to fade though
I just thought of adding some lingering fire. I'll remove it if it ends up getting in the way of things when playing.
>>
>you will never think of a game idea that has minimal art requirements
>>
>>187289426
Don't get me wrong it looks good, but it doesn't really match with the strength of the impact that the other effects convey. At least not at that speed.
>>
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>selecting my skeleton in object mode makes it turn tiny
>normal size in edit mode
what the fuck blender
how do i fix this?
>>
>>187289474
You can always make ASCII roguelike
Good luck selling it, though.
>>
>>187289902
https://wiki.blender.org/index.php/User:Fade/Doc:2.6/Manual/3D_interaction/Transform_Control/Reset_Object_Transformations
>>
>>187289961
>you will never think of a game idea that has minimal art requirements that more than a dozen people will want to play
>>
>>187285483
>video game writer
Haha
>>
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>>187288816
Messed with it a little bit, think it looks way better now.
>>187289368
The logo is for a made in abyss inspired mystery dungeon game ive been prototyping for a bit
>>
>>187284460
How about Yuri Gagarin Jam instead you fucking degenerate?
>>
>>187290118
the A is sticking out too much, you should make the final S have the same distortion
>>
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>>187289962
its already at 1 scale
>>
>>187290278
Didn't notice that until you mentioned it.
All fixed now, thanks!
>>
>>187290373
Then make it bigger?
>>
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>>187289651
you know when the Dolorean time travels in back to the future and it leaves a trail of fire? I was kinda going for that but now I realize it's weird that it stayed behind when the rest of the effects have gone.

So here I tried with shortening the fire's duration but increasing the lifetime of the smoke and embers a bit so they meet halfway.
>>
>>187290525
You could randomly spawn some flying sparks or embers that linger on the ground and burn for a few seconds.
>>
>>187289368
>>187286147
I got too excited. I'll have something to show next time.
>>
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>>187290508
is it possible just to make the object mode scale match the bone positions in edit mode? i dont want to change the scale every time i switch between edit and object mode
>>
>>187290525
>but now I realize it's weird that it stayed behind when the rest of the effects have gone.
You could have pulled it off as a legitimate effect, because that is a neat idea.
>>
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+pathfinding works
+cleaned the code and removed unnecessary checks
+fixed a huge memory leak
+memory is stable even when rebuilding the map every frame
-still don't know how to handle systems
i was too tired yesterday i handled it poorly, but now it works, i'll only need to build the map once per ship but i can reuse it for something else. it's time to add units.
>>
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Would it be possible to make something similar to pic related in UE4 where it fires an extension of the character's arm to work as a grappling hook.

I can only work with blueprints and the tutorials I have seen for grappling hooks don't seem to be of much use in regards to this other than the mechanics aspect.
>>
>>187289902
You're saying your armature is huge and when you right click it becomes tiny?
>>
>>187290884
Nice FTL clone
>>
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Boku's landing particle is now a bunch of stars. You can hop/platform to higher tiles.
>>
>>187284460
what does yuri have to do with trannies?
>>
>>187291317
>Would it be possible to make something similar to pic related in UE4 where it fires an extension of the character's arm to work as a grappling hook.
you can make that in every engine. I bet there are thousands approaches to this but the easiest that comes to mind would be:
you have 2 parts, a middle and an end part. while the endpart is flying you simply stretch or duplicate the middlepart in between
>>
Is furry amateur game work the most profitable?

Note that I don't necessarily mean finishing a game
>>
>>187291481
the same yuri has to do with women
>>
How to do animation in Unreal Engine?

Where do I look for basic/frequent animations, like sitting, waving your hand, etc.
>>
>>187290118
>>187291317
Is it inspired by MiA or are you going to rip it off?
>>
>>187291580
What?
>>
>>187289902
you scaled the armature in object mode. never do that. you should reset the armature's scale.

the proper way to do it is to select the armature, go to edit mode, select all bones, then scale that, not the whole armature.
>>
>>187277919
Damn man who's your composer. This is freaking neat!
>>
>>187290525
Looks better imo, this guy has an interesting idea too >>187290761 , having something like the mace's hit pattern burning a shining blue outline on the ground for a few seconds before cooling down would look neat..

>>187290780
Looking forward to it!
>>
>>187291565
Depends on how many fetishes are you going to cater to and how much you're willing to whore out for Patreon bux
>>
>>187291676
It's a deal then!
>>
>>187291629
there is nothing wrong with transexual yuri
>>
>>187291847
A man with a mutilated penis isn't a woman.
>>
>>187291425
it will have more features ofc, an unintended feature is that doors automatically connect close rooms, that means the ship can ram another ship and broad it without a teleporter, but i will use it for broading huge space ships where you'll rely on units alone.
>>
>>187291957
so?
>>
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still working on the first mini game. probably be another day our two.
>>
>>187291615
Just inspired.
Think the Great Cave Offensive from Kirby Super Star mixed with Pokemon Mystery Dungeon.
>>
/agdg/ is the furriest thread on this website. Don't try to deny it.
>>
>>187292409
>>>/trash/11151940
>>
>>187292409
I would say it's the most constructive one. But a little less cancer is still cancer.
>>
>>187292470
Even more furry than that thread.
>>
>>187292328
It's confusing to look at.

So very Atari.
>>
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>>187288048
>>187288307
>>187288956
>>187289153
Come get your Mecha Jam, mechanically interestedanons.

https://itch.io/jam/op-mechanoid
>>
>>187292638
lol
>>
>>187292638
I am very interested in your definition of "furry".
>>
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getting coop progress that actually looks like what its supposed to look like (it doesn't here) is hard because i gotta use a gamepad and keyboard at the same time
>>
>>187292685
He actually did it the absolute madman
>>
>>187292328
Well it's ugly, what's the gameplay like? Got a webm?
>>
>>187292685
>30th November
Hah.

Yeah alright, I'm in.
>>
>>187291615
>>187291317

I was the one who posted the question about the grapple using MiA as an example. Not the same guy as the Abyss dev.
>>
>>187291614
Guys? I need help or some guidance.
>>
>>187293157
Are you looking to make them yourselves or do you just want premade ones? If you wanna be lazy, just check the marketplace. There *should* be some free ones there.
>>
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>>187291350
it is normal size in edit mode and tiny in object mode
i found an option i can select "rest" mode instead of "pose" mode and it will stay normal size but i feel like its still something wrong

i tried to find a solution on google but none of the results actually say how to fix it
>>
>>187292802
A fondness for anthropomorphic animals
>>
>>187293304
upload your .blend
>>
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Preview since the face mask and loin cloth are not equipped/rigged yet. But really I just wanted to say how much Maximo feels like cheating. I didn't rig, skin or animate anything and yet he's now moving with a combo attack.
>>
>>187293249
Shit. I missed the animation pack.

Sorry for my foolishness. Thanks for the info!
>>
>>187293304
try selecting all bones in pose mode and presing alt+s
>>
>>187292328
yeah i think i just want to make games like Atari and early computer. might add better graphics later, but i doubt it.
>>
>>187292685
>https://itch.io/jam/op-mechanoid
the absolute madman,ok i am in anon now i just need an artist
>>
>>187293304
Pose mode is ctrl+tab with a armature selected btw
>>
>>187293518
>now i just need an artist
don't we all
>>
>>187293572
I became my own artist
>>
>>187293405
>Swings the bat with two hands at the same speed and strength as with one
>>
>>187293717
Yeah. Even the original model had a quite heavy weapon, some 2-handed axe. Also I'm not really happy with how his feet are sliding.
>>
>>187290118
It's abysmal yuk yuk

>The logo is for a made in abyss
What did he mean by this? I still can't tell if it's supposed to be for the game itself or for a company name or what.

If it's for a game... it looks a bit on the sci-fi end, which might completely not be what you want. For a company logo it's kinda sorta fine. Kinda watery, but at least it'll stick out of people see it a bunch.
>>
gib mecha games ideas
>>
>>187294408
android fisting simulator
>>
>>187294408
mecha commanded via sex noises of little girls who fight aliens in space
>>
>>187294408
Evangelion, without the excess faggotry.
>>
>>187293925
Made in Abyss is anime/manga where little kids go into deep abyss populated with magical beasts that hunt you and which corrupts explorers, both in body and mind. And also, after certain depth, you will die if you try to climb back up.
>>
>>187294408
Sakura Taisen.
>>
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>>187293427
this worked thanks
>>
>>187293405
I like it, its slow enough to feel deliberate, and you actually get to "see" whats happening
>>
refactoring my code to make it much more readable and less spaghetti, feels like noprogress but I know it'll help me
>>
>>187294725
it's huge progress actually
>>
>>187294604
GAAAAAAAAHHHHHHHHH WHY DID I OPEN THE SPOILER
>>
>>187294819
You stared into the abyss
>>
>>187294819
You didn't see that coming?
>>
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When Boku jumps on moving platforms his jumps will follow the platform instead of him falling off.
>>
>>187289225
thanks, stealing this idea
>>
>>187294707
Yeah it's going to be the weakest goon so nothing too crazy. Maximo had enough animations so this guy has an entire set of attacks, movement and staggering. As long as I can make a fitting death animation it's all good.
>>
>>187294604
Oh. For a = from
>>
>>187295554
I hope this is a test level and not an actual level. That one of the shittiest level design I've ever seen
>>
>>187295554
It bothers me that the platform does not reach the end (get to the square to the left of the wood block)
>>
wtf is gogem up to lately? wasn't his last game released two years ago?
>>
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I need some advice
What's a good engine for 2D games that you can do coding in Python or a similar language? I've had some good inspirations for a while and going to start studying Python at uni so I'd like to do some game development at home.
>>
>>187296375
to be specific: what game is he working on now? I already know he's kicked off steam and everything else.
>>
>>187296375
hes kicking it in the Caribbean with his millions.
>>
>>187296375
like usual he's making poor advice videos (using other people's works, without credit or permission), to try and bring people to his patreon (without success)
>>
>>187284460
Not even yuri is safe from normies' disrespect. I am furious.
>>
>>187296496
he doesn't post progress here if that's what you're asking.
>>
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> tfw trying to work with a mobile game as practice to learn something new
> making a twin stick game
> not sure how to handle shooting and skills

I mean, should you automatically shoot while you're aiming? One stick basically moves you, the other one aims. I was thinking of adding a short slow-mo effect when you select a skill to use to allow targeting, but what about "filler" shooting or sword swinging. I never realized how weird mobile controls are and just how little space you have to use stuff.

Now that i'm writing this, I wonder if I should make a check to see what controls are being used. So for example if you're only moving, you both move and rotate. if you're also using the 2nd joystick it will aim, shoot and rotate your character towards to aiming point, but I wonder if it's a "GOOD" way to do this. Would like to hear some advice from someone who has done something like this.
>>
>>187296584
So he stopped doing the thing that got him attention from millions of people and earned him a few thousand dollars and now is doing the thing that has never earned him even a single dollar and is viewed by max 300 people.

ZERO PERCENTTTAAHHH
>>
>>187292409
Only like 10% of devs like furry.
>>
>>187296375
past week or so i was continuing work on my novel.
rolled detective game dev today so im devving detective game.
>>
>>187297047
What the fuck? My filters are not working anymore.
>>
>>187297304
Fixed. Worst 60 seconds of my life. Fuck the First World.
>>
>>187297446
But how do you laugh at him everytime he gets BTFO if you can't see the replies to his posts?
>>
>>187296375
>>187296623
>>187296830
https://youtu.be/SnvIMx6gJnY

Gogem has more or less quit or retired gamedev. His pace now is really slow, what he's working on is literally cue cards, I think he has fully regressed. He has his $0 patreon up in hopes he can somehow manage that sweet easy monthly income but he hasn't accepted that none of his games or his youtube videos are worthy of donation. I don't believe he will finish his current game or make any in the future. You can quote me on that.
>>
>>187297526
I come here to see progress and get motivation. I can get retards getting told in every other board of 4chan.

It has no value whatsoever.
>>
>>187297571
AGDG ruins lives.
>>
>>187297571
>You can quote me on that.
alright i will, what's your name?
>>
>>187293405

Maximo?
>>
>>187297714
Are you blind? That's the infamous Anonymous.
>>
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Guild of dungeoneering with procgen cards and infinite dungeon, every time you level up new threats are summoned and hunt for you, survive long and unlock new cards
>>
>>187297761
i think he means mixamo
>>
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>>187296467
You can do Python game dev with Pygame. However, there is a catch. You cannot really distribute it to others. Only others who have the same python (and pygame) installed will be able to play. It is possible to make it into an exe, but that is not really feasible for a beginner.

If you are learning python at uni, stick to python. Experience from python is pretty easily transferable to other(similar - object oriented) languages. I started with Python(which I also learned in Uni), so I have been along that path myself. So, there is no rush to learn other languages.

Pic is a screenshot of a failed game which I made long time ago in python&pygame.
>>
>>187296754
I think that's the standard way to do twin-stick shooters on phones.
Both thumbs on virtual sticks, right thumb does aiming+shooting, and you never need to let go.
You could maybe tap the center of the screen for bombs?
Also, I think the one I played had no turnspeed. If that's what you meant by having "aim" and "rotate" seperate, I'd suggest you not have turnspeed.
>>
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Alrighty made some progress with the landship.
I guess there could have been more but I was stuck with the tracks before I decided to start somewhere else. Tracks are hard man.
>>
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Thanks to some input from a helpful dude over at the discord, I got my logo thing looking decent.
>>
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sneak peek at googum's new game
>>
>>187298064
>all that blur
>>
>>187296467
you're basically asking for godot, its scripting language is inspired by python, the alpha version has python support but gdscript is best
>>
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>>187297047
>i was continuing work on my novel.
Ah yes gogem about that. About that NOVEL that you're pretending to write so you don't have to admit you've crashed and burned out of gamedev spectacularly, about that NOVEL of yours, how's that going hmm? A bit slow? Like your gamedev? Yes? Mmmm? Maybe just avoiding the realization that you've given up with a distraction project you can use as an excuse for being stuck and going nowhere because the best is behind you? ?? ?
Ah. Yes.
>>
>>187298110
ill get it fixed when I actually make a non shit version
>>
>>187297851
alrighty then
I googled around and people were recommending Cocos2d which seems better. I'm not sure how it's on pc but some pretty popular mobile games were made on it
>>
>>187298198
go give me money on patreon and you can read it stewie.
then you can tell me how im doing on the novel.
>>
>>187297823
Is it free? Any hidden licensing bullshit?
>>
i give up
>>
>>187298510
lol
>>
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How to make a gogem game in one easy image.
>>
>>187298525
No way, anon. Just reduce the scope. You can do it!

You have so many tools and assets at your disposal that it's not worth giving up any more. Just reduce the scope, pace yourself (resting is important to avoid burnout), and you will eventually finish your game.
>>
>>187298268
I haven't used Cocos2D before, so I have no opinion about it.
>>
>>187298063
It looks fine, maybe it needs a couple bevels more but I often go overboard with them.
>>
>>187298510
>go give me money on patreon
I see you still haven't accepted how repulsive this "GIB MONEY xD" schtick is. It's not cutesy gogem it's extremely pathetic because you pull it out of your ass literally every turn, like you're being humorous. It's not funny man it's sad. By drawing more attention to the fact that you have $0 you are spoiling any image you could possibly have.

Don't you give "marketing" """"advice""""?
>>
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blender whyyyyyyyyyyy
>>
>>187298852
if you want to read my wip novel you need to give me money.
that's how it is.
>>
>>187298852
Don't disrespect his brazilian heritage
>>
If you want that sweet furry money for your game then it needs to contain a paws button
>>
>>187299014
>hey gogem get back to work on your game nobody wants to see your novel
>"OH YOU WANT MY NOVEL?"
This is a mental disorder. Good luck googs.
>>
>>187299014
this is not gamedev
>>
>tfw you don't have a cute and calm voice to do a proper devblog and, in fact, you can just barely speak English.
>>
how do you people feel about permadeath mecha game?
>>
>>187299395
>implying anyone cares about your devblogs
>implying you have have a game
>>
>>187299429
id code it
>>
>>187299490
me too
>>
>>187299209
>>hey gogem get back to work on your game nobody wants to see your novel
what are you quoting?
no one even WYG?'d me
>>
>>187298887
don't blame blender when you're new and you don't know what you're doing
>>
>as a kid wanted to make art and videogames for a living because its fun
>now an adult and art is not fun, making games is not fun

Is there a bigger deception?
>>
>>187299940
speak for yourself. i'm having fun.
>>
>>187299940
What is fun for you?
>>
>>187300003
art and making videogames

but lately it is not and I have nothing left
>>
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>>187300116
>>
>>187300116
dont worry anon, that's just existential depression, it goes away after a while.
>>
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>>187299724
thats why im asking it why
everything i read says something about selecting a bone and the mesh but every time i try it forces me out of weight mode
>>
>>187300116
sound like a lack of vision
you've expanded your skills but not your self
>>
Can someone develop 3d sonic level for me?
>>
>>187299429
Permadeath is the only way.

Xcom made me accept the inevitability of death and taught me to let go.
>>
>>187300215
After a while taking anti depressants, you mean.
>>
>>187300605
i never said it didnt come back
>>
Playing duskers and will be stealing some ideas
>>
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>>187298712
>what's a bevel?
>mfw
Jesus Christ that's useful. Thanks anon.
>>
>>187300309
shut the fuck up gogem
you literally have said you don't believe in fun
>>
>>187298887
Make sure armature is in Pose Mode
In Weight Paint Mode, hold Ctrl to be able to select bones

Please go into detail if you are still having trouble.
>>
>>187300764
You mean you did all these designs without knowing about it ? Damn son, that's skill.
You can get them with ctrl+B instead of adding a modifier too. It's less modular but it's faster if you plan on having different kinds of bevel.
>>
quick rundown on gogem pl0x?
>>
>>187301256
He did nothing wrong.
>>
>>187301002
why are you bringing up """"fun""""?
>>
>>187300231
fuck you, i'll make a quick webm
>>
>>187301256
chronic shitposter who's claim to fame is an edgy school shooter game and several self-proclaimed "menu simulators".
>>
>NES inspired game
>Rixels and Mixels

?????????????????????????????
>>
>>187300687
I know. I'm exactly in that situation.
>>
>>187242704
>>187251819

looking good
reminds me of the uzi from the 3d worms
>>
>>187301512
what's a menu simulator?
>>
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>>187301169
thanks that worked
but i cant rotate the camera in weight paint mode or use fly cam
i bound camera rotate to shift right click in all the input preferences but in this mode when i try to rotate a little popup says something like
>wait paint subgroup
>>
>>187301946
Game where the gameplay is only clicking buttons.
>>
>friend is the programmer while I'll be taking care of everything else
>I want to use GMS he wants to use unity.
>Want to learn gml because it's simple
Should I just go with him?
>>
>>187302013
aren't they called clickers?
>>
>>187302140
he's the programmer. let him pick the engine since it affects him much more than it does you.
>>
>>187302140
>Not a programmer telling his programmer what engine to use

Lmao kill yourself ideaguy
>>
>>187302183
They're really similar without the incremental part.
>>
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>>187302367
>>
>>187292685
Right when I was getting hyped for agdg yuri jam
>>
>>187302140
Where do you come off telling a PROGRAMMER what to PROGRAM in?

God forbid anyone deny the delicate genius artist of his wishes... however depraved they may be...
>>
>>187302367
>they're really similar when you take out the part that makes them massively different
really makes u think
>>
>>187286107
that transition of the piece you can see at 8s takes a lot away from the polish.
>>
>>187302183
"clickers" and "idle games" are the parody genre name for an actual genre of games which themselves are parodying games (primarily rpgs) which are built on an exchange of player time for content.

"menu simulator" is some bullshit that guy made up to try and insult me for having multiple games where the player uses a mouse to interact despite them otherwise being wildly different.
>>
>>187292685
>3 month long jam
What the fuck I am going to make a game for this
>>
>>187302582
its okay anon, both have a long enough time limit
you could participate in both if you wanted

just think which one you want more (or which you want less) and go with the winner. if you have time over after that you can do the other if there still is time.

>>187302798
cheers
>>
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>>187302950
>are you using automatic weights? if you aren't you should, it's great for a first pass.
>>
How do I learn c# for unity, 0 programming experience.
>>
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what book should i read next to advance?
>>
>187301989
are you using automatic weights? if you aren't you should, it's great for a first pass.

Also, i think you should reset bindings, they're there for people already experienced with other tools and muscle memory, using them while inexperienced only means that you risk fucking hotkeys up and you have different controls than every resource you find on the internet.

>>187303089
or at least better than a newbie first attempt at weight painting
>>
>>187302013
That would make SimCity a menu simulator.
>>
>>187303414
It is though.
>>
I'm sick of trying to be creative
Where's a good place to do simple freelance work for 3D art/animation and c# programming
>>
>>187303536
Pajeets already took all the freelance work possible.
>>
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Wow this game is so shit, it literally plays itself.
>>
>>187302140

Yes. If you want to learn, ask your programmer friend to give you small but manageable tasks. I worked on a unity project a while ago as an artist with little experience, and the programmers told me I could make a script to make a light flicker. It's minor but it's a start.
>>
>>187303210
>https://unity3d.com/learn/tutorials
>>
>>187302796
>"menu simulator" is some bullshit that guy made up to try and insult me
you've called your own games that in the past, it wasn't an insult. you've acknowledged the fact that you make menu games several times.
what the shit, dude.
>>
>>187302582
>not making a yuri mecha game and submitting it to both
>>
>>187301447
Look at the conversation you butted into you fucking retard holy shit. You literally just post to read your own writing. Kill yourself.
>>
>>187303618
>favorite color is blue
>both shades of blue got absolutely fucked
Shit game man
>>
>>187303759
>>187303908
>gogem is so fucking insane how is he this insane
He's too stupid and salty to function. He should be in a home.
>>
>>187266127
nice
>>
>>187303908
Gogem strolls around the thread like a drunk just bumping into people and burping "feedback" and "advice" at them. Nevermind him he's an idiot.
>>
>>187303813
Wakarimashita
>>
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>>187303401
im using automatic weights but i have to make some fixes
i reset the bindings but its going to be hard to get used to rmb as camera controls
>>
is there an article about handling ai controlled actors like in rim world?
>>
>>187304479
blender is most likely the software where you're going to move the camera around the most, it's gonna be okay once you get used to it
>>
>>187304473
Sugoi, ningen, now you must hayai to just like make game.
>>
>>187303813
now im interested
>>
>>187302796
>"clickers" and "idle games" are the parody genre name for an actual genre of games which themselves are parodying games (primarily rpgs) which are built on an exchange of player time for content.
I feel like you think this was an intelligent statement. It was word salad. I'm onto you Lambourn.
>>
>>187303759
i used the term "UI Game" on my WtV/RRPS bundles ironically. ive never called any of my games "menu simulators" because none of my games simulate menus, the menus are in fact real.
>>
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here is some items for the store. I like win 0. and drunk o.
>>
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>>187249475
make them come out of the bottom of the screen zoomed in, flip, and then zoom out. stack of cardscould most likely be reduced to a number, icon, or moved to a more appropriate position.

also, te current transition from center of the screen to bottom is absolutely too slow. rule of thumb, 0.4s transitions for stuff that is integral that the player sees, 0.2s transitions for stuff that you intend to be flashy, 0.1s transitions for basically instant stuff (hover effects, etc.)
>>
>>187304993
Oushi, ikuzo!
>>
>>187292685
I'm fucking in.
>>
>>187246085
"horo" = deragoraty slang for "whore" in finnish. horo.io sounds good.
>>
>>187302796
>>187305743
Did you guys know games are "built on an exchange of player time for content"?

We may have unlocked a new concept, we need to put videogames into stores and have people pay a quarter into game machines for their time inve-
Ohhh... wait. That's just common sense.
>>
>>187306284
For gogem common sense is fucking brilliance.
>>
>>187306284
>memes this poorly
firstly we do not include prices as part of the ingame content exchange we're describing.
at an economic/price level yes, arcade games are exchanges of money for time like everything else ever bought ever, but that isnt gamedesign.

arcade games are exchanges of skill for content, skill is required to reach new content.
clicker/idle games are exchanges of time for content, no skill required.
>>
>>187306653
>spergs about economy
>can't make money
>>
>>187306653
you can also switch out "arcade game" for just "any game that isnt an idle game"
the description of exchanging time for content is a description specific to that genre of non-games and partially to mostly-non-games (rpgs) that it's parodying.
>>
>asset lets you run "out of process" for easier debugging
>dev happily in this way for months
>try to build
>breaks with "you can only do that from the main thread"
>dont want to rearchitect this bitch
>change asset code to run "out of process" even in build mode
so this is the power of open source
>>
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>>187304738
i use 3d software all day at work
>>
>>187306653
>firstly we do not include prices as part of the ingame content exchange we're describing.
First sentence in and you lost me. I don't think I speak bullshit fluently enough.
>>
>>187307082
That's a cute image, mind if I download it?
>>
>>187307147
>1358912244660.jpg
Something tells me they're not the Original Producer of this content and don't have the rights to transfer to others
>>
>>187307085
how you sell a game isnt gamedesign.
>>
>>187305828
>none of my games simulate menus, the menus are in fact real
typical googem trying to worm his way out with syntactic gymnastics, only to end up breaking his ankle
>>
>>187306653
>arcade games are exchanges of skill for content
Gogem, all games are exchanges of time and effort for content, maybe clickers have less effort, some are automatic, they all require a time investment. What you said was really stupid and you said it in such an arrogant way you're just a clown m8.
>arcade games are exchanges of skill for content, skill is required to reach new content.
>clicker/idle games are exchanges of time for content, no skill required.
Yeah, so about what you said and not this tangent you're attempting: Time is required to achieve anything in life or anything in this dimension. You are a blithering moron.
>>
anyone here use ShareX to record videos? I'm struggling to get it to record audio.
I have the virtual audio recorder and all, but it doesn't work.
>>
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>>187307147
i dont mind but you should ask syobon (2channel character)
>>
>>187307416
not using sharex, but if you have an nvidia card they have an integrated recording chip, if you don't mind bloat try their geforce experience program. It even separates game audio and mic audio so you can balance them separately.
>>
>>187303241
>Michael Dawson
>>
>>187302796
>>187306653
To say clickers and rpgs are "built on an exchange of player time for content" is asinine because all games are. All media is content over time invested or are you downloading movies straight to your brain like in the Matrix? Because if you are you should really share that with the world and maybe you won't have to rely on a $0 patreon anymore.
>>
In a character action game which do you prefer a male or female protagonist?
>>
>9 posts over
>no new thread
do you guys want us to die
>>
>>187307820
Yes
>>
>>187307853
Yes
>>
>>187307853
pussy
>>
>>187307820
Ask again.
>>
>>187307790
That's... the point? He said...
>"clickers" and "idle games" are the parody genre name for an actual genre of games which themselves are parodying games (primarily rpgs) which are built on an exchange of player time for content.

The RPGs (and other games) are build on an exchange of player time for content, much like the games parodying them except it's a joke as if there's no such thing as higher or lower quality time.
>>
>particle system works fine in editor
>doesn't show in the viewport up unless I scale it to extreme sizes
UE4 confirmed for inflation fetishist
>>
>>187308106
ALL media and ALL games are content over time, what (You) said was asinine. Don't know what asinine means? Look it up tardo.
>>
>>187307820
cute anime girl protagonist
>>
>>187308106
>That's... the point?
You better check that redditude at the door, boy
>>
>>187308217
>>187308360
>insults right away
This is why we can't have nice things.
>>
>>187307568
Didn't the person who first drew those images kill herself?
>>
>>187307820
Female, in any game.
>>
>>187308416
You are the one insulting me with your barbarous ellipses and reddit sass. I'm literally shaking right now.
>>
>>187308639
Do you want to fucking throw down, little boy?
>>
>>187308710
Bullying WILL NOT BE TOLERATED
>>
>>187307820
Depends on the game.
If the character is a self insert character I prefer male, but if it's just a character on the screen, I prefer female.
>>
>>187308820
Wouldn't a self insert character need to be futa?
>>
>>187307382
Its obvious what his point was
were clicker games only take time
other games take skill and time
>>
>>187309491
*teleports inside (You)*
>>
>>187307820
I prefer robots if at all possible. But if I had to choose a humanoid I'd pick female, unless it's a game with dating or some kind of relationship stuff, then I'd pick male.
>>
New thread when
>>
>>187310136
when you work on your game
>>
>>187276684
are you me?
>>
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S U P E R H O T
S U P E R H O T

Added airdash and double jump.
>>
Show me your devblog
>>
>>187310358
>tfw you eat too many flaming hot cheetos
>>
new
>>187310458
>>
>>187310470
Show me yours first. ;)
>>
>>187310553
I'll show you mine if you show me yours okay? :3
>>
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Made this "dimension shifting" mechanic for use in 3D platforming,for now it's just basic teleportation,please tell me what you think.
Also,I added the ability to rotate tiles(like that one at the end) because i wanted to make a 3D tetris game where you find the pieces,jump on top of them and pilot them to the correct places.
t. guy who has only used UE4 for a week
>>
>>187310821
Doesn't titanfall 2 do the same thing with time-jumps?
>>
>>187309576
No, (You) said clickers and rpgs are what take time. ALL games take time.

Fuck off gogem.
>>
>>187310949
So does Dishonored 2(sort of) but idk,didn't really give it much thought,I was just messing around
>>
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Will stay up longer tonight to deprive brain of sleep. By doing so I will unlock the semi-sleep mode in a much more lucid state. This semi-sleep mode will give me more creativity to get that extra brainpower for brainstorming for the Mecha Jam game.

Wish me luck.
>>
>>187310821
Giana sisters did really well with that mechanic, you could steal some ideas from that game
>>
>tweak the movement script
>suddenly character doesn't jump reliably anymore

FUCK
>>
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made this
>>
>>187307820
A fucking white male anthro.
>>
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>>187274849
Damn that's a pretty good trailer, no STDG shit here
Thread posts: 800
Thread images: 145


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