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agdg - Amateur Game Development General

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Thread replies: 798
Thread images: 195

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Make your dreams come true!

> Upcoming Mechanoid Jam https://itch.io/jam/op-mechanoid

> 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: >>187223421
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
>>
>>187310458
>owlturd op

please don't
>>
>>187310613
You're right, a distorted picture of a chicken is much better
>>
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>>187310613
>>
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Reposting my superhot movement.
>>
>>187310853
>that frog anatomy
>>
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getting jap characters to work was pure hell, thanks Game Maker Studio
>>
>>187311264
How did you do it? I'll have to do that in the future, might as well know now before killing myself.
>>
>>187311264
Your game looks more of a clusterfuck every time I see it. It's probably a lot of fun to play but I literally have no idea how it works even after all this time.
>>
>>187310458
DELETE THIS FUCKING PICTURE RIGHT THE FUCK NOW FUCK YOU
>>
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>>187311418
trust me when I say it's much better than before
>>187311376
'add font range' in font properties. For some obscure reason half of the fonts I've checked had the japanese characters rotated at 90 degree and the other half didn't even display correctly
>>
>>187311585
Thanks a lot, anon. Also I really want to play your game.
>>
hehe
>>
>>187311802
>changing his writing style for namefagging
I knew it. He's doing it right now defending his post about "only rps and clicker games have time investment or content"
>>187308106
>>187309576
>>
>>187310672
It unironically is.
>>
>>187311802
While I think gogem is a joke, that is quite possibly falseflagging.
>>
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Finally progress after a long time!

I added a black hole gun. It uses a post process shader to distort things, pulls enemies closer and kills them instantly if they are close enough to center.

I was kinda lazy last couple weeks. I feel like If I can spare 1-2 hours a day in average, I can release it in 2 months. Why it is so hard :(
>>
>>187312058
/vg/ doesnt even have IDs
wish it did.
>>
>>187312227
Holy shit, that looks amazing
>>
>>187312227
wow, very cool
>>
wew lad just finished redoing my game states and it's working very well but I can't show anything because no visual change since last time I posted progress
Well at least it'll be easier to add menus and shit
>>
>>187312227
pls teach me how2shader senpai
that looks fucking cool
>>
>>187312612
Nice work anon.
I've also been doing behind the scenes changes that improve the game and make things easier for me, but have no visual changes.
>>
>>187312545
>>187312591
Thanks, I didn't write the shader myself though. My shader-fu skills are not really good.

I kinda improved a little bit and made it scallable and work for different resolutions though
>>
filtering gogem has been the best decision I've ever made in my life
the thread feels so much nicer
>>
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500+ FPS but no screen tearing during movement... Interesting...
>>
>>187312712
see >>187312712

From time to time I visit shadertoy and awe at what people do. They are kinda hard to learn and reverse engineer but you can learn a few tricks there and there
>>
>>187311585
Junji Ito would be proud.
>>
>>187312997
Your game isn't fullscreen, windows has a vsync enabled for its desktop environment, unlike some linux distribution where you need to add one if you want
make it fullscreen and you'll see tearing
>>
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>>187312997
>love2d
>>
>>187313195
Huh, thanks anon. Not that it's particularly useful but it's nice to know a bit about how things work behind the scenes.

>>187313326
Best cross platform 2D engine IMO. The performance I've been profiling has been stellar on mobile.
>>
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>>187313187
he might be!
>>
People like shit art, right? I can be the next Undertale with my "ironic" shit pixel art, right?
>>
>>187313473
It's legit, nice.
>>
>>187313663
Thinking about being the NEXT anything is setting yourself up for failure.
Just do what you fucking like and not what you think will be the easy path to fame and money, because there's no such thing.

Now stop asking retarded questions and JLMG
>>
>>187313663

A good game can get famous despite its art, anon. So sure, I hope you know what you're doing.
>>
>>187313663
you need an existing cult following to make a new undertale with shit art
>>
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This is Bridget, she is a timit robot friend, please don't bully her or she might explode.

holy fuck I hate animating sprites
>>
>>187314359
She's nice, but why a robot?
>>
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some adjustments based on suggestions from yesterday
>>
>>187314420
but why not a robot, anon?
>>
What is a mechanoid?
>>
>>187314420
>>187314471

she's mass produced,
Game is a rogue like, so the explanation for permadeath is that the next life is a new robot.
>>
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>>187314359

Here you go, you walking tin can

She's pretty cute
>>
>>187314471
Because if you make a character something not ordinary it should have a motive or purpose.

>>187314592
Like this.
>>
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cutie robots piloting giant humans/cyborgs
>>
>>187314453
Nice pretzels.
>>
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>>187314453
>Posting the male cat and not the female cat

Looks good nonetheless
>>
How can I emulate the sounds/music from SOTN
>>
>>187314943
If you just want music, you can go on youtube, download it and then convert.
>>
>>187313663
You can't find real treasure in a spot already dug.
>>
>>187315063
Sometimes there's an oil pool beneath another oil reserve.
>>
>>187309491
Nah, I just like looking at cute girls.
>>
>>187314453
>furry
please leave us alone
>>
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>>187315841
>>
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>>187314359
>mass produced robutt
>not "naked"
>>
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>>187315841
>>
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>>187315841
What's the problem?
>>
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>>187316209
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>>187315841
>>
Well I just spent half a day looking through my movement system to find out why suddenly jumping became incoherent.

Turns out that for some reason, when the character was on ground, a boolean determining whether the character could jump kept flickering between true and false.

The only way that the boolean could switch was through collision detection with the world, and could only turn on if collision with the ground was detected. So obviously something was wrong with the collision.

So then I found that the reason the collisions weren't consistent was because I changed the downward movement value when the character is on the ground from a -1 to a 0. And that led to the problem.

Half a day.

At least It's not as bad as the one time I spend about as much time looking through some code only to find out I used = instead of ==.
>>
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the ideas are flowing, oh shit.
>>
I'm making an RPG full of lesbian anime girls and nobody will be able to stop me.
>>
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>>187316096
>open the game with a mega man x style opening,
slowing building up each layer of the character.
>>
>>187315841
Dude, I hate furry stuff too but that dev has been working on that for ages and it's not degenerate stuff. If you have a problem with his game it's you who needs to leave, newfag.

>>187316440
1 MLP
2 Cub
3 Sanic
4 Rape

DIdn't know autists were so into rape.
>>
>>187316440
>hyper anus
>>
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>>187314918
merci
>>187314929
i felt i was giving her a bit too much spotlight so i used the male one for a change
>>
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if the fucker from last thread is here.
#7, chiming in.
>>
>>187317032
Write them down.
>>
>>187317057
Post
>>
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>>187317685
Yes. Good.
>>
>>187318170
Too early for now. I will whenever it's worth showing.
>>
>>187311264
Your game is seriously beautiful.
I'm not going to play it though, doesn't look like my cup of tea. But it is beautiful. Please, notice me.
>>
>>187300764
nigga, I'm about to blow your fucking mind. your modeling is about to go through the roof.

Hard Ops blender add on. It's $15 but it's a worth it. Hell, there's a maya plugin that does the exact same thing and it costs like $900.
>>
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>>187317557
>i felt i was giving her a bit too much spotlight
Cute cat girls are always the correct answer, not matter the circumstances.
>>
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>>187318505
How aboot regular cat females?
>>
>>187317557
Male cat is pretty nice too. I would hug him.
>>
>>187312227
what happens when you go inside the black hole?
>>
3d beginner. Is this considered low or high poly?
>>
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>>187318740

A regular cat female is fine too
>>
>>187319071
textured low poly
>>
>>187319087
Goodie! Cmulko isn't a female cat but the Player 2 character will be a female cat.
>>
>>187318990
I added a collider, so you can't go inside.
>>
>>187319071
very high poly
>>
>>187318740

>Where's_the_sheriff.mp4
>>
>>187317285
what is his blog?
>>
>>187319243
And now we're out here and we're in there
>>
>>187317285
Sure, lets allow ``tame'' furries, nothing can go wrong!

>>187318505
>>187318740
>>187319087
>>187319189
>>187314929

Except it attracts those degenerates like flies. This general would be filled with furries and those pony guys
>>
If anyone responds to him, my opinion of agdg will not sink, because it's already at rock bottom, but I will be still disappointed.
>>
Looks like we've found "his" new crusade target.
>>
>>187317557
YOU CAN TRY TOO ! PUSH START ! YOU CAN PUSH TRY !
TRY TOO ! PUSH START TRY CAN START ! PUSH TOO PUSH PUSH TRY ! CAN YOU CAN START TRY ! START YOU PUSH
TOO ! START TRY YOU START TRY ! CAN TOO TRY START
PUSH ! CAN YOU PUSH TRY ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !
>>
>>187319840
Just keep talking about games.
Say, what game from agdg are you looking forward to the most?
>>
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PROGRESS: Tweaked/fixed a lot of really small things today, but because a lot of them involve ~1-2 frame changes to things or they're hard to record in a new webm, have the most recent webm I've made instead.

-Mashing prompts can now be completed with the left/right punch buttons in addition to the left/right dodge buttons
-Fixed a number of bugs where player states were displaying the wrong animation or frame for 1 frame after changing states
-Fixed the player having 1 frame of invulnerability for some reason during startup of either of the heavy attacks
-Fixed the enemy having full invulnerability for 12 frames during startup of their left/right hook attacks
-Whiffing with a heavy attack no longer causes a really long punch delay since the heavy attack animations are already super long
-Damage enemy takes during a number of enemy states increased
>>
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>>187318213
Slap me on the bottom row
>>
>>187319997

I can't wait to play that game I'm working on, when it's actually finished and good
>>
>tfw unorganized code
>>
>>187320267
I believe in you, anon. But you better get to work now.
>>
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>>187320129
>>187320129
I'll put it on 25.
>>
>>187310821
Have you considered making it so the "dimension swap" instead makes all dimension-platforms swap between having collision/being visible, rather than teleporting the player?
It might be easier to make levels the way you want them that way.
>>
>tfw code works but it shouldn't
>>
Give me non-mecha ideas for my Zelda Roguelite game.
>>
Is the world ready for another No Man's Sky kind of game?
>>
>>187320628

Tech level: bronze age.
>>
>tfw brainlet
>>
>>187320758
>tfw too intelligent for programming games
>>
>>187320001
Ah, the mechanic of gaining health while opponent is down. Nice.
>>
>code is just chunks from different youtube tutorials
>>
Pushy umbrella cmulko when?
>>
>>187320919
english thx
>>
>>187320852
i'm lmaoing at your life, my code is 100% chunks from written tutorials
>>
>>187312227
Black hole gun
won't you come
and wash away these mobs
>>
>>187320628
You inhabit an island of stuffed animals and can kill and wear them to gain their powers/stealth
>>
>>187321293
How did you like the latest episode of New Game.
>>
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>EventReceiver Spawn doesn't work if spawn rate = 0
>doesn't work if the emitter uses local space
truly epic
I need someone to give me some light on this, both problems seem completely illogical and my patience is running out.
Yes, both events have the same parameter name
>>
>>187321393
Haven't watched it yet
>>
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where i can find the complete pc98 color palette?
>>
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Last batch of basic enemies. They just wander but suck things into them for heavier damage than things like gun enemies. Once I make a few more tweaks to some things like menus I can work on polish like removing some of the placeholders/reused assets like the ones on these guys and hopefully wrap up soon.
>>
>>187321841
A pc89
>>
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I think my game is starting to hit a stride
>>
>>187321028
A umbrella cmulko crosshover
>>
>>187321841
Wouldn't it depend on which PC-98 model you want? Wikipedia says that one of them had 4096 colors, so it must have been 12-bit color unless they had an alpha channel.
>>
>>187320628
An exact copy of Legend of Zelda, except the world is randomized.
>>
>>187323039
how on earth did you manage to choose the worst combination of colors known to color theory?
>>
>>187323394
That already kinda exists.
https://dessyreqt.github.io/alttprandomizer/
>>
>>187323531
Fuck your color theory
>>
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>>187319071
low poly textured for comfy maximus
>>
is there a way to extract palettes from a video efficiently? or do i need to process many different frames manually?
i like dem dragonball colors
>>
>>187324195
That's very interesting. Thanks for sharing!
>>
>>187320628
>non-mecha
to be honest kys
>>
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where do i go from here?
>>
>>187324398
Try adding a dash of memes
>>
>>187323531
>color theory
biggest fucking meme
>>
>>187324398
You comment out "using namespace" so it wont pollute your default namespace
>>
>>187324252
I'd use matlab to create color lists sorted by number of pixels and have it run every frame.

But i think you'd be better off picking the colors you like manually.
>>
from now on, you may only post in /agdg/ if you have progress
>>
>>187324398

hello world
>>
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>>187324691
I already posted progress earlier in the thread, does that count?
>>
>>187324691
where's your progress
>>
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I've been bored and just found myself in here
How do your jams work like the one in the OP? The mecha one.
Seems like there are only 5 days left, but it looks fun.
How high quality is that game supposed to be, to not be considered a waste of time?
>>
>>187324851
5 days to enter, I think the actual deadline is Nov 30th
>>
What is a mechanoid?
>>
>>187324851
There are 5 days until the jam starts. You'll have to learn how to read before you can make a game.
>>
>>187324851
just like make game
>>
>>187324851
https://itch.io/jam/agdg-comfy-jam
https://itch.io/jam/agdg-monster-jam
https://itch.io/jam/agdg-dinosaur-jam
>>
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>>187324602
>>187324746
l-like that?
>>
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>>187314505
>>187324970
Mechanoids are fictional robots featured in the British Television Series, Doctor Who. These large spherical robots were created to serve human colonists on the planet Mechanus
>>
>>187325137

oh my god it's a fat Dalek
>>
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spent the last few hours trying to anime with no success, going to go back to work on game code now.
>>
>>187325314
well yeah you can't animate a .png
try a .gif
>>
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>>187325314
Le edit, *animate*

kill me.

>>187325520
nothing I made is worth showing.
>>
Does Steam have a dev log type thing for games in progress/early access?
>>
>>187325137
>mech anus
>>
>>187323531
the colors are random and placeholder for now. I'm more working on the mechanics at the moment
>>
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>>187324691
You just can't say that if you don't post progress, that's hypocrisy at its finest.
Also I'm still stuck on >>187321454 so I can't show off the thing I've been working on.
There's a couple small, barely noticeable fixes too, namely not being able to fly at ludicrous speed with the dash mechanic.

I hate that there's a mecha jam,
I feel like I'm gonna get jealous at others and burn out.
>>
>>187325701
the news tab
>>
Added a tutorial. I dislike in-story exposition of game mechanics.

(I'd prefer to just put it in a manual, but I doubt anyone would read it.)
>>
>>187325314
>>187325565
Just post what you have made, it can't be that bad. In other words, post more Bridget.
>>
>>187323039
>>187323531
>>187325872
i love the colors to be honest
nailed that gameboy color aesthetic
>>
>>187324851
are you looking for an artist to collab with?
>>
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>>187326193
Instruction
At
The
Point
Of
Need
>>
>>187326573
No, it's horrible immersion-breaking
>>
>>187325314
she looks a little like that tranny comic
>>
>>187326686
>Do you want me to explain the basics?
Yes/No
>>
>>187325565
>nothing I made is worth showing
No one here makes anything of worth
Forcing yourself to post progress is an important part of making progress, so you actually periodically produce something, rather than foreverially improving
>>
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>>187314505
>>187324970
>>187325137
Mechanoids are also beings from Artifictial Intelligence Machines video game series where mechminds are ball shaped indestructible computers, which are being bred to achieve some sort of general intelligence. These mechminds move, fight and sense through a mech. If they want, they can come out of their mech, buy a new one and ride around in that.

Mechmind inside a mech is termed as mechanoid. The point of the game is win the evolutionary race and become the apex mechanoid.

Pic is a screenshot of that game.
>>
>>187326779
No NPC should ever say that

No NPC should ever say "press the A button" to me unless my character is standing in front of a machine with a button labeled 'A'
>>
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>>187326282
>>
>>187326686
>>187326947
>>187326686
You goddamn fool I don't mean bring up a section of tutorial whenever a new game mechanic is introduced

"Instruction" at the point of need, doesn't have to be literal instruction. It can be providing a situation which can only be dealt with by the new mechanic.
>>
>>187327172
What's the game even about? What kind of game is it?
>>
>>187324602
This, using is way worse in C++ than it is C#.
>>
>>187327374
rogue-lite, i'm 2 days into dev so I'm not really sure on story yet.
>>
>>187326947
If something is basic (ie. press X to jump), just write it on screen near the place you jump at.

If something is more complex, have a random npc showcase it.

I'm showing all the 'hidden' mechanics in my game by having the enemy use them around the time they become available.
>>
Making a sprite for my main character sucked up all the energy I had left. And I've only done the head. Christ.
>>
>>187328308
perfect time to work on your LLC
>>
gamejolt is really comfy
>>
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>>187326341
You really don't wanna work with me
>>
My favorite tutorials are for the game to just blast through everything bluntly and then to actually start the game proper, I don't want a boring 30 minute section where you secretly teach me that fire hurts.

The sneaky teaching in HL2 is good, but that's stuff deeper than just keybinds.
>>
>>187328659
dont respond to them
>>
>>187311264

>East asian font rendering

No dad! No!
>>
>>187324639
that's an interesting idea actually
i'm not familiar with mathlab but i guess i could do something with python, maybe selecting random frames to avoid to lose resources on too similar ones
brilliant dude!
>>
>>187329135
matlab*
>>
>>187328659
Ha, don't say that! Have you thought about what engine you'd like to use?
>>
>>187328659
don't reply to it.
>>
>>187325035
>>187324398
Download SDL or SFML, learn how to use them with your compiler of choice and get cracking.
>>
>follow a tutorial
>something is wrong, doesn't work
>download the source
>replace all the code with the source one
>something is still not working
>play with sprite collision boxes
>still can't be fixed

Fuck.
>>
>>187329306
thanks. what is your opinion on both?
>>
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>>187320385
Default Asset Island
22 or 23
>>
>>187310613
What's wrong with shen?
>>
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I'm doing raycasting and got texture rendering working

pic related

http://108.61.250.145/ray/

Also no interpolation because I hate interpolation
>>
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JUST LIKE AMBIENT BACKGROUND VISUAL

https://youtu.be/bSWtZhpo8IQ
>>
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>>187330034
>>
>>187330617
Is the idea to make it in your game, or just make anything?
>>
>>187330459
Why are you writting a software renderer? Its like more redundant than writting an engine.
>>
>>187330534
Holy shit this is hypnotizing. Awesome!
>>
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>>187320628
Please, I need ideas
>>
>>187330696
anything.
>>
In Blender, for future movement, I need to use multiple pieces or can I make the full model in a single go and then cut it?
>>
>>187312227
>Motherfucking black hole gun.
Hats off, senpai.
>>
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>>187320628
Cute animals.
>>
>>187330534

That's awesome work, anon. Now use it to generate random numbers.
>>
Never
EVER
code while'std've tired
>>
>>187331230
It's fun?

Also, I'm writing this primarily in SDL in C++ w/ hardware acceleration but I'm doing it on the side in canvas for fun. I'm not much of a gamer or game designer, but I like to program. I tend to like to do everything from the ground up.
>>
>>187332084
How do you hardware accelerate? Do you use SDL draw functions? Why not OpenGL?
>>
>>187332608
because SDL seems easier to learn
>>
here's a new weapon.
getting closer to being able to start the very long process of replacing these shitty placeholder animations.
probably should make AI at some point before that and fix the skirt, as well.
>>
>tfw have otitis
>dev very slowly because of the pain
send help
>>
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Idea guys, assemble!

I don't really want to make the combat the selling point of my_game(tm). I have decided that there will be a little combat, but its somewhere around 8th or 9th in the list of priority. So, it will probably be a small scope thing.

The game itself will be kinda like one of those Warcraft custom scenarios. You know, the kind of scenarios where the map contains quests and a sort of a story and the player is limited to a few people and cannot train units.

From another angle - its something close to a space trading sim. Only that it takes place on ground. Trading, interacting with others, doing tasks for SUPER and inter-clan politics are the juice.

>RTS style combat which will come down to who has more HP or DPS(due to small scope of combat)
>instant and weighted random outcome battles
>battles are simulated with mini interactive fiction sequances(sequences are situation where action is chosen, which leads to another situation - situations are pulled randomly from a pool of possible situations weighed by previous actions and other stuff)
>menu based turn based combat
>some sort of convoluted battle resolution simulation which takes some time to resolve(like the Europa Universalis or Crusader Kings)
>???

which one? do you have any better ideas?
>>
Since Godot has so few tutorials for beginners, should I look at Gamemaker/Unity ones?
>>
>>187332876
OpenGL before 3.0 is really straightforward. But whatever floats your bloat.
OpenGL 1.1 is the boss:
http://www.glprogramming.com/red/
>>
>>187331419
Use proper 45 degree lines for the wall intersections at the corners
>>
>>187330534
This looks really good!
>>
>>187329996
I use SFML because it is a C++ library and I like how it handles events.
SDL might be better if you like the C way of doing things more and SFML does weird stuff if you try to use it with OpenGL drawing.
I haven't tried how SDL works with manual OpenGL drawing though.
If you just want to do 2d stuff I recommend SFML though.
>>
what's the simplest finite state machine implementation? i need something quick
>>
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>>187333108
Very nice anon, I'll be looking forward to your game.
>>
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>>187333832
How did you know it would look better!?
>>
>>187334823
Literally thats how Zelda, the inspiration game done it.
>>
>>187334971
I'm not sure what you mean, but thanks.
>>
>>187334823
The way you were doing it earlier pisses on all your tiles.
>>
>>187334823
What engine?
>>
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>>187310458
>>
Finally done with my job, 2d art is better now (programmer) but now I feel like making a 3d game again (I settled for making 2d first when I finished my job but haven't had to really think). Fuck, last time I tried to learn 3d I got nowhere even with weeks invested as opposed to doing anything else. All my ideas are in 3d though
>>
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>>187335265
>>
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>>187335378
>>
>>187335375
I don't use an engine desu.
>>
>>187334823
What do you use to get that nice black outline on your text? Or is that just part of the font
>>
Am I gonna get lynched if I've traced the face shape of a manga character for a character in my game? Everything else is original, the outfit, the face, just the goddamn face shape.
>>
>>187335802
I draw the same text 4 times, push each 1 pixel in different directions and make them black.
>>
>>187335894
Don't get caught.
>>
>>187335473
zelda was the original vaporwave
>>
>>187336106
>xD
>>
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>>187336106
>>
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Why do I get skipping when I run bros?

Godot

if vel.x == 0:
anim = "idle"
else:
anim = "running"
if vel.y < 0:
anim = "jup"
if vel.y > 0:
anim = "jfall"
if vel.x > 0:
sprite.set_flip_h(false)
elif vel.x < 0:
sprite.set_flip_h(true)
sprite.play(anim)
>>
>>187336394
I just realized. It's not the jump animation.

IT WAS NEVER THE JUMP ANIMATION.

IT WAS THE FUCKING GROUND. IT WAS THE GROUND. GOD HELP ME.
>>
>>187335469
Join the club
http://www.opengl-tutorial.org/
>>
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>>187314453
>those little surrender flags
neat

>>187315841
>>
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>game consumes +1mb of memory every second
>>
>>187337431
>1mb or memory per second
or
>1mb of memory per second per second
>>
>>187336870
Creating 3D assets I mean (modeling, rigging, etc). I wouldn't mind learning OpenGL but not interested in it right now, I'm familiar with existing engines so I'll just be using what I know as I want to get a game out soon, but I may create my own someday for fun.

>DO WHAT THE FUCK YOU WANT License
Best license.
>>
>>187337431
>tfw no garbage collection
>>
>>187337431
Stop creating a billion objects.
Learn to reuse them.
>>
>>187333108
don't replace the run I love it
>>
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>>187318990
>>
>>187318459
Hot damn, I always had problems with hard-surface modeling so this is really useful, thanks man
>>
>>187338074
The game turns into a bad movie?
>>
>The madmen at Epic actually implemented A* pathfinding in a blueprint
>>
>>187338889
I did my A* pathfinding in blueprints because the default UE4 pathfinding doesn't work in a 3D volume.
As it is right now I don't think it has bugs anymore but we'll see on demo day.
>>
>>187333218
I don't know what the last one means, but all of those sound like bad ideas except the turn based combat, which is likely also bad if you don't have an interesting battle mechanism in mind. If you're going to include combat it needs to be not just functional, but functional as a game. That means there needs to be a player skill element and challenges to test that skill, where the player is in control of the outcome. Don't just do "3 is more than 2 so 3 wins" or some random dice rolls.

I would approach the combat aspect as a "minigame." You don't need to call it a minigame in the game but just a way to think about designing it. It needs to be a fully self-contained game, no matter how simple, not just meaningless actions that busy the player and make it look like something is happening.
>>
Nodev here. Do you guys think I would help your games if I made a review blog and talked about them?
>>
How do I wrap my roguelike up in a good story? I've never written stories before. But I feel like the game would benefit from some kind of story.
>>
>>187338303
>>
>>187339503
Well if it's even half as complex as Epic's version I'm goddamn impressed.
>>
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>tfw trying to manually rotate low-res sprites
>>
>>187339498
Only if you can somehow get people to read your blog about unfinished games from a Chinese knitting forum
>>
>>187339668
Meant for >>187339243
>>
>>187339498
No. More so, I do not give you permission.
>>
Godot.
>>
>>187334971
>>187335265
is this seriously not based on Zelda? the design is really close
>>
>>187340387
Waiting for
>>
>>187339668
>>187339812
It's not overly complex, it's just an A* implementation but with 3D vectors instead of 2D. The rest of the AI behavior just works on a Direct/Indirect bool so if the AI has the player in sight it skips the whole pathfinding logic.
So compared to the default UE4 pathfinding it's lacking a lot of the fancy options, like all the information you get on a path, and it's a lot more simple since it only goes from point to point instead of properly navigating an area, but it works for what I need.
>>
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/agdg/ WISHES it could just make game this fast
>>
>>187339243
There's a free 3D pathfinding thing on the marketplace if you find any issues, it seems pretty good.
>>
>>187340725
Im marginally sure if you dedicate every waking hour to deving you can make something fairly decent in 6 months.
But since we are on agdg and by extension on firechins, we just like dont.
>>
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>>187339882
Too bad, I just did it. Take a look!
>>
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>>187310458
>>
>>187338127
I don't know if I gave you that tip already or not but turn on the bool tool add on that's shipped in blender if you haven't. it's also very useful for that kind of modelling.
>>
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>>187340587
Well, they decided to make their own implementation just for their sample TBS game, and it's a monster.
>>
>>187339243
dude get that free plugin on marketplace for 3d pathfinding it's nice
>>
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>>187341349
improved ui :)
>>
>all those visual spaghetti is supposed to be more readable than clean code
>fucking up your wrist connecting nodes instead of comfy typing
>>
>>187338889
they made 3d proc gen levels using marching cubes in BP too
>>
Best Singleton style for a Unity monobehaviour?

>inb4 no devs tell me singletons are bad
>>
>>187342143
Typing, famously a cure for fucked up wrists.
>>
Remember that game that looked terrible and had tons of assets from a store and was great and loved by everyone?

Me neither.
>>
>>187342885
You forgot about the slenderman game?
>>
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>>187340848
>>187342106
Too late. Besides I like doing things myself, I can modify them more easily and I get to brag to qt nerd grills.

>>187341682
It's a lot bigger than the one I did, even if I didn't have any functions inside of it (iirc there's only one which is the function to get the points accessible from the point we're scoring). Sounds like their implementation is a lot more modular/procedural, mine just loops through hand placed points.
It also seems a lot less wonky but it's my first time implementing pathfinding so I have an excuse.

>>187342143
>>fucking up your wrist connecting nodes instead of comfy typing
I'll admit, this is the only part for which I don't like blueprints.
>>
>>187312428
>playing stupid
You know that was you getting caught on 8ch bitch. Fuck outta here.
>>
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More work on the mirrors that I'm making for Unity
I think they're turning out pretty well
>>
>>187342885
House Party
>>
>>187342885
Yandere Simulator. 4chan was unironically on it's dick for months before they found out it was Eva and then decided to care about things like the assets.

There was of course the token sperg trying to make an issue of it from the start but nobody cared.
>>
>>187343464
What loosely anime themed thing is 4chan not on the dick of?
>>
>>187343464
Eva?
>>
>>187343464
It starred an anime girl. Pretty much everything else is irrelevant.
>>
>>187343787
>>187344115
>that doesn't count
Yes it does.
>>
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>>187335378
>>
>>187342885
yandere simulator?
>>
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after I started doing code rather than animations I started making alot more progress. I was afraid id have to code every single enemy and wall object for collisions, and then I learned what parents and childs are and it made everything much easier. I also made a basic menu, and a basic pause screen.

>>187343464
i wasn't aware of who he was til this post, i looked it up, and oh my god it's a gold mine of autism
>>
>>187345043
Pierce the heavens with your tower!
>>
??? >>187336040
>>
>>187344253
I fell down those stairs
>>
>>187345734
>>187345898
Is this more Discord shit?

Fucking Discord.
>>
>>187339705
>he doesn't know about MS Paint
>>
>>187346213
but im using gimp
>>
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>>
>>187337431
stop creating data structures every frame.
>>
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https://vocaroo.com/i/s04DtLDqZJGU

Alright agdg I bring a message.
>>
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>>187346762
https://vocaroo.com/i/s0zsr5Srblsd

Oh whoops Um the last one was something else dont pay attention its this one.
>>
>>187346762
I like ur artstyle can I steal it?
>>
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>>187346948
>fuck 2d fags
>>
>>187346948
autism
also u sound gay
>>
>>187346948
>>187346762
Your voice does NOT match the gay pictures of you.
>>
>>187246085
horo.io rolls off the tongue the best
>>
>>187347379
t.source poster
>>
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>>187348254
Fucking nailed it. This tranny has been FAKING the DEATH of bokubedev for literally years. The proof is all there on archive.moe and desustorage.
>>
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reworked how we do the patches menu, behaves the same way as badges in paper mario
>>
>>187348497
That's a great little menu, but the door continually opening in the background is making me autistically upset.
>>
>>187348085
>>187348686
it's just sourcefam with his epic samefagging gimmick
>>
>>187346948
>Fuck 2D fags
Well fuck you, you're the gay faggot is that background noise your bed squeaking with you getting pounded up the ass?
>>
>>187311264
where can I play your game?
>>
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>>187349091
I get he's a source cuck but
>shitting on trannys
>>
>>187348497
my friend wants to play this asap, how fa in dev are you?
>>
>>187348871
*bokudev
>>
>>187316440
>hyper anus
>>
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>>187342129
healthbars kinda work now :)
just need to sync everything :/
>>
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I still need the ideas.
>>
>>187323039
>that character change
What the fug
>>
>>187349676
Do you have to stop moving for 1 second to attack? That seems bad
>>
>>187349676
disco zelda?
>>
>>187349824
I didn't design zelda buddy, take it with the creators.
>>
>>187349676
I guess just start throwing in all the average melee combat stuff then add some mobs. Not being stuck in place while you attack, just because zelda did it doesn't mean you have to.

Combos, dashes, parries. Like the continual colour shift, very disco.
>>
>>187349917
I swear the attack in Zelda was much quicker than that
>>
>>187349917
But your game isn't Zelda, and Zelda has moved on
>>
>>187349917
combat in zelda 2 and LttP is far far better
>>
>>187350079
I wish games never moved past NES.
>>
>>187350079
Moved on as in gotten worse yea
>>
>>187349917
>you have to stop for a full second to attack an enemy in zelda
have you EVER played ANY of the zelda games

srsly LTTP is the slowest at something like an 8f swing. for reference, a lightning fast jab in most fighting games is 3f.
>>
lol ok sourcefam. tell us more about math then. or maybe tell us about sheep and how to draw them. sheep expert. :^)
>>
>>187349486
A year in. Demo by sometime in fall.
>>
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My dudes, it's a roguelite, the game is supposed to play bad at the start, so once you get enough items it becomes fun.

Right
>>
>>187350226
3f, and 2 are recovery frames
>>
protip sheep dont have tails you r*tard
>>
>>187350792
>the game is supposed to play bad at the start
rogue itself does not "play bad" at the start

It's hard, but not any slower or more tedious than the rest of the game.

>>187350958
>>187350602
What is this about sheep now?
>>
>>187350792
I like people taking Zelda, a series which is entirely carried by level design, and making it procedurally generated.
>>
>>187350958
http://www.sheep101.info/tails.html
>>
>>187351135
worked for BoI.
>>
>>187351347
What an idiot. Everyone knows sheep don't have tails...
>>
>>187351341
Yeah, all that melee combat in BoI
>>
>>187351347
>>187351480
Okay, is this a meme or did you guys miss that sheeps have tails and that those are usually docked?
>>
>>187349676
>Rixels
>>
>>187351647
>replying
>>
so who is going to make a game with hl3's leaked plot
>>
>>187349676
Mecha
>>
@187351647
Its Discord morons (including boku) who think chimping out will get them more recruits. The chances of you being one of them is certainly above zero.
>>
>>187351682
There's no rotated pixels there anon.
>>
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>>187351696
Oh shit.
>>
>>187351831
>going to discord
>ever
That's Sourcefam's main hangout. Why would you ever go there?
>>
>>187351775
Making even a simple story based game is impossible for an indie dev. Making a 3D one is even harder.
>>
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+FSM
took a bit of tinkering to get a satisfying structure but i'm happy with results, steady progress is good progress, next is multiple FSMs and state trees
not sure why i feel like working on it only after midnight
>>
>>187351816
Don't respond to me or my game ever again.
>>
>>187352212
literally who cares
>>
>>187352285
>not sure why i feel like working on it only after midnight
That's a pretty common thing.

I've started really trying to do more during daylight and I'm getting better.
I realised turning on my PC and working immediately helps a lot instead of trying to 'wake up' with time wasting shit.
>>
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>>187351886
>>
>>187352697
Yeah they're all in the same pixel grid, no rotation
>>
>>187352697
bruh
>>
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Workin on the snake miniboss. He's maybe a little easy right now.

I'm finally done milking the effect after this, I swear.
>>
>>187353198
effect stollen
>>
>>187352212
>Any night now.
>he doesn't realize he has been doing this for years
Mental illness is horrifying
>>
>>187353639
Wow bro you seem really scared... Is something up? Something must be up. You're deeply and fully scared.
>>
amateur gossip and discord general
>>
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Would you guys play a RPG that was like Destiny of An Emperor?
>>
>>187353943
100% terrified. He is 100% terrified. The US government doesn't take terror threats lightly.
>>
>tfw devs stopped posting progress here for a long time but still update their blogs
TRAITORS!!!
>>
>>187354095
Lol. Piggie is going to the pen. Dead dumb nigger. :)
>>
Why don't the mods ban this offtopic shit?
>>187351546
The basic level structure is still the same, it's not like 2d zelda melee combat is anything more complicated than a simple hitbox in front of you.
>>
>>187354030
tempted to draw little figures like that, but i must not our it will never end.
>>
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>>187354164
>tfw devs stop posting here and stop updating their blogs and drop gamedev entirely
RIP
>>
>>187351347
How can someone be so retarded?
>>
>>187352285
>using a state machine for entity movement

you're in for a world of nightmares
>>
>>187351347
wtf how does someone miss such a basic fact dont you learn about sheep in grade school??? wtf kind of moron thinks that sheep have tails that just swing around in the breeze like monkeys
>>
>>187354613
elaborate please
>>
>>187354731
I don't know your game so I could just be talking out of your ass, but generally states aren't good for representing non-discrete effects or you end up with shit like WALKING_WITH_GUN_NOT_GROUNDED
>>
>>187354828
that's why you use two states
>>
>>187353198
Man, have you tried experimenting with offset per frame/general rumble?
>>
>>187354724
Funny you mention monkeys. Because only a Monkey would think that sheep have tails.

Ook ook nigger.
>>
>>187354828
oh that, i'm reworking it so it can take multiple FSMs and even take an FSM as a state, this way i can have a branching tree within the state
>>
>>187351347
all of that full sail garbage and then
>It's also missing a tail
>sheep
>tail

>sheep

>tail
>>
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>>187315841
This.
>>
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>>187353582
I stole it from about a ton of arcade and genesis games, so go nuts.

>>187355000
Like screen shake or just having the parts jiggle a little?
checked
>>
>>187355637
Part jiggling, mostly. Great feedback.
>>
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Hey agdg you like my particle effect juice. Normies do why don't you?
>>
>>187354943
>>187355308
that doesn't really solve the issue though, you're just deferring the problem because now your walking state has to keep track of the player's weapon state independently and react accordingly, so you're turning every movement state into a bunch of conditionals on the weapon state and it gets even messier
>>
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>>187355685
I haven't, but my first thought's that it might backfire if you get in super close to a boss to do hot spread shot shotgun quick kill strats. I'll experiment with it a little though, try to keep it subtle like 2hu does.

>>187355773
>particles don't react to camera angles or rotation
Try giving them an actual presence in the world instead of just being some omnipresent force/Doom billboard sprite.
>>
>>187343298
webm or didn't happen
>>
>>187320628
Made in Monogame and set in Napoleonic Europe
It could be called C Sharpe
>>
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>>187356502
But then you would see them as flat paper 2D? I dont think I can make 3D particle effects anon.
>>
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Apparently 3 programmers and 6 designers is what it took to make Deus Ex in 2000.
>>
>>187310853
There's something satisfying about how your character moves. I hope you'll have a demo soon or something.
>>
>>187356931
They had a ready made engine made for the type of game they were making.
>>
>>187353198
The flickering hurts my eyes.
Especially when watching that in fullscreen.
>>
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>>187349662
started work on enemies, will sync for multi tomorrow :)
>>
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>>187356795
Maybe try still have them billboard towards the camera, but have them actually scale and dissapear behind stuff like a proper 3d object would?
>I dont think I can make 3D particle effects anon.
Nonsense, even my 2d game has psudo 3d particle trickery.

>>187357085
There's options for it, but I really need to get in the habit of recording webms with the low strobe option, especially on the lighter stages.
>>
>>187356931
>thinking games are made by programmers and not artists

kek programmers are just the monkeys that stitch the real hard work together
>>
>>187356795
Not only is there billboarding and scaling like shmoopdev mentioned, you can use actual 3d models in particle effects. Or at least you can in UE4 :^)
>>
>>187357076
Huh, just like everyone today.
>>
>>187337431
stop
>>
>>187357442
Oh really? Maybe unity has something for...
>like UE4

REEEEEEEEEEEEEEEEEE
>>
>make a meme game that that uses 100% of cpu and multithreading while linking all computers around the world to build a huge neural network that can just like make game
>make infinite games
>profit???
>>
>>187356604
Gimmie a few, the scene is in the middle of a light bake right now.
>>
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https://my.mixtape.moe/lebdrx.mp4

found some nice music on freemusicarchive today
>>
>>187350792
I though he was swinginging a rolling pin in the other gif
>>
>>187349676
Make it Dance Dance Zelda.
>>
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>>187356795
>I dont think I can make 3D particle effects anon.
you can, anon
>>
>>187357548
Yeah, pretty much.
The things that were added into UE1 were actually pretty simple things like dialog and more complex interactions with objects.
>>
>>187357819
>world overflows with games
>there are so many games they become worthless
>all possible configurations of games eventually are made
>people start searching for the exact game they like the most
>games become a form of self-expression
>human nature causes people to organize together under particular games
>nations are established around the biggest games
>war breaks out between the game tribe nations
>mass destruction plunges the world into darkness
>planet becomes uninhabitable
>the last known location equipped with computer technology is bunkered up in secret
>the survivors working there work tirelessly with what little resources they have left
>before they succumb to death a small group of survivors finally enact their ultimate goal of uploading their minds into The Last Game
> several of them do not survive the attempt
>the only ones left who successfully make it to the other side are named Adam and Eve
>>
>>187358462
>all possible configurations of games eventually are made
>>
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>>187325314
*unsheathes katana*

>>187357909
No, I haven't. I don't think I've read anything on animation.
>>
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>>187356795
>>187355773
>>187346948
>>187346762
You see these abstract shapes in Maina Bokudev?

You should steal them, model them in 3D and put them in the background of these checker board floor levels.
>>
>>187358801
Read it. Animation is enough of a pain in the fucking ass only to spend a billion years animating pixel art and have it turn out stiff.
>>
>13 days for demo day
will it be enough?
>>
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>>187356604
Here's an example with way more recursion than you'd probably want to use in a game, still pulling good frames
I'm pretty happy with how this is turning out
>>
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>>187318213

>20
>>
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>>187357960

And here's a webm version for all you deaf anons.

Right now the floor feels too slippery but thats just cuz i didn't tune the friction values. Shouldn't be too hard to change.
>>
>>187358801
>>187359234
Yeah, personally I think the guide is easy enough to understand that everyone can get something out of it. What do you guys use to animate pixel stuff anyways?
>>
>>187359234
this is what i get for screwing around with someone's sprite, 350 pages of homework.

thanks, i guess. I assume http://www.floobynooby.com/pdfs/The_Animators_Survival_Kit.pdf is what you're talking about?
>>
>>187357960
>>187359568
comfy colors and music, what's the gameplay about?
>>
>>187359642
Yep, you're on it.
>>
>>187359439
Maybe to add a couple of the new things I wanted to get in, but not enough time to learn to music.
>>
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I brought the Flanker cockpit up to quality with the rest of the assets like the F-18.

It was mostly for practice and see how fast I could texture an entire cockpit and use better quality UV maps.

pic related is difference between old and new. It doesn't have the same lighting environment but it gets the point across. Overall I'm pretty happy with it.

Now onto the other important things for the demo.
>>
>>187357183
>>187359772

probably gonna be a platformer with environment changes like water level, space level, etc. maybe a simple battle system too but I don't want to make it into an action game.
>>
>>187360192
are you rich yet? what's taking so long?
>>
>>187359457

will my intel hd 4000 be able to run it?
>>
>can model inanimate objects no problem
>can't model living creatures to save my life
>also can't animate

Slowly working my way there, but maybe I'll just do a spaceship game so I don't have to make living things...
>>
>>187360192
do all the dials and buttons work and light up and shit
>>
>>187356795
Just write a custom toon shader with outliners put it on 3d mace head model (sphere with spikes) . use them instead of the star sprites.
>>
>>187360404
Honestly? Maybe. Not that scene, but the mirrors themselves should work well in games that have quality settings that your system can handle.
>>
>>187360680
Make mecha and/or robots. They're easy to make like other inorganic things. Plus since they're robots you can usually get away with slightly awkward animations, since no one is judging them the same as they do organic creatures.
Making your game world have no humans at all anymore and robots have become the dominant "species" would be interesting.
>>
>>187325987
thats pretty sick senpai.
>>
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>>187360393
gamedev is hard

>>187360726
Only the radar on one of the Displays work. I would like for the dials to work eventually but that would take too much time for the amount of manpower I've got right now.
>>
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>>187360192
>>187361148
I see this game every once in a while but I'm still floored every time by the level of detail and authenticity you've got going on
>>
>>187325987
i like the circle particle effects. looks really nice. but something feels off about the default purple ones... maybe increase the speed or the spawnrate according to your movement speed?
>>
>>187325987
>I hate that there's a mecha jam,
> I feel like I'm gonna get jealous at others and burn out.

Don't worry!
I love all mecha games, and yours is one of my favorites
>>
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>>187360883
iv been trying to make 3D particle effects like >>187358361 showed.

I'm getting close, once I perfect it I will try to make every particle effect 3D that should be 3D and end 2D's existence from my game.
>>
>>187361646
nice. just dont go overboard with it. too many 3d particles lag my intel hd 4000.

btw what are you using for grass physics?
>>
>>187361534
Name 3 agdg mecha games
>>
>>187362332
The one I replied to.
Project M.
That 2D metroidvania one (assuming he's even still making it).
KO Mech.
Mine, once I learn how to 3D model
>>
>>187361967
>intel hd 4000
>7 year old hardware.

Wtf agdg why are you always 7-15 years off in hardware specs?!?
>>
>>187363672
i have a ryzen 5 and a 1070 tho
>>
>>187359468
RIP seafarer
>>
>>187363672
Still using an i5 2500k I got over 6 years ago. It's still a damn fine cpu.
>>
>>187363672
You should only buy new hardware when the old one stops working
>>
>>187363935
>>187363903
Its people like you that are the biggest reason VR and new tech will never take off.
>>
>>187364390
Oh well.
>>
>>187364390
But my 2500k oc'd to 4.3ghz is just as good or better than a stock 7600k.
I can play games in vr just fine.
Intel has stagnated since the 2000 series.
>>
>>187364390
Actually it's not. It's the fact that VR goggles cost a million dollars and every single game is a stupid gimmick.

Tell me when VR goggles cost $200 or less and there's a huge variety of games that are actually worth playing with VR.
>>
>>187364654
>millions of dollhairs.

>htc vive currently $500
>Oculus currently like $200
>>
>>187364691
Only $500 to play gimick games. Sign me up.
Oculus is shit and doesn't count.
>>
How do I sneak my subtle fetish into my game and psyop players into liking it too? How do you prevent team members from catching on?
Asking for a friends game.
>>
>>187365183
why dont you just make it for the people who already share your fetish?
>>
>>187365183
>how do I sneak...into my game
>asking for a friends game

HRMMMMM
>>
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>>187361646
Iv done it. I made it a bit darker shaded to show its shading and shape more. Heres how they look when boku rolls around and leaves the puff behind.
>>
>>187365997
proud of you boy
>>
>>187365183
What's the fetish?
>>
>>187366452
gay men
>>
>>187365183
Make a weird character as a self-insert of your fetish
>>
>>187346948
>fuck 2D pham
no phuck you phamalam
>>
is rotation developer alive?
>>
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>>
>>187346948
Isometric is still 3D
>>
>>187366851
One step at a time, anon.
>>
>>187346967
Why would you like BokuDevs "art style" theres nothing to steal its just trash.
>>
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>>187358801
Your animation is shit. SHIIIIIIIIIIT.

Here's something that's also shit.
>>
ive been using unity since version 3

am i dug in?
>>
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Progress: I still need to make a more appropriate swoosh trail, the fire effects on the weapon itself are missing in the 2nd and 3rd pounds of the combo, and the 3rd one should probably have a larger variation of the impact effects, but I now got it triggering at the right moment in the attack. What's more, this is pooled, so it reuses previously instanced particle effects each time you do the attack.
>>
>>187365997
nice. looks like a commercial game.
>>
>>187366573
You could try killing yourself.
>>
>>187367748
last time i saw you was 3 weeks ago. youve made a real progress since then. proud of you anon.
>>
>>187366573
Do it like Norupo
>>
>>187368552
deREEK this!
>>
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Ever kick a Coke machine?
>>
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r8 my tileset senpai
>>
>>187369973
wouldnt even bother clicking on steam / 10
>>
>>187369973
>mixels / 10
>inconsistent outlines / 10
>pure black pure white / 10
>clashing colors / 10
>super noisy / 10
>>
>>187363672
IDK about him but I'm poor
I have a minimum wage job and I only got that a year ago
still, I think it's good to have underpowered hardware around to test your games on
>>
>>187370046
>>187370081
th-thanks
>>
>>187370367
You now have some feedback to work with, take your tiles and do your best to improve on them. You can handle this
>>
>>187364390
Wrong.
>>
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>>187310613
I've just decided to quit my job search and work on my game.
There's not much to look at atm, but I'll try posting as I go.
I welcome any comment.
>>
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>>187370860
This is a unit looking for potential cover from a threat.
>>
>>187370860
>I welcome any comment.
Okay.

Quitting a job search to work on an indie game is a stupid idea.
>>
>>187370997
t. wageslave
>>
>>187370997
>>187370997
It makes me happier, though.
I'm giving myself a year of chance. Maybe it is, after all, a stupid idea. Maybe, just maybe, not.
>>
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>>187371315
good luck senpai
>>
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>>187371315
Well alright.

Keep us posted.
>>
>>187371315
I believe in you, anon!
>>
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>>187371375
>>187371421
>>
>>187371315
Youre not alone lad, also a former wagie living the dream off his wagebux.
>>
>>187371315
>>187371756
reminder that you wont be able to live the wagie lifestyle on game profits. kill off your wagie tendencies, tighten that belt and just maybe your finished game will make enough money for you to continue your tightbelt lifestyle to finish another game.
if "living the dream" isnt "making games and living on a shoestring budget" turn back now.
>>
>>187371315
can you draw?
can you code?
can you create music?
any finished game under your belt?(jam games dont count in this case)

i can already tell you cant into art therefore just give up and search a new job,even if you delude yourself and answer yes to all those you only have 1% of making a living out of gamedev but hey good luck mister you might win the lottery like notch!!
>>
>>187372173
>such a failure he literally thinks wage earner income is out of reach in indie gamedev
Grotesque.
>>
>tfw nothing will ever be as good as XNA was
>>
>>187372354
>being realistic is out of touch
cool
>>
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How do I make a good blade spark particle effect? What does it need?
>>
Tell me about blender.

What are its strengths and limitations?
Should I just pirate Maya, export to fbx and import to Blender?

I want to make some uncomplicated shapes but UE4 wasn't designed for that.
>>
>>187372173
Thanks for the realistic advice.
My desire is to make this game and make it fun, not necessarily a monetary success.
I'm going to move into a cheap place to focus and maintain my living for at least a year.
As you said, it's not gonna be easy, but I believe I will enjoy the ride.
>>
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>>187372173
googum actually giving good advice
>>
>>187372661
>export to fbx and import to Blender?
for what purpose?
>>
>>187372661
You can do whatever you want in Blender. It just depends on your skill.

I haven't used any other modelling packages tother than Blender but from what I've heard Maya is a lot user friendlier than Blender. Though Blender should be fairly decent once you're familiar with most of the shortcuts.
>>
>examining the geometry of pixel circles instead of deving
>>
>>187372874
I've heard that one can trace which program created the asset, but that process should remove any trace.

Not sure, though.

>>187372894
I see. I just don't want to start learning a program and end up having to switch.

Also, I don't understand the phases of 3D creation. There's modelling, laying the textures and materials, rendering... Can someone explain it or point to sources on how to start?
>>
>>187372206
I can only code.
I'm looking for an artist to either commission or get on board with me.
I'm trying to make the game not very art-reliant or -heavy. Still, would love to have a good artist.
>>
>>187372661
>What are its strengths and limitations?
Strengths are that it's pretty capable software, no animation limitations and you can pump out base-meshes easy.

Limitations, well the UV maps will straight up break if you make any alterations to the mesh, it's not straight compatible with a lot of mainstream software without some workarounds (usually just exporting the model upsidedown or something) and the documentation regarding the more niche or obscure features just plain sucks.

Also not a fan of how the sculpting works, but that's a personal thing.

I would say if you're willing to pirate more mainstream software, just do that, but if you want to use Blender or whatever you won't really regret it.
>>
>>187373083
rip
>>
>>187373083
why not get a bad artist?
>>
what do you think of artists
>>
>>187373314
Not interested but good luck!
>>
>>187373314
Sorry not interested but good luck!
>>
>>187373083
i was you 3 years ago, i left my job with some savings cause i wanted to make games.
first two years i released whatever, did a few mobile games and some contracts, it wasn't enough to live off of and dipped into savings a lot.
around 1 year in i realized 1MA is the only way if i was serious and started learning to draw, took a bunch of classes and drew everyday. did 3D modeling too.
today i'm making a bigger game, it's getting pre-orders and i think i'll be ok.

had it not been for my savings i wouldn't be able to do this, i live frugally as hell and have no one in my life so it's possible. if you're a normie with a girlfriend or people that have expectations of you, then it's over before it even started. gamedev is not a luxurious life unless by some miracle you're the next undertale.
>>
>>187373314
I like myself
>>
>>187373458
>started learning to draw, took a bunch of classes and drew everyday
post art i am curious
>>
>>187372596
Try making the middle of it more like a constant flash, a cluster of light particles like that should not be individually visible.
>>
>>187372661
>>187372874
>>187372894
>>187373234
Damn. I looked it up quick and I think I'll just hire someone to do it.

What kind of inputs 3D need? Is concept art with some measures for reference enough?

It's a whole new discipline and I still have a long way to go regarding game design and programming.
>>
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>>187372596
intel hd 4000 anon here.
change color over time
bright yellow -> dark orange.
also dont make it stop at the end of life of each particle. make it fade super fast (like 0.2s or less) while maintaining the velocity.

reference image for you:

also you still havent told me your grass physics.
>>
>>187372596
>g-guys what does x look like
>>
>>187373458
Hats off to you, my man.
>>
>>187373458
>>187373458
Thanks, anon, for sharing your exp.
Luckily(...) I don't have a girlfriend nor kids to care for and nothing else along that line. I have a saving for about a year of tight lifestyle.
Maybe I will try learning art as well.
>>
>>187373268
because bad isn't good.
>>
>>187356931
that is corporate development for you

for them programming EXCLUSIVELY means systems programming nothing more nothing less. designers are the ones who think of the mechanics, work them out and commision programmers for stuff that the system still lacks.
>>
Wait, I threw the towel too fast.

What if I want to model simple stuff in blender for place holders (like a fridge, for instance)?
>>
>>187374026
>Maybe I will try learning art as well.
Nobody wants to be your art-slave, learn art or fuck off.
>>
>>187373557
prefer not to honestly, but i'm not that great. good enough for a game but nothing impressive enough to post
>>187374026
>Maybe I will try learning art as well.
you have to, if you want to make a go at this you need to be able to keep as much of your profits to yourself. artists are expensive, let alone artists that will stick with you throughout the development of a game (rarely ever happens)
>>
>>187373708
btw if you think having gtx 2000 ti OC gaming edition++ is necessary for future of gaming, then you are a dumbdumbho!!!
Fun games aren't fun because of graphics.
good design and content >>> muh 4k 8k graphicz!!!

We need audience and creators who are willing to take sacrifice and experience/make new content to push the boundaries of games. Sure refining what we already have done is good but it's not a progression compared to making an experimental game and understanding the flaws and how to get around it / seeing how to replicate the positive gameplay or design in other context. who woulda thunk undertale would do so well with boring and overused 8bit graphics?
>>
>>187374369
>>187374308
Alright Senpais. I'm convinced. I WILL learn art. prepare for derp arts in my next posts.
>>
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>>187330534
mind = blown
>>
alright unity devs, how long is your console log warning list?
>>
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>>187374560
used to be 9000 but after I got a freelancer from kickstarter money its like 60
>>
>>187354164
who?
>>
>>187374560
>tfw literally 0 warnings because I'm an enginedev
>>
>>187374560
#pragma warning disable NUM
shitty code
#pragma warning restore NUM

hackerman!
>>
>>187374303
Extremely easy. Stuff like that is a basic extrude, bevel and UV placeholder map.
>>
>>187374113
why would a good artist team with a bad programmer?
>>
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>>187374369
>prefer not to honestly, but i'm not that great. good enough for a game but nothing impressive enough to post
ok tell me what level are you at right now
>>
>>187374560
Zero. Most I ever get is Profiler errors when I mess with things.
>>
>>187374961
Because they trust you not to flake out mid-project.
>>
>>187374821
you better have all your -w flags on
>>
>>187375007
You will.
Unless he does first of course.
>>
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>>187374984
>last two actually go down in quality
>>
>>187375026
I don't know what that means, anon.
If my code fucks up, I have to fix it, not let it pile up.
>>
>>187375147
>I don't know what that means, anon.
And you call yourself an engine""""""""""""""dev"""""""""""".
Theyre your compiler warning flags you baka.
>>
WHY DOES GAMEMAKER DO DRAW EVENTS BEFORE CREATE EVENTS

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>187375120
Those who can't do, teach.
>>
>>187375120
>not good enough to actually draw realistic shadings but still tries to make his point.

I applaud to his effort.
>>
>>187375183
Whatever CPython does behind my back is none of my business.
>>
>>187375298
>gamemaker
lol
>>
post your art faggits
>>
>>187375362
What your game is doing under the hood is every gamedev's business, especially if you're an engine-dev
>>
>>187375506
ok
>>
>>187374958
Roger, thanks.

Any idea on where to start? Is there a go-to blender tutorial for newbies?
>>
>>187375654
https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

This ones good for learning the interface and basic controls, and after that you want to just youtube examples of a couple of base meshes to see how they do it and then have a stab at it yourself.
>>
>>187375765
Thanks a lot, anon. I really appreciate it.
>>
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Downloading this shit from the pirate bay, is it any good?
>>
>>187375298
Unless that's a 2.0 thing, you are incorrect.

Whenever an instance is created, the current codeblock will stop to call the new instance's create event. There should be no way to create an instance and have it call something else before the create event has been called.
>>
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>>187374984
>aim for this
Please don't, aim for something actually good.
>>
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I think I'm going to put this on hold and make hyperbolic wings.io. I figured out today that there was a hyperbolic projection that would work for wings.io that wouldn't seem to warp when the camera moved. Instead it would only need to scale and translate the screen. It's a lot simpler to do for a couple reasons, and I think I should be able to finish it before I could finish this.
>>
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>>187374984
>tfw you can't even reach level 0
>>
Why are mechs so hot? Holy shit, lads. I can't wait for the end of November to bust a nut.

I understand ahegao and fujoshi because of this.
>>
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im working on some non-sprite versions of my characters. I consider it progress
>>
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>>187377083
>>
Stupid UE question coming through.

How do I write text in a surface? For instance, I want to write "Living room" in the floor of a room to mark it as such.
>>
>>187377252
surely google has the answer you seek friend
>>
>>187376835
maybe if you spent more time practicing and less time posting ANIME
>>
>>187376835
dont worry 99% of agdg cant either
>>
>>187377382
Thanks. I could have never thought about it myself. That's why I asked here.

I wish I could upvote you to materialise my appreciation of your input.
>>
>>187377670
the (You) is thanks enough friend
>>
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>>187377252
I mean, it's not like several of the default starter games have exactly that in them.
>>
>>187376835
>tfw you're so far over those tumblr "masteries" every time you you see "art" on the internet, you can't just help but chuckle.
>>
>>187378252
we're talking about art for indie games though.
this isn't /art
>>
>>187376697
>>187378252
Calm down Sam.
>>
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Made it so holding the Forward button and angling the camera at the wall makes you go up.

How do you think is the best to show the player how long on the wallrun he has left? Animation? Stamina indicator?
>>
>>187378649
Animation is always a better tell than UI, if you can manage it.
>>
>>187378649
never require using camera to control things
>>
Recap when? (in relative time)
>>
>>187378649
>angling the camera at the wall makes you go up.

anon

anon no
>>
>>187378938
>need to aim
>can't use the camera
>>
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What do these look like?
>>
>>187359457
cool
>>
>>187379390
Nice assets stolen from minecraft my man
>>
>>187379390
tits
>>
> tfw the anon that used to post his game about cooking with 2d sprites in a 3d world doesn't post anymore
> will never be able to ask him about how he handled the system of rendering 2d in 3d environment and making it look good
>>
>>187379384
honestly im baffled that someone can be this retarded.
>>
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Temporarily mixelled boss now has a second phase where he runs screaming back and forth the map.
>>
>>187379684
nice bellywigglejiggle
>>
>>187379720
A lot of people and slimes miss out on the tantric yoga calling in their lives.
>>
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Should I aim to take this game to Demo Day? Right now it only works for couch multiplayer and against AI (which as you can see doesn't really work well).
Until I get my codebro to adapt this to online multiplayer, all I can add is a mode/player selection screen. There's also a bug that I can't reproduce and even when I run into it I can't explain it. I'm still looking into it but it's very frustrating.
>>
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>>187379851
clearly.
>>
>>187379870
You should make the straight line go faster and add some kind of visual effect when they turn.
The marking of the square should be faster when there are lots of them and maybe add another visual effect when putting a cross
>>
that feel after youve done a clean, fresh windows installation
>>
>>187379684
>life bar is affected by camera movements
put ui related shit under canvasLayer
>>
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>>187380080
now install sublime text, and vs
>>
>>187380237
Oh, I set it to scroll with the player and generally sort of stick to the background. Thought it'd be neat.

If it's annoying people I'll change it.
>>
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>>187380297
as a visual effect it might be neat, but he's right, from a game design viewpoint, it should most likely be fixed.
>>
>>187380417
No issues, easily done.
>>
>>187379870
its the prime game to code a genetic AI for
>>
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>>187379601
A-ano, i'm starting to suspect you actually don't know how to make a game.
>>
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>>187380026
I'm not sure what visual effect would work for the line turning, for now I added a small delay so when I do add the visual effect it will fit there.
I'm trying to work out the speed change of the square marking, but for now I added a small animation and I think it does indeed look much better like this.
Thanks for the feedback.
>>
>>187380804
aim is a verb
you cannot control a verb
you are retarded
>>
>>187380934
Yeah that's nicer, also, I think a good way to fill up the squares would be this:
always take 1 second to fill all the squares, so if there are many squares they'll fill up faster than is there are only 2 or 3
>>
>>187374984
It's such classic agdg that people who haven't touched a pencil since 5th grade art class will try to say this work isn't good.
>>
>>187381024
That was actually pretty much how I was going to do it but that would mean that
>if there are very few squares to mark, they will be marked incredibly slowly
>if there are a fuckton, they'll be marked way too fast
So I have to balance the minimum and maximum speed at which the squares will be marked. I think it also has more impact (on the other players) if a lot of squares being marked takes a bit more time. Anyway, I'll keep working on this aspect.
>>
>>187381190
Maybe use a log function or something like that to get the fill time
>>
>>187381000
>aim is a verb
>>
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>>187381318
>>
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>>187381000
>you cannot control a verb
You say that.
>>
>>187381379
BLOWN THE FUCK OUT
>>
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>>187381379
Verb is a noun, you are controlling a noun.
>>
All verbs are nouns. Only prepositions are beyond grasp.
>>
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>>187379494
its from some tumblr guy who shares his assets as public domain.

>>187379510
>>187379390
added some tweens. the relic feels more important / interactable now.
>>
>>187381595
Reminds me of FEZ
>>
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>>187381595
pic related is and Ender Crystal from minecraft
>>
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>>187374984
>>
>>187381645
oh damn shit. didnt know about that. looks like i gotta change the design. i dont want to be associated with autism simulator.

im just gonna make it so "open" version has 3 layers of cubes and 2 rotating rings around it.
>>
>>187381907
neck yourself faggot
>>
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>want to make a game for mecha jam
>want to do it with Rust+Conrod
>now that I have gotten to know it, Irealize that Rust isn't really my thing
>don't really want to exclusively program in Rust until November 30
>I really like python
>"perhaps I should write a rust program which takes written python code in txt file and translates it into rust"
>"I really don't really have the habit of using more than the base Turing complete features with objects being a fancy way to structure code, so there shouldn't be too much to program"
>"I will probably be using minimal amount of features from Conrod, so translating the most used features for python translator should not be a big deal"
>"essentially take the python interpreter and .py files out of the equation"

a-am I becoming the dreaded enginedev?
>>
>>187381640
ive never played it but i love the design.
is it a fun game?
>>
>>187374984
>>187381825
The thing becomes really dubious by how visually unappealing the final image is.
>>
>>187381997
python in shit
>>
>>187382045
>realism is less appealing than my waifu blobs
Think why
>>
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How do I program a decent jump?
I'm trying to make some graph that suits my needs (jump a variable height over one tiles movement) but I'm getting nowhere
>>
>>187382150
>realism
>>
>>187382273
if you know how much time it takes to do a jump, and the distance, do Coroutine + Vector3.Lerp w/ AnimationCurve. 2 lerps for going up (ease out) and going down (ease in).

learn to coroutine with animationcurves. it will make your game much juicier.

use this preset as a starting point and edit / add to suit your needs.
https://github.com/nobutaka/EasingCurvePresets
>>
Hey guys, if I wanted to learn real fast and "hands on", meaning I get to see actual shit happening on screen that isn't just numbers but objects moving etc. what should I learn?
I have only a barebones understanding of C#, should I go with Unity? Give me some dumbed down shit that will still let me make a game with my art.
>>
>>187382492
a person is as dumbed down as it gets
>>
>>187382562
learn english
>>
>>187382273
>>187382454

barebone code for coroutines + animationcurve.
[code]

IEnumerator jumpAscend()
{

float t = 0;

while (t < ascendingTime)
{
t += Time.deltaTime;


transform.position = Vector3.Lerp(position1, position2, myAnimationCurve.Evaluate(t / ascendingTime));
yield return null;
}
}

[/code]
>>
>>187382605
sorry you seem too dumb for me to recommend anything else
>>
>>187382026
I got it out of some humble bundle and I'd say it's worth a play. It's pretty good if you go into it expecting more of a Myst-ish exploration-puzzler than a platformer.
Some endgame puzzles are kinda horseshit and there's a bit of "filler" where many puzzles revolve around the same solution, but it's decent overall. 7/10
>>
>>187382662
Good thing you didn't recommend anything you dense third world idiot.
>>
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>>187382454
>>187382617
I don't want juicy animation curves amde with a bunch of third party programs, I'll never make anything that looks good anyway.
I just want a basic curve going from 0 to some height within 1x expressed with a simple math function.
>>
>>187383081
Nigga you're using Unity, and unity has animation curves which, despite the name, are just curves that you can use for anything.
>>
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>>187382990
I deeply hurt by you spewing random pejoratives at me.
>>
Where do I find a good looking and fast blur shader? I just need it for my pause menu background
pls halp
>>
>reply to thing
>never get the answer from the original guy
>get tons of (you)
agdg sure is a magical place
>>
>>187382131
It's great for automation, gets shit done.
>>
>>187383631
unity has a blur component in the standard assets pack.
>>
>>187380934
what pathfinding algorithm is this
>>
>>187384032
I don't use unity. I just need a shader code with a main() and that's it
>>
>>187384062
>I don't use unity.
not going to make it
just kidding, the engine doesn't matter, YOU ARE GOING TO MAKE IT!
>>
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>>187367242
>>187358801
this is wonderful, thank you both.
>>
>>187384320
Bridget a cute
CUTE!
>>
>>187376807
the skybox is really disorientating
>>
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>>187384540
That's not a box. The Euclidean shape isn't too important, I think I gave them all the same displacement from the camera plane. The sky is drawn from many vertices placed with the intention of giving little distortion throughout. It represents the projection of an equidistant surface to the ground that is very far away.
>>
>>187384923
wow
watching this feels like im tripping
>>
>>187384923
Doesn't change the fact that it's disorientating
At least give the player to disable it
>>
>>187385001
*the option to
>>
>>187385001
I can and will give the players the option to replace the sky and ground with solid colors, but it isn't possible to prevent the distortion of shapes when projecting hyperbolic space to euclidean space.
>>
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I spend some time during the weekend adding a win condition and porting my meme jam game to HTC Vive.
>>
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>>187384429
>be me
>expect to give up working on game after day 2 again
>stay motivated cause people like bridget
I'm happy

>>187369973
reminds me of tiny toon adventures
>>
>>187385419
Bridget is a disgusting hag whore
>>
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>>187385589
I don't want to draw her crying rn.
>>
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done with relic opening.
still a minecreaft asset
>>
>>187386098
do you interact with that thing in any way? the way it comes into the foreground kind of suggests that you can but it looks like you cant, its sending mixed messages
>>
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my ugly GUI works well.
I'm using SFGUI default style that's why it's ugly but you can create your own style easily so I'll get on that later.
I'm very satisfied with the non-spaghetti code I've written to do this
>>
>>187386161
Not the dev but I think it's a gateway to a level
>>
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Been doing mostly back-end stuff to do with missions, combat and navigation. I did receive the assets for the character generator, which I can finally start work on tomorrow. The generator allows players to create character portraits, which will appear in random story events and missions.

I hope to expand on the system in the future with different uniforms and so on as the game progresses. Here are some examples of portraits players can create.

Interesting little side thing I came up with in the game. As players rank up, their rank appears on their character portrait (ensign, lieutenant, commander, captain etc.) Players also get older as the game progresses. At rank 40, 80 and 120 their character portraits look older (lines, wrinkles, bags under the eyes). This is all represented in their character portrait.

Player's names will also be imprinted on the name badge and their ship insignia (that they create) will be imprinted on the hat and uniform.
>>
>>187361091
Thanks, it really is just a bunch of small details that brings it together.

>>187361328
Those are placeholder right now. I think I'm gonna use a similar approach to the one I used for the bullets with an opacity gradient and noise texture.

>>187361534
>I love all mecha games, and yours is one of my favorites
Now that's heartwarming.
>>
>>187386368
Nice gameplay, bro.
>>
>>187386161
Yeah you can. Just havent implemented it yet.

>>187386348
yep
It's a portal that gets unlocked. When player goes near and jumps its gonna scale up and then shrink, eating the world up except the player. The outer cube will erase the screen to a solid color. Kinda like the screen from super mario world after you beat a level.

I want it to be impactful with screen shakes and screen flash.
Any anons know any good examples for portal / teleportation?
>>
>>187386381
I see. keep it up anon! I want to see it get it done!
>>
What is the current post limit? Should I post my cool progress now? New thread when?
>>
>>187386861
Sage limit is 750.

Go for it.

Not for another couple hours.
>>
>>187386861
post it immediately before it goes stale
>>
>>187386331
Nice. reminds me of classic valve games like counterstrike, half life, etc

what engine are you using?
>>
>>187386948
My own. I'm using SFML and the GUI is a library called SFGUI. And yeah I think the guy that made it was inspired my classic valve GUI style.
I'm not planing on keeping it looking like that tho.
>>
>>187386368
Are you allergic to gameplay or something? holy shit
>>
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>>187386919
So, I added predators. Things are a lot different now. You have to modify the peaceful gas eating bacterias behavior to move away from the predators. Still a lot dying, lot of gas vents completely without gas eaters. What have I done. Created evil in a peaceful world.

https://youtu.be/a4iZmoshMlQ
>>
>>187386368
What's the game about?
>>
>>187387016
He has none.
>>
>>187387014
wishing you big luck my man. ive messed around with sfml and libgdx only to realize unity is the way to go for lazy coding + real results. hope you dont get stuck on opengl shader problems.
>>
>>187387095
Good work buddy.

Got a gameplay mechanic for altering the beasties? Menu-based unlocks or something?
>>
>>187387225
I've been messing around with SFML for a long time now. I mostly know what I'm doing.
Haven't any problem with openGL shader yet. Except, you know, writing them
>>
Is it ok to not really add anything new and innovative in your game, mechanically-wise?
>>
>>187387396
Sure, if you're just practicing do whatever.

If it's a full project, it's not a full project because you're on /agdg/. Go nuts.
>>
>>187387396
if you don't want anyone to play it it's fine

the days of making generic rpg/platformer #1042 and selling it is over
>>
Where's the best place to learn art? All I know is that I should avoid /ic/ unless I want to get memed
>>
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Reworked the robot's ability to move around obstacles to shoot you. The problem before was actually that they were too fast. . . and they jumped off cliffs a lot.

Now they have pauses between actions and don't kill themselves. The cars trip them up a bit so maybe I'll make them destructible or something.
And got my spawn tower working.
>>
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I've started to learn the basics of setting up the game play. Before I go any further I want to know which works better in terms of game play for rogue likes.
side scroller, or top down?
I also want to put into consideration which perspective is easier to make art assets for.
>>
>>187387236
You create species by defining the "build order" of the organelles. You can choose to develop certain features or not. You can also modify the behavior of the cell at any point.
>>
What are the best looking 1MA games?
>>
>>187387637
/ic/ is like /agdg/
you're supposed to take everything you can get from their sticky and get the fuck out of there if you're looking to actually learn something
>>
>>187387493
>>187387535
But there are many games which are not really innovative, but still are amazing. They just do things slightly different and create different gameplay by mixing already existing things.


Also, on a sidenote: Can anyone here tell me how to do controlls for an arcade stick in Unity? I know how to do keyboard and pad, but can't find anything about arcade stick.
>>
What are some ways I can create barriers in my flight game that aren't invisible walls?

I was considering making the world small enough so that there'd be no ending and you'd simply end up back where you started if you flew in one direction.

The other option is to have overpowered anti-air cannons that shoot you down if you stay in their range too long.
>>
>>187387775
>best
>>
>>187387923
I like the second option. It would also be easier to make than the first.
>>
>>187387923
for a mission-based flight sim simply failing the mission once you get far enough is fine.
>>
>>187387923
You could do something stupid.

Like if they stay out of bounds, the plane just leaves and you fail the mission for going AWOL.
>>
>>187387637
>read the sticky
>realize you need thousand hours to get good
>give up
>>
tell me about your game
>>
>>187387923
I agree with >>187388086
I don't know why it's necessary to destroy the player when you can just fail them. Looping world sounds difficult and exploitable.
>>
>>187388245
>>187388086
>>187388115
It's not mission based. You fail when your plane is destroyed.
>>
I want to make a game that is essentially just an RPG-style interactive story. No combat, just puzzles and text. Something along the lines of OneShot. The problem, of course, is that I have no talent for art, music, or programming. Is RPG Maker MV worth the money? Has anyone here used it? I'm curious how extensive/varied their pre-made assets are, since I would have to rely on them almost entirely.
>>
>>187387937
Even if everything is shit, there can still be a shining turd
>>
>>187389461
I would advise learning how to art, music, or program before relying on premade assets and visual code to carrying your game.

And no, RPG Maker has only ever frustrated me to kingdom fuck. It's good if you want to make an RPG Maker game.
>>
>>187388197
It has very poor art, but it will be free.
>>
>>187389461
OneShot was been made in RPGMaker, so it's certainly possible.

I'm making a Travian RPGMaker gamer just to relax for example.
>>
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Hopefully this is better than >>187372596
>>
>>187389804
Honestly I would just bump up the brightness to fuckitstan. Nearly white. If you can make it emit a small light radius, do that.
>>
>>187389804
No way to make it spray in a cone from where the blades touch?
>>
>>187389804
sparks are too slow. they should be more explosive.

quote improved though.
>>
>>187388147
More than that.
>>
>>187390023
really depends how good you wanna get but yea 4000-5000 i think would be enough for gamedev
>>
>>187390284
> 4000-5000 i think would be enough for gamedev
>If you spent 10 hours every single day drawing, you'd need 400-500 days to git gud to gamedev
>>
reminder that if you're not an artist and you plan on being a 1ma you should give up now
>>
reminder that you should give up now
>>
>>
reminder that if you don't play to your strengths, you are gonna end up like this >>187391169 guy
>>
>>187391353
> draw a circle then draw the rest of the owl - weeb image
>>
>>187388147
>1000 hours to get good
That's pretty basic for pretty much anything you do. That's 3 hours a day for a year. That's a pretty low bar when it comes to acquiring new skills.
Now sure, you could just start making games immediately, instead of learning the needed skills (programming) first, but then you'll just make suboptimal progress, and in the end your game will have taken a longer time to create and be of lesser quality, than if you would have learned the skills properly.

I think I've spent about 2000h honing my coding skills, and I've only just lately started to feel like I'm truly at a point where I could say I know how to properly make a proper game.
Could I have made games over a year ago? Could I have made them from the start? Sure. But they would've been objectively shittier than what I'm able to do now.

And for me, knowing that I've actually honed my skills, instead of just thrown shit together, is definitely a large (if not the main) part of why I'm even interested in dev.

>>187390284
bait.png
>>
>>187391430
not really
>>
Reminder that if you don't give up now, you will end up delusional like this >>187391407 guy
It's best to stop now than later. You have everything to lose if you continue.
>>
>>187391169
What if I'm making a text game?
>>
>>187391169
I wasn't an artist, I wasn't a musician, I wasn't a programmer.
You become what you need to get your game made.
>>
>>187391531
loser
>>
>>187391353
Why do I find the "finalized and detailed versions" uglier than the previous one?

>>187391430
The image is probably targeted at artists looking to make "VN" style art, not beginners looking to learn how to draw.
Why would anyone want to adhere to those generic set of rules which make everything look cheap and the same, I don't know.
>>
File: battlestation.png (690KB, 850x464px) Image search: [Google]
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Reminder that if you don't define "making it" as enjoying yourself with a engaging hobby that has potential to make money but probably not" then you should give up now.
>>
>>187391727
bretty much this
>>
>>187391531
only thing you have to lose is your nodev status
>>
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>>187391169
>>
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>>187392068
https://www.youtube.com/watch?v=YLO7tCdBVrA
>>
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Rate my spaghetti.
Going to try making solitaire as a first project.

Making it in unity 3D just because, I have a model card and the textures.
Can you attach textures through code? Was thinking I could name the textures 1-52.png and iterate though and attach.
>>
>>187392068
too bad nobody gives a shit how you feel

if you art is trash nobody will play it
>>
>>187357960
Nice and comfy, anon.
>>
File: jb7ol0Y.jpg (203KB, 1280x960px) Image search: [Google]
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>>187392313
>unity 3d for solitaire
>>
Do you need to buy unity to make/publish a professional game?
>>
>>187392476
I'm going to fuck you in the mouth.
>>
>>187392346
Untrue, people tend to forgive bad graphics if the gameplay is solid.
>>
>>187392441
Just because.
When you win I'm going to make the cards explode and scatter.
>>
>>187392346
That's factually untrue.
>>
>>187392313
E N U M S
N
U
M
S
>>
>>187392476
Technically you only need to buy the pro version if you make over 100k.
>>
>>187392313
Cards[cardIndex].color = suitIndex < 2 ? "Red":"Black";
learn how to write simpler code. saves time when you gotta go all out
>>
>>187392686
>>187392558
Are you going to prove your point by linking successful games from 10 years ago when there was 1% of the competition there is now?
>>
>>187392907
undertale
now shut up.
>>
>>187392907
I'm going to prove my point by linking your game.
Here is the link:
>>
>>187392907
http://store.steampowered.com/app/597220/West_of_Loathing/
>>
>>187392691
What would you use them for?
I tried using them with the suit strings but it wouldn't cast.

The tutorial I followed just created enums and Debug.Log() them. Didn't show what they were really used for.

>>187392879
Is there a name or something I can search to understand the syntax of what's happening there?
>>
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>>187392346
>>
>>187392949
>>187393172
>undertale
bandwagon game

>>187393032
already had an established following with a 14 year old game
>>
>>187393048
variable = (boolean expression) ? 1 : 2;

if the expression is true, it assigns the left of the colon, 1 in this case.
if false, assigns one on the right, 2.

since suitindex is gonna be only 0,1,2, or 3, just see if its less than 2 (if its red). if its not red, then its black automatically so we can apply that logic as

suitindex less than 2 = red
if not = black
>>
>>187393267
post your game
>>
>>187393048
you use them to avoid comparing strings, since a typo anywhere is hard to detect, it's already indexed without having to do if (suitIndex == 0) and i think it's also less computationally expensive?

What >>187392879 wrote is a ternary.

Set the color in the same fashion as an if:
(suitIndex<2):
true: first option, red
false: seond option, black
>>
>>187393172
not a bad art. it has good designs.
>>
>>187393172
>>187392949
someone who isn't artistic wouldn't be able to make the art in undertale
>>
>>187393267
>bandwagon game
Irrelevant. You said nobody would play it, and Undertale proves otherwise.
>already had an established following with a 14 year old game
Which also had garbage art, so both games prove you wrong again.
>>
>>187393368
>not a bad art.
TOP KEK
>>
>>187393487
>Which also had garbage art
you don't think player's standards for good art have gotten higher over time?
>>
>>187393267
Super Hexagon
Hacknet
SpaceChem
Dwarf Fortress
>>
>>187393576
No, I don't. If anything, they've gotten lower. Look at the amount of indie pixelshit there is now compared to ten years ago. People only expect great graphics from AAA developers. An indie dev can make a game that looks like absolute trash and still find a wide market. What carried KoL, WoL, and Undertale wasn't the strength of the art, but the strength of the writing, particular for the former two.
>>
>>187393741
>Look at the amount of indie pixelshit there is now compared to ten years ago
the quality of the pixel art is much higher than in the past

something like VVVVVV would be laughed at if you released it these days
>>
>>187391353
>not making completely different poses / head positions per mood
>>
>>187393476
this

just because it looks crude to you doesn't mean that thoughtful deliberate design went into it. high contrast colors, archetype choices, respecting pixel sizes, etc. if someone was a bad artist, the wouldnt be able to understand why undertale feels right.
>>
>>187393267
>>187393576
You already lost your main point, are you now arguing for the sake of arguing?
>>
>>187393487
Post your art.
>>
File: designs.png (4KB, 495x104px) Image search: [Google]
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>>187393172
Undertale has a simple and easy style, but it's in no way bad. It also already had the homestuck audience following it.

>>187393267
You don't need AAA photorealism, you just need to have something coherent. Not that it's easy.
>>
In Godot can I batch draw calls somehow? Like, say, make one node and all of its children just one draw call instead of 5
>>
>>187393858
Compare something like VVVVVV (2010) or Stardew Valley (2016), both commercially successful and critically acclaimed games, to Metal Slug (1996) and tell me again that pixel art has gotten better.
>>
File: 1500448079828.jpg (152KB, 1080x633px) Image search: [Google]
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Question, I was planning on using Unity (as I'm pretty familiar with it ) to create a lobby style isometric lobby style dungeon explorer, but someone said it would be better to use Unreal (and more profitable since some companies are interested on using it). I'm kinda out of the loop on all this, what are actually the good points of using Unreal instead? From what he told me it had better graphics and more room for growth, but I really don't know if that is really something a small scope project should focus on
>>
>>187393858
standards increased above vvvvvv level in the 80's
>>
>>187394198
just use whatever is the most comfortable for you. it doesn't really matter if you know what you are doing.
>>
>>187394102
Use groups?
>>
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>>187393321
Would you use them like this?
>>
i give up
>>
>>187394198
unreal looks better, but if you have a small team it isn't like you can use the full capabilities of it. It also takes a portion of your earnings.

Unity is much better for a small project
>>
>release multiple cheap but small games
vs
>release few average priced longer games
i'm trying to limit myself to one scoop so i don't spend too much time on a single game
>>
>>187394356
get up
>>
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>>187394356
>>
>>187394182
>comparing anything to Metal slug
you can't compare shit to legendary anon
>>
>>187394081
simple art is not hard
simple art is also not bad
if you're arguing that you should give up because art is hard, but undertale is okay because it's simple art, you're arguing against yourself.
>>
>>187394354
use case/switch statements
>>
>>187394306
I'm most comfortable with Unity, really don't see the point of learning specific Unreal stuff unless it really has great stuff in it that saves work and time on development time.

>>187394368
Yeah, I've seen people doing some pretty ridiculous graphical stuff with it. As a duo we don't really have someone doing art part yet, so I'm not really betting on looking good.
>>
>>187394182
>Let me compare 1MA project to the best pixel ever made by a whole studio of professional artists

?
>>
>>187394356
https://youtu.be/KxGRhd_iWuE
>>
>>187394592
I'm not that guy, i just said that you don't even need good art if you keep it simple and consistent.

>>187394354
Cards[Cardindex].cardSuit=(Suit)suitIndex should make your else if chain pointless iirc.
>>
I give
>>
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>>187394607
Like this?
Should I use them for the "red" "black" because it has the "or" operator?

Split the "or" into 2 different cases or can you use "or" with the case?
>>
I give Up a 9/10. Kids movie, but still bretty gud.
>>
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>>187394356
>>
>>187395119
much better

you can get rid of the bottom else/if statement entirely by changing the color in the case statements
>>
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What's your dev fuel, Anons?

Pic unrelated, it's also fake.
>>
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>>187392313
Why loop through the cards twice?
Also why seperate the checks for the color when they are tightly bound by wat suit they have?

https://gist.github.com/anonymous/742d750e3336fc6774b3b7b88db11db8
>>
new thread when
>>
>>187395415
when page 10 newfag
>>
>>187395303
True, you can.

>>187395379
Solitare cares about colour but not suit when you're trying to move cards. Thought it might be easier to just define it now than to do check against the suit later on.
I like your example, it's clever.
>>
a game where you're a CIA spook or a member of some other secretive and powerful group inducing heart attacks and cancer in innocent civilians who pose some threat to the world you are creating
>>
>>187387697
Was wondering where you went. Progress looks good.
>>
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thats another game in the bank.
>>
>>187395905
I have a certain love for modulus, thoroughly enjoy using it.
>>
>>187387697
How the fuck do people get like 30 second webms with 2.5 mb file sizes?
>>
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>tfw trying to decipher Rust library examples to determine the way they are intended(and meant) to be used

why do framework devs almost always forget to mention such things in their "getting started" doc? Provide a generic template of the base structure - geezus!
>>
>>187310853
the characters butt is too small
>>
>>187395687
Watch your tone young man.
>>
>>187374984
sorry i went do bed. i'm at the fourth level or whatever
>>
>>187319189
Cmulko is kinda creepy to tell the truth.
>>
would you play pacman but lewd?
>>
>>187394310
Hmm, this isn't mentioned in the docs as a way to decrease draw calls.
>>
thread is at bump limit on page 9

new thread here:

>>187397224
>>187397224
>>187397224
>>
>>187397283
Fuck you and your shit OP
>>
>>187396053
Thanks man. I'll try to make more steady progress again.
>>187396442
Obs and Webm for retards? Idk what I'm doing differently.
>>
>>187397213
>mrs pacman
>>
>>187314453
Reminds me a bit of tHRtP. Is there a name for that "genre"? Space Invader-like?
>>
>>187312227
super well done anon
Thread posts: 798
Thread images: 195


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