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/agdg/ - Amateur Game Development General

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Thread replies: 766
Thread images: 164

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Previous Thread: >>187397224

This is a thread for amateur and aspiring game developers and anyone interested in the field.
The OP you're used to is here:
>http://pastebin.com/geTiMLWZ

Even older helpful links can be found at:
>http://alloyed.github.io/agdg-links/

As well as a Beta-version /AGDG/ Website at:
http://tools.aggydaggy.com/#

- Use efficient and performant programming languages, such as c++, lua or nim.
http://www.cplusplus.com/doc/tutorial/
http://luatut.com/crash_course.html
http://nim-by-example.github.io/

- Learn algorithms:
https://www.coursera.org/specializations/algorithms

- Learn maths and physics:
https://www.khanacademy.org/math
https://www.khanacademy.org/science/physics

- Learn how to get the most out of your cpu:
http://dataorienteddesign.com/dodmain/
http://www.learncpp.com/cpp-tutorial/79-the-stack-and-the-heap/
https://fgiesen.wordpress.com/2016/08/07/why-do-cpus-have-multiple-cache-levels/

- Learn how to do graphics:
http://www.opengl-tutorial.org/beginners-tutorials/

NEWS:
• Upcoming Mechanoid Jam. It's not a competition!
https://itch.io/jam/op-mechanoid

• Final Demo Day Fiftee-minus-35 is complete! No one won. It was (Not) a competition.
itch.io/jam/agdg-demo-day-15

• The first ever Demo Day One-Six begins at some point between t=0 and t=?
itch.io/jam/agdg-demo-day-16
>>
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Post a pic showing how gamedev progress is going today
>>
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a good game
>>
>Use efficient and performant programming languages, such as c++, lua or nim
im glad nodevs make OPs because surely no one else will but maybe dont make it so obvious.
>>
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>>187484531
Even a nodev has a better chance of success than a talentless, worthless hack like yourself.
>>
>>187483953
Does ANYONE here actually use Cryengine 3?
>>
>>187484545
those cloud particles look too gross. reduce shadows or change shader on it.
>>
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Iv done it Iv made the best spark particle effect for saw blades.
>>
>>187484791
not using nim, whatever that is
>>
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>arguing about tools
>when you could be devving instead
>>
>>187485483
leave just small ones and angle them, this one looks like a roman candle.
>>
>>187485246
I couldn't even download it. Cryteck launcher just cannot connect to whatever it should connect. Never had any problem with any dl manager no matter how shitty it was, but cryteck one is simply not working.
>>
why do nodevs exist on agdg
can you all please leave if you dont have a game?
>>
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-------- AGDG Weekly Recap --------
Fill out the form to be a part of the weekly progress recap.
Submissions will be accepted for at least the next 36 hours.

----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

Site: recap.agdg.io
Last recap: recap.agdg.io/view?id=17083
>>
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hello /agdg/, i started remaking the jam game i did a few years ago, the one with the watering can, which i did post here about one or two years ago

for now i remade my first enemy, which now has actual pathfinding
the player goes faster than this monster, but the monster gets a 1 second speed boost if the player is close enough
A friend of mine made me a tileset so feedback would be great on that
>>
>>187484545
>>187485482

that's true, right now they look more like popcorn
>>
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>>187486083
>>187485482

Nah you both are wrongo.

Its just the lighting on the level that has them be that color and bokudev is copying the cloud puffs in mario 3d world.
>>
>>187486239
Why do you talk about yourself in third person?
>>
>>187486320
Clearly I'm not bokudev idiot.
>>
>>187485961
----[ Recap ]----
Game: Ghost Knight Victis
Dev: Anomalous Underdog
Tools: Unity, Blender, Substance Painter, Photoshop CC
Web: hypertensiongamedev.tumblr.com
Progress:
+ Created particle effects for the impact of the warhammer charged attack
+ Added ability for an attack to spawn prefabs at any point in the attack animation
>>
>>187486380
Sure
>>
>>187486239
yeah. looks like 3d world one has no shadows and better shader / lighting. bokunopico's look too heavy.
>>
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>"sourceposter" posts his thread on page 5, an hour before needed, just so that you sheep will shill his op for him
>and you actually do.
>>
>>187486015
would you be impressed if it wasn't your game?
having a sense of self-awareness is a good skill anon.

also post webm instead of screen shots if you are gonna talk about gameplay
>>
shit thread with shit OP tbqhwyfamalam
>>
Reminder that a good game is 90% assets and 10% coding.
If your assets aren't good or you're just using all the free shit in the Unity asset store, your game will be shit. No need to learn C# too extensively, just make sure you know how to use programs like Blender, Photoshop and Quixel.
>>
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Who here HYPE for Godot 3? Is it the Unitykiller we deserve?
>>
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>>187486083
>>187485482
Is white puffs without shadows really better webm related?

I feel like they loose the 3D feel/look when you make them brighter with less shading and no shadows. I want to make sure people see the 3D but does this really look better?
>>
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>>187485961
----[ Recap ]----
Game: Un named top down game
Dev: Jofer (code) and Fresh (art)
Tools: Unity
Web: https://twitter.com/JofersGames & https://twitter.com/PolykinDev
Progress:
+ Players are sliced upon death
>>
>>187486705
Reminder that a good game is 90% a skinner box, 5% making the player not realize it, and 5% code
>>
>>187483953
i am not posting my GAME in a thread with such a TERRIBLE OP
>>
>>187486872
Yes, absolutely
>>
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>>187485961
On the bandwagon.

----[ Recap ]----
Game: Negativa Poetica
Dev: Lintire / Template88, plus NeilOSG, 4cat, Superbastard for sound man the list goes on
Tools: Godot, Piskel, Audacity, Milkytracker, Fruityloops/Genny (?), Photoshop, some other shit.
Web: n/a
Progress:
+ Bunch of shit done. Entirety of first level either implemented or placeholdered. I'm not going to post the whole changelog, we'd be here a while.
- Local minimart started charging like twice as much for a 40 pack of Bonds, the pricks.
- The list of programs and people involved is more impressive than the game.
>>
>>187486931
This guy gets it.
>>
>>187486872
Lose the stars, they look stupid and make no sense
>>
>>187486872
I'm ok with them when you move, but when you jump, those puffs look off. I keep thinking it should use a different texture, maybe same style but different shape, I don't know
>>
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>>187485961
----[ Recap ]----
Game: Sweet Fukushu
Dev: LK
Tools: Monogame
Web: https://twitter.com/LKTheDev
Progress:
+ Implemented inverse kinematics for the player and enemy arms.
+ Reworked the AI so they dynamically swing their swords towards the player. Also gave them the ability to dodge and block player attacks.
+Made so that the player can be cut into gibs too
>>
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It's been a light week. I'll try and get some stuff done today despite it being a bank holiday here. I'm gonna put off trying to fix subsystems until I build more of the game.

Also, Recap Anon, can you add the information about how to change the game's title into the info page on the recap site?

>>187485961
----[ Recap ]----
Game: Bullet Hell Lane Shooter
Dev: ADMAN
Tools: Unity, Blender
Web: https://sgtadman.itch.io/untitled-bullet-hell-game
Progress:
+ Working on a new enemy type
+ A couple of visual tweaks
- Gave up on trying to fix the wave generation system because every idea I had didn't work
>>
Reminder that you should be writing your game in x64 Assembly if you want to beat the competition. Being about to communicate with the CPU directly will give you the best possible chance of optimizing your game to perfection.
>>
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>>187486674
for now it's mostly programmer art, tiles excepted, and i know i'm not a very good artist
for the monster's script and pathfinding, i'm pretty glad how it worked out
>>
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>>187485961
----[ Recap ]----
Game:Jappu -The heart of Karinna-
Dev: takkongguy
Tools: rpgm mv
Web: http://takkongguy-blog.tumblr.com/
Progress:
+ Finally decide game name
+ Finished 60% of the scenes
+ Finished all npc dialogue
>>
>>187487375
Shit should be Jappu -The heart of Karinna-(demo)
>>
>>187487286
http://agner.org/optimize/
>>
>>187487375
*metallic clank*
Ouch
>>
>>187486848
is the only thing that will be making godot better than unity is being MIT? it won't have such a big asset store, much less documentation/smaller community, and will be the >3d engine for 2d games
>>
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>>187486848
Maybe when they change the name to something other than goDO'H
>>
>>187487623
Godot 3 will be 3D engine for 3D games
>>
>>187487795
for *3 games
>>
>>187487795
so no point jumping from gm to godot then hmmmmmmmmmmmmm
>>
>>187487992
Nope, there never was.

There is a good reason to jump from GM to 2D Enginedev though, that is, unless you're trash.
>>
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Remember these guys
>>
>>187488056
it wont matter if im trash if i have game
>>
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Back from vacation well rested and starting to make up for the week without progress.

----[ Recap ]----
Game: Petite Witches
Dev: Dwarfdev
Tools: Godot, Krita
Web: https://twitter.com/DwarfDev
Progress:
+ finished in-game dialogue system.
- put aside font creation for a time being
>>
>>187488123
Question: given that RoR sold over a million copies, how rich is /ourguy/ Hopoo right now?
>>
nice """"""""""shortened""""""""""""" op
>>
>>187488243
More importantly, how much richer are they going to get after RoR2?
>>
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Give ideas for mecha jam pls
>>
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>>187488484
>>
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>>187488484
You pilot a mecha and shoot at things
>>
>>187488480
its not about the money mate, that's why you suck as a dev and as a person
>>
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>>187488484
Not really mech but I think the pic is kinda idea inducing.
>>
>>187488480
I imagine him spending all remaining RoR money on developing the sequel and then not making any of it back.
>>
>>187488661
Why would an indie roguelite take millions of dollars to make?

Even googum wouldn't be that retarded.
>>
>>187488713
It's not just an indie roguelite now, he wants ror2 to be a 3D action game, and there's no ceiling for how cash can you spend on that shit.
>>
>>187488617
I never said it was lmao
>>
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>>187485961
----[ Recap ]----
Game: Khryse
Dev: Khryse-dev
Tools: UE4
Web: https://khryse-dev.tumblr.com/
Progress:
+ Added airstrafe and airhop
+ added a bunch of visual stuff, like hook projectile and airdash particles
+ finished up helmet material
+ added more control to the wallrun
+ added Enum check for player movemement
- Input Buffer stuff is still not ready for 4.17
- Material fuckery took way too long
>>
>>187488891
And a gif to top it off.
>>
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>>187488484
you play as a biomech that can grow new weapons and upgrades the more enemies it kills from it's appendages

i.e you can make a gun, say what type of gun you want it to be, (say automatic/sniper/rocket launcher/shotgun/etc) and then you can fine tune it's attributes like fire-rate and damage with yet more biomass. then you can grow a gun on that gun. upgrade armour, grow thrusters, other stuff.

in a perfect world, the game is single player, and you kill enemies to upgrade your biomech, but the final boss will be the mech that most recently beat the previous final boss, which is another player mech, like the seneschal from dragon's dogma.

now make it.
>>
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>gamemaker
>need to be able to click on things
>mouse_x and mouse_y return zero no matter what
>device_mouse_x_to_GUI works but then puts some kind of vierd offset depending on my view
>window_view_mouse_get_x(0) returns 0 no matter what

I' so close to killing myself and restarting my project in godot, but I've been working on it for months. If anybody knows what's wrong please help, I'm going to bed so I can't answer questions though.
>>
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>>187485961

----[ Recap ]----
Game: FTC
Dev: RPG
Tools: UTY
Web: fleettacticalcommand.com
Progress:
+ Character Generator WIP
+ Tutorial WIP
+ New music tracks
- Second Programmer is AWOL
- Starting a second business so less time for Game Dev
>>
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>>187489013
Is that Morgan Yu?
>>
>>187489238
>Second Programmer is AWOL
details anon, give us details
>>
>>187489398
It's not like he have any game to program.
>>
>>187489398
>>187489451
He got tired of no game and joined my project. Now he can actually program a videogame instead of a menu and cutscene simulator.
>>
Fuck me

----[ Recap ]----
Game: Little Red Hiding Hood
Dev: Squaredev
Tools: Unity, Blender, Photoshop
Web: squaredev.tumblr.com
Progress:
+ Added level clear screen and game over screen
+ Wolves now perform a dash/tackle/jump attack when close to the player
- still a bit wonky, some times the attack stops short even if it shouldn't
+ added music with crossfading effect for stealth and chase
+ snek is helping with designing the level
- wolves kick the same rock forever
+ it's amusing to watch so I'll probably keep it
- been so long since the last recap, I don't know why I'm bothering
- still not sure if the game is actually fun to play
>>
>>187489547
>Tools: UE4
how do you fuck up this badly?
>>
>>187489678
I copied >>187488891 and forgot to edit that part. I know, I'm dumb.
>>
>>187489735
that makes more sense than i expected
>>
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>>187485961
----[ Recap ]----
Game: Ctesiphon
Dev: Stomy
Tools: C++/OpenGL, Blender, Krita
Web: stomygame.tumblr.com
Progress:
+ The C++ rewrite continues
+ Bullet Physics debug drawing implementation
+ Bullet Physics world model loaded
+ GLSL-style matrix operations
+ World once again rendering correctly
+ Pause menu reimplemented
+ Flying camera movement
+ Currently porting collision system
>>
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>>187487375
>smothered by massive mammaries
You absolute mad man, you actually did it.
>>
----[ Recap ]----
Game: Cross Square
Dev: Squaredev
Tools: Unity, Photoshop
Web: squaredev.tumblr.com
Progress:
+ Added very primitive AI
- took way longer than it should have
+ improved the map generation a bit
+ fixed a bug where lines could be shot in the wrong direction
- another similar bug still appears every now and then and I can't understand why
+ codebro kry offered to add online multiplayer later on
>>
You cunts told me ideas are easy and idea guys are worthless
Ideas are hard!
>>
>>187490079
ideas are coincidental, ease is irrelevant.
>>
>>187490079
Ideas are hard but useless. Think of them like your penis.
>>
>>187490079
>he's too dumb to even be an ideaguy
When you feel bad, just remember that at least you're not this anon
>>
>>187490079
Ideas are easy when you've got nothing else to think about

When all you're trying to come up with IS ideas, it's much harder.
>>
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>>187485961
----[ Recap ]----
Game: SFTL : Slightly Faster Than light [working title]
Dev: AZ
Tools: Godot
Web: n/a
Progress:
+ Selection box
+ FSM
+ Pathfinding
+ Draggable and Selectable behavior
- Didn't get enough sleep for 4 days
>>
>a year ago
>start making startup management game with my artist bud
>everything's going good, we both are pretty capable
>3 months pass
>artist: "nah man, I have too much work to do"
>me:"oh ok, let's finish it later"
>never finish it of course

>today
>wake up
>startup simulator sold ~50k copies on Steam
nice
I want to die

Reminder to unironically stick to your shit and finish your shit
>>
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>>187485961
----[ Recap ]----
Game:mech game I need to find a name for
Dev:dev name i need to find a name for
Tools:ue4, blender, gimp
Web:
Progress:
+ New placeholder mecha, with an IK rig, which I'll be using for Demo Day to prevent myself from moping around from my lack of good looking mechas.
+ Animations for said placeholder
+ Animation state machine
+ More VFX : Visual cues for when the mecha can fly again after being knocked, bullets, shield, also accidentally made vapor
+ Changed Dash/Melee attacks to properly move with the physics instead of interpolating positions
+ Blocking is in, no animation for it yet
- No real gameplay changes
- One of the functions critical to the shield effect doesn't work if I put a branch before it
>>
>>187490815
Just make up a working title.
>>
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>>187486882
Enemies have health now, and have a juggle state and a little force based on strike direction :)
>>
>>187490724
>artist: "nah man, I have too much work to do"
This is literally every artist unless you just throw bags of money at them.
>>
>>187490079
when I need inspiration I let my mind wander and entertain stupid or otherwise nonsensical thought processes or paths. If I'm given a theme I mash that with random concepts in my head just for kicks. The idea is to see where it leads and maybe spark something. But that's just me.

Oh you could also check out random online game jams and try to come up with an idea for their themes under a timeframe (like an hour or a day). Not with the intent of signing up for it, but to sort of practice coming up with an idea on the spot
>>
>>187490815
Ironclad Nucleus
>>
>>187489013
Damn that's a rad effect. Did you add another mesh on the head or is it purely a material ?

>>187490834
Yeah I need one but I can't think of one if I don't have a defined aesthetic or a story.

>>187491154
That would fit if the Mechas were huge organisms contained in a suit, like in Evangelion. Which is not what I'm doing, but it's a nice title.
>>
>>187490724
>startup management game
what does that even mean
>>
>>187491416
http://lmgtfy.com/?q=startup
>>
>>187490724
>artist: "nah man, I have too much work to do"
>artist: "nah man, I have a commission to do"
>artist: "nah man, I have to redo the model"
>1 month later
>artist: "nah man, redoing the model would take too much time"

welcome to hell
population: me and you anon
>>
>>187490386
>When all you're trying to come up with IS ideas, it's much harder.
true dat
>>
>>187490724
>>187491692
Stop restarting/abandoning your projects and being lazy, then maybe you wouldn't have to rely on bottom of the barrel artists. Not making babbys first unity game is a prerequisite though so most of you won't qualify.
>>
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>>187485961
----[ Recap ]----
Game: Pushy Cmulko
Dev: Coppermoore
Tools: Pygame
Web:
Progress:
+ Worked on pathfinding a lot, have multiple algorithms
+ Tried getting Cython to work for eternity
- Going to need an eternity more
>>
>>187491873
>everyone is lazy
projecting: the post
>>
>>187490815
>Skjöldr (Old Norse for Shield and name of danish king)

Because I was gonna suggest something to do with Valkyries but that's so played out
>>
>>187492321
Everyone I've seen.
>>
>>187491692
>>187491873
I am not trying to argue that artist was a bad guy there actually. It was my idea, my project and my failure.

I could've at the very least tried to persuade him, to be a leader. Could've tried to look for another motivated fella, considering there is a pack of designers/artists (couple of them are qt girls btw) at my workplace. Could've tried to 1marmy it, purchasing art here and there. I just threw it in the bin like it was nothing.

Anyway, sorry for the sobby venting, aggy daggy. Just needed to tell someone
>>
>>187492321
Ignoring his assumption, it is pretty unlikely that the programmers were constantly doing a lot of heavy lifting within the project and then the artists just randomly flaked out. More likely situation was that they both were putting in minimum effort and were not seeing any return, but the artist had alternatives.
>>
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----[ Recap ]----
Game: Harmon:i:c
Dev: AWK
Tools: Godot
Web: https://awk.itch.io/harmonic, https://twitter.com/AWKgamedev, https://awkgamedev.tumblr.com/
Progress:
+ Settings, progress and map fog are now saved and loaded
+ Initial level positions are recorded now too based on the player's relative position to the camera, it already worked like that in the old version of the game but here's a short explanation for those who don't know: reaching a Goal keeps the player's relative position to the camera which allows them to start in slightly different positions in the level, if there's a Wall in their position then it permanently becomes a Ghost Wall (the dark gray block in the screenshot) which lets the player pass through it and potentially open up new paths
+ Fullscreen toggle
>>
>>187490815
Zephyr Wings
>>
>>187492509
Many programmers think that just because they can put together some simple game mechanics, artists should be lining up at the door waiting to create stunning and detailed worlds and animations for them for free.

Not saying it's the case here, but most devs seem to overestimate the work they do relative to what an artist would.
>>
>>187492767
Having been on both sides, art is just really emotionally unrewarding and unmotivating compared to programming.

I'll do the scripting/code for a project I don't particularly care about, sure. But art? Fuck man, fuck that. I have yet to meet a single animator that honestly enjoys their job, and I'm not about to buck the trend.
>>
>>187492392
well anon lets collab then,if you are so active we can easily make a game for the mecha jam

>>187492509
in my case i tried more than once to motivate my art buddy but he just dropped the ball after a while even if i worked on the project every single day and making progress.We even made a small project before starting the project

this costed us a revenue of over 1million dollar,it fucking hurts
>>
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>>187492509
>>187492767
>but the artist had alternatives.
watching /agdg/ discuss artists is like watching /r9k/ discuss women
it's not like every dude who tickles a tablet sometimes is a top hentai dog who racks in patreon cash or a professional who draws realistic wrinkled faces lit by a candle in five minutes
he could've been just a lazy cunt assuming the story happened (it didn't)
>>187492321
people who write pity greentext stories tend to be lazy (and like to make shit up)
>>
Imagine having an artist girlfriend
>>
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>>187493287
>>
>>187493287
It sucks. Artists have issues and women have issues, female artists are a fucking whirlwind of trouble.
>>
>>187493287
A few weeks ago I had a date scheduled with a girl who was majoring in art and wanted to do 3D art for games professionally. She stood me up.
>>
>>187493479
>>187493479
>calls himself a creator
>doesn't like huge drama in his life
>>
>>187493070
>if you are so active we can easily make a game for the mecha jam
Here's another thing programmers usually don't get; 1 artist can't draw everything.

Every artist has their own areas of interest and skills. Drawing and designing mechanical/scifi things is almost a completely different skill than drawing animal characters and plants for example. Some parts of drawing skill can be translated from subject to another, but only some of it.

Some artists are more skilled in characters and animation, but may be completely inept at drawing sceneries. Some artist may be good at doing tilesets but have no skill at doing characters let alone animate them. Someone may be good at painting but clueless at pixelart. Someone who's excellent at 2D doesn't necessarily have any skills in 3D. In a sense artist's have their own version of "1 man army" if they have a very wide range of art skills.
>>
>>187493796
I've had it before, it sucks a big fat ding dong.
>>
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>>187485961
----[ Recap ]----
Game: Within the Green
Dev: Anon
Tools: Unity, gimp
Web: https://teamsolotent.tumblr.com/
Progress:
+ replaced melee attack animation 1
+ fiddled with magic attack animation
+ worked on char portraits
- procrastinated and uni assignments will slow progress over the next weeks
>>
>>187493014
I've also done both programming and art and I disagree. art is a lot more rewarding once you get gud

people lining up for commisions, two sucessful kickstarters and can draw whatever the hell I want

I have yet to receive any sort of reward for programming and I grind harder at it
>>
>>187493819
so you are telling me you wont prove your point making a game with me and that you are the lazy one? ok anon i accept your defeat.
>>
>>187493819
>tfw being 1MA and drawing everything myself
>>
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>>187494295
here's the fiddled with magic attack
>>
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>>187494417
>start cutting corners with art because there's too much other shit to do
>>
>>187491154
I see what you did there
>>
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>>187484119
>>
>>187494515
And it still taking most of the time.
It would take much less if I wouldn't choose to make hi-res classical animation though.
>>
>>187486848
>>187486848
nice unity clone with less documentation.
>>
>>187494417
Do this:
1- Draw basic placeholders.
2- Make game.
3- If game is good then later revisit art or seek an artist.
>>
>>187494515
>indie_pixel_platformer.gif
>>
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>>187489398

I gave a presentation at a Games Development meetup. One of the people who attended approached me and was interested in my game. I asked him if he was interested in joining my development team and he seemed keen. We had another meeting and I showed him the build and what still needed to be done. He was happy to join and that was it.

First week we talk every second day and he worked on small modules I assigned to him. Second week he said he was moving over the weekend, so he didn't get as much done as the last week. Third week he just stopped contacting me all together. Calling him goes straight to voicemail, discord chat is ignored, messages are ignored and he hasn't responded to my emails.

I know he is online, but he just isn't responding. It would have been polite for him just to say "I'm not interested in the project anymore, thanks." But the more contact I get with programmers makes me realise they are all autistic manchildren who don't have a shred of common decency or manners. I'm just going to need to have more stringent recruiting procedures in future.
>>
>>187494718
I'm already on step 3. Drawing all by myself.
>>
Is a mecha RPG with turn base combat a silly idea? Talking about machanoid jam
>>
>>187494839
It's a lot, and I mean a LOT more work than you think it would take.
>>
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>>187494839
>>
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>>187484119
>>
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>>187494839
it's a silly idea
>>
>>187494839

Like Mechwarrior meets XCOM?

I think it could be fun.
>>
>>187495132
>gun with sight
>for mech
>>
>>187495235
360 no scope is no fun without a scope
>>
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>>187494839
>>187495132
Front Mission.

Pretty big series.
>>
>>187483953
>make shorter OP
>fill it to the brim with stupid shit that has no reason to be in the OP
>put actual important links at the very bottom
Why would you do that? Your OP is now worse than the longer OP.
>>
>>187495132
It already exists, it's called Front Mission.
You can't make this shit in a jam
>>
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>>187495235

> doesn't know about redundancy

I think it's hard for civilians to understand, but military systems have up to 4 layers of redundancy. When cyber systems fail you have digital backups, when digital fails you have analog back-ups.

When I was serving aboard an escort frigate I was once given a lead line to measure the depth of the water. We had sonar and hydrographic mapping, but every junior warfare officer was expected to know how to use a lead line and other ye' old maritime instruments.

That's military logic, because damage knocks out advanced systems.
>>
>>187493819
Mechas (and by extension most military vehicles) are easy to draw, most of the time they're made out of really obvious and simple.
The hard part is designing them, they need to make sense mechanically and stay away from the "Box with legs and arms" idea.

>>187495235
You can pretend it's a camera. I'm more concerned about the "stealth variant"
>>
>>187495430
You could if the jam lasted a year but it's only 3 months
>>
>>187495421
The people who make the OPs these days jump the gun so they can push an agenda or otherwise alter it for their own ends.

>>187495430
Jams three months long. You could make like a 3-4 level thing with a prebuilt team that echoes the concept.

Wouldn't say it's worth it.
>>
https://itch.io/jam/game-dev-network-dragon-jam
there's a jam soon with free prizes and shit, 3 months of free trello just for participating
>>
>>187495648
Q: Can I have NSFW Content?
A: No, sorry!

Dropped
>>
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>>187484119
>>
>>187495648

>winning team will receive a 3 hour PR Planning and Consulting session

>* She will help you coordinate your press kit, explain the important key collateral and information you need to have.

>She

sign me up, i want a 3 hour session with her
>>
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I just can't just find good game engine for me.

Game Maker is fine when working with sprites and stuff, I don't have to think about buffering and scaling sprites on the run. But working with data is slow and requires too much time to design something what can be done in Java in 5 minutes.

LibGDX includes every good aspect of Java like working with data and serializing, but every LibGDX "how to achieve X" is outdated the day after somebody written it. I just want to put text and sprites on the screen without fucking creating textures for every font I want to use, accompanied with 15 lines of code to even use it and another 20 to center it. Please send help.
>>
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>>187484119
It's too hot so I'm modelling because my computer would just melt if I worked on gameplay.
I don't have any idea what I should model
>>
>tfw even the comfy jams are becoming corporate
fuck games, what's another up-and-coming hobby with little competition?
>>
>>187496192
Jump on the LOVE train, it's beautiful.
>>
>>187496263
why are love.update and love.draw separated
>>
>>187496192
Godot is the perfect balance between usability and function.
>>
>>187496246
>complains about things becoming corporate
>picks a new 'hobby' based on amount of competition
>>
>>187496246
The mechanoid jam up in the OP has zero rewards and next to zero competition. It's just for fun.
>>
>>187496192
Did you try Godot? It should suit you from what you told.
(now I feel stupid as if I'm shilling even when giving honest advice. Thanks aggy daggy.)
>>
are you guys ready for lewd jam II
>>
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>>187485961
----[ Recap ]----
Game: Asteroids Rogue
Dev: CowThing
Tools: Godot, Blender, Aseprite
Web:
Progress:
+ Levels can now be finished, and a new level is loaded
+ Level creation is now its own scene, so I can create different types of levels
>>
>>187496479
I'm not ready yet
>>
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>>187496479
I don't know how to program lewd
>>
>>187496627
Insert pillow-talk in comments
>>
>>187496306
Mostly organization, but there are sync issues that could arise if you draw where you update.
>>
>>187496627
benis in bagina
>>
>>187496479
link?
>>
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>>187496192
>>
>>187496982
red pill me on blue pill
>>
>>187496982
love is the blue pill of frameworks, it's for women that use pastel colors and make pseudoretro "games"
>>
>>187497072
no successful games
not made by game developers
>>
>>187495648
The prizes are really uninteresting.
Are they a Discord only community?
>>
>>18749698
>le ebin pill meme
Back to /pol/nareff, good soul.
>>
>>187497251
Looks like it. Why even involve prizes at that point, you're just souring the whole idea over 3 months of Trello and a sticker.
>>
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>>187497164
The one that requires more programming is made for women?
>>
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>>187491407
>mesh on the head or is it purely a material ?
I slaved for a week to do this with just the material. I tried a mesh on top, but it was jsut weird looking.
>>
>>187497543
>QR code pattern on the scarf
Heh.
>>
>>187497495
love.graphics.print("Hello World!", 400, 300) is not programming
>>
>>187497198
>no successful games
There are successful games, just no million dollar big name games.

>not made by game developers
The lead developer has 20 years of experience with developing and shipping games. And Godot was the in-house engine for Okam Studio for something like 10 years before it became open source.
>>
>>187496686
It requires me to make a lot more global variables than i want to, about doubles the amount of if statements in my state machine, and separates every function i make into two parts.

that or im missing something really obvious.
>>187497413
>the matrix
>/pol/
>>
>>187497413
Go away jojo faggot.
>>
>>187497652
But WYSYWIG drag and drop shit in a pre-made engine is?
>>
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Where do you draw the line between using references for your art and plain copying the references you found?
>>
>>187498175
Depends. Is it a pixel by pixel copy? Does it only change a little? Does it completely change a pose?
>>
>>187498175
Frazetta, most illustrators, the current industry standard of photobashing.

There is no line. Do what you must and don't get caught.
>>
>>187497695
>Okam Studio
as if that's a good argument
>>
>>187497652
why would you use printf and then only use parameters present in print
>>
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Spaghetti incoming.
Trying to populate an array with unique ints in a certain range.
If the array was 10 long, it'd fill it with 1-10 in a random order.

It works but it's incredible inefficient. It has to generate a lot more than 10 random numbers especially when it's looking for the last number in the array.
>>
>>187497543
That's pretty impressive then.
>>
>>187498109
All engines are bluepills, note how I said that love is the blue pill of FRAMEWORKS.
>>
>>187496246
There are a ton of just for fun Game Jams, you just gotta know where to look

http://www.indiegamejams.com/
>>
do you ever notice that nodevs always argue how engines are bad and you need to dev an engine instead of game?
>>
>>187498406
You could make a list that contains every number between 1 and 11, and then randomly pick a number between 1 and list.length and remove said number from the list.

There are probably better ways but it's still better than yours.
>>
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>>187497164
>x is bad because women! a-and pastels!
useful information you got there anon
>>
>>187497251
Unity and GM wouldn't make successul game for you.
>>
>>187498262
Not a pixel by pixel copy, I don't trace, I look at the references and try to replicate them. Then I alter things (colors, hair, clothes, shading).

It's helping me to improve my art, as I also do draw from pure imagination, but I worry about getting accused of ripping off some art/pictures.
>>
>>187498701
Take your own references, photos and such. That's how the pros don't get caught.
>>
>>187497652
Okay, show me what real programming looks like by printing "hello world" in your red pilled framework of choice
>>
>>187499085
I'm just memeing, take a chill pill.
>>
printf("fuck you");
>>
>>187499116
Thanks for reminding me. I forgot to take mine this morning
>>
>>187499175
>>187499116
Is that pill red?
>>
>>187494295
Is that Chariot from Little Witch Academia?
>>
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>>187496263
Collections? Threading? How about extensions?
>>187496330
>>187496440
Didn't like it for it being Python-like, but I would probably have the same problem with Love2d...
I tried it like a year back and documentation was... lacking to say it nicely.
So, what about collections and threading in Godot?
>>
>>187498175

Reference is for reference. I always try to create content for myself. No copying allowed.
>>
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>>187498619
Oh, good one.
>>
>>187499502
Charriot is cuter
>>
Do you name your variables humorous things agdg?
>>
>>187499575
>collections
Done automatically but you can manage it yourself if you really want it(never had a need for it).
>threading
As much as you like.
>extensions
In any form you like - engine plugins writen only with engine means, library imports, or you can extend it with your own C/C++ module.
>>
>>187499575
I haven't used threading in Godot yet but it looks fairly simple to use, the project options lets you thread rendering and physics automatically and there are threading and semaphore nodes for game logic.
>>
>>187499874
No the names are as descriptive as possible, even though this sometimes results in long names
>>
>>187499874
After master/slave django shitstorm I always name my worker threads as "nigger()"
>>
>>187500020
a joke laughs a thousand words
>>
>>187499874
Depends.

No fucking about with globals. But if it's just a function call or some shit for a single script then bring out the "myNipplesHarden", "cuckMeLikeOneOfYourFrenchGirls" and "toyStory2".
>>
>>187500063
This.
>>
>>187499734
>Charriot
wtf is this translation? Isn't she Sherri?
>>
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Waaait.....does GMS cost dosh to make anything of worth?
>>
>>187499874
only if things arent working
>>
>>187500250
Yes, you must pay $100 or more to make a game.
>>
>>187500250
GMS is pretty much over the whole "freeware" shit.

Shame it sucks ass.
>>
>>187500250
Yeah, 1.4's free version used to be almost feature-complete but 2's free version is completely useless, you can't even export the game.
>>
>>187500250
dont use GMS2
>>
>>187497543
is the animation intentionally bad?
>>
>>187498406
Check if contains looks for the whole array. Case it does, instead of using it (witch is just a loop to search for all the items),sort the array(do it every iteration), pick a midle, or a close to the middle number, check if radInt is >,< or == , case its smaller, use the 0(to)PickedNumber to do a search, case its equals you got the number, case its bigger its the Pickednumber(to)RandomArray.length . This way you just have to search for half of the array. Thing is, i dont really think it will make any difference with an array of size 10. It looks like a quadratic function, if Contains is a full loop and you do what i say, it can come to a faster solution probably logaritmic ( not that good at calculus, but you are cutting one full search loop in 1/2). unless its not made every frame you are fine.
>>
>>187499874
Why would anyone do that?
>>
>>187500231

That's her name, it's a direct reference to the constellation Ursa Major.

That's just the Japanese for you.
>>
>>187499692
You could also just fill the array in order and then sort it randomly.
>>
>>187500305
>>187500364
>>187500370
>>187500375
That sucks, im trying to find a decent *free* 2d engine to make my first game in since I stupidly tried to start in 3d. Everybody in the thread last night suggested GMS
>>
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>>187500418
That's how i roll, anon.
>>
>>187500468
How?
>>
>>187500492
GMS 1.4 is much better
>>
>>187500492
UE4 is free
>>
>>187499874
I have a variable called slut because every function uses her
>>
>>187500492
GMS 1.4, sure. GMS2, no.

Honestly just pick any freeware engine, stick to it and google-fu your way out of the hole you throw yourself into. It'll be 30 hours of frustration and then things'll click and you'll never really give a shit about engine complexity or any of that visual coding nonsense again.
>>
GMS3 will make my game great again
>>
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>>187485961
----[ Recap ]----
Game: Ironmash!
Dev: Norby
Tools: Unity, Paint.net, Inkscape
Web:
Progress:
+Character sprites finally completed, moving onto adding new skills
>>
>>187500492
Gamemaker used to be the popular option for 2D, but they shot themselves in the foot with GMS2.

Godot has taken over its spot as the 2D engine of choice. Godot is actually truly free.
>>
>>187500571
But the interface of GMS 1.4 is so bad compared to 2
>>
>>187500492
Use GMS 1.4, anon. GMS 1.4 pro was in a humble bundle not too long ago, sucks that you missed it but I don't think the pro version has anything truly substantial over the regular free one.
>>
>>187500492
Godot is a better choice even if GM were free too. Trust me, I used GM for a good while.
It's harder to learn but much better in the long term.
>>
>>187500571
So tell me, where can I legally download GMS 1.4 for free?
>>
>>187500703
You can't get legit 1.4 anymore, you can only use it if you already had a free license key or bought the pro version.
>>
All of our games will look like ass
All of our games will never support us

What is our end goal?
>>
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>>187500695
>>187500703
>>187500727
Allllriiight....I guess im gonna try and learn Godot then.

Im bashing my way through c# because I was working with unity, should I finish the tutorial im on and fuck off to Godot?
>>
>>187500836
To have fun making crap, fuckhead.
>>
>>187500836
AMATEUR
M
A
T
E
U
R
>>
>>187500492
>Everybody in the thread last night suggested GMS
They were meming you.
>>
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>>187500836
Fun
>>
>>187499874
I named my ECS module "meme"
>player = meme.new()
>meme.spawn(player)
>meme.kill(player)
>>
>>187500517
Pseudocode incoming.

int yourArray{1,2,3,4,5,6,7,8,9,10};

for(int i = 0; i<10; ++i){

swap(yourArray[i], yourArray[random(1,10)]);

}
>>
>>187500836
To teach myself skills before my college game-dev classes do so I make A's and good connections by being better than all the other students.
Duh
>>
>>187500846
Sure I guess. Godot uses GDScript, which is its own language with a syntax similar to Python. If you know basic programming you can pick it up easily.
>>
>>187500836
>we
fuck off, this is not a company or a community, this is a thread with a topic.
>>
gui coding is a nightmare, how the fuck do you disable the selection box if you only want to click? how can i separate a normal click from click and drag? wtf am i even doing with my life adding flags for every possible combination
>>
>>187501014
>this is not a community

community
kəˈmjuːnJti/
noun
1.
a group of people living in the same place or having a particular characteristic in common.
"Montreal's Italian community"
synonyms: group, section, body, company, set, circle, clique, coterie, ring, band, faction; More
2.
the condition of sharing or having certain attitudes and interests in common.
>>
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>>187500972
I don't know how to program, that's why I was using Unity and C#. I'm kinda just bashing my way through this as im kinda young and am still finishing my Assoc. before I fuck off and do game design in uni.
>>
>having a particular characteristic in common
That characteristic being autism right
>>
>>187501065
>the condition of sharing or having certain attitudes and interests in common.
The only interest we share in common is game dev, >we don't do anything, there are individuals here who do stuff.
Fuck off with your flagwaving tribal bullshit.
>>
I have GMS Studio Pro with Android license.
I picked up Godot a month ago and will NEVER use GMS ever again.

>FetusDev
Construct, RPG Maker

>BabyDev
GMS

>TeenagerDev
Unity

>MatureDev
Godot, UE4 Cocos, HeroEngine, Self-Made Engine
>>
>>187500893
GMS isn't bad, it's still the best way to just get something going as fast as possible and the community is pretty big but it's getting extremely outdated and outmatched, GMS2 is a mess that doesn't fix anything.
>>
>>187501129
Don't worry, you'll get the hang of it. Doesn't really matter what engine you use, just like make little projects, start small with pong and asteroids then get more complex, join jams to challenge yourself to finish a game.
Keep practicing, every day, you can do it
>>
>>187501253
>GMS is old and not good
>But has a million tutorials

>Godot is fantastic and new
>But no one knows anything about it

I've taken Python classes and GDScript is an absolute nightmare for me.
>>
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>>187501394
I'm lookin' through Godot's documentation and I'm seeing that it can develop 3d as well? Is it actually decent at both because if so I'm just gonna toss myself at that? Unity has not been getting me a lot of reward.

I've been making basic "faller" games and pong games, im just tryna figure out my first project. I had and idea the other day about a simple physics platformer about a flubber like a creature that simply bounces off the walls and gains 2x momentum every time it does so, with the puzzles being mostly SMB-esque platforming.

I dunno, just spitballing over morning coffee.
>>
>>187501619
what's hard about gdscript? it's actually pretty straightforwards
>>
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Got some more appropriate swoosh trail effects for this (kinda plain looking but at least it fits), and fixed the inconsistencies with the particle effects previously not triggering for the 2nd and 3rd pounds. I might try experimenting with some camera shake as additional juice for this, but I'll leave it for now and move on to other tasks.
>>
>>187501689
Godot 2.x is ok at 3D, but 3.0 coming out soon will murder even Unity and has...

BULLET PHYSICS.

You can also write in C# if you want.
>>
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So, I've been tinkering with the Pacman-inspired pathfinding. (Inspired is the keyword here)
Thanks go to the anon who suggested Pacman!

It still needs work (it doesn't look very pacmany right now) but it looks like it'll be great for semi-dumb monsters. You're seeing 50 of them in the webm.
I don't have time for a lot of progress now so my posts will be rather scarce.

If you know of any interesting pathfinding solutions in games, please give them to me. I'd love to steal some more. The more, the merrier! The Pacman one was especially tasty.
>>
>>187501689
https://www.youtube.com/watch?v=XptlVErsL-o
>>
>>187501689
It has 3D and some nifty tech like global illumination but it's still behind Unity when it comes to usability and learning resources, you will have to script functionality like a simple character controller or FPS camera by yourself for example, it's improving pretty quickly though and the 2D is top-tier.
>>
>>187501689
Godot can do 3D, although it's currently outdated compared to Unity's 3D. There's a huge update coming soon™ that improves 3D a lot in Godot, bringing it up to the modern 3D standards.

Your idea sounds like it could be fun.
>>
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>>187501825
>>187501928
>>187502051
Well, I guess you've got a convert. Fuck this Unity meme. Ill get downloading on Godot now, does anybody have a good tutorial I can start bashing through? Sadly im a very auditory learner, I kind of have to have somebody speaking to me to learn something quickly.
>>
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Alright dumb question time. I wanna bake a normal map in blender but if I set the space to Tangent it just gives me a blank blue texture.
Can baking the normal map that way ever cause problems ?
>>
>>187502231
>that way
I mean baking using object space instead of using tangent space
>>
>>187502129
getting started guide in the manual -> kidscancode video series -> gdquest
this is basically what I did to learn, read the entire manual too and check the class documentation
google how to do shit and don't be afraid to tinker around, you won't have an easy answer for every problem and your first game will be a buggy mess of frankenstein code but it gets a lot smoother once you "get it", this is true for any engine
>>
>>187501247
>will NEVER use GMS ever again
Why not
>>
>>187502578
Not him but I also dropped GMS and haven't looked back, you don't really realize how bad it is until you try something better and I'm amazed that only now they're finally getting some decent competition.
>>
why godot is trying to become shitty unity?
recommending godot 3.0 for 2d is literally recommending unity for 2d
it isn't trying to replace GM, it's becoming an engine for 3d shit
and it will be worse than ue4 anyway. what's the point? godot is dead
>>
>>187502578
Because it's outclasses in every way by a free alternative.

>>187502779
Maybe do some research before you try and meme, retard. 3.0 has much better 3D features than Unity does and much better physics.

Godot isn't trying to be Unity, it's trying to be a great open source option for the majority of game devs, and with 3.0, it will be.

Stay upset though, TeenDev.
>>
>>187501247
wheres love in all this
>>
>>187502779
You do realize that it has it's own 2D and 3D engines right, you can use either/or. Unity does not have a dedicated 2D engine. Godot does.

Are you brain damaged? Did you think with better 3D comes worse 2D?
>>
>>187502779
>it isn't trying to replace GM
What the fuck does this even mean? Do you think GM is better? How?
>muh documentation
>>
>>187502779
What do you mean? They focused on 3D for this release but 2D still got improvements and still has its own dedicated engine.
They did drop support for GLES2 though which is a bummer, but they are bringing it back for the next update.
https://docs.google.com/document/d/1hNrID0N1-6lo_NMNdGmPfQKckWfntJ24ycP8xlIabFg
>>
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>>187502779
>recommending godot 3.0 for 2d is literally recommending unity for 2d
>>
>>187502779
As someone who uses UE4 it would be nice to have a good engine with a smaller footprint for web games and stuff.

What are package sizes like for a 3D godot game?
>>
let's make a poll to see how many people here are actually using godot, this thread feels like a godot general
>>
All the godot bots are bitter poorfags or something?
>>
>>187502779
Literally a nodev.
>>
>>187503281
>>187503240
>reee stop talking about new things
>>
>>187503210
Godot 3.0 is literally Unity guys it's exactly the same it does because it's the same shit you know like all the stuff is does really similar and there's documentation bunch of indie rixel nodev idea guys
>>
>>187483953
Your OP is bad
>>
imagine being so buttblasted that you're compelled to go out of your way to attack people who use things you don't like.
imagine that this affects you and your own work in no way whatsoever, yet you're still obligated to hate someone just because they like something you dislike.

imagine being this fucking retarded.
>>
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>>
>>187503632
So how much dev time did you lose to this image?
>>
>>187489205
post code
>>
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>>187503549
>>
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Smash clone where the only playable characters are game engines and frameworks. Enginewar shitposting replaced with weekly tourneys.
>>
>>187503816
>characters intentionally stop working in the game when they fall out of their metaphorical strengths just like real engines
Whoa....
>>
>>187503750
it doesn't matter. the more users godot has, the more users start donating patreon moneys to it, the more updates godot gets, more features that allow me to spend less time on developing same things. i basically lost negative dev time thanks to this image
>>
>>187503816
remove smash clone and add
>make a game based on 'this' design doc, here are your judges, time versus quality guys.
>>
>>187503816
>each level is a separate .exe built in each engine
>>
>>187503816
the real question here is, the game will use what engine?
>>
>>187502779
Here, take (You)
>>
>>187503816
So which engine are you picking to make that game?
>>
>>187504212
Its own engine, clearly
>>
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>>187503750
Not that anon but I lost 30 minutes of my life making this ohayou.
>>
Since I'm using Godot for more than a year now and I'm bored on my workplace you can ask me practical questions regarding Godot 2D engine.
Not going to answer to memes and shitposting though.
>>
>>187504492
can you make it less ugly
>>
>>187504492
Tileset or no tileset?
>>
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>>187499502
I was thinking of Little Witch Academia and Schierke from berserk when coming up with the design

remaking the char portraits because of feedback saying it looks weird when the portraits they look straight at you
the only reason I did that in the first place is because it was the extent of my face drawing skills and I can't draw face at angles so I'm pushing myself just the slightest
>>
>>187504492
Every time I export my game as executable it gives a warning like M3 m3Engine. Should i switch to panda3d?
>>
>>187504553
Draw not ugly art.
>>187504567
Depends. I personally find that collection of sprites are easier to manage via script but if you need really huge tiled worls, tileset would definitely be better and faster choice.
>>
>>187504634
That's a lot better even if it isn't necessarily super accurate.
A good rule is the 5° angle, i.e. never make anything completely sideways. It makes the visuals feel more dynamic.
>>
>>187504492
how to make a proper selection box?
>>
Would you find it interesting if I made a game about trying to be president, but with a paper mario like fighting system?
Like you have to please a public using "argument" while the ennemy is trying to convince them you're wrong, in an active system battle, and when you win or lose a battle, you win or lose the voices of the region?
>>
>>187504705
Ignore it?
>>187504863
Via control nodes. Look up for demos, there are several that uses selection box.
>>
>>187505012
I used to be interested in politics until burgers went full retard and now can't stop fucking talking about it literally every fucking second, I had to unfollow a good chunk of my twitter.
So no, I'm not interested in a politics game.
>>
>>187504492
Is Godot's language a good place to start for a complete novice programmer?
>>
>>187505012
>game about politics
>Would you find it interesting?
No. Just no.
>>
>>187505012
im only interested in politics games that further what is right, but even then i wouldn't play it.
>>
>>187502231
>>187502330
I figured it out myself.
Tangent space doesn't work if you're not baking to an active object.
Thanks for the help /agdg/ !
>>
>>187505012
Politics are over as a meme already.
>>
>>187505247
Again, depends.
If you want to learn programming - answer is no, learn some static typed language first(classic C would be a good choice), then look up Python, then you wouldn't need to learn anything in GDScript and can just use it.
If you don't care and just want things to work - maybe, but still better to take a quick course on Python first. GDScript is actually easy to learn and use, but it may have some confusing features that complete novice wouldn't understand, and it lacking documentation alas.
>>
>>187505631
Alright, sorry for all these shitty questions, the hardest part of all of this has been trying to dictate what path I should go in.

I really regret not learning to program when I was like 13 now, but that's life. I really just wanna learn how to do this right, because I'm trying to make this my eventual career.

I'm gonna finish the c# youtube course im working on, then do some in python, and then actual move to game dev while all the while working on my pixel art skills.
>>
I drank too much coffee, I'm shaking and feel compelled to write this blogpost instead of working on the game.
>>
>>187505012
always hated polotics
>>
>>187505195
And if politic is just a background, like an excuse to have your attack named "arguments" instead of "hammer"? I'm mostly trying to make a game fun but without violence in fact. I though of replacing attack with words, and polithic just seemed like the best background for that. There's not gonna be any real debate.

>>187505304
>>187505617
>>187506180
Ok too bad. But just a game about politic isn't a polithic game. Just think of mario: the background is a kidnapping, but it's not about kidnapping
>>
>>187500836
No. You're wrong.
>>
>>187505948
I still recommend learning static typed language first. "C is hard" is just a meme, it is actually one of the easiest and novice-friendly languages to learn. It is hard to master - yes, but you can pick it up really quick. And since it is the actual grand-grand-grand-parend of pretty much all modern languages(except only Lisp family) it is good to know where it all come from.
And when you know what lies underneath of the hi-level language constructions, it all become much, much easier to understand.
>>
>>187506491
>Learn C

Don't listen to this retard
>>
>>187506491
>>187506567
Why learn C and not C# or C++? The differences seem only in syntax and very specific places and whenever I ask all I get is bickering and language wars.
>>
lead dev pronounces it "go-doT"
https://www.youtube.com/watch?v=ioMZ5-j_PD0&t=17s
>>
>>187506648
furthermore, it seems like it would be better to learn c# as its dynamic typed like python is (since im trying to move into Godot).

Fuck it, I dunno. I'm nineteen and what is this?
>>
>>187506491
>learn C
i feel like you're giving programmer advice and not "video gamedev" advice. might want to clarify.
>>
Being a programmer != being a gamedev.
>>
>>187505012
Didn't someone already make Super Paper POTUS or some shit I keep seeing on Paper Mario Hell?
>>
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Are there any books/resources that specifically discuss algorithms and data structures useful for game programming? Googlin' wasn't as fruitful as I anticipated.
>>
>>187506770
>different languages pronounce words differently
woah
Everyone who speaks Spanish or Brazil always seem to pronounce the T. English and Euros don't pronounce the T.
>>
>>187506839
You make a point here

>>187506491
You're a programmer first arent you? Your advice seems very ... I dont know... code oriented.

>>187506914
seems like being a programmer might be necessary to being a 1ma developer and also a background in mathier skills is better than being like "I has good iduh and can pixel good!"
>>
>>187506160
fuuuck me I'm shitting my asshole out and feeling anxious as fuck
never overdose on coffee, kids
>>
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its 1am and im modeling a low poly girls ass because i realized it was missing when she played bend over animation and i have work in the morning tomorrow
>>
>>187505078
>there are several that uses selection box
there is not
>>
>>187506491
>Learn C first
Remember before you make a sandwich to slaughter the turkey, make the cheese, bread, and farm the mustard seeds and tomato/lettuce you will use.

Or you could just make a fucking sandwich like most normal people.
>>
>>187506929
Yeah, but that's not really the goal I'm aiming for: I want a pacific game and potus thing is about hitting.
Also I don't want my game to give a politic point of view, I just want to use politic as a background.
Finally, that potus thing only contains the fight, that's not enough at all. I really want to have the "fights" interacting with something else, to feel their impact.
>>
>>187488123
What help was /agdg/ for him?
>>
>>187507062
I speak spanish and I pronounce it Go-do. Not as in do something but more like the O in Over.
Spanish isn't my native language though
>>
>>187507062
>different languages pronounce words differently
Yet people get mad when English people pronounce it like "go-DOT" because
>muh french
>>
>>187507089
You don't have to learn C, you don't have to learn how to code the world or code from the ground up. You have to learn to code enough for the game you want to make.

Unless you want to be a programmer, and not a gamedev. Being a gamedev means you know at least the basics of programming, but it isn't your main focus.
>>
>>187507151
>I want a pacific game
so no atlantic?
>>
Hello aggydaggy. It's been a long time. (No, you don't know me.)

I continue to lack commitment. In between with dealing with depression and occasionally actually doing the job I am paid for:

I have spent months switching between Love2D, trying to scrape together my own framework with Bgfx & Glfw in C# - .NET core and Mono; tried this like 3 times - and even a short fling with Haxe and a longer but less productive fling with interfacing with Bgfx & Glfw just in LuaJIT.

Dealing with pointers in Lua, eh. Can't do that in JS.

For switching between game ideas, I've been even worse. In the last year+ I've been switching between:

- trying to make some any sort of tile-based RPG (halfway through import script ->Love2D from PyxelEdit right now)
- trying to write my own xplat UI framework. Three attempts in C#, never was happy with the API; ported to Lua & back twice. Given up for now.
- trying to write a Twine-like engine, but more flexible, and with lua coroutines. 5th attempt, I've got something web-based I'm happy with. Wow but actually writing a game is hard
- trying to write an online game like WarioWare but multiplayer (my splash screen looks nice; how the fuck am I going to handle networking?) <- 3 engine upheavals
- just started doodling a game about a rabbit who will take a pill and then his neck will go really long. rest of the game would play a bit like snake, if the snake was paid to assassinate offices of people by disgruntled workers.
- a game about feeding a cat (2 engine upheavals, little progress). i hate it.

I think I'm over the need-my-own-engine thing for now. Love2D & LoveFrames for the UI. I... want to write a keyframe-based animation tool, though. That can also trigger off script actions.
>>
>>187506770
It's named after Waiting for Godot right?
That's pronounced God-oh, which is how I would think one would say it.
>>
>>187507206
>>muh french
We don't necessarily pronounce the letter T at the end of words.
Examples : Sot, Pot, Tôt...
>>
>>187507353
(cont. sorry.)

All the most complete games I've done have been when working with another programmer with a similar sense of humour. To keep me grounded I guess.

I'm afraid of working with someone new. It seems unlikely they'd share my priorities; namely, implementing an amusing game with an absurd plot above all else.

And somehow I doubt anyone else would want to work with my "engine", even the lightweight one on top of Love.

I don't know what to do. We'll see what happens I guess.
>>
>>187507062
>>187507173
>>187507206

This guy knows
>>187507457

https://youtu.be/Wifcyo64n-w?t=1h36m48s

This is how you say it, Samuel Beckett FTW

>>187507281
You make points all around, im just gonna keep on stumbling around, im sure ill find the answer anyways.
>>
>>187507131
progress > sleep!
make sure to post it when you're done, anon
>>
>>187507327
Never! Atlantic games are bad game!
Worse than death!
>>
Reminder that the language you learn with doesn't matter, what matters is that you learn the concepts of programming which can be translated to any language.
>>
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>>187485961

----[ Recap ]----
Game: Nox Striga
Dev: Mez
Tools: Unity, Blender, Paint.Net, Gimp
Web: mezdritch (twitter/tumblr)
Progress:
+ Few tweaks to the cards (Frames, numbers, shorter descriptions, etc.).
+ Simplified the design of some mechanics and game logic before their implementation.
- Slow progress, mostly design.
>>
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>>187485961
----[ Recap ]----
Game: Helmet Head 64
Dev: quasiberry
Tools: UE4/Maya/Zbrush
Web: quasiberry.tumblr.com

Progress:
+ Added Ground Pound and Super Ground Pound
+ Added two types of breakable crates
+ Added visual flair for the Spin Jump
+ Started work on the first level
>>
>>187506160
>>187507092
are you twelve years old?
>>
>>187507838
no, I just drank too much coffee
I'm sorry about the impulsive shitposts, I just couldn't help it
>>
Reminder that even if you learn programming basics that can be translated to any language, you won't have a game unless you learn a language that you're going to make a game in.
>>
>>187507807
What happened to your main game?
>>
>>187507975
you wont have a game until you make a game, you mean.
>>
>>187508081
yeah thats better
>>
>>187508028
I took it out back a while ago. Scope was too big and I struggled to make it interesting.
>>
>>187507975
Learning a new language is pretty ez if you already know programming though, just focus on learning the syntax and don't get caught up in the details and "features you miss", focusing too much on the language itself is a common mistake.
>>
>>187508028
[quote]
Previous project - crash and burned status. I was having too much trouble balancing energy resources that would entice the player to switch between elements in a fluid manner. Furthermore, I had to redo all the animations and due to the game’s combat focus, the animations require a skill level I don’t yet have.

So Autumn’s Gesture is gone for now, make way for Helmet Head 64! It is more platforming centric (with more of a focus on exploration than collectibles), and is already shown to have a faster development time.

Here I show the first helmet, which provides a frictionless slide at the cost of less control. The spinning blade makes short work of enemies once you get the hang of the slow turning. This helmet is always available and can be toggled anytime.
[/quote]

wow that was hard
>>
>>187507975
You can make game, but really small scale and very much dependent whatever shitty game making tools you use.
>>
>>187503816
There was someone making an AGDG smash years ago.
>>
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>>187508217
>[quote] [/quote]
>>
>>187507028
What data structure beyond a 1d array or list do you need for a game?
>>
>>187507028
http://gameprogrammingpatterns.com/index.html
>>
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>>187508518
always worth it
>>
>>187508191
Oh man, good luck with this one then. You probably learned a lot of things that you can apply now.

>>187508217
I follow him on tumblr but I hadn't seen that post, chill.
>>
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>>187508635
>chill
>>
What would be an actual fun minigame for hacking computers in a game?
>>
>add sprinting and walking to game with 30 lines of code
>this adds FORTY(40) new animations to this character that need to be done
>the total is now close to 200

if i do one a day i'll have them all done in almost half a year
what am i doing
what is scope
>>
hello friends my game is still aval;labe to play it is SKULL MAN AND THE RACING CARS!
https://ztaniel-wiquet.itch.io/skull-man-and-the-racing-cars
>>
>>187508856
snake
>>
>>187508856
The one that hasn't been invented yet.
>>
>>187508797
Oh, sorry anon, didn't know you were an animeposter, I hope you are not too upset.
>>
>>187508856
Do a TIS-100/Shenzhen I/O, I dare you
>>
>>187508856
>minigame
Make it about guessing the password by finding notes and learning about the computer's user.
Now your player will actually care about the lore and story snippets.
>>
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>>187508931
wtf anon
>>
>>187508856
Fuck minigames.
>>
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>>187508984
>upset
>>
>>187506839
>>187507089
I've asked anon if he want to learn proper programming or just enough to be passable game developer. And since he answered that he want to learn programming I give a programming advice.

>>187506648
>>187506838
Let me clarify first:
C++ is build over a C and basically includes it.
C# is pretty much completely different language with similiar syntax.
I recommend C simply because it is easier to pick up. It is small and clean and helps to understand how things inside computer work. Let's say, every C# compiler is writed with C. Yes, you can jump directly on C# or Java or Python but overall starting with static typed language will greatly help you if you are taking programming seriously.
>>
>>187508856
place explosive charge on computer
>>
>>187509041
>computer will ask "what's the name of your first pet"
>you have to become good friends with the character to find out their first pets name
>>
>>187507975
>Do 2 tutorials
>Copy code from both to make platformer
>Still don't know much about coding

Are you mad?

You don't have to know a programming language to make a game. Some basic day 1 tutorial on vars and stuff and you are good to go.
>>
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>>187507149
You didn't even look at them, did you?
>>
>>187507131
post ass
>>
>>187509280
Stop recommending C for every who just wants to make game. You are seriously an idiot.
Look I know you are super proud about wasting years of your life learning a low level programming language no one uses as it is (C) but you can fuck off with that mindset.

TAKE PROGRAMMING SERIOUSLY.

This is AGDG not a /g/ thread on coding, dumbass.
>>
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>>187509280
I know you have the best intentions somebody on 4chan can have (helping other people through thier skills, anonymously) and youve done well at that certainly.

I see where you're coming from, it seems very "Learn biology so that you can better learn anthropology" which is true, an understanding of how humans work in a physical sense would certainly help to understand them in a social and historical sense.

Thanks C anon, you've done God's work.
>>
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>>187508931
no anon you're just dumb
>>
>>187509440
>what is the middle name of your significant other?
>You have to romance the computer's owner so your middle name becomes the password
>>
>>187509528
I should go to Burano one of these days, it's been years since I last went there.
>>
>>187509619
I make more programming in C than you ever will, kiddo. :^)
>>
>>187509630
Different person. These values are for 24fps but the graph is useful, thanks.
>>
>>187508856
You could have a trivia-like game where they give you a set of words and you have to figure out what they have in common.

>>187509041
this is the best idea but requires a lot more assets.
>>
Should I learn Java?
>>
>>187507131
>it was missing
But.. how??? Don't you start from most important parts?
>>
Seriously though, if your first programming language is not functional you're basically fucked and will never finish a game.
>>
>>187509862
>24 frames one step per second
is one step a full period when you make two actual steps?
>>
>>187508548
ECS
>>
Reminder that if you don't write your game fully in pseudocode first and then translate to actual language you're not going to make it.
>>
>>187501247
>>MatureDev
>Godot, UE4 Cocos, HeroEngine, Self-Made Engine
Kek, more like

>>MatureDev
>Godot, UE4 Cocos, HeroEngine

>CarmackDev
Self-Made Engine
>>
>>187510004
But anon, functions are used in every single programming language.
>>
>>187508548
troll
>>
Reminder that Godot will only succeed once it frees itself of the degenerate Python-esque scripting language
>>
Guys I'm really scared to get into this and I know 2D is more simple than 3D so,
What is a good beginners tutorial for a 1D game? I don't want to get in over my head. Something real simple at first please.
>>
>>187510307
Yeah, but they have side effects.
>>
>>187509906
I don't want even start listing all sorts of shit that is floating in that hole you want to jump in.
Just take C# if you are lazy, it have basically the same concept but a way less shitty.
>>
>>187510435
Joke's on you, 3.0 will have C# plus every C-bindable language imaginable.
>>
>>187510484
Text adventures
>>
>>187510484
Write Visual Novel.
>>
>tfw anime copied my game
>>
>>187510504
like what?
mild diarrhea?
>>
>>187510435
You're in luck, Godot 3.0 will support several different languages, and you can even add any language you desire to the engine.

It even has visual scripting for brainlets like yourself.
>>
>>187510673
that's how you know you are doing it right
>>
>>187495384
>>187495132
No I meant an actual RPG like FF or Golden Sun, not TBS
>>
>>187510673
>frying your few neurons left you anime garbage
>>
>>187510812
Still too much work for a jam game.
>>
>>187493287
been there. avoid.
>>
>>187510504
Making a game is one of them
>>
>>187509862
should have added that in, but a 1ma should not be spriting above that, probably lower honestly.
>>
>>187510852
What?
>>
>>187510683
Stack overflow.
>>
>>187510531
>>187510705
Good to see the bait taken. But thanks, I actually thought it being moved to a separate repository & wasn't being committed to for 3.0.

Still, I've looked at the GDScript language and it doesn't seem that bad. Anyway the API ain't being translated from retardo_case to GodsOwn - and I assume actually using C# would preclude compiling to the HTML5 target - so even I recognise the 'just use GDScript' argument.

Like all engines, I am sure I can find another way to convince myself not to use it.
>>
>>187510935
dunno, man
I have been programming for 4 years now in a non-functional language - I have yet to experience stack overflow.
>>
>>187510435
>This idiot trying hard again.

Just fuck off. Godot 3.0 is going to be amazing and there is nothing you can do about it.
People use GMS and it's scripting language is stupid and restrictive unlike GDScripts python-like script, and tons of games have been made with it.

Kick rocks.
>>
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>>187510812
Nigga...FF6, Xenogears, Xenosaga etc
>>
>>187493287
>woman
>artist
Name me one famous woman artist without googling.
>>
>>187511120
mayli
>>
>>187510673
>Theme your game around literature that has existed for about 10 centuries
>Act surprised when an anime show for little girls uses same 10 century old folk tale for one of their episodes.

Silly squaredev.
>>
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>>187511006
>>
>lunatic-san's "shitting on godot" strategy failed and now he's attempting the "falseflagging as a rabid godot supporter" strategy without realizing how obvious he is
>>
>>187511206
>in this episode, anon can't understand the concept of joke
>>
>>187511201
I don't know who is it without google - > not famous.
>>
>>187508856
Same combat gameplay but with the visuals refitted to be Tron style and playing up the fact you can make enemies outside what's real in your game world since they're in a computer.
>>
>>187511310
it has to be funny for it to be a joke though.

Diagnosis: Too much anime.
>>
>>187511440
Your life isn't funny, but it's still a joke
>>
>>187511440
I chuckled though anon
>>
Reminder that Godot will kill your family if you don't donate to Patreon.
>>
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>>187507647
>>187509590
>>187509923
i feel like i accomplished something today
>>
Okay, aswering one last Godot-related question before going home. Memes don't count.
>>
>>187511254
All true, but you guys did actually teach me that C# is on the 3.0 roadmap which I thought it wasn't. I'm excited and skeptical. Dunno how to word it.

That said, why is Godot the second coming of christ? Are Mozilla on board for shilling it or something? Is... is 3.0 being rewritten in Rust?
>>
>>187511640
How you pronounce it?
>>
>>187511635
Looks good.
>>
>>187511120
Ayami Kojima
>>
>>187511563
hmm it should be some important question then.

do you know if there is any site where i can download godot?
>>
>>187511536
My life's not a joke, there's no anime for little girls in it.
>>
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>>187511745
thanks
>>
>>187511635
Sweet ass but those thighs need some work as well.
Get some sleep before that, though.
>>
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>>187500836
>games have to look good to make money
>>
>>187504634
The shading is fucked, mate. Don't be afraid to shade. I was afraid of shading once but when I stopped giving a fuck about "ruining" the picture, ironically, it got way better.
>>
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>>187511635
>>187511934
>>
>>187511934
That's definitely the most important part. Don't you dare to forget it anymore!
>>
>>187511771
have you tried Bing™?
>>
>>187512046
that's probably because it hasn't been shaded yet you dunce
>>
>>187511657
>That said, why is Godot the second coming of christ?
It's just a solid engine with forward-thinking devs, it's something that has been sorely missing in the 2D engine department where the top dog is some incompetent shit from almost 2 decades ago.
People do overhype it though, it's not perfect.
>>
>>187508548
>>187507028
Generally data structures are useful. Trees and graphs are the most important and sorting.

Trees and hashmaps (and similar stuff) allow for efficient storing and efficient access when you have lot of data. They also make sense regarding certain hierarchies.
The fastest thing to do though is accessing an array in linear order. It's also cache friendly, but depending on the problem better algorithms and data structures can give better results especially if you need to find some item in a large dataset.

For updating a bunch of bullet positions an array is(can be) the best.
For example there can be maximum 1000 bullets, so you preallocate an array with a size of 1000 bullets (object pool) and sort it so existing bullets are the first N elements. Then you can do a for loop up to N and call update on each one. Less memory, but more cpu friendly.

This is called data oriented programming and is used when performance is critical (think AAA). So just keep to the basics at first.
https://stackoverflow.com/questions/1641580/what-is-data-oriented-design

First I would recommend a generic algortihms books like:
https://libgen.pw/download.php?id=1184038
https://libgen.pw/download.php?id=1184036
https://libgen.pw/download.php?id=562370

Also, familiarize yourself with algorithmic complexity. Getting things done an order of magnitude faster by having a good algorithm is usually the best way to go.

I would follow this order:
1. Learn about basic data structures and related algorithms.
2. Learn to analyze the complexity of algorithms.
3. Learn more advanced data structures and algorithms. It's best to focus on something interesting for you.
4. Learn how to represent the same thing more efficiently for your computer. Learn about the cache, etc.

These stuff are especially important for pathfinding and other AI stuff. A* an it's variations are a fine example or GOAP:
http://alumni.media.mit.edu/~jorkin/goap.html
>>
>>187511737
Oh you...
>>
>>187512215
He kept posting the wips of his previous portrait that were all the same up until the end. No shading.
>>
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>>187511995
i agree on both
good night
>>
>>187512445
>>187494295
+1 almonds activated
>>
>>187509630
i don't get how framecount is relevant to what i posted.
>>
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>if not x then local x = 1 end
>err: attempt to compare nil with number
GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH
>>
>>187513013
i assumed 40 animations meant 40 frames of animation. If im wrong then you made no sense at all, if im right then you're making way too many frames.
>>
>>187511006
>the API ain't being translated from retardo_case to GodsOwn
Godot's C# API will use camel/PascalCase
>using C# would preclude compiling to the HTML5 target
http://www.mono-project.com/news/2017/08/09/hello-webassembly/
>>
>>187512062
Never!
Lewd is life!
>>
>>187511657
You are aggravating as fuck.
Why is it so full of promise?
>Open source, like, as open source as any program could ever be, any line you write or change is your by default, you can even mod the engine in any way you want.

>Can export to any OS or anything for free, something most engines charge for.

>GDScript is excellent and targeted at game developers, but you can also program in C++, or with 3.0, C# and Visual Scripting.

>It's blowing the doors wide open for anyone to game dev without fear of fees, licensing, or anything else.

>Did I mention it's completely open source and will now be miles ahead of Unity which charges for the pro/assets/has a splash screen/is known for producing terrible games.

>Constantly in development, always being worked on, it's open source nature ensures this will always be the case even if the main dev stops.

It's just a widely safe bet now. GMS is showing it's age big time, 2.0 was nothing but some workflow changes, Unity will remain the cesspool it is, and UE4 needs huge teams (or huge asset buying wallets) to be feasible.
>>
> people actually believe that to make same 3d game in godot you need less assets than to make it in ue4
>>
>>187513297
oh, no. i meant 40 separate animations.
16 for sprinting/walking in 8 different directions, 16 to transition to idle for each direction at each speed, and 8 from idle to walking for each direction.
>>
I hate being an adult

was I supposed to learn discipline along the way?
why couldn't I have taken advantage of all that free time as a kid?
>>
>>187513617
>UE4 needs huge teams (or huge asset buying wallets) to be feasible.
The lastest UE4 grants have been given to several 1MA.
>>
>>187487375
Fantastic!

Now post feet
>>
>>187513457
Re. Mono WebAssembly: Those are hello world prototypes, alas. Once C# -> WASM is a real thing, I'm going to be on it like a fly on shit, trust me.

>>187513617
>You are aggravating as fuck.

Feeling a little cognitive dissonance, friend?

Unfortunately, Godot 3.0 will never take off until it provides full robust FBX import.
>>
>>187487375
>that shota butt
I see you are a fellow man of taste.
>>
>>187489238
>Game not WIP
Really makes you think
>>
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>>187484119
Not good anon. Not good.
>>
>>187489238
Whoops forgot

- Still no gameplay
>>
>>187514049
Grants are money. The only reason you need grants is if you need other people to do labor.
>>
Reminder that you are posting on here when you should just be make game man.

I'm going to make the next Minecraft and retire.
>>
>>187489238
how the fuck have you been working on this game for over a year and a half and still have literally no gameplay to show? like how is that even literally possible? are you just an ideaguy with no skills?
>>
>>187514529
>he doesn't eat
>>
>>187514589
He's one of those guys that likes to be a part of a community but doesn't want to put in the actual work.

He's admitted multiple times he has a programmer that does all the code for him, and so far he's only shown incomplete menus.

Just ignore him.
>>
>>187514529
All of these people had a working, in progress game before being given grants. Project Wingman is one of them and posts here.
>>
>>187514538
Will you buy a house full of candy in Hollywood and become/remain a miserable Swedish racist?

Or would you take the sensible option like me; retire to a nice but reasonable home, and set aside half your earnings for drugs?
>>
>>187488484
Metal slug but with mechs.

And by which I mean just ordinary metal slug and worse art.
>>
>>187514863
>miserable
Yeah I'm sure that's the case.
>>
>>187513783
96 frames
per character
just for movement
at low fps
yeah you fucked up scope big time trying to do 8 directional movement
>>
>>187514784
didn't he say he was the PR guy or something? project manager? marketing?
i know it was some position not related to art or programming.
>>
>Indie gamedevs wonder why no one takes their game seriously
>Game is called "BUTTFUCKAPESHITRANDOMGENE 5000 LOL!"
>Game has solid play but contains memes or furry shit and excludes 99% of all interest from normal people
>>
>>187511120
Name me one game you made
>>
>>187515158
who are you quoting
>>
>>187515158
Post links, need some weekly keks from those leeches.
>>
>>187515158
Which game(s) are you referring to?
>>
>>187514863
If I could retire I'd just live in some simple ass house with my family and enjoy the many free things life currently has to offer, other than paying for the internet and tv and basics.

I can keep coding and making games for free, have the internet at my beck and call, watch any movies i want, etc, etc, etc,.
The time to be retired and self sustaining is now, you'll never get board. All these old ass people working as a greeter at wal mart because they are 'bored' so they want to work will be no more.

Who the fuck wants to work when you have 24/7 media access and can download everything from books to games to movies to sexual tech and even learn from online courses anything you want to be?

Aim for the sky.
>>
>>187513782
Unreal (even before 4) always seems to have some meme from fans of other engines trying to knock it.

1MA is impossible with it, every game looks the same, 'it can only make FPSs' was a popular one for UE3.
>>
>>187515329
Undertail, oh wait.
>>
>>187515329
Not him but there was some video of some meme game that a streamer ripped apart and the loser said he didn't steal assets but there are google images 1st result stuff and other lame ass shit and it took him like 5 years or some shit.
Then you have that idiot making the red riding hood game with furry female wolves that looks like shit. Honestly who the fuck wants to play that.
Then that loser dog-with-balls guy making a 2D platformer where you get raped if you get hit.

They have no one to blame but themselves. To be a good writer, for instance, you have to live a life worth drawing inspiration from. Same for art, same for game dev.
This is what you get when no-life sad pathetic half-aborted fetuses who live in a basement and have no friends (IRL) have too much time on their hands and decide to make a game.

The coding and art might be OK, but the theme and direction are almost always absolute horseshit.
>>
>>187515575
Unreal game devs have this dream in their head that if they use a A++++++ ENGINE they will become famous, but Unreal isn't made for 1MA. There are 0 good dames out from a 1MA unless he shelled out money for assets. It's just not possible. They don't want to understand scope, they just want to hope on a prayer that some studio picks them up for using unreal engine. It just doesn't happen.
>>
>>187513783
>16 for sprinting/walking in 8 different directions

I think you're just making this hard on yourself for no reason. Why would you make an asymmetric character, why would you need a walking animation, why would you need transition animations.

This isn't even about scope, you're wasting time in something of little to no importance.
>>
>>187515767
Yeah, unlike themes of classics like Sonic and Mario, those are world touching directions. Fuck off, even rape simulator is good if it's has a great gameplay.
>>
FUCK YOU LUA I DONT CARE IF IT'S A NUMBER I WANT TO COMPARE IT TO NIL
>>
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>>187508942
Oh because this isn't a virus scam at all
>>
>>187515767
Still, there are plenty of passable games littering Steam that are just yet another 'shmup, another basic metroidvania, or yet another indie platformer.

I don't understand why people make stuff that bland. Bland doesn't sell either.
>>
>>187516010
How are you going to compare two values if these values aren't even of the same type?
It's like asking the difference between an apple and the theory of gravity.
>>
>>187508856
I really liked the hacking in E.Y.Ǝ
>>
>>187516180
CHECKING IF IT DOESNT EXIST SEEMS LIKE THE BEST WAY TO SEE IF IT EXISTS
>>
>>187516278
I don't use love but certainly you can check if the value is null before comparing it.
>>
>>187516006
Sonic and Mario were made due to real world tech limitations of the time. You have no excuse, and no, rape simulator is not a good game, even if it has good game play. You are the minority, and definitely not a key demographic.

>>187516141
I didn't say bland. I'm talking about idiotic choices made by the game dev that limits it's playerbase. What are normal people more likely to play? Hardcore Rape Simulator or Dating Simulator?

You guys are detached from reality. Go outside and get some real life scope.
>>
what the fuck is this new OP?
it's terrible. i'm going to have write a new one since it seems nodevs are posting OPs now
>>
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>godot constantly shilled
>no one actually uses it
>>
>>187516193
>Pressing 3 buttons in a loop is so good
It was so fucking boring, stop.
>>
>>187516362
Not an argument.
>>
How can I make a const like value that's dependent on runtime values but everything's generated/calculated at the start through static functions?

C#
>>
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>>187485961
----[ Recap ]----
Game: Lowinzlo Game
Dev: Lowinzlo
Tools: Unity, Photoshop
Web: https://lowinzlogame.tumblr.com/
Progress:
+ Changed the helper mechanic to a character change mechanic
+ changed the rendering method to more pixel accurate
>>
>>187516620
a CONSTANT doesnt depend on anything, a CONSTANT is a CONSTANT value like pi

are you mentally CHALLENGED?
>>
>>187516365
It's made by some idiot that gets his thrills from putting Source in the image and being a shitty troll but it's all we got.
>>
>>187516620
>how do I make a constant a variable
>>
>>187516362
I'd argue niches is entirely what smalldevs should pursue. Ain't gonna out-Mario Mario.

>>187516620
Public static getter-only property, static constructor/static initialize function for the backing variable
>>
>>187510332
he has a point you know, for most indie games a simple list with lookup along with standard arrays is enough
>>
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>>187516474
3 buttons? A loop?

None of that is correct. Go fuck yourself.
>>
>>187516408
I don't think you understand how gamedev works.
No great game was made in months. It takes years. Godot has just matured since the middle of last year. You can act like a retard but all it does is make you look like... well.... a retard.

You can't judge an engine based on the games already made, especially when it's as new as Godot. People talk about GMS but it's been around since 1999! Get some S C O P E
>>
all games are about pressing buttons in a loop
>>
>>187516876
So Godot memes will be valid for years to come. Poor Godot
>>
>>187516362
>Sonic and Mario were made due to real world tech limitations of the time
I don't get why tech limitations of their systems are somehow stand in defense of their absurd theme and directions, there were way "down to earth" and "born from worthy inspirations of life" games made at the time of them. Are you the faggot who says that games are art?
>>
>>187516362
>Sonic and Mario were made due to real world tech limitations of the time.
yeah i'm sure these people would have made something like uncharted instead if the tech was available at the time
this is why we don't get any sonic and mario games anymore
>>
>>187516760
Niches are a bad idea, always.
Now, if indie devs like making niche games, sure, go for it, don't expect it to ever blow up though. It won't.

You can make a game that gamers and normal people like without all the idiotic pandering to a small niche user base.

You are making a choice that limits your exposure. Dev's never think of the grand scheme, you have to realize gamers are not hardcore these days, it's not 1994, the best example is Minecraft.
>>
Hey guys, if you're feeling down, just remember that you're not this sad

https://youtu.be/I7flVn905Mc
>>
>>187516010
Post the relevant code. You're fucking something up.
>>
>>187516193
Yeah I liked that too, it was a fun minigame and actually had stakes since you would be hacked back too. Eye had some really interesting ideas
>>
>>187516713
>>187516749
>const color black = new color(0, 0, 0)
>hurrdurr doesn't compile are you mentally retarded?

Constant values can be constant just because they're not basic types, so please remove yourselves from the gene pool before your sister or aunt sits on your bathroom fap and you accidentally breed.
>>
>>187516851
>shield - shield - overflow - attack
>keep clicking those
>SUCCESS
>omg such a good minigame so fun wew
You must be a massive fucking retard if you thought that was a good.
>>
>>187517103
OK, I see your point now.

I was thinking of a dev trying to make a sustainable income from their games, not trying to win the Minecraft lottery... but hey I'm myopic my view is all 1-man dev based
>>
>>187517103
>trying to appeal to the broad demographic
Yeah okay good luck.
>>
>>187517040
Mario was building on the fans of Donkey Kong. 2017, however, is not the same market. You are an idiot if you think so. While making games is all fine an dandy, don't expect commercial success without taking the CURRENT market of games into account.

Sonic was a simple character, made a round ball, was fast, BRIGHT BLUE, and marketed for the time.
You are not SEGA, nor Nintendo.
>>
>>187517245
>he doesn't put the toilet seat up to fap
>>
>>187517257
Oh so you didn't play it. I'm not surprised
>>
>>187516357
>open terminal
$ lua
> if not x then x = 1 end
> x
1

Im gonna go be angry at my code now.
>>
>>187517290
Yeah, it's real hard, like these popular android games about making words out of letters, I made one that was furry rape themed but it didn't take off, just the normal ones did, what a load of shit amirite!?!?!

Moron.
>>
>>187517302
Well yeah, and Sega and Nintendo wouldn't be Sega and Nintendo (And Nintendo and Sonic (Mania) still exist in the CURRENT MARKET) if they followed your advice.
>>
>>187517238
>stakes
>having a smiley face on your screen that can be removed by clicking buttons
>>
>>187517238
>You can overdose on your own healing items
>>
>>187517257
You hacked like one door or camera and just gave up didn't you? Sad
>>
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Some of you guys are alright.
Don't open your IDE tomorrow.
>>
>>187517238
>Your legs are broken
>>
>>187517471
They exist because they were already well founded IP's.
If sonic or mario came out today by an indie dev, no one would care.
UNLESS, they shipped with ONE OF THE RARE GAMING CONSOLES PRODUCED FOR MASS MARKETS AT THE TIME.

Your stupidity fucking HURTS.
>>
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>>187517376
Oh so you're the one retard that didn't realize that clicking the same 3 buttons made all the hacks successful. Explains everything.
>>
>>187517474
>Dying isn't stakes
>Being Paralysed isn't stakes
>Being blinded isn't stakes
I don't want to know what you think stakes should be
>>
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>>187517783
>He didn't finish the first level
>>
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Well that was easy (not that it wasn't supposed to be, but I usually take more time than I need to implement stuff).
Now that the game has a main menu where you can choose the game mode and number of players, the game is pretty much complete.

Unfortunately the bugs I mentioned previously are still untouched because I still have no idea what causes them.
>>
>>187517865
not him but dude what? are you that bad that you thought hacking in eye was actually difficult? the shield/overflow/attack thing is well known, when your cyberbrain is high you can just overflow/attack iirc.
>>
>>187518095
Make the line flow more smooth, compared to the current fast to node, pause, fast
>>
@187517702
>random capslock
>>
>>187518232
No one said anything about difficulty, he's just being a retard. The later enemies require proper timing and mixing up the shield & overflow. Saying it's a loop just shows how little he's played
>>
>>187517489
>You can overdose your teammates trying to heal them
>>
>>187518396
>nobody said anything about difficulty but it was hard to click shield & overflow
What
>>
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>>187518608
>Reading comprehension
Man you're retarded
>>
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>>187517630
Its a video editing day, so alright
>>
>>187518232
Kek, just give up. You can't fix that kind of mental retardation.
>>
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>>187485961
----[ Recap ]----
Game: Horror JRPG
Dev: LoneBuckshot
Tools: Unity
Web: https://twitter.com/LoneBuckshot & https://lonebuckshot.tumblr.com/
Progress:
+ Movement and event interaction polished
+ Fixed combat bugs
+ Dialogue art
+ NPC art
>>
>>187518608
>nobody said anything about difficulty but it was hard to click shield & overflow
Lol no kiddo, Eye doesn't take a mastery in anything you just need to press the buttons at time. NOT HARD. If you had trouble understanding EyE you're stealing my fucking oxygen
>>
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>>187518608
>it was hard to click shield & overflow
How do you live?
>>
not to be rude but ((who)) are all these new devs all of a sudden
>>
>>187519263
They're a week early for autumn
>>
>>187512364
>>187507028
Reminder that modern languages have high performance containers like std::vector that don't require you to preallocate memory but allow you to do it if you want.
The important thing here is to use object pools.
>>
>>187519263
The corpses of the old feed the new
>>
>>187519208
>>187518683
>>
>>187517702
So my sonic buggery simulator is a dead project then?

Fuck. Back to the drawing board.
>>
>>187519208
Nigga can't even read, how do expect him to play a minigame?
>>
>minigame was easy and boring
>n-no it wasn't! it was too hard for you you just don't get it!

Good thread
>>
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>>187518328
Like this?
>>
>>187519694
Oh shit, Insane posters getting in on the Eye thing
>>
>>187519694
>>187519829
;-)
>>
>>187519741
I'd make the movement slightly slower, but yeah, that's it
>>
>>187519694
>>187519829
>>187519901
Don't, we've got a couple hours, don't shitpost as him please
>>
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Man, is there a way to render the particles always behind the mesh without some arcaneshit going on?
>>
>>187520059
;)
>>
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>>187520104
>>
>>187520104
using multiple cameras is probably the simplest way
>>
>>187520340
>>
>>187520104
Depth buffer in fragment shader.
>>
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Who else is wasting their time working on sprites and art instead of actually working on their game?
>>
>>187519315
>>187507028
Also, the general idea is to use data structures that are fit for purpose. If you need an object pool, preallocated vector is perfect, if you need to store a variable amount of data, vector with dynamic allocation is good.
Use linked lists and other more robust constructs only when you need them.
>>
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>>187520650
I did that with my previous project, didn't go well. This time I'm not going to make art until I have at least the core mechanics done and polished.
>>
>>187489238
>- Starting a second business so less time for Game Dev
Explain

And what happened to the guy who's computer exploded?
>>
>>187515037
He said he was the idea guy
>>
>>187519741
what game engine
>>
>>187520104
Use a mask the size of the object it is attached to.
Dumb but it works
>>
is Godot really a meme?

everyone who's making a game in godot, post your WIP
>>
>>187520104
Soft particles might get you the result you want.
>>
>>187521103
>Meme Folder.png
>>
>>187520953
Uhm
Not sure why you want to know
I hate how this question makes me think you are trying to be a memester
Truly we live in dark times, when you can't even trust a fellow anon
You know what actually, nevermind
>>
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>>187521103
>>
>>187521379
>10000x10000
>>
>>187520104
Can't you just move it backwards
>>
>>187521216
if you already posted your progress in the past someone is bound to meme you

serious question though because 95% of people who post progress are GM or Unity, I genuinely don't know if people shilling Godot abandon after a few weeks or are waiting for 3.0. I just want to not be alone and be tricked into this engine
>>
>>187521379
How do you know it's a phone poster?
>>
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>>187521475
>Filename
It serves it's purpose
>>
>>187520104
could you just position the particle system behind the coin relevant to the camera?
>>
>>187521216
He was not asking for the size of your small penis, what's wrong with you?
>>
>>187521658
>New to agdg
Never believe somebody who just wants to know your engine
>>
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>tfw plenty of innovative game and feature ideas all the time but also disciplined enough to stick with only one project at a time and keep its scope sane
>>
>>187521513
>>187521658
read between the lines dumdums
or better yet, read the first letter of each line
>>
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So in 2017, we saw the rise of the Godotfag. What will 2018 see the rise of?
>>
>>187521216
Took me a minute
>>
>>187521504
>>187521595
>updating the particle's position every frame in accordance to the camera
Dumb solution.
>>
>>187521783
The Godot.3Xfag?

The Godot apologists?
>>
>>187521750
>he thought we could read between the lines
>>
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>>187521513
I'm that guy from earlier who was asking questions about Godot in relation to 2d because I'm switching away from unity.

I'm not too concerned about the issue, it seems to be a perfectly good game engine and the 3 update seems like it might legitimately be the second coming of Christ. I have no investment in any other engine other than unity so I really have nothing to lose here.

A lot of the reason I see that there's not a lot of examples of games made with Godot is mostly the fear that there's not a lot of games made with it, it's rather cyclical
https://www.youtube.com/watch?v=6sJFMyI3eZ0.
>>
>>187521475
I'm taking a wild guess that phones can't handle 10000x10000 resolution well or they'll waste their time waiting for a blank image, but I'm not a phoneposter
>>
>>187521783
Lovefags maybe? I want to use an engine called love for one of my easy female/normie orientated games but I hear Love is a meme too
>>
>>187521513
Just look at the recap if you want to check out the godot games being made here, there are a bunch more that aren't in this week's recap though.
recap.agdg.io
>>
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>>187521783
I really want there to be a game coded in HolyC that claims compatibility with Temple OS, just to see someone take up the challenge
>>
>>187522015
Can you tell me an agdg game COMPLETED in godot? Genuinely asking because I'm worried myself
>>
>>187521804
UE4's 'Camera offset' particle module would do it ezpz
>>
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>>187521379
Oh my god! Godot can do this?! This looks so good too. Actually Jealous
>>
>>187521962
I wouldn't say Love is a meme, it's just super barebones so it'll always be a sort of niche option. Lua in particular isn't everyone's cup of tea it's super comfy though
>>
>>187521962
>Wanting to use an engine called Love just because it's called Love
I feel I should be disgusted, but I actually kinda get it
>>
>>187522204
There's a decent amount of jam games but nothing big yet.
>>
>>187520468
nigga wtf

>>187520559
no

>>187521094
stop pls

>>187521142
>>187521504
>>187521595
not a solution.

guys please read unity docs. they literally tell you to use render queue. dont use hacky solutions and just render the particle at 3001 and render the coin at 3002
>>
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This is a cruel general
>>
>>187522587
>unity
>>
>>187521804
Sorry, forgot that computers can't handle such complex code like updating transform positions.
Might as well waste time micro-optimizing instead of just finding a working solution and moving on with your life.
>>
Are there any good, free Unity templates? It gets deflating opening a new project and nothing's there - folders, boilerplate code, basic input handling.

I'd like to try Unity again because it's popular with friends and none of them would bother learning UE4 to collab.
>>
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>>187509619
>learning C takes years
>nobody uses it
Granted, it's not the best for desktop application/game development, but it still has its uses.
Learning how to do stuff in C and even ASM helps you to grasp what is actually happening when you do stuff in higher level languages.
>>
>>187522204
are there any agdg games completed period?
>>
>>187522587
>guys please read unity docs
How about you say what engine you're using when you ask the question in the first fucking place.
>>
>>187522781
Risk of Rain, that one shmup, couple of appstore games like the sushi cat runner.
>>
>>187522781
That depends, is it still an aggy daggy game if they cut off all communication, acknowledgment and reference to agdg? Because every single one who makes it avoids this place like the plague
>>
>>187522781
you can look through the jam history. people here tend to finish those since they're small scope
>>
>>187522932
which completed agdg game would you say would be the poster child of completed agdg games or agdg in general?
>>
>>187522958
>Risking having insaneposter become obsessed with you
I sometimes wonder why we're still here
>>
>>187523049
Risk of Social Interaction League
>>
>>187522587
>no
Listen here you little shit.

First of all, the render queue in unity is implemented via depth buffers. Maybe you should read a book before you start talking shit: http://wiki.unity3d.com/index.php/DepthMask

Second, I offered a general solution, you're taking a wild guess as to which engine this guy is using.
>>
>>187522873
sorry anon im not the dev.
hes asking a simple question while making a 3d game and most of people here use unity so chances are he's a unityfag.
>>
>>187518095
this is a neat thing but it shouldnt be a multiplayer game. it's just so obviously preordained by the level design that it cant possibly be fair for all players.
you should figure out how to use the mechanics to make it a puzzle game.
>>
>>187523049
Risk of Rain.
-Made with GMS
-Pixelated platformer
-Roguelite
>>
>>187523049
Risk of Rain. Really simple pixel graphics. Gameplay is simple. Procgen and made bank.

Small scope, easy to do and actually paid off

RRPS or SIT if you want to hard, cold, bitter truth
>>
>>187523049
Here's the complete list of finished AGDG games:
http://www.homph.com/steam/
>>
>>187522958
I consider them starting off here as counting. It is to my understanding that this is more of an informal place to start your game off in its nascent stages and once it starts building traction and is more completed then it goes off to more formal places, marketing, crowdfunding, etc.
>>
>>187521884
There was an app on Google Play that had an icon that was something like 30,000x30,000 or some insane size like that.
The icon was so big it would lock phones and cause the phone to completely format itself.
I think Google fixed it by now.
>>
>>187523274
>tfw I own almost all of these
>except the ones googem made
>>
>>187522781
there used to be a list in the op, but some faggot insisted on shoehorning his memes into few last threads
>>187522958
reminder that hopoop is still around, but he just doesn't frequent this place too often likely because of how much of a cesspool people let it become
>>
>>187523442
I own almost all of them besides RoR
>>
>>187523192
>>187518095
idea: do pretty much exactly what you're doing in the gif but as part of the randgen level design... and then the puzzle is that the player basically has to figure out how to repeat what the randgen did to end up filling the tiles the same way.
>>
Pikmin is an under-explored genre
>>
>>187523187
>editing one number on inspecter view only for that material vs writing a standard shader with different default depth buffer value and if you happen to reuse the shader you have to remember to change it back to standard depth

geez i wonder whats a better solution here.

also i bet my dick he's using unity judging by his progress and question. if not ill kill myself
>>
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can someone help me with a problem i have in godot?

i am following the tilemaps tutorial from the documents page.
i create a new scene with a node2d root with its position at 0,0.
i set up the grid at 50x50 px with snap-in and no offset.
when i add spritenodes and give them a sprite (region from spritesheet), the sprites appear with their center at 0,0.
see pic related. i cant get them to be "in" the grid, the sprites just snap in to the middle.
do i have to make a offset of 25x25 on the grid to make it work or on the rootnode?
i tried both and whenever i want to make a collisionpolygon2d, the snapin is offset.

the fuck am i doing?
>>
>>187523890
>the fuck am i doing?
Using Godot
>>
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>>187485961
----[ Recap ]----
Game: Unknown World
Dev: Dewdneym
Tools: RPG Maker VX Ace
Web: dewdneym.tumblr.com
Progress:
+ Made stats and attack patterns for new monsters
+ Balance testing said monsters
+ Working on a new sidequest
+ Completed tileset for next major town
>>
>>187483953
>Nim in op
W-what?
>>
>>187523412
That's hilarious
>>
https://www.youtube.com/watch?v=Lx7BWayWu08
an interesting video on defining genres. i enjoyed the video

i find it really hard to make my games stand out, as i always tend to get into some kind of formula that makes them "fit in" with other games. shmup, stealth, action, etc. some day i'd like to make something that's actually innovative...
>>
>>187524437
>Roguelites are roguelikes
>>
>>187523603
>>187523192
Stop being stupid
>>
>>187524982
I think he's arguing that Roguelikes isn't a good defining genre in the first place
>>
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>>187485961
----[ Recap ]----
Game:Kick-In'
Dev:Kickindev
Tools:Gamemaker Studio
Web:kickindev.tumblr.com
Progress:
+ Numerous tweaks to enemy guard-swapping behavior
+ Many small bugfixes, most involving animations and hitreg
+ Redid enemy rising special attack. Tweaked parameters that cause it to occur, and made the enemy vulnerable during part of its windup.
+Began proper work on the second enemy fighter. Bare-bones work on their states have begun and the game doesn't crash when you go to their room I guess?
+Began the most basic of basic work on sound effects.
+Actually a pretty productive week and weekend, all things considered.
>>
Idea that I will never pursue:
Fighting game where you can create your own fighters based on a library of available and configurable moves. You can register your fighter on online leaderboards where anyone can use it and every fight goes towards a rating of how good the fighter is. Graphics should be customizable somehow with at least the ability to modify colors, use a few stock bodies/parts, and add a custom image for the face.
>>
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>thought I could solve my problem of particles not spawning with Generate Particle Event by making them always spawn but de-activating the emitter instead of using an if before the function
>can't deactivate a particle emitter if there's a particle alive
Tune in tomorrow for another episode of "Anon's Epic(tm) battle against particle emitters" !
>>
>>187525548
Umm sweetie, Absolver is literally coming out tomorrow.
>>
>>187523890
This video just sets the grid offset to half of the tile's size to make new nodes align with it properly but I don't think it matters, the editor grid is just for aligning shit and it doesn't affect the actual tilemap.
https://www.youtube.com/watch?v=LBK5GgMB988
>>
working on a 2d stealth game inside my game. so i can game, when i game.
>>
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>searching my old project's code for some stealable parts

>#DON'T TOUCH THIS SHIT IT'S CURSED
>>
>>187511120
Le redpill meme xdddd
>>
>>187525986
that reminded me, what ever happened to that one game that had the fighting furries? It was 3D and most of the vid blogs where the furry running around a plain 3d world and would fight other furries with realistic looking fight mechanics and when enemies would die they would turn into ragdolls. The graphics were pretty realistic too from what I remembered.
>>
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Today was full moon and my inner engine dev wake up.

I improved my resource (texture, sound, shader) management system. Previously I was releasing the resources once all pointers that points to it gets nulled. Now I added a timer before releasing them so I don't have to worry about resources being constantly loaded/unloaded

Here is a gameplay video I just recorded. I should increase bonus spawn rate a little bit more probably. And maybe even spawn drops randomly even if player is not killing monsters

https://www.youtube.com/watch?v=Frx0LfgP2Vw
>>
>>187524437
This guy is a rambling buffoon, thanks for telling me another person to avoid.
>>
>>187526093
>>187523890
In fact the node's position in the grid doesn't matter at all, you can organize them in any way you want and the tileset converter just ignores it.
>>
>>187526590
Overgrowth

It's in eternal Early Access and will never be finished, and it's shit lately.
>>
>>187516713
A const can actually depend on something at compile time
:)
>>
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>>187524437
>genres stifle innovation
>>
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>>187525124
He's saying having a narrow definition of a genre is bad because people will try to only dev games into genres and that will restrict creativity.
Taking as example the surge of soulslike as if it's the definition's fault that they are all very similar, and not the fact that the devs tried to ride the souls craze with clones.

If you find it too restrictive, it's just a subgenre of arpg, that's a sub-genre of action games.

Roguelike is a good definition because it DEFINES the genre.
>>
>>187526742
hmm thats a shame. For some it made me feel good that game dev isn't so saturated of a market that my description would be vague enough to apply to like 20 other games
>>
>>187515892
Paying money for assets from a 3rd party is legitimate, and a programmer who wants to piece together assets to make a game using his original code is a good way of doing semi-professional or even professional work.

The problem with UE4 is that you're encouraged to use a blueprint system which help you at all unless you have non-programmers on your team, and if you're a 1MA then all that work of making infrastructure for your non-existent non-coder to use is wasted effort.
>>
>>187526615
Looks pretty cool, I still can't get over the fact how amazing the black hole gun is
>>
>>187517386
Wheres the local??????
>>
>>187527338
>excluding libraries, only piece of code that is not written by me
>"hey that looks amazing anon!"
t-thanks
>>
>>187527413
why the fuck would i use local
>>
>>187527546
You still had to implement it and tweak it so that it works in your specific situation, don't be hard on yourself. If you learn and practice enough, you can write shaders from scratch in the long run
>>
>>187523890
are you talking just about the snap grid? all nodes except controls are moved from center, so you need to set the snape to 25x25 to properly snap at the position you want, not that it matters because the tilemap only take the offset of the sprite into account, not the position, you can also set the tilemap to draw tiles centered, from top left or bottom left.
>>
>>187484119
I need a new computer.
>>
>>187527890
Thanks, I can write basic ones but complex shaders are more about experience and learning variety of tricks I suppose.

I will be posting a demo for next demo day, there a couple things I want to implement and improve but they should be ready until then
>>
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>>187485961
----[ Recap ]----
Game:Devil Engine
Dev:shmoopdev
Tools:GMS,Photoshop,Aesprite
Web:shmoopdev.tumblr.com/
Progress:
+Stage 3 miniboss mostly done
+More sound effects
+Lots of miscellaneous issues fixed
+Updated tutorial and game over tips for new mechanics
+Added a new death animation
+Going into full pre-demoday polish mode
-Going to be gone next monday, might miss recap :/
>>
>>187526615
Your game is too muddy, man. Please, reconsider art direction.
>>
playing new z I got gunned down for the first time in a long time. nothing you can do, just get gunned down. I tried to lay on the ground. kek
>>
>>187484119
>>
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Finally drew more detailed eyes, like their expression a lot more. Leftmost is old
>>
>>187528954
I always walk right down the road into town, chad style.
>>
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>>187484119
>>
>>187529139
old is usable, i feel the emotion.
>>
>>187528507
Welcome to the club. I didn't do anything today because it was 40°C outside and I don't have AC.
>>
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changed lighting up kinda
in general its darker, but theres more lights, so theres more shadows to hide in without making the room too hard to see
>>
>>187516193
more involved than most hacking minigames I'll give it that. The increases in difficulty made fun at the later stage. Way better than shit like Mass Effects hacking
>>
>>187529085
I wish I could steal that, anon.
>>
If I use the halo IP to make a game in Godot which of the two licenses wins?
>>
>>187531071
You get fucked by both, dummy. Licensing laws are like a gangbang and no matter what, you are the slut.
>>
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>>187528650
I am trying :( It is actually improved
>>
>>187531383
that sounds hot.
>>
>>187531071
Godot is MIT which basically means it doesn't have a license, you can do whatever you want for your game and all they ask is that you put a Godot copyright notice somewhere.
http://steamcommunity.com/app/404790/discussions/0/135514507323241798/
>>
>>187530423
What's the game about?
>>
>>187531393
>the character you control is the same color as the ground
>>
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>>187530182
Cooling off right now. Still need a better potato for gamedev. Maybe I need to dev at night for now.
>>
>>187531393
Brighter background might help. Right now it's like everything is wearing camo.
>>
>>187531393
Oh, it looks like it did, anon. Good job, I'm proud of you!
You still have a way to go though.
>>
>so what's your game?
>it's uhhh like uhh Doom + Diablo
>wut

https://www.youtube.com/watch?v=U0IpNxqt34s
>>
Help me do engine dev.

How do I decide what goes into the main game loop? For example, unity uses a system where you set up a scene, add objects, and each of those objects has an update function. On every game frame, it calls the update function of all active objects.

I could just copy that design, but it feels a bit limiting. What are some other approaches?
>>
>>187532070
you mean like borderlands?
>>
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>>187532224
>>
>>187531826
>>187531849
>>187531393
Sorry for the confusion, >>187531393 is the older version. The never one is >>187526615

I changed the background, it is more brownish and randomish and less greenish. I also changed the main character, which should stand a bit more.
>>
>>187532221
Event driven.
If an object requires an update, it subscribes to an event dispatcher on some update rate or condition. Make a couple interfaces that set it up for on inheritance.

But really, simpler is usually better.
>>
>>187532313
i watched some of your wideo. literally just diablo but with doom equipment and enemies.
>>
>>187532221
>.. each of those objects has an update function. On every game frame, it calls the update function of all active objects.

[citation needed]
>>
>>187532221
In your main loop, tick your "controllers". For example a MonsterController ticks monsters and do other monster related stuff. PowerUpController updates your powerups, add new ones or removes old ones if necessarry. etc etc

Your controllers should talk to each other, not the things they control. For example your player can do something like "damageMonstersInRadius" or your monsters can give you a buff using BuffController. Try to keep communication as minimal and abstract as possible
>>
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still alive
>>
>>187532070
Why everything feels so delayed. Is it me?
>>
>>187532740
https://docs.unity3d.com/ScriptReference/MonoBehaviour.Update.html

Literally google it.

>>187532837
Too tightly coupled with the game itself. I'd like for my engine to be reusable. I could do something like that by having a controller be an abstract concept though, for example I could implement a controller base class and let the game inherit from it. That way the engine handles the communication with the controller, like ticking it for updates, and the game decides what goes inside the controller.
>>
>>187532483
well, were you expecting something else?
>>
>>187532973
I dream that one day we will see more than a 300x300 square of your game.
>>
>>187533158
diablo-styled doom with equipment with stats etc
>>
>>187532975
Nah, it does look really janky.
>>
>>187533121
>he doesn't know that Unity uses reflection to dynamically track MonoBehaviours that do or don't implement functions like Update into separate managerial lists
>>
>>187533121
Oh, I was thinking a higher level design.

Honestly, my ideal game engine gives me an abstraction over graphics, inputs, threading, network etc, gives me math stuff and just calls tick function of my game and maybe a couple other callbacks
>>
>>187533502
yeah, in the end you'll have an abstract game too
>>
>>187533613
I am doing fine, but thanks
>>
>>187533502
For what reason are you making an engine instead of using an existing one?
>>
>>187533273
what game? most pixel artist spend so much time jerking off to their animation that when they finally get to the dev part it looks all scuffed
>>
>>187533492
What does that have to do with anything? Does it call update on the objects every frame or nah? (Spoiler: it does)

>>187533502
How about this: I create an event queue, and hold a global list of objects. Objects can register themselves to events. For example, when the update event (i.e. we're on a new frame now) is fired off, I check to see what objects are listening to update, and call update on them (probably passing in information like deltatime).

The engine just exposes a bunch of events, and has abstraction layers for things like rendering and input.
>>
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>>187533273
me too, i just need better screen recording software than gifcam

>>187533932
i'm flattered, but i'm more of a programmer. i've spent the last few weeks getting the core movement/combat system working so i can start making monsters and levels that work with it. so far I have:

- wall-jumping
- double-jumping
- spot-dodging
- landing roll
- projectile reflecting parry
- sword combos
- hitstop
- parry and riposte on melee hit
- hurt animation
- death
- dash/vapor dash/damage dash

and I feel like i'm ready to start making the rest of the assets for the first area
>>
>>187533158
I was expecting either diablo with doom like mechanics like ammo pickups and powerups and shit or fps with action RPG elements like borderlands.
This is just a reskinned diablo.
>>
>>187534335
Why does your character look like a tranny? Serious queston btw.
>>
>>187534312
>(Spoiler: it does)

it doesn't though, that's the point - only MonoBehaviours that have Update have an Update called - it's entirely optional
>>
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>add radical new snowstorm effects to game with cool shader shit
>impossible to record any decent bitrate of it now
Fuck. I think y'all were already tired of my shit at least.
Is this where I upload somewhere annoying like Tumblr?
>>
>>187534515
Can you give an example of an acceptable response?
>>
>>187534659
what do you mean by "acceptable"? not him btw
>>
>>187534578
That's a bit pedantic of you, but fine.

>>187534659
I was just wondering if it was on purpose or not. It can be a tranny if you want to.
>>
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I'm looking for ideas for my Roguelite-like-lite Zelda 2D Dark Souls game.
>>
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>>187534515
>>187534803
>serious question btw

sorry if it makes you uncomfortable dude, i'll give her some massive, pendulous breasts in the next update
>>
>>187534963
world of minecraft
>>
>>187534963
looks like isaac

make your character bigger/brighter though
also, use icons in the UI more
>>
>>187534963
>roguelite-like-lite
how do these layers even work
>>
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>>187533894
Everything works the way I want them. My Vec2, Vec3 has everything I want and it is compatible with every other part of the engine.

But it is also mostly for fun. If I had no job and indie devving my only source of income I would just go for an engine

>>187534312
>How about this: I create an event queue
I did a similar thing too in past. Just ensure that order of your updates don't fuck up your logic or make them iterate in an ordered way.

You can do more than ticking your related objects in a controller. For example I added some debug stuff to my monster controller. but it could be more complex than that
>>
>>187535127
>looks like isaac

Well, they're both zelda clones, I don't like shmups though so never played it much.

>>187535131
It's a roguelite with rogue and rpg elements.
>>
How many of you are making a game for mechanoid jam?
>>
>>187535432
>>187535432
>>187535432
>>
>can't figure out where a bug is coming from
>spends hours on it
>figure out that I just wrongly used a similarly named variable
>>
>>187535504
>what is a debugger
>>
is controller just literally event dispatcher which like basically just implementation of observer pattern
>>
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>>187535253
>all these macros
>using arrays instead of vectors
>not using range based for for simple iterating
>>
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>>187485961
----[ Recap ]----
Game: Vampire's Bit
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: vampiredev.tumblr.com · twitter.com/jcsvampire
Progress:
+ Working on new attack animations for Elzie
+ Got an interesting idea for bonus stages
+ Started designing a new background
- Progress is slowing down a lot thanks to unrelated issues
>>
>>187535928
Yeah, it is not perfect. SAFE_DELETE is a macro I am used to and it ensures inline. profiler macros compiles into nothing when certain flags are disabled

I switched to iterators at some point but sometimes I need the index (swapToTailRemove for example, but I guess that could work with a non-const reference)
>>
>>187536613
Oh ok.
And I realized you were removing items so you can't use range based for anyway.
I usually use while with iterators when doing that, it's much cleaner
>>
a = a || b;

vs

if b {
a = true;
}
>>
>>187540061
You're mentally retarded, just give up.
>>
i have put if 1 == 2 to make something fail. #true dev confessions Monday
>>
>>187540730
Scrub.

>if(0)
will fail if statements

>#if 0
>#endif
will remove code blocks
>>
>>187535928
vectors have utter shit performance. Arrays are better in any possible case.
>>
well I've almost got these buildings to stop drawing on one another. And a little space for roads/paths I'm almost done.
>>
>>187543494
They are literally identical in compiled code except for a few words of extra overhead. Performance is identical except in debug which requires few extra range checks, this doesn't affect release code.
It is also possible to make code that's slower than a vector with arrays.
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