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/agdg/ - Amateur Game Development General

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Thread replies: 803
Thread images: 133

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work smart, not just hard edition

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

> Next Demo Day 16 (11 days left) itch.io/jam/agdg-demo-day-16

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

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

Previous Thread: >>187483953
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

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

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

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

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter
>>
first for LOVE: love2d.org
>>
second the best
>>
You forgot Source in the OP.
>>
How many of you are making a game for mechanoid jam?
>>
>>187536525
About 10, it's got the counter on the site.
>>
>>187536735
that's how many people registered for the jam. not how many people are actually making a game.
>>
>>187536525
>mechanoid jam
I never know where to look and how to keep track of all the fucking jams
>>
>>187536525
AGDG jams get like 3 entries and 2 are made on the very last day
>>
>>187536872
>I never know where to look
thank the retards aggressively changing the op for no reason for that
>>
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>spending too much time on something that shouldn't be causing issue but somehow does
>summer heat is so bad my computer can't cool itself down while I'm trying to make progress
How fares your Dev adventures /agdg/ ? I hope you're doing better than I am.
>>
What the fuck are they doing? Where is doorkickers 2? What is this bullshit?

http://inthekillhouse.com/actionsquad/#trailer
https://www.youtube.com/watch?v=remFZ2VnxXI
>>
>>187537091
I spent a good while trying to figure out why I wasn't finding a key in a dictionary only to realize I was saving the value in the wrong dictionary but other than that it was a fairly productive day.
>>
>>187536897
Given this jam's longer duration I am expecting more games
>>
>>187537091
today's shit for progress. i've removed more than i've added in the past few days.
>>
Reminder that you should be learning Blender and C++ for a 3D Game.
If you want to be successful, stop wasting your time on 2D.
>>
>>187538353
Removing bad things is also progress, it's like that saying:
You can tell someone is a good programmer when he has more deletions than additions in a git repository.
>>
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is switching between 3d stuff in the background while 2d gameplay is happening in the same scene feasible in unity?
>>
>>187537091
>wanted to use local variables to make functions as self contained as possible
>realized local variables are objectively worse than global variables
>5 stages of grief
>>
>>187538467
3D skill required too much
Must 2D so I can make games while learning 3D
>>
>>187538647
I'm not entirely sure what you mean, but Unity2D is just Unity3D with a fixed camera, so it's probably possible.
>>
>>187538647
of course, just use a separate camera or UI depending on what you mean by 2d gameplay
>>
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>trying to come up with a character sprite
>character ends up looking like a crossover between Poputepipikku and Maria-sama ga Miteru

A masterpiece in progress.
>>
>>187539284
post it
>>
>>187536525
I'm looking to make one, but my current project takes priority. Is there an easy way to see what jams you're registered for on itch.io? I didn't find anything on their forums and I'm tired of having to search for jams manually.
>>
>>187537091
Just buy an air conditioner. Seriously your life is too sad.
>>
>>187538669
>want to use functions
>realize that function jumps are objectively worse than having everything in one giant instruction set.
Just fucking end me already people told me programming was eASY
>>
>>187539948
Wow, so you have some ideological opposition to function calls, while simultaneously thinking that you're smarter than every other programmer in the entire world.
>>
*some shit may happen to a here*
if b {
a = true;
}

vs

*some shit may happen to a here*
a = a || b;

>>187540158
no.
>>
>>187540219
did you miss the joke
>>
reading through some of these posts is like tripping on drugs. thanks for saving me money guys
>>
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>>187540381
>>
>>187539948
>>187540219
I haven't written a single function in months. I've forgotten why they even exist, all my code duplication problems have been solved with incrementation and dt
>>
>>187540617
i need a to be true in all cases when b is true but otherwise stay itself because it may have been set to true somewhere before.

after everything if a is true i set a to false
>>
>>187540967
if a and b then c
>>
>>187540967
a = False;

if (b) {
a = True;
}

I suppose?
>>
>>187540381
a = b;
>>
>>187540967
They are different anon. google short circuiting.
>>
>>187541290
>>187541293
holy shit. go back to blueprints or wherever you came from
>>
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I'm trying to create some cutscenes for my game. Is this a somewhat passable style or should I try to actually draw something?
>>
>>187541381
what's with short circuiting?
it would matter it it was a = a && b, then b wouldn't be evaluated if a is false. if a is false and it's OR, b can still change the outcome and should be evaluated. b shouldn't be evaluated if a is already true in such case. but it would only matter if i had it like a = a || b(); and wanted b to be executed in all cases but b is just a bool here. how does it impact the final state of a?
>>
>>187540381
>>187540967
use the first one
>>
>>187541664
That looks pretty cool, anon, depends on your game's aesthetic though
>>
>>187541647
Is that where you came from in the first place with that stupid ass question of yours?
>>
>>187536525
I'm making my own jam its called the nogame jam. You have to submit something thats playable but it can't be a game
>>
>>187540381
Prepare to have your mind blown
a=!a?b:a; //Fuck
>>
>>187537834
the longer a competition is the more likely people will procrastinate and not do it.
>>
Anyone here familiar with releasing shit on Apple's App Store?
Do you still need a mac to publish shit on there or would an iPhone suffice?
>>
>>187543054
Thank god it's not a competition
>>
>>187543142
>Anyone here familiar with releasing shit
lol
>>
>>187542934
>a=!a
always evaluates as false, so b will always be the result.

He is over complicating it, ant actually wants (a || b)

>i need a to be true in all cases when b
if b is true, a should be disregarded and treated as true
>but otherwise stay itself because it may have been set to true somewhere before.
disregard b, evaluate a.

i.e. a cannot be false if b is true, therefore (a OR b)
>>
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Since last thread died, ideas please.
>>
ho\] g
>>
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Anyone else ever get this? It pops up every 6 seconds or so and causing noticeable spikes in my game.
>>
>>187543386
>always evaluates as false, so b will always be the result.
see>>187541647
>>
>>187543457
Man, just get a pen and paper and sit in a corner for like 2 hours and continually come up with a stream of "Wouldn't it be cool/neat/fun/compelling/weird if..." and then jot down the first fuckin thing that comes to your head and see if you can implement it.
>>
>>187543142
stop being a nuckle head and make a game for android, no one plays games on iphone, people who have iphones are a completely different breed of people who the last game they played was most likely mario or pacman. They don't give a shit about video games, they only care about blogs and the news or indie movies and smell like either weed or cologne or both.

Just like make a fucking game for android so ghetto mexican kids can download it from their mom's phone and will constantly accidentally hit the add or buy your in app purchases without their mom knowing.
>>
>>187543142
>Do you still need a mac to publish shit on there
Yeah, you do. Pick up a used Mac Mini if you can find one.
>>
>>187543457
first of all, the room size is shit, it's twice wide than tall, it's not comfy, make it less wide, secondly change those tiles, they look like shit and inconsistent to the player's sprite.
now for stuff to do, you should add bombs and pots to break, rocks and spike traps, traps that shoot arrows.
for the enemy you can start with a slow moving slug/slime that will follow the player but may loose interest and just walk randomly, second enemy can be a zombie that will follow the player all time and is slow and easy to kill.
>>
>>187543734
Ideas are probably the hardest thing in game dev.

Programming is easy, passable art is easy, there's tons of music you can use for free, but ideas? Ideas are impossible without talent.
>>
bebno
>>
>>187544183
I didn't ask for this shitpost, take it back.
>>
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>lewd jam 2 soon

who is ready?
>>
>>187544093
>first of all, the room size is shit, it's twice wide than tall, it's not comfy, make it less wide,

That's how it's in Zelda, I can't change that.
>>
>>187542906
That is interesting. I'm in. When is the deadline? Am I allowed to use assets made before the jam?
>>
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>>187544183
Best post so far.
>>
>>187544318
For lewd games you need good art and lewd art. Got neither.
>>
>>187544002
This, I've never heard of people who play games touching Apple devices, they all live in California where they are too busy fucking each other in the butt to play a game
>>
>>187544318
I will be ready next year, maybe, I hope.
>>
>>187544318
Yes good luck drawing that lewd of yours with shit art.
>>
>>187544491
Looks ace
>>
>>187544183
ideas like any other medium require outside experiences. Your not gonna come up with clever idea if all you do is play games, and even games in the same genre.

If you have the money take a trip outside the country or do something completely unrelated to games. If you don't have money read a shit ton of books, not just sci fi and fantasy.

Get into genres and shit you normally wouldn't. The whole idea is to broaden your perspective. Your brain is really good at building patterns so mixing video games with something totally different will help your brain build patterns other people might not see.
>>
>>187544320
and that's not link either, if you gonna clone a design loosely then at least try to improve it
>>
>>187544425
>he can't do text based lewd
>>
>>187544604
What does the design have to do with the room size?
>>
>>187544671
Show us a sample of your text based lewd, anon.
>>
>>187544671
My fetishes will instantly disqualify me and smear my name forever.
>>
>>187535432
>when you see your classmate in class is browsing /agdg/
Hey man,
Why is he showing us X-Com? He's got no material for today?

Also McD's and Dollar store later?
>>
>>187545054
>There are 2 retards doing game design at College in this general

Go away
>>
>>187545054
can i go with you pls
>>
>>187545185
How about you suck my dick, nodev
>>187545486
I wish
>>
>>187545054
>McD's and Dollar store
how poor can one get
>>
>>187542934

>i need a to be true in all cases when b is true but otherwise stay itself

>a=!a?b:a;
if a is false, and b is false, a is now true.
>>
>>187545660
>calls others nodev
>spends time studying games instead of making his own
Post any game you have ever made. Surely you wouldn't spend money on a game design course if you have never made any game of any description?
>>
>>187545672
this is game dev after all
>>
>>187545660
Nigger, you're literally wasting time while I'm making actual video games.
>>
Praying for the Japanese gamedevs right now
>>
>>187546203
why what happened?
>>
>>187546398
https://twitter.com/search?q=Japanese
ЮA Japanese hotel run almost entirely by robots is expanding to 100 locations
>>
>>187546461
cool
>>
>>187544318
>want to make a lewd game
>have the art to do a lewd game
>all my asphyxiation fetishes are too specific to get anyone's attention
Suffering.
>>
>half of my family has got cancer and/or heart problems
>I'm still fine

unlucky
>>
>>187546687
How is your nodevitis though?
>>
So how much blender training I need to make something like this?
>>
>>187547048
couple weeks maybe 2.
>>
>>187546203
NK can't nuke Japan harder than they've nuked themselves.
>>
>>187547048
We're training out future generations to be so dumb
>>
>>187547048
____ ___ ___
>>
>>187547203
all those dead people, hotels still running fine.
>>
>>187547285
Okay, this one I didn't get.
>>
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The block on the left has no scripts bound to it besides a collider and a rigidbody. It behaves fine.

The block on the right also has nothing but a collider and rigidbody on it, but it goes fucking insane. I even tried deleting the rigidbody and readding it and it was still wild. What could cause shit like this?

I managed to get around it by making the block on the right a child object of the block on the left, then disabling the mesh of the left object, but still, I'm curious as to why this problem ever existed.
>>
>>187547394
it behaves exactly as a 10 mt weight would.

https://www.youtube.com/watch?v=5xdbPhnfFEI
>>
>>187547394
for some reason that animation reminds me of brodyquest
>>
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I refined the Items menu a bit.
>>
>>187547691
Based menu.
>>
>>187547691
I never knew those gas containers had actual names.
>>
>>187547691
You're really nailing down that ps1 feel anon
>>
>>187545856
Try it
Your mind = blown
>>
>>187547879
i fell it too. I hope my save game chip doesn't fail. hey let's play music cds on the system.
>>
>>187547309
when you try to destroy Japan but they've built their entire culture on being destroyed and they just laugh at you for doing such a poor job
https://www.youtube.com/watch?v=-anabfAg06U

>>187547835
Jerry Cans and Elaine Cans
>>
>>187547998
>Try it
>Your mind = blown
not they point, what you posted is the equivalent of (a || b), except it flips a, which should ONLY happen if a was true to begin with.
>>
>>187547691
good work anon
>>
>>187548225
It werks
>>
>>187548432
yes it does, except

>i need a to be true in all cases when b is true but otherwise stay itself
>i need a to be true in all cases when b is true
>but otherwise stay itself

a = false
b = false

your statement flips a to true, which does not meet the requirements.
>>
>>187548608
how did you get yourself in such a predicament?
>>
>>187548835
can you guarantee a and b wont be false at the same time`?
no?
then cover all the cover cases properly
>>
>>187548608
Never give up without trying
>>
>>187547691
<3 it
>>
>>187548608
a = b ? b : a;

is this what you want?
>>
>>187539768
I'm not gonna spend several hundred bucks for an AC unit because there are some heat spikes for two weeks in a year, that's irresponsible.
>>
>>187549275
No, because a = b always evaluates to either true(C/C++) or false.
>>
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>>187548608
Just do "if b then a = true" for fuck's sake.
>>
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Any love for OpenFL?
>>
>>187549929
the fuck is that
>>
>>187547691
this game looks cool, I only seen the other one with the pocket car. What exactly do you do in this game?
>>
>>187547691
Are you making all these assets yourself?
>>
>>187549595
yeah i did it like that after like >>187542685 post
>>
>>187546563
no im' sure there are people out there into it, just do it.
>>
>>187549449
you want

if (b) {
a = true;
}

right?

a = b ? b : a;
behaves same in all 4 cases.
>>
>>187550657
That's a good deal 5% inspiring. I'll keep it in mind if I see a lewdjam prompt around.
>>
>>187543457
I had an idea but I forgot it, sorry
>>
>>187550010
It has the API of Flash, but it uses Haxe, and can natively deploy to just about any platform. If, for example, you choose to create a Windows executable, it transpiles your code into C++ and uses OpenGL. On Android, for another example, it transpiles into Java and uses OpenGL ES.
>>
>>187551172
I'll be waiting anon.
>>
>>187536419
Why the fuck is even mentioning that allowed? Why isn't that word a fucking autoban?
>>
seeing how VS isn't on linux what is an alternative code editing program for linux?
>>
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>>187547757
>>187547835
>>187547879
>>187548082
>>187548309
>>187549232

thanks!


>>187550319

Some kind of SH/RE clone

>>187550572

yes
>>
>>187551910
Vim,
You use gcc to compile and gdb to debug
>>
>>187551917
Are you sticking with a project this time?
>>
>>187551910
emacs
>>
>>187552090
Does it support c# and code completion
>>
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>>187551917
I love it when my pockets are big enough to hold all my gear!
>>
>>187552643
That's kinda neat.
>>
>>187552105

It's very similar in it's functions to the "Ultimate Evil" game-jam game I made for the Gameboy jam and I learned a lot from that, so probably yes,

https://virtuawave.itch.io/ultimate-evil
>>
>>187552742
I love to reload threads during combat
>>
https://unity3d.com/legal/privacy-policy

Q: I play a game built with Unity software, what should I know?

>A: Unity has probably collected some or all of the following information about your device: unique device identifiers (e.g., IDFV for iOS devices and Android ID for Android devices) ); IP address; country of install (mapped from IP address); device manufacturer and model platform type (iOS, Android, Mac, Windows, etc.) and the operating system and version running on your system or device;
>language; CPU information such as model, the number of CPUs present, frequency, and instruction set support flags; the graphics card type and vendor name; graphics card driver name and version (example: "nv4disp.dll 6.10.93.71"); which graphics API is in use (example: "OpenGL 2.1" or "Direct3D 9.0c");
>amount of system and video RAM present; current screen resolution; version of the Unity Editor used to create the game; sensor flags (e.g., device support for gyroscope, touch pressure or accelerometer); application or bundle identification ("app ID") of the game installed; unique advertising identifiers provided for iOS and Android devices (e.g., IDFA or Android Ad ID); and a checksum of all the data that gets sent to verify that it did transmit correctly.
>Some Unity developers use Unity’s analytics and ad services which collect additional information. See FAQs on Unity Analytics and Unity Ads below.

Q: I received an ad from Unity Ads, what do I need to know?

>A: Unity Ads has probably collected device information, like IP address and device identifiers,and information regarding the delivery of ads and your interaction with them, all of which may be shared with ad publishers and attribution companies. Unity Ads may also incorporate data derived from the Unity Analytics service in user profiles and use that profile data in order to provide personalized advertising.
>>
>>187553056
https://www.unrealengine.com/eula
>You acknowledge that, as a default setting, the Engine Code will collect and send to Epic anonymous hardware and usage data from end users of Products. This functionality is used by Epic to improve the Engine Code. You may modify the Engine Code under the License to turn off that functionality in your Product, or you may include in your Product the capability for your end users to turn off that functionality in the Product.
>>
>>187538669
Just you using a shite luanguage
>>
>>187552426
Vim does support it with plugins, I haven't done any C# stuff on linux, but I guess you can run them with mono.
>>
>>187540381
If b then a = true in a non-cucked language
>>
>>187553056
>>187553281
Surprise - when you don't pay for something, you're the product.

Actually that's a lie most of those freeware HTML5 and etc engines don't collect jack shit. I don't think Godot does either.
>>
>>187553056

3. Information We May Collect or Receive (Depending on Which Product or Service Is Used)

Information that you or others actively provide, including:

>Name
>Age or date of birth
>Gender
>Username
>Profile photo
>Email address
>Physical or mailing address
>Phone number
>Name and contact information for a business or organization
>Password(s) that Users create to access parts of the Service
>Billing or financial account information and tax or government IDs
>Social network information
>Location information

Information that is passively collected by Unity (often automatically), including:

>Device Information: including various unique identifiers, such as IDFA, Android Ad ID, IDFV, MAC address
>User device information: When you play a game built with Unity Software, Unity may collect some or all of the following information when you use the game
>Unique device identifier generated from the device MAC/IMEI/MEID, which we alter to limit the ability to identify the relevant device in the future;
>An advertising ID, such as the Apple IDFA or the Android Ad ID;
>IP address;
>Device manufacturer and model;
>The operating system and version running on your system or device;
>Browser type;
>Language;
>The make of the CPU, and number of CPUs present;
>The graphics card information, such as type, vendor and driver name, version and graphics API;
>Amount of system and video RAM present;
>Current screen resolution;
>Unity Player and Unity Editor versions;
>Operating system identifier (e.g., Mac, Windows, etc.);
>App ID of the game installed.
>>
At last ! I've managed to make the generate particle event work properly and spawn a particle after a branch that did go the way it was supposed to go.
I still don't have a clue as to what the issue was. I think it may have come from Use PSys Location in the spawn event, but I'm not sure. And I'm not touching that particle emitter again. Ever. I don't want it to break.

Now I need to properly orient the effect, I'm not sure why exactly it's sometimes flipped by 180 degrees but I think it has to do with the collision.
Also I think the sfx I currently use for shooting woke up the cricket that's been stuck in the living room for a week. Or he's trying to bang my pc. /blogpost
>>
>every unity game is a spyware payload that collects all sorts of valuable data
smart, evil but smart
>>
>>187553659
>>187553056

Cookies and choices concerning Unity Ads:
>Unity and others working on Unity’s behalf may employ cookies and related technologies to store information on or read information from your browser or device. The technologies used for these purposes may include: (i) cookies; (ii) web beacons; (iii) tracking pixels; and/or (iv) local shared objects (also known as flash cookies).
>Unity may collect information including the App List to provide personalized ads.
>Third party advertisers (and the ad networks they use) who place ads within the Service may use cookies or related technologies to deliver ads.

Other information: We may obtain additional information about you from third parties such as marketers, partners, researchers, and others. We may combine information that we collect from you with information about you that we obtain from such third parties and information derived from any other subscription, product, or service we provide.

4. How We Use the Information We Collect or Receive

>To deliver and target advertising, including personalized ads;
>To inform Users of new products and services, including promotional offers; and
>To contact you with information that we believe will be of interest to you.
>>
>>187553937
>>187553659
>>187553056

5. Sharing Information

How we might share the information we collect or receive

>Third party service providers: We provide User information to other companies who perform services on Unity’s behalf.
>Sale or merger: In the event that Unity explores or undergoes a business transition, such as a merger, acquisition by another company, transfer of control, or sale of all or a portion of its assets, we may share or transfer all of your information, including personal information.
Advertising:
>By Unity Ads – we may utilize the data collected from Developer’s apps to place personalized ads in Developers’ apps and elsewhere. This usage will permit other parties, such as publishers and attribution companies, to learn about the devices that received, viewed or interacted with ads.
>Third party products and services – as discussed in our Cookie Policy and elsewhere, we may permit advertisers and their agents to use cookies or related technologies within the Service to store information on or read information from your browser or device so that they can optimize their advertising campaigns, including to frequency cap and deliver targeted ads.

>De-identified and/or aggregated information: Some of the information we collect does not directly identify you or your device. We may modify other information that can identify you or your device to limit or prevent such identification by de-identifying it or aggregating it. We can share de-identified and/or aggregated information to any third party without restriction and use it for any purpose.
>>
>>187553585
Godot is a crowdfunded project and stuff like SFML and SDL are open source projects.
>>
>>187553281

Are you going to unironically equate UE4's anonymous collection with:

>>187553659
>>187553937
>>187554075

Unity literally says they will actively and passively collect and sell your personal information to third parties and use it to advertise to you.
>>
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robo crab is done.
Also not sure if my current combat looks appealing?
I kinda like it but not sure how to improve it besides adding abilities.
>>
i want to make progress but i can't stop fapping
>>
>>187553659
I don't see how this is surprising. If you buy Unity Pro or use their networking capabilities, they're obviously going to have some of your financial and social media information. Information about your computer is par for the course and literally every program collects it.
>>
>>187554515
Juice up those animations to get that tasty stretch n snap, and add more options: movement (dash, jump, some sort of slime based stuff anyway) , and yeah combat abilities/combos.

At the moment, yeah, it looks weak.
>>
>>187554075
I like how it says "SOME information does not directly identify you and the information that does identify you MIGHT be obfuscated".
They're basically saying that yes they do keep all your data and if the bid is high enough then they sell the more sensitive data too.
>>
>>187554515
yo you should add a vacuum enemey that sucks up slime lady
>>
>>187553875

Handy piece of code for determining front or back

public static bool CheckFront(Vector3 otherPos, Transform refTrans)
{
float dot = Vector3.Dot(otherPos - refTrans.position, refTrans.forward);
return (dot > 0);
}

true means otherPos is in the front 180 arc
>>
Reminder that Google makes 99% of its money from ads and data collection, I think it's safe to assume that most of Unity's income comes from data collection too.
>>
>>187554949
Their data collection is only profitable because of their ads.
>>
>>187555046
Yeah Unity sells ad space too just like Google.
>>
>using vim for game development
>conspiracy theorizing over engine privacy policies
>nodeving because you're too afraid to run your computer when it's 100 degrees inside your mud hut
>getting stuck on the equivalent of a week 1 of computer science 101 logic problem
I can see why successful developers tend to distance themselves from AGDG once they get traction.
>>
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>>187554949
>I think it's safe to assume that most of Unity's income comes from data collection too.
>>
>>187555201
Companies collecting and selling data isn't some kind of secret conspiracy, pretty much all "free" services do it.
>>
>>187555450
Godot doesn't as far as I know.
>>
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Added in the second vehicle to get around in. The classic airship.
>>
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>>187555995
Free and "free" aren't the same thing, if the thing has paid employees and no visible income sources then it's usually the "free" kind of free.
>>
HEAR ME OUT, a game where you are free falling like before your parachute opens and have to collect flying coloured dildoes otherwise the world will be consumed by a giant unicorn sexually frustrated squid. ALL IN VIRTUAL REALITY for maximum discomfort and motion sickness. FUND ME, i wanna run away with your money.

video related: https://youtu.be/6Q65lTm4Xug
>>
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>>187555226
>99% of users pay a whopping nothing
>the 1% of successful devs only pay $35/mo
>some vanishingly small quantity pay $120/mo
I wouldn't be surprised at all if they did.
>>
>>187556723
I think you'll find the ratios are closer to 4:1, not 99:1.
>>
>>187556723
The asset store though.

What's the cut-off for when developers who exceeded the threshold don't need to pay the subscription any more?
>>
>>187556723
no one pays per month, it's cheaper to do the lump sum
>>
>>187556207

That's pretty cool, I especially like the parachute when you jump down.
>>
>>187556723
Most of it probably comes from the asset store, I wouldn't be surprised if they dropped most of the subscription perks and pushed even harder for the asset store.
>>
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>>187557135
>>187557357
>The asset store though.
I somehow managed to completely forget about that.
>>
>>187557323

It's a whopping $25 cheaper to do a pre-paid year vs. the monthly commitment.

They don't bother giving a real discount for pre-paying because the "monthly" subscription comes with a minimum 12 month obligation anyways. It's not like people could cancel after a month or two, so they don't have a reason to incentivize upfront payment.
>>
So do you have to keep paying the subscription forever or what?
>>
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>base your entire business model on having a bad stigma to anything attached to your products so people pay you to remove any trace of it

what did unity mean by this?
>>
>>187558512
Pay as long as you keep using unity.
>>
>>187558512
i mean on the grand scheme of things $35 a month isn't much if you make a living making games. artists pay like $20 a month for photoshop if they use it

we live in the time of everything being a subscription. godot can't come soon enough
>>
>>187558781
That's kinda sad, it'll discourage devs from releasing updates for their older games which aren't making bank any more.
>>
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>>187558608
They fell for the John Ravioli meme.
>>
>>187558608
Forced logo = more exposure = more people using your product
It worked well for them but they will most likely switch gears now that their popularity already plateaued, they will probably focus on increasing revenue per user rather than expanding the user base.
>>
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>>187558951
>artists pay like $20 a month for photoshop if they use it
>>
>>187559016
you'd be surprised at how many normie artists actually do
>>
>>187558512

Depends on how much you rely on Unity's services. If you stop subscribing at any point you lose access to multiplayer server hosting, development team integration tools, performance metrics, etc.

Also, while Unity is """""royalty free""""", the free license is nullified if you earn over $100k and must purchase a Plus license ($420/year/developer), and if you earn over $200k you must purchaes a Pro license ($3000/year/developer).

There's no royalties, but you have to pay them if your game makes enough money. But it's not royalties.

:)
>>
>>187559016
>soon all software will be on a subscription model and you'll pay hundreds of dollars a year for a season pass to your own computer
>>
I am toying with the idea of picking up Bro Quest.
Will I get any difficulties and troubles if I do, like copyright infringengements or the like?
>>
>>187559235
So it's basically "first hit's free."
>>
>>187559152
I know at least one person who paid for the Creative Suite and probably pays for CC now. But most people I know either have copies that they've been using since before Photoshop went subscription, or they downloaded it. There are probably a fair amount of people buying individual licenses, but I'm wiling to bet the bulk of Adobe's profit comes from companies, studios, and educational institutes who actually buy huge numbers of licenses.
>>
>>187559012
Wait nevermind they are already doing that since around the release of UE4, they made the free version mostly feature complete and gave the asset store a bigger spotlight and will probably continue in this route, Unity is a shit product but they are really good in the business and marketing departments.
>>
>>187558980
nah just do community patches under a different organization/profile.
>>
>>187559365
>will there be any legal issues with using someone else's creations

you retarded mate?
>>
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>>187535432
Hope you guys like more waifus.
>>
>>187560474
this game will ruin my laifu
>>
>>187559857
1) It was a 4chan project, so anyone who calls himself Anon can call dibs on that.
2) It's abandoned and will never get finished anyway.
>>
>>187560474
What's the idea behind more waifus?
Something tells me that you are overscoping for the sake of drawing more girls.
>>
>>187560643
I'm not. Just a joke.
There are a group of light maidens. The main character is one of them.
>>
>>187560554
>what is trollface
>what is pepe

if there's money involved, it doesn't matter
>>
Can pixel art be sexy?
>>
>>187560707
What will they be used for?
>>
>>187560554
It' s probably fine if you don't make money off of it. If you did, the artist would have every right to step forward and take their fair share of the profits, and it wouldn't be hard to prove. "I found the assets on an image board so they're fair game" will never hold up. Hell, even if you didn't make money off of it, they could C&D you with reasonable cause.
>>
>>187560840
Didn't the artists just scammed an idea guy himself? Breeding season, wasn't it?
What if I redrew it?
>>
Hey can you make a game on Source? I like the engine but can you actually make a game on it?
>>
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>>187560818
They are not going to be playable characters. They are going to be used for when the player reunites with them, as they are all stuck in the shadow creature's dimension.
Mainly for story. I might have it where they can be utilized for NPCs that handle upgrading your equipment.
>>
>>187561063
Its pretty expensive to license so most of the stuff made on it is mods.
>>
>>187560474
>>187561246
Very nice pixel art, the colors are really vibrant and slick.
>>
>>187561063
can you even name ONE game made in source
>>
>>187554105
godot is still open-source, its only crowd-funded in the sense that the top contributor is now being paid to work on the engine full-time rather than in his spare time.
>>
>>187562825
Left 4 Dead
>>
>>187563153
Not a game and not even Source. Try again nigger.
>>
>>187563609
Are you sure? Just loaded it up and it said it was source. I are you sure you're not...insane? :3
>>
>>187563839
Left Four Dead is literally not a game and not even source. Source is not for games. You are fully obsessed. Kill yourself.
>>
Let's say I'm in a ship heading north and want to dodge a torpedo heading south, how could I calculate a evasion vector that's like northeast, something that would move the ship just a bit out of the path but not with a drastic course change?
>>
>>187563921
Oh, Danny, that's where you're wrong, it is source and it's more of a game than your unity slop, ghostboy.
>>
>>187563959
Use the algebra that you will learn when you enter the 7th grade.
>>
>>187564079
Lol. Keep mewling that name, retard. You are 100% mentally dominated and broken by a winged insect. :)
>>
>>187564079
>>187564573
Petition for Discord drama to leave.
>>
>>187560474
But do they have matching shimapan?
>>
>>187564997
Cracked open a cold Dr. Pepper
>>
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>>187560474
Very nice, but these pixels in particular are bugging me.
>>
>>187565138
I fixed.
Thank you for pointing it out.
>>
>>187560474
>Light maidens
>One is a nigger

What did he meme by this?
>>
@187564997
clink clink you dumb nigger
its literally only 8 pm
and youre already wasted
and posting from your private collection>>187563959

fucking pathetic rat faced meth drunk
>>
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>>187558608
They haven't even made a real game. They are basically selling a glorified f2p Garrys Mod with microtransactions (assets). They don't really care about the success or failure of gamedevs.
>>
>>187560740
>mixels
>dumpy boobs (second from left)
>etc
reeee

Anyhow to answer your question, I'd say probably near on to no one is going to find the pixels themselves terribly sexy (barring higher res things), but loads of games get fan art/etc that makes actually sexy stuff inspired by the pixels.
>>
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>>187485961
----[ Recap ]----
Game: Cubedoku
Dev: Blank
Tools: Unity
Web: n/a
Progress:
+ Moved number system over to TextMeshes instead of decals, allowing more control over fonts, colors, and the cube's model
+ Got achievements and leaderboards set up on Steamwork's side
- Holy shit where did the week go.
>>
>>187566318
These work cross-thread?
>>
>>187566212
>>187560740
/gif/ regularly has pixel art porn threads

in fact
>>>/gif/11120757
theres one right now
>>
>>187566909
Weird as heck.

Guess I'm totally wrong then though!
>>
>>187566909
That's pretty hot
>>
>>187566904
You don't even have to quote the post, ye.
>>
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----[ Recap ]----
Game: Rewound
Dev: johzu
Tools: GM Studio 1
Web: hypersnow.tumblr.com + twitter.com/hypersnow_dev
Progress:
+ Improved facial expressions
+ New electric attack
+ Worked on fleshing out the village
- It's hot and I don't feel like working
>>
>>187566904
Yeah, as long as it's within 36 hours/before the scraper runs. Like the other guy said, I didn't have to quote the original, but it makes more sense to.
>>
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----[ Recap ]----
Game: Source
Dev: Source
Tools: Source
Web: https://developer.valvesoftware.com/wiki/Source
Progress:
+ Source
- It's Dark and Hell Is Hot
>>
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>>187485961
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Logic, Blender, SDL2
Web: http://mako.itch.io/skylarks
Progress:
+ Moved some font/GUI stuff to a separate library
+ Working on rewriting the renderer with a different backend
- Started making another programming language
>>
>>187523812
>if not ill kill myself
I'm using UE4, anon. I guess it's time.
>>
>>187567789
> - It's Dark and Hell Is Hot
wtf are ghosts literally posting on agdg now
>>
Are there any good tutorials about low poly modeling, specifically mecha or mechanical things? I want to make a 3D game for mecha jam.
>>
>>187569927
Tutorials for 3D aren't particularly useful overall beyond basic interface.

Just keep all those mirroring and proportional editing controls in mind and go to town. Use references.
>>
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>>187485961
----[ Recap ]----
Game: Spaceship Crew Self-Defense Simulator
Dev: chaikaDev
Tools: GMS 2
Web:
Progress:
+ Fixed a bunch of really frustrating bugs related to the mini-game, pathfinding and inventory UI
+ Implemented a new version of the main character (from a new artist)
- motivation is really low
>>
>>187570330
Fully ignored and fully dominated. Lol.
>>
>>187570330
>heavenly
good night sweet prince
>>
>>187570887
Is that the new main character? Not seeing much difference.
>>
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>>187571017
no, this is just my generic go-to picture for the recap
>>
>>187554075
>>187553937
>>187553659
>>187553056
is unity malware?
>>
>>187571234
Easy as, does look quite a bit better.
>>
>>187571742
Yes.
>Spywareis software that aims to gather information about a person or organization without their knowledge, that may send such information to another entity without the consumer's consent, or that asserts control over a device without the consumer's knowledge.
I don't remember ever signing an EULA before playing an Unity game, maybe I should sue.
>>
>>187557346
thats not a parachute you moron its a wingsuit
>>
>>187571912
Have software suits ever been taken seriously unless measurable damages have been incurred?
>>
>>187556381
dudes weener was terrified
>>
>>187572108
>wingsuit

well, it does protect (para) your chute (chute) so technically it's a parachute
>>
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It has its arm moves now for normal mode at least, so some adjustments here and there and it's largely completed, in the programming sense.
>>
>>187572146
The person suing never has enough money
>>
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finished reworking the skills system, now we can start to have some patches that aren't just skills.
>>
>>187572687
Christ, that elevator door is still opening like a freshman's legs.
>>
>>187572862
kek
>>
>>187572862
yeah like your moms!
I am so sorry I haven't gotten around to that
>>
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>>187572579
I like your place-holders
>>
>>187571912
You would know it if you read the damn EULA.

Checkmate
>>
Why in the FUCK is Monogame's Vector3.Forward (0,0,-1) and not (0,0,1)?
What is the purpose of making Forward negative and Backward positive and why shouldn't I ignore it and go with a more intuitive direction system?
>>
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>>187573557
>Why in the FUCK is Monogame's Vector3.Forward (0,0,-1) and not (0,0,1)?
>What is the purpose of making Forward negative and Backward positive and why shouldn't I ignore it and go with a more intuitive direction system?

To make you rage on aggydaggy.
>>
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>>187573026
Thanks anon.
>>
>>187573557
OpenGL uses a counter clockwise system, as opposed to DirectX's clockwise system. Therefore, if you define your vertices in a clockwise fashion, you won't be able to see them unless your camera is facing backwards. Never forget that MonoGame was made to make XNA projects cross-platform with as little hassle as possible.
>>
>>187559235
To me it seems more like those TV lawyer commercials, "If you don't win, you don't pay!"
>>
>>187574050
>counter clockwise system
tfw satanic frameworks
>>
>>187574050
Shit.
I guess I'll just have to abstract away the actual numbers as much as possible so they don't drive me crazy.
>>
>>187574540
>ITS MATHY AS FUCC DOGG
>j-just abstract them away!!

doomed to fail
youre doomed to fail
>>
>>187573557
Nigga you can literally inherit Vector3, make your own class called Vector3 and override Forward to be positive.

Maybe a bitch like you should go back to pre-written engines.
>>
>>187574679
You can't override a static variable. You can overwrite it, but not override it.
>>
>>187574662
I don't want to go backwards to go forwards, anon. I don't like it. It's not natural.
>>
>>187559235
>$420 per year per developer
seriously?
>>
>>187574868
Make a new one called ActualForward that takes Forward and flips it's Z axis or something then.
>>
>>187575023
That's how they get you.
>>
>>187575037
That accomplishes nothing because any code that references Vector3.Forward will still be using the old forward vector. IMO OP should just be using Vector3.Forward anyway. It's what the system is providing you as a forward vector, and so it should be what's in use in calculations.
>>
>>187575304
It's not per person, right?
You can just license it to your LLC that employs all your team members, right?
>>
>>187573557
Just imagine everything in your game is trying to run away from its problems
>>
>>187575350
I think they're counting on Unity devs not being that smart.
>>
>>187575448
So they're absolutely right? Get rekt Unity devs.
>>
Tell me about animations. Why do devs make their own animations? Since most videogame characters are humanoid, wouldn't there just be one standard set that everyone would use?
>>
>>187575350
Usually its per seat, so if everyone stands shits free
>>
>>187575448
But is that an option?
Or do you really need a license for every employee who touches the software?
>>
>>187575350
It's "per seat", I guess you could pretend to be 1MA but that would technically be fraud.
>>
>>187575490
Every model doesn't share a skeleton with every other model in existence, so no.
>>
>>187559235
>>187575023
and the second bar is at $200,000? that seems pretty narrow given that you have to already make over $100,000 to get to it
why is there even a second bar and a third edition of the product? if you make over $100,000 per year you can probably be squeezed for a lot more than that
although from my reading it's also (and so in effect this is almost always when it actually happens) when you first make $100,000 total, which seems like a whole other layer of WTF
I mean why have (again) two bars, this time for bumping up to the second tier? why make it so you will always pass one bar before the other or at the same time?
my first instinct is for all of this to be in place basically just so they can deceive people by saying what bars you need to clear and saying it's nice and lenient without giving the full story and telling you how much they'll actually ask of you
is that really what this is?
>>
>>187575490
A single set of animations doesn't work for every character. Characters can have a variety of proportions. For example, if you make an animation for a character with 2-inch-long arms and a 2-inch-long torso, that wouldn't work for a character with 1-inch-long arms and a 3-inch-long torso.
>>
>>187575490
Because novelty is inherent to entertainment.
>>
>>187545660
>>187545941
>>187546130

The 3 of you, post one of your best projects.
Let's see what a course-taught game and a self-taught game looks like in comparison.
>>
Red pill me on the Separating Axis Theorem
>>
>>187575616
>tiered pricing is an illuminati conspiracy
Settle down. All of the terms are publicly stated.
>>
>>187575616
>I mean why have (again) two bars, this time for bumping up to the second tier? why make it so you will always pass one bar before the other or at the same time?
So you can tier your pricing according to your customers' revenue.
It's the same reason UE4 has a 5% royalty on revenue with the option to buy a royalty-free license for 5 or 6 figures up front.
>>
>>187573557
Because mathematicians have been using the right hand rule for centuries.
>>
Don't give up friends

https://www.youtube.com/watch?v=LQHtOg46eOw
>>
>>187577219
Crashlands was a surprise. Solid game. Especially for a mobile game.
>>
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>>187485961
----[ Recap ]----
Game: Pangea Drifters
Dev: HomoDev
Tools: UE4
Progress:
+ Lots of new models
+almost have mounts working
>>
>>187577380
How much of it did you play? I didn't find anything drawing me into it. I've tried about twice now and didn't get very far, didn't feel compelled by it
>>
>>187573557
It's also more intuitive to do it that way when what you are really doing with 3d is you are transforming the world around a stationary point instead of moving the point in the world.
>>
>>187577219
It took them 5 years to make a mobile 2d minecraft.

Pretty sad story actually.
>>
>>187577603
Beat it, just about 100%'d it.

Keep in mind that I was playing it on Nightmare, and on mobile, so enemies were definitely enough of a threat, even with the clear visual telegraphing and lack of cheap shots, consistently to keep you from drifting into that listless daze.

Quite enjoyed it in a more low-fi RPG type sense. Do sidequests, complete storyline, move to next world. The actual building aspect was weak, mind.
>>
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>>187577524
>The Women have man-face
>The trap is prime trap material
Truly, your game is the deepest of social commentary
>>
>>187577524
>HomoDev
No shit.
>>
>>187576049
but those both lead to the same tier
I mean does the "$100,000 at any point" refer to profits only? I noticed the other one specifically refers to gross earnings (or maybe I have it backwards)
it's just perplexing to me to muddy the waters so much when they could just have one criterion and one pay rate
>>
>>187577857
what is that guy sitting on anyway?
>>
>>187578087
If you are below tier 1, you don't have to pay them anything.
If you're above 1 and below 2, you pay rate 1.
If you're above 2, you pay rate 2.

It's pretty simple.
>>
>>187578136
Centaur dakimakura.
>>
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>>187578170
Mah nigga
>>
>>187577857
I just see furryshit.
>>
>>187575616
It's a good thing that Godot is free*

*unless you need something fixed, then be prepared to pay $1000 a month for the right to vote on what gets fixed**
**your problem is ignored if the other premium users voted for something else
>>
>>187579378
>*unless you need something fixed, then be prepared to pay $1000 a month for the right to vote on what gets fixed**
Still free, man.
Free to fix it yourself, even. Shits open source.
>>
>>187577524
>dogtest game

have fun changing that name when you need to build it for demo day
>>
>>187579501
>Shits open source.
You seen the code for it? Spaghetti, dude.
>>
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Quick update: I'm still at it but making sprites makes me want to die. Scrapping hours of work all the time because it looks bad is such a terrible feeling, at least when I'm coding I get stuff done at the end of the day...
>>
>>187579378
This guy again.
Look, if you want to fix it, you can. Unity won't let you do that. Unity doesn't give a crap about you unless it's an issue for most users.
Even when you try as hard as you can you fail.

>>187579649
I have seen the source code for it, and it isn't anywhere near "Spaghetti".
Go ahead, link some of the code. You won't, because you've never even looked at it and just wanted to shitpost.

Have fun being a nodev.
>>
>>187580547
It's not a waste if it helps you improve!
>>
>>187580867
t. godot dev

Enjoy your dead engine while you hold patches hostage behind a Patreon paywall.
>>
>>187579378
Open source projects aren't democracies.
People do what they want.
>>
>>187580965
I'm not improving, bad is as good as I go
>>
>>187553056

Wait a sec. Is it your legal responsibility as a dev to let players know what Unity is doing or is there a generic Unity EULA for your clients? I smell a class action lawsuit if this is not the case. i.e:unity is gathering information beyond that which the webstore tells people.
>>
>>187581440

Listen man, you should really give this project up so I can steal your ideas.
>>
>>187581440
I beg to differ, I've seen your project steadily improve over time. humility is one thing but don't sell yourself short.
>>
>>187581440
So improve, practice. Look up the fundamentals of value, colour, use references, the works.
>>
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is this spaghetti code? i feel like a turd doing this
>>
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I decided to go in a different direction with my game.

It's now a twin stick shooter.

This plays like shit, I need ideas.
>>
>>187581716
If it fits on one screen like that, it's not spaghetti code.
>>
>>187581780
Step back and ask yourself: "What do I want to play?" Go from there.
>>
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Almost done with the other NPC portraits.
>>
>>187581780
is it still a roguelite
>>
>>187581867
I want to play 2D Dark Souls.

>>187581927
I'm not sure anymore.
>>
>>187581780
>This plays like shit, I need ideas.
Fucking buttons... just use buttons...
>>
What are excited about in Godot 3.0?

Why does Unity use PHSYX instead of bullet physics like Godot 3.0 will?

Why are Unity's shaders so terrible?
>>
>>187582049
yes
>>
>>187581960
Alright. What is dark souls to YOU. Like what's the big thing that draws you to Dark souls.
>>
>>187582157
The 3D Combat desu.
>>
>>187575490
characters move in different ways depending on how they're designed

animation can also be used to convey information about the character if it's done right. if everyone used the same standard set of animations, that aspect of design would be lost.
>>
I just started and made a basic guy who can jump on platforms and collect gems.

Where do I go from here? 2D of course.
>>
>>187582246
Go play some games and analyse them or something, this is just sad.
>>
>>187582049
>What are excited about in Godot 3.0?
Watching it crash and burn because it's yet another engine that doesn't understand that documentation is the most important part of any software.
>Why does Unity use PHSYX instead of bullet physics like Godot 3.0 will?
Because Bullet is awful.
>Why are Unity's shaders so terrible?
To get you to buy things from the asset store.
>>
>>187582246
You're a bit fucked then. Consider playing some more video games til you get some better inspiration.

Also the combat of Dark Souls was probably one of the weakest components of the series. It's pretty disappointing how many devs think Dark Souls is like some shining beacon third person combat.
>>
>>187582431
what are shining beacons of three person combat
>>
>>187582431
I don't know anon.

I get bored of games really quickly, and Dark Souls is the only series I have put 1000 hours across all entries.
>>
>>187582726
Godhand, DMC3/4, Ninja Gaiden Black.

Those are action games, though, Dark/Demon's Souls are aRPGs. So they're up against Ys, Dragon's Dogma, and honestly they're not all that far behind. For Western aRPG fans it's not half-bad.
>>
>>187582726
Genuinely good question. I guess it comes down to what you want in your third person melee combat. If you have punching and kicking with a lot of flexibility, God Hand works well there.
If you want a lock on system with good variety in your weapons, Wind Waker is great for that.

Really though I don't think there ARE any shining beacons of third person combat, they all have flaws in some way but some are better than others, which is why I want to see devs keep trying new and different things while making their combat systems, if they just copy the same parry, strike, and dodgeroll system that the Souls games use then shit is going to get stagnant in a hurry.

>>187582829
Is it PURELY the combat that drew you in though? Think long and hard about that anon.

>>187583020
I forgot about Dragon's Dogma, it actually does action RPG combat in a third person perspective pretty well.
>>
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>>187583020
>you will never make a game like godhand simply because of all the animations required
>>
>>187583083
Well the game has no story, and I only use one weapon so it's not the customisation, has to be the combat.

Also I hated dragon's dogma combat.
>>
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>setting up some recording stuff
>record my self accidentally on my old chair rocking back and forth
>sounds p spooky

thoughts?
https://soundcloud.com/slumbercitys/spooky-ghost
>>
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>>187583279
>Well the game has no story
I strongly suggest you try to play other games and get some other inspiration, because this path you're taking is one that WILL end in failure.
>>
>>187583279
You have no idea what you like about games, can't articulate half a shit and can't come with ideas for a basic top down Zelda clone.

My advice for you would be to go be the programmer to someone else's project.
>>
>>187583020
Dark Souls combat is its own thing, making dark souls with DMC combat would most likely ruin it. (Well more DMC games would always be fun, but it would fail to be a souls game.)

Its "simplicity" allows for it to work online against other players, and it also brings in a strategic element of what you should bring in before every fight and whether you should really swing at a given time(since the combat is slower and it takes more time to recover), while in the games you mentioned you have stuff like cancelers, you can adapt more and face everything with the default starting kit and its upgrades.

Don't get me wrong, I do believe Dark Souls is far too overrated, but that's more because of the "prepare to die so hard so hardcore" meme status it reached. Combat however is fine, it just needs to be more polished, but it doesn't need to compete with the others you mentioned.
Personally I enjoy Dragon Dogma's combat more because it also has a three dimensional element, jumping and climbing and stuff, but that also makes DD its own separate thing, it's a lot more "animeish" than DS's, and it wouldn't work as well in PvP scenarios. tl;dr apples and oranges
>>
This was a good idea.

https://my.mixtape.moe/ldlzgu.webm
>>
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Why does /agdg/ argue so much about engines but have so few games?
>>
>>187583551
Rude desu
>>
>>187583657
He's right though, you're a little on the creatively bankrupt side.
>>
>>187583641
Where is your game smart guy?
>>
>>187583636
that's pretty funny
>>
>>187582350
>Godot 3.0
>Crash and burn

holy kek who is this guy it was funny at first now it's just sad.

>Bullet physics
>Terrible

You don't actually dev at all, do you.
>>
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>>187583636
Pretty good.
>>
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>>187583821
>>187583983
Mission accomplished then. If I can surprise people and make them laugh with these guys, then I'm doing it right.
I have too much fun with monsters
>>
>>187583623
The best part of the Souls combat imo is the stamina bar.
limited moves and forced pauses makes everything deliberate and feel like you are really fighting and not just playing a rhythm game.
>>
I watched some videos on YouTube about game design and dark souls, and basically you're all dumb.
>>
>>187584560
I've watched AT LEAST 20 extra credits videos. Checkmate.
>>
>>187581716
personally I would store Time.deltaTime * LerpSpeed in a variable for clarity and that tiny performance boost since you're using it 7 times. you could also do
grayTimer += (gray ? 1 : -1) * Time.deltaTime.... etc
and do the boundary checks regardless of the gray bool. same with the rest. I learned that from visual studio/resharper suggestions.
>>
>>187573871
Olden pls go
>>
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>>187583641
I'm going to be a cunt and provoke more engine arguments right now.

Seriously though I'm playing out the UE4 vs Unity fight in my head and I can't fucking decide aaaaAAAAAAA.

I'm trying to make a small first-person-shooter-ish game.

UE4 has a tight as hell level editor but I'm extremely tempted to make levels in Blender anyway, even though that's not what it's for, just because subdivision surface + quick AF extrudes + all sorts of other shit.

Unity has C# as a scripting language which is good. UE4 sorta forces you to use blueprints which seem weird as hell and I resent being forced into something like visual programming, but on the other hand it's basically Wiremod from Garry's mod and I loved that.

Unity has a meme reputation as an engine for bad games but that's both good and bad because sticking it to idiots is valuable.

I guess I should just try to build something in both and see how that works out but knowing me I'll *still* be indecisive and just pine for an engine that has the best features of both.
>>
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Soon I'll get almost 5000$. It should be enough to fund a simple game or at least a kickstarter demo.

Too bad I have no idea what kind of game I should make.
>>
>>187584560
>>187584656
I've watched almost every extra credits video and I had already thought of a lot of the concepts presented in them. Checkmate.
but I didn't really put effort in to figuring out those concepts like in the videos and i haven't finished my game yet
>>
>>187573557
Looking forward is looking along the depth axis. Moving forward is decreasing the amount of space between you and the thing you are looking at. Ergo my argument makes no sense and I'm not sure where I was going with this.
>>
>>187584932
Godot 3.0
>>
>>187585231
DON'T ENCOURAGE ME
>>
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>>187584932
I would use UE4 by basis of the neat material editor being already part of the engine and not something you have to buy from the store. You only have to use blueprints if you don't know C++, but blueprints are great for "quick-prototyping" anyway, which is what you're aiming for, so I say go for it.

The most important part isn't the engine you're using, it's settling on an engine and finishing something with it. I've hooped through 4 different programming languages and 3 engines, and trust me it didn't do me any favors. In all this time I could've become extremely proficient with one language(and maybe even finished a game) instead of being a beginner in all of them and having shitty prototypes with no content.
>>
The goddamn dark souls mindset is a plague on the industry and all of humanity

it genuinely is

i love dark souls, it’s one of my favorite game series, but i hate the trend of indie devs being really difficult and badly designed and claiming it to be “inspired by dark souls!”

like, the whole appeal of dark souls is overcoming the difficulty by any means necessary. the game challenges you and you find new ways to get past the challenge. it’s hard but not impossible and anybody can do it if they get creative enough. dark souls is basically a big puzzle game, the puzzle being “how do i circumvent this difficult game design?”

the difficulty is part of the game’s atmosphere. it’s supposed to make the world feel dangerous and oppressive, so that when you make it past the danger you feel smart and capable. it’s about fostering a sense of accomplishment. one of the best trailers for Dark Souls has a compilation of players overcoming the game’s trials and the phrase “Prepare to Die” changing to phrases like “Prepare to Fight, Overcome, Struggle, Endure, LIVE”

but indie games co-opting dark souls whole schtick don’t understand that, they just think “hurrrhrhghghghghg chungo fungo funy hard game make me laugh” and fill their games with bullshit difficulty in order to artificially lengthen it

you aren’t supposed to finish a modern “indie roguelike” game, you’re supposed to die over and over again and keep playing the game indefinitely. they use the difficulty to make up for a lack of content. you can’t see that the game only has ten minutes worth of content if you can’t get past the first level after all!

dark souls games is designed to be finished. they have a shit-load of content, fun gameplay that makes you want to experience all of the content, and a challenging but fair difficulty that makes you feel accomplished when you overcome it.

that’s the difference.
>>
>>187564917
Everyone having the same pattern is boring as shit.
Lace for black, frills and ribbon for red, polka dots for blue.
>>
>>187560740
I jerked to that one Roll gif too many times. You know the one.
>>
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>>187584932
>I'm extremely tempted to make levels in Blender anyway
>>
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>>187585704
>dark souls is basically a big puzzle game, the puzzle being “how do i circumvent this difficult game design?"
This can be applied to every rewarding single player game that relies heavily on game mechanics.
You pretty much have 3 main ways to apply obstacles for the player: reactions/mechanical skill, luck/rng and figuring out the mechanics.
The last is usually the most rewarding of those three.
>>
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>>187584804
ah that's nifty thanks
>>
>>187585429
>I would use UE4 by basis of the neat material editor being already part of the engine and not something you have to buy from the store.
That is an EXTREMELY good point, dang

>You only have to use blueprints if you don't know C++
I know C++ but using C++ for things like defining what a potion does when you drink it feels fundamentally like a waste of time. Also the compile times spook me because of how enormous the thing you're linking against is (UE4).

>The most important part isn't the engine you're using, it's settling on an engine and finishing something with it. I've hooped through 4 different programming languages and 3 engines, and trust me it didn't do me any favors. In all this time I could've become extremely proficient with one language(and maybe even finished a game) instead of being a beginner in all of them and having shitty prototypes with no content.
That hits way too close to home, jesus. Stop describing my life.
>>
>>187585717
>polka dots for blue
That is a very interesting choice.
>>
>>187586113
>I know C++ but using C++ for things like defining what a potion does when you drink it feels fundamentally like a waste of time.
...forgot to explain why: I really don't want to care about how the memory for all of my data gets allocated or destroyed when I'm doing something so very far removed from being performance-critical or even performance-relevant.
>>
>>187585429
cinematic sammy is a bully >:(
>>
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>>187585892
are u not brave
>>
>>187586113
I recall some unreal shills saying something about a C# plugin/update, what happened with that?
>>
Question for any anons who are not emotionally guarded with women - do girls have something similar to the male existential dread of being a man-child?
>>
>>187587214
Even on 4chan there are better places to ask this question.
>>
>>187587214
Have you ever considered that this "existential dread of being a man-child" is a personal problem of yours and isn't shared among all males?
I got way better causes for existential dread than not feeling old enough, thank you very much.
>>
>>187587323
This. For example >>>/r9k/
>>
>>187587323
You don't ever consider your man-child status spending your 20s drawing cartoons and making computer games as a hobby?
>>
>>187587214
Most people get over it when they leave high school.
>>
>>187587458
Why would you care what the fuck some random faggots somewhere think about it if you're having fun and other people around you are having fun doing the same?
>>
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I don't know what I'm doing anymore.
>>
>>187587849
That would imply you ever knew
>>
>>187587214
Most women solve their existential dread by reproducing, and so can you.
>>
Okay the speed with which I got key bound to a raycast which prints out the name of the object it hit in Unreal Engine makes my dick ROCK HARD

This is actually good.
>>
>>187587458
I find it really difficult to consider a hobby that develops several useful skills a man-child hobby
>>
>>187571912
>without their knowledge
>clearly details it on their website
>>
>>187588512
thats basic babby shit bruh come back once youve made a game
>>
>>187588658
>thats basic babby shit bruh
I know m8, the point is that the basic babby shit took me literally like 3 minutes whereas I'm used to various versions of hell (including 3D engine dev from scratch in Rust, and Minecraft modding) where that is not the case.

That was not a statement of pride, that was a statement of "oh this engine is going to be some good shit isn't it?"
>>
>>187588658
Where's your finished game? Come back when you've made one.
>>
>>187589286
Google "The Witness".
>>
>>187588976
>where that is not the case.
yeah if you don't know basic matrix math
>>
>>187589286
Google "Cavern Kings"
>>
>>187589286
Google "Ape Escape"
>>
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>>187589341
This is videogame development general, boardgames not allowed
>>
>>187589286
Google "Grand Theft Auto V"
>>
>>187589286
Google "Paranormal Patrol".
>>
Google "Source Engine"
>>
Are there any decent Unity tutorials regarding basic graphics that's not a fucking video?
>>
Any know where to find Godot game githubs so I can just steal the code I need and won't have to write as much?
>>
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>>
>>187589748
>Godot
>games
Pick one
>>
>>187571912
>>187573037
>>187588572
This is something I've wondered about a lot in the past. If you make some sort of trojan virus and you distribute it under the guise of some other software that people would be interested in, but you put something along the lines of "This software will read and gather data from your system and your hardware and transmit said data to the sofware developers." in a ToU or EULA, would that make it legally okay?
I've been told that ToU or EULA or similiar things aren't really worth shit legally, since you're not actually signing anything so there's no way to determine which physical person actually pressed "I accept".
>>
>>187589986
Chances are most of you guys are using one such program right now. It's called Windows 10.
>>
>>187589286
Google "Cory in the House"
>>
>>187589986
There was once an april fools joke where a company changed their eula so that users would sign away their souls. You could probably get away with it.
>>
>>187589286
Google "Half Life 3"
>>
>>187589986
>This software will read and gather data from your system and your hardware and transmit said data to the software developers
Actually a lot of software does this, including firefox and chrome and so on. It's usually under some kind of "analytics" name, and the software tells you it's to "help make the software better".
>>
What's a good structure for storing levels on a grid?

I've been using an array of bytes, with the value being used in a Dictionary storing rooms. Minuscule memory loss with all the irrelevant bytes, but the game will be designed so that they'll never be evaluated; walls blocking the player, etc.
>>
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made a sprite.
>>
>>187544715
You've already strayed from perfect imitation; your own sprites, ui, etc. Plus, the proportions are all fucked, Zelda wasn't n.n tiles for shits and giggles.
>8x8 sprite blocks
>Link and the dungeon floor tiles are 2x2 blocks
If you ever played the damn game, you'd know.
>>
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>>187584058
Have some more edgelord with funky as fuck music
https://my.mixtape.moe/wmwkyq.webm
>>
>>187591806
those are great sound effects
>>
>>187591934
Shame I didn't make them, they're all rips from other SNES games.
I'm gonna look into making proper SNES style sound effects in the future though.
>>
Hey this is good!
>I didn't make it

AGDG in a nutshell.
>>
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>>187592261
Better to be honest rather than lie, and that dude making that dragon SHMUP got sprites made specifically for his game.
>>
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>>187592261
delet
>>
>>187591602
I might steal this and make a cute girl version out of it, I'm feeling lazy and can't be bothered to recreate the pose.
>>
How big should my player sprite be? How big should my tileset be? 64X64?
I don't know what sizes to pick.
>>
>>187593138
Look at a game you want to replicate and use its size. Different tile sizes have very different looks to them.
>>
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>>187592996
>>
>>187593291
Mega Man X?
>>
How do I port graphicsgale to the iPad.
>>
>>187547048
If anything, it depends if you have a reference. I think that anybody can follow a reference and while it may take some time, you are going to get it done. What I have problem with is creating my own references.
>>
I don't think I have anything else to add so I might as well post it now instead of sitting on it until Demo Day.
https://squaredev.itch.io/cross-square-v05

I doubt anyone cares about this but heh.
>>
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>>187587904
How do I dev without knowing what im doing?
>>
>>187594207
Do what you've been doing for the last year and a half.
>>
>>187593138
for a pixel game, 16x16 and 32x32 are the standard, 64x64 should be reserved for a character if needed
>>
>>187594070
I like your game. It could be nice if it was mobile and you could play with 2 player on the same device. I remember when I was a child I always played game like this in the car or in the bus.
You might need to change some things tho
>>
Is there a way to know if someone made their assets using, hypothetically speaking, pirated softwares?
>>
>>187595468
Yes.
>>
>>187595468
I've heard some programs hide some kind of identifying information in the file, but you can never know for sure.
>>
>>187547394
what engine is that?
>>
What's the name for the game developer's equivalent of "writer's block"?
>>
>>187595743
nodev
>>
>>187547691
>>187551917
this dude looks exactly like Chris Redfield
>>
>>187595468
I have reported your ip to the GMS and RPGMaker staff. Enjoy your prison sentence.
>>
>>187596219
So rude, I got GMS in a humble bundle. I paid a whole $1.00 for it.
>>
>>187595468
they could but big companies dont really care about small fish like you
>>
>>187566212
What are mixels?
>>
>>187595468
Yes there is, but as long as you don't finish and release your game it won't hurt you at all.

If you actually release you should run all your textures and 3D models through GIMP and Blender just to get legal metadata into it ;)
>>
>>187595468
If you make it big just buy the software
>>
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>>187597759
>>
>>187598210
>try to explain shit about pixel-perfect graphics
>make zoom in parts using algorithm with blur
someone fix this already
>>
>>187598210
nice fixels
>>
redpill me on cocos2d-x
>>
Why is basing time off of frames bad compared to basing it off of delta time?
>>
>>187599197
Google it
>>
>>187599197
w/o deltatime game speed is based on fps
>>
>>187599197
144Hz monitor guys and people playing on potatoes at 30fps are gonna be real mad about your game.
>>
>>187599197
Performance affects game speed. More ok for console games at locked frame rates than indie devving a steam release.
>>
>>187599197
you can only make dem coils sing when fps is unlocked
>>
>>187584932
UE4 is light years ahead of Unity when it comes to FPS games dude, there's no question about this.
>>
>>187575490
Tell me about game genres. Why do devs make their own games? Since most videogame genres have standard mechanics, wouldn't there just be one standard engine for each genre that everyone would use?
>>
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Encountered a weird bug while trying to record a gif.

But nevertheless, holy crap, i should've put up some movement targets sooner, they really help you see where the movement is lacking in precision.
>>
>>
>>187600058
You're killing me with these animations, man. They're so good.
>>
>>187579378
This. Unity is the only way to make a game. And all you have to do is buy assets for all of the missing features and unfixed bugs!
>>
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Give me fucking pathfinding ideas besides A* and the mainstream ones
>>
>>187600612
Give me a reason first.
>>
>>187600726
There is no real reason for anything, you have to make it yourself or it doesn't exist.
>>
>>187577524
Face and body doesn't seem to be from the same... Huh... body
>>
>>187600612
find the longest path possible

only diagonally first, don't line up the x or y until you're next to the target

intercept the target by calculating its movement and targeting the tile it will be in by the time you reach it
>>
>>187554834
Oh, I never thought about using dot product for that.
It's probably just the way it handles collisions though, since it seems to work better if I make its hurtbox longer along the X axis. But it still glitches out.
Since it overlaps and doesn't properly collide, I think the projectile might be going past the surface it's hitting, in which case it leads to the shield effect being in the opposite direction.

>>187584932
A basic small scope FPS in UE4 would take barely more than a month if you've got everything planned.
Mechanics wise, UE4 has a good, modular character controller, screen shake, damage dealing built in. The built in pathfinding is decent, only nav links pose an issue.
The only thing you'll need to implement is object pooling if you plan on having a decent amount of projectiles.
Also use BSPs for blocking out the gameplay geometry and then modify it in Blender to add details. Importing/Exporting just takes too much time when you're dealing with small adjustments.
Blueprints will be fine for gameplay tasks like shooting, damage, adding weapons/ammo and so on. The place where they fall short and start to become a mess are when you start doing complex tasks. They're slower than code however.
>>
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been a while, worked on AI and stealth gameplay
https://youtu.be/VmzCR2ocUgY
>>187600612
fire sensor bullets?
>>
>>187599425
>>187599443
>>187599516
So it's more of an issue of an unlocked, variable frame rate?
So if a game is locked at 60 would that be fine?
I'm not saying I want to do it, I just want to know why I shouldn't.
>>
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New weapon, you get it by combining the grenade and energy buster. It has a half second delay between targeting an area and the beam hitting and it hits hard.
Need to add a pre-fire red beam, I think.
>>
>>187601112
Syria simulator?
>>
>>187601220
there will be a ton of people who will try to play your game on their microwave-tier computers in their suburban slums in brazil
potatoes remain a problem
>>
>>187601112
>>fire sensor bullets?
u wot m8
>>
>>187601220
Locking a game at 60fps doesn't mean the game will always run at 60fps.
If you do that, the game is simply half as slow if the player can only run it at 30fps, because the game's update is tied to the framerate.
>>
>>187601220
Yes, not using delta time will only be an issue if FPS is changing. That is, if framerate is unlocked or user's machine is too weak to handle the game or you want to change FPS while developing - you'll have to change everything that's based on previous FPS. Also, people *will* complain if FPS is locked.
>>
>>187601220
Like I said, people that want to play your game at rates higher than 60 aren't going to be happy with just that, they paid big money for those monitors.
And if your game isn't lightweight enough to maintain those 60 frames on every machine it's going to look and feel jank as fuck when framerate dips.
The only reason to lock it if some system in your game absolutely NEEDS consistent timestep (like rhythm or fighting game)
>>
>>187601089
>complex tasks
Like?
>>
>>187601456
>caring about a bunch of BBBBBRRRRRRRs who will never pay you a cent for your game
>>
>>187601478
create an object that fires from the character in the direction it's going

if it collides with something then have the character turn and fire another sensor bullet

if that doesn't connect with anything go forwards, otherwise turn and fire again
>>
>>187601254
Hey man, the games progressing nicely!
>>
>>187601707
it becomes a problem when said huehues start uploading youtube videos of your game running in glorious 12 fps, at fifth of the speed it should run
>>
>>187601254
That looks awesome
>>
>>187601785
interesting
>>
>>187601847
this is how videogames have worked since forever

why do you think enemies don't just shoot the player through walls
>>
>>187601821
touché
>>
>>187598210
how do you do movement without creatinng rixels? If the sprite moves at 60fps it is bound to not conform to the grid
>>
>>187601959
Fuck me if I know, the games I play do it with hitscan
>>
>>187601220
There's no reason to not use delta time other than to be contrarian. Console devs don't bother because they're optimising the game for one specific console and don't want to use delta time calculations so they can squeeze every drop of performance out of the machine.
You aren't a high performance console dev, so seriously just use delta time.
>>
>>187602114
Render at actual resolution your sprites are in.
>>
>>187600058
I'm a scatman!
Ski-Ba-Bop-Ba-Dop-Bop
>>
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>>187601627
Pathfinding is the first example that comes to mind but usually you won't need it. Menus with a lot of sliders are another issue apparently. RPG stats/leveling up could also get messy but it's still manageable.

Picture unrelated it's just a Mecha in a blue tutu.
>>
>>187602163
it's the same principle

check if the way is clear using hitscan or a sensor projectile
>>
>>187601808
>>187601842
Thanks heaps! I'll agree that it's progressing nicely when I have a proper level, though.
>>
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Improved the selection behavior, now it's not conflicting with the dragging behavior, i can finally start working on units now
I am extremely slow since i heavily test anything i add for memory leaks and bugs
>>
>>187602235
>There's no reason to not use delta time other than to be contrarian
If you implement a fixed timestep you don't even have to think about delta time
>>
>>187601254
Looking really fun.
>>
What's the easiest way to upload a construct 2 game? Where can I upload it to? DropBox and Drive don't allow it anymore so I'm stuck.
>>
suggest me a good name for a dev
>>
>>187602658
nodev
>>
>>187602625
itch.io
>>
>>187602658
nodev
>>
>>187602658
nopicodev
>>
>>187602741
the only way you can be nodev and yesdev at the same time
>>
>>187600058
Don't change anything in this wall running animation my man it's
P E R F EC T
E
R
F
E
C
T
>>
>>187602658
The Human Holocaust
>>
>>187602924
That name is trademarked by Ben Garrison
>>
>>187602658
vedon
>>
>>187602658
"Your game's name" plus dev is so yesteryear and faux humility.

Call yourself something stupid. Keyboard, Hipflask, Assmuncher.
>>
>>187602658
Your real name, if you have the balls.
>>
>>187602787
I'm getting the Construct 2 splash screen whenever it loads. I can't play the game.
>>
>>187603302
The moment people start tripping as JohnathonFuckface!!cUn7suck3r is the day general doesn't really go to hell anymore than it already is, but it'd be annoying.
>>
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When should I move on from my first game™?
>>
>>187603467
When you've hit the MVP, made it shippable, and implemented a few extra features you wanted.

Even if it's just a hobby, and it is, it's good to treat it like a real project.
>>
>>187603467
Is it an actual game? Can you lose?
>>
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Redesigning the level that teaches the player how puzzle cubes work
I have to show that 1) You can push and pull them, 2) they are effected by moving platforms and elevators like boku 3) They kill enemies of the same color and 4) You can drop them from higher heights/tiles to lower tiles just like boku
>>
>>187603467
Stealing this for later if your project goes dead.
>>
>>187603567
After I implement win conditions you can lose by not winning :^)
>>
>>187603623
>if
You're too kind.
>>
Has anyone submitted their game to Nintendo to try and get a Switch developer kit? How long did it take to get a response, or did they respond at all?
>>
>>187603467
Either once it's finished, once your code has become so bad it's unmanageable, or once you find out that the idea you had might not be as fun as you thought it would be
>>
>>187603727
I believe in you, anon. I believe in everyone here.
In my eyes, whoever devs, wins, because they learn things.
>>
>>187603467
When it's fun and playable and in a releasable state, maybe not as a paid game but as a respectable game none the less or when you've learned what you set out to learn from it.
I don't know what you do for a living or what you study or whatever but a polished and playable game will look good in a portfolio or on a CV if you do anything even remotely related to game design, it says you're self-motivated to finish tasks and a capable individual.
>>
>"out of video memory trying to allocate a texture![...] Exiting..."
Who the hell thought it was a good idea to "exit" as soon as that happens instead of issuing a warning before it happens.
>>
>>187603389
I was talking about a dev name, not a trip. He only asked for a name, I assumed he was looking for something like 'Notch' to use on social media. But I see your point regarding trips.
>>
>>187604107
It was a good idea
For them
Because it's easier to implement
>>
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Some tweaking of the pacman-inspired algorithm, as I promised yesterday.

Slightly related to that (I think) is webm related. Look how beautifully and effortlessly the pink monster goes through the "tunnel". It's great when things just "emerge" out of the lower level stuff, like this functionality here. This makes me happy.
>>
>>187604107
what engine? you can easily check video memory before allocating the texture and render a placeholder instead
>>
>Get home to dev
>Win 10 update still on 2% 2 hours in.

Fuck you Microsoft.
>>
>>187604262
i like your tenacity on using pygame, keep it up
>>
>>187604408
>Win 10
You deserve to never be able to use your computer again.
>>
>>187604408
>updating winblows ever
>>
>>187604448
Thank you, anon, I appreciate it very much!
>>
>>187602658
Nutch
>>
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>>187604493
>New processors don't support WIN7
>>
>>187604408
You have auto updates on and you think you can dev?
>>
>>187605167
>security updates are bad
>le ransomware faic
>>
>>187604408
Linux can update while I dev
>>
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Mild progress. I found a way to fix the shield being backwards sometimes.
I didn't actually touch the collision I just offset the projectile's position by its forward vector, scaled by -100 when getting the rotation from the actor to the projectile. This way it ensures it is always rotated to face the direction it was hit.
I think with that done, I'm almost finished with the shield effect (at least for Demo Day), I just need to add an animation for it.
>>
>>187605675
are there even any engines usable in linux other than godot
>>
>>187605805
Most of them
>>
>>187605805
BGE
>>
why do game devs not charge for updates? will they rather go bankrupt than pissing of whiney ((((customers)))
>>
>>187606014
They do sometimes
>>
>>187606014
Why not charge $200 for your game :)
>>
>>187605863
ue4
>have to build it yourself
>abandoned and outdated
unity
>"experimental" aka abandoned and outdated
>>
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Made a new enemy type. You think this might be a bit much?
>>
>>187606168
You're locked to rows but the enemies can shoot in any direction? Sounds annoying.
>>
UDK is the superior engine
>>
>>187606168
is this a guitar hero 2hu game?
>>
Haxe for loops are really weird.
>>
>>187606014
>>187606047
>>187606067

Just thinking, if Early Access devs would start price at maybe $5 and then charge 10-20 cent for each update. This way you could make sure they are motivated to make updates. Now it's $15 for an early access game and devs lose complete motivation after release, because updates are basically unpaid work.
Maybe I'm wrong and have no clue, but at this point I completely gave up on early access. It's like a graveyard of unfinished of video games.
>>
>>187606014
that's called DLC and "ultimate edition"
>>
>>187606168
it's literally impossible to avoid those bullets
>>
>>187606168
Don't have unavoidable damage in your game ever.

Apart from that, fine.
>>
>>187606321
Sick and tired of these snowflake languages that have to change the loop syntax
The correct syntax is "for (i = 0; i < length; i++)"
Deviations are heretical
>>
>>187606543
How about you're motivated to finish and update the game because you're committed to your work. Updates might be "unpaid work" but that's kinda the trade off from doing a job like flipping burgers or shoveling shit in a stable.
>>
>>187606543
DLCs are paid updates
Expansions are paid updates
In-game stores are paid updates
>>
>>187605675
Linux can't make a backup of itself while it is running. If the update process fucks up, you are done for, while Windows rolls back.
>>
>>187606716
So, you release an early access game. Work 3 years on it. Sales are declining. You're running out of money. And suddenly you haven't worked on a new game for 3 years, only on updates for your early access game. Now you're done, back to 9/5. At least that's what I think being an early access dev looks like.
>>
>>187606543
The money you will get from new players buying your constantly updated game is far more than the shit you will get nickle and diming your few disgruntled players.
You're bad at business.
>>
>>187606543
generally there is a huge jump in sales on the "full" release of any game though
if they give up the dev is just stupid or shitty
>>
>>187606861
>>187606885
Ok, I understand. Valid arguments.
>>
>>187606014
>why do game devs not charge for updates?
It's called DLC and season pass.

>>187606543
Because the point of early access is to get a finished game, while having the chance to give an input to it's development. What you suggest would actually result in even more games being in early access, because there is now an incentive to work as slow as possible.

If you really want to be paid per update, just like make a patreon. You can set price per month or per update.
>>
>>187606835
Early access main idea is to get the community input into your game, not actually fund it. If you want to fund it then you should do a kickstarter.
>>
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how to texture character in blender?
>>
>>187606543
Then it becomes like Patreon where people are actually incentivised to never finish a game
>>
>>187607147
http://lmgtfy.com/?q=how+to+texture+character+in+blender%3F
>>
>>187607147
Here, watch a tutorial. There is no quick answer, you need to watch and do it until you get it.

https://www.youtube.com/watch?v=JYBPXTful2g
>>
>>187606803
If the update process fucks up you won't have a problem until you reboot the computer, which means it won't interrupt your game development session. Afterwards you can roll back to an older kernel.
>>
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>unironically using linux for a personal computer
>>
>>187607425
Give me the money and I will buy windows
>>
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>>187607147
Edit Mode.
Select Edges.
Mark Seam.
U > Unwrap
Switch to UV Editing mode.
Export UV map.
Realise you fucked up the UV map.
Mark Seam.
Nothing Changes. Try again.
It's worse this time goddammit.
Half the object is in 1/20th of the fucking map how'd you fuck up this hard.
Just go back to the first map. Accept you're just a fuckup.
Open up the photo manip or painting program of your choice.
Using layers, texture the image.
In UV editor, import using Open.
Your mother was right. This was a mistake. It doesn't even match up. Fucking worthless.
Open Materials, new material.
New texture, apply UV edited map and set to UV coordinates.
Close the program.
Drink the shame away.

Simple!
>>
>>187607478
You can buy a key for like $15.
>>
>>187606543
Try to apply for a job at EA, dude
>>
>>187600058
You can fix the coin glow by making the coin material translucent and then make the mesh the last emitter in your particle system.
>>
>>187606543
this is such a bad a idea, adn you are the cancer killing the game industry
>>
>>187607579
OEM? I think it's against the license terms to use those keys on your own computer
>>
>>187606835
i don't think you understand the point of early access
>>
>>187574410
Redpill me on those.
>>
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>>187607517
ok im at the step
>Realise you fucked up the UV map.
>>
>>187608082
Huge fees if you win.
>>
>>187576049
So UE has a royalty free licence?

That would be a good reason to switch to it. I rather pay some thousands than lose some income every year.
>>
>>187608235
>Not just auto-generating it

But why anon
>>
>>187607717
If i make the coin translucent i'll lose the normal map and the metalness/rougness stuff. I'd rather find some hacky way to do it than lose the shine.
>>
How much experience would you need to join a GameJam?
I want to do one as a programmer and work in a team but I don't know how good I have to be.
>>
>>187608449
Only the basics. The purpose of jams is exactly to build experience.
>>
>>187608449
Good enough to make a game.

So most people here are severely unqualified.
>>
>>187608449
Can you make pong? Then you're good enough
>>
where is the neural interface. I'm tired of typing all this out.
>>
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Got my random array working. Thanks to the anon with the list suggestion.

I logged my last method of doing it and it had to generate 34 random numbers to fill an array with 10 unique numbers in a range.
>>
>>187608449
good enough to make arcade games, or at least one screen games
>>
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>>187608416
okay i tried auto generating and it is much better but also still kind of crazy

if i just want to paint solid colors on each face and then slap a texture on the characters head at runtime is there a better way?
>>
>>187608679
I mean, I use texture paint which allows you to paint right onto the faces in 3D view, and this has worked swimmingly for me so far. If you want UVs that make complete sense to you I'm afraid the only way I know of is the select-seam-then-unwrap method.
>>
>>187608679
There's vertex paint.

Or, anything that's a solid colour only has to be a tiny spot on that map, and they can overlap and you make a tiny square in that colour that covers all of them. then most of your uv can be taken up by the face.
>>
>>187582350
>Because Bullet is awful.
https://www.youtube.com/watch?v=Z23SvOwwyJ0

You can also blame PhysX for 90% of the problems in KSP.
>>
>>187608679
you could do what the guy that makes good ps1 era graphics? does:
1. Create a texture with stuff you want in your model (ie. eyes, nose, mouth, dress frills or w/e)
2. model and set the model edges/vertex on the texture in the way it you want it to look in the 3d view

I've always found smart uv to be terrible but i'm probably the terrible one
>>
>>187609085
I wish Unreal would implement bullet..
>>
>>187609085
Will unity always use Physx, are they doing anything about it? What does UE4 use?
>>
>>187609506
They will probably keep using it since it's the fastest and most "advanced" physics around, UE4 uses it too plus a bunch of other 3D engines and Autodesk.
I think it's kinda funny that a free physics engine is better than one backed by a huge corp with hundreds of devs but maybe I'm missing something, I'm no physics pro.
>>
>>187609085
Is it actually PhysX or just Unity being Unity?

I've been fine with UE4 physics so far, though I haven't tried anything fancy
>>
>>187610051
Unity wraps the PhysX API around its own abstraction but the physics themselves should be the same, it just seems to take a lot of shortcuts for the sake of performance making the accuracy suffer.
>>
>>187572108

It's a hang glider you mong.
>>
>>187541664
If it's a "so bad it's good" meme game then yes.
>>
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>If it's a "so bad it's good" meme game then yes
>>
>>187610934
Well to be fair it looks more like some kind of japanese comedy animation than meme-tier.
>>
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Working on adding ladders to Bokube.
>>
>>187610934
show some more art and then i'll judge
>>
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>>187610934
>>187541664
I think it would look unironically good if you fixed the jaggies and what looks like jpg artifacts, make it smoother or pixelier.
>>
Is it possible to rig and animate a mesh in Blender and then use this in Unity? or do I need any special pug-in for this or something?
>>
>>187611072
Wow thanks for the progress post 3Dboy
>>
>>187611072
>willneverbefinished.gif
>>
>>187611190
yes
>>
>>187611190
https://docs.unity3d.com/Manual/AnimationsImport.html
>>
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wew lad this took longer to do than I expected
works well tho
>>
>>187611072
>game already has walkable wall tiles
>pretends he's adding new content with ladders which are just walkable wall tiles with a different mesh
>>
>>187611506
STOP BULLY ING BOKUBE
>>
>>187611610
maybe he needs to stop acting like a little bitch
>>
>>187609085
it would be interesting to run those two tests with the profiler open and see how much they chug from the computer's resources, it's a pretty pointless comparison otherwise, as most games don't require really advanced/detailed physics.
>>
>>187611838
It'd still be nice to have the option to trade performance for better physics if your game needs it.
>>
>>187612027
iirc you can decide some things

You can decide if a rigidbody is kinematic or dynamic, or if you want a more accurate collision detection for certain objects (to avoid fast moving objects from clipping thro planes) for example.
>>
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>>187535432
looks like all of my vertices are assigned to both my uv maps
is there a way to fix this? it looks like there is no unfuck yourself button
>>
How can I get paid to make a horrible game like Bokuauboo?
>>
>>187613158
Bokube isn't bad if you like puzzles.
>>
>>187613212
what puzzles? seriously asking
>>
how do i get started making music? do i need to buy one of those midi keyboards?
>>
>>187613279
you have to figure out where enemies' hitboxes end because they are moving off the grid
>>
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>>187560740
I actually found the other day an entire game of pixel art porn.

http://monstergirlunlimited.net/forum/viewtopic.php?f=85&t=5121

If it's works really depends on the person.
>>
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Questions for 3D modelers
I've heard that sculpting is great for making characters and organic stuff in general... but I'm deeply interested in low poly stuff.

Can you sculpt things and then decrease their poly count or is it hard/not worthy?

And does any sculpted models end up in a final game or they are just design models?
>>
>>187613312
you don't need to buy anything, that's all I'll say.
>>
>>187613786
You can reduce a sculpt to a low poly model but it won't look as intended. Good low poly models have the polygons placed in a specific way to emphasize form. A reduced sculpt will give you an average, blob-like form and probably won't look very good.

And sculpted models are generally remodeled (called retopologizing) into lower poly models and their high poly details baked onto the lower poly models through normal maps.
>>
>>187613786
sculpting can help with low poly stuff but in the end you're going to retopo/remove detail to get that low poly look

it really depends what kind of look you're going for, stuff like pic related can just be box modeled
>>
>>187613786
You are better off learning box modelling. Don't fall for the "box modelling is an antiquated skill" meme.
>>
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i just had a revolutionary tower defense idea

instead of just boring upgrades, after every upgrade you will be able to choose a tower specific perk

i dont think any other tower defenses have this unique mechanism
>>
>>187606319
No. More like Tempest.

>>187606658
>>187606660
I'll make some tweaks.
>>
>>187612027
You do have it though, nobody forces you to use PhysX, it's just the default. Bullet is a free asset in the store.
>>
If I wanted to move platforms in Unity, would I make a public transform and put the platform prefab there, then use tags to distinguish the type of movement? Or individually add specific transforms.
>>
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guys i made this wobbly arrow line showing the movement path and im really proud of myself
>>
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Tower defense but for towers to fire you need to play rhythm game.
>>
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>>187615229
Gemcraft isn't what you say, but it allows you to create towers with as many effects as you want to... in return of having lower efficiency than pure gems.
>>
>>187615229
didnt that one bubble tanks tower defense have that kinda
>>
>>187617075
Reek was already here
>>187588658
>>187589341
>>187589373
>>187589442
>>187589547
>>187589556
>>187589605
>>187589792
>>
>>187605675
>Linux
>>
>>187616948
that looks good,anon
i am happy for you
>>
>>187617063
I think thats exactly Gemcraft's problem. Do you really wanna read through 20 different effects?
If you have like 3-4 different perks for each level its way more simple and relaxing yet you still have depth
>>
>>187617052
That could work, but if you put tower placement on the same time as rhythm then it would be annoying.
>>
>>187617421
>Do you really wanna read through 20 different effects?
You aren't really supposed to combine all 9 colors. Well you can, but each combination you get less 'True Colors' bonus.

A correct gem would be, funnily, 3 colors. Like a little of red (chain), yellow (critical) and black (bumps with kills).
>>
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>>187485961
----[ Recap ]----
Game: Frog Fight Club (Temp Name)
Dev: yamasakai
Tools: Unity, Blender, PS
Web: twitter.com/yamasakai | gloomgrooveundernight.tumblr.com
Progress:
+ Implemented a state machine for enemies behaviors
+ Just need to start writing and give enemies their respective behaviors
+ redesigned, 2 enemy
>>
>>187617859
>this is why reek is always freaking out about "danny"
I get it now.
>>
What kind of 3D game could I make if I can't lock the pointer (therefore no FPS) and I can't make 3D models?
>>
>>187615229
because that won't be a complete nightmare to balance without making a singular path of upgrades the only way to beat a level
>>
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Free idea right here:
You get a set amount of points to build your dungeon and your hero.

By conquering other dungeons you get more points to develope the dungeon and upgrade your hero. If your dungeon gets conquered it's game over. Every dungeon gives 30% of the points spent in its construction to the player that captures it, while matchmaking, the list of available dungeons to conquer, is based on the total points spent on both the dungeon and the hero, you can't just overupgrade your hero to conquer all. If the hero dies, you lose the points spent on him, but you can get another.

Dungeon creation plays as base building, dungeon invasion as roguelike/dungeon crawler.
>>
>SUPERHOT
>memepoly graphics
>AI manager from asset store
>Filters from asset store
>the only code written by it's creator is literally if (player.is_moving()) ; update()
>24.99$
>sold like hot fire for (((original gameplay)))
gamedev is sure hard
>>
>>187617052
the only way that would work is you need to block the player from building and upgrading if enemies on screen, which is bad for a tower defense
>>
>>187618764
you seem upset.

Bet you can't even make a SUPERHOT rip-off.
>>
>>187615229
realm defense has this.
>>
>>187618764
It's Unity's fault you can't make a game.
>>
>>187618965
Not him, but I can see a way of this working:

Divide the game into two phases: building and fighting. When fighting building is disabled, so the player can focus on the rhythm combat.

A game like this would require epic music through. Like Crypt of Necrodancer:

https://www.youtube.com/watch?v=iPe3LT37h-Y
>>
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>>187618764
>>
>>187618498
Horrible balance, also the basis for mobile tower defence games.
>>
>>187619325
now you get it.
imagine the troll creature who threw coffee on alex jones the other week if he were on a keyboard growling about everyone else making games when he can't
>>
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is making lewd games on patreon a good business model?

my idea is:
> free game (with link to patreon) every 2 weeks (basically a cocktease)
> patreons get special download with the more lewd scenes and such
> use unity assets and pay voice actors
> gameplay is just making story/dialogue/lewd decisions
>>
>>187618764
>if (player.is_moving()) ; update()
the fuck is this shit
>>
>>187619542
>use unity assets
Nobody's gotta jerk to that
Hire artists instead of voice actors if you got money
>>
>>187618965
in sanctum building and fighting phases were divided, it's fine
>>
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>>187611072
But he can already move vertically... What the fuck are you even doing anymore?
>>
>>187618764
> sold because original gameplay

https://superhotgame.com/#team

more like a full pro team, marketing professionals and a prototype that went viral desu
>>
>>187613786
Usually sculpted models aren't the ones you use in game, you just bake the small details into normal/bump maps and retopo to decrease the polycount.
There's no reason you can't combine low poly and normalmaps. Theonian showed a model he made where some low silverware with bump maps. It looked good.

>>187619542
Porn games only work with a consistant and more or less unique artstyle.
>>
>>187618498
nice mighty quest for epic loot clone
>>
>>187619921
Maybe there are slippery walls it can't climb, and needs to use ladders?
>>
Heard about that indie game, Darkwood, that uploaded the game to piratebay to avoid steam key reselling?
>>
>>187620070
I mean, your game is going to end up on torrent sites anyway, you might as well get some good PR out of it.
>>
>>187620070
That's like the 20th indie dev that did that.

Who cares my dude?
>>
>>187619976
Maybe Boku needs to read this, he's hit a wall atm
>>
>>187619926
>pro team
this pro team couldn't even make a game longer than 2hours, this game is can be perfectly 1MA made
>>
>>187611072
Your game is coasting entirely on it's looks at this point. You're giving infinite traversal methods to your environmental puzzle game. This means you're going to annoy the fuck out of the player by constantly setting them up against things that they have already conquered through various easy cheap methods like ladders, dashing, "magical tiles", jumping etc. So everytime you artificially challenge them by not handing them any of your dozens of gimmes it will just make them wonder "why can't I just ____ because that's what I did in the other level".

I know you're not listening though, you just call everyone who gives you feedback in agdg a "nodev", begging the question why the fuck you even post here.
>>
>>187619542
your stuff needs to be fappable before anything
>>
>>187619542
>special download
Why not do like Fenoxo or Maverick and just give patrons acess to the latest release first?
>>
>>187619926
That's most likely their current team and not the team that made the original.
In UE4 the gimmick is super simple to replicate, you just need to set time dilation to velocity divided by a treshold, clamped between min time dilation and max time dilation.
>>
>>187619940
>low poly and normalmaps
It is the best. Especially if you do it right.
>>
>>187620070
people who buy from resellers do it not because they can't find it on torrents for free, and it would end up there anyway.
the only thing devs achieved by uploading it there is publicity and a chance to publicly ask people not to buy keys from resellers.
>>
>>187620470
It's simple to replicate it in any engine that supports timescaling aka all of them, it wasn't popular because it was technically impressive but because the gimmick was fairly unique and the aesthetic was cool.
>>
>>187619958
Just googled that, why is the game dead?
>>
>>187620615
Why not just don't sell keys to resellers? I fail to understand a problem.
>>
>>187620696
Ubisoft being jews.
>>
>>187620863
Resellers steal or buy keys from humbles, or so I think.
>>
>>187620432
i havent done much research yet

know any others i can google?
>>
>>187621082
They mostly buy them from areas with lower prices and then resell them with a cut.
There have been cases where someone tried to make their own eshop without proper precautions and get burned by stolen credit cards/chargebacks and the guy abusing their shitty eshop sold the keys on G2A.
This is why there is a "resellers sell stolen keys" meme.
>>
>>187620863
Because publishers want to sell the same game for Russians and Indians for half the price because they get more money that way.
Fuck you if you're not in one of these regions.
>>
>>187621896
I mean, I'll take more expensive games if it means I don't have to live in literal shitholes.
>>
if i make a perfect clone of a comercial game (with original graphics and music) and release it for free can they sue me? does copyright only cover art and music or does it also cover game mechanics?
>>
>>187621896
Doesn't Steam have regional locks? You can sell russian-only keys that only can be activated in Russia afaik.
>>
>>187621984
They can only sue you if they patented the game, but this is rare. Tetris was patented yet there are tons of clones around
>>
>>187621980
>posted from his moms basement in buttfuck arkansas.
>>
>>187621350
I will give you the guys I follow:

https://www.patreon.com/user?u=121401
https://www.patreon.com/maverik
https://www.patreon.com/freecitiesdev

You can otherwise just search 'Adult games' on Patreon.
>>
>>187621984
Not really. It would be almost impossible to prove a case and also it's pretty hard to patent a gameplay.
>>
>>187620863
Most of the complaining I've seen is from developers who sell steam keys externally.

Criminals use stolen cards to buy keys, sell the keys to G2A, the payment gets charged back by the legit owner, developer has no key and zero/negative money because of fees.
>>
>>187621562
This is hardly related to Steam. I still fail to understand how you can get your steam keys get stolen if you don't give them away and don't sell for dirt price yourself.
>>
>>187622623
You can't.
>>
>>187547048
don't do it just kys
>>
>>187622623
>>187622586
>>
>>187616948
nice
>>
>>187577524
holy shit just erase that shit now
>>
You guys think makehuman models would make good reference or are they not accurate/high-quality enough?
>>
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>>187485961
----[ Recap ]----
Game: Arrowpit
Dev: Phantomcorps
Tools: Game maker, Aseprite, Pulse boy, Sfrx
Web: https://phantomcorps.itch.io/
Progress:
+ character sprites WIP
+ boss attack mechanic OK
+ HUD mechanic OK
- Issue with the random generation of rooms
- Gotta remake room sprites
>>
>>187577524
This is why Epic requires you to ask before using the UE4 logo.
>>
I'm trying to make a spaghetti-western metroidvania in godot, but I can't figure out how to make a working map, do i just need to make another scene for the map use the instance function so that i can track the player position having it as one of his nodes in the gameplay scene? Or maybe its better if I put the character in his own scene use it as an instance
>>
What kind of sprite creator do you recommend for someone working on a 2D project in Unity?
>>
Do I uninstall Unity before upgrading to the new 2017 version or how does this work? Their update system seems so dumb.
>>
>>187624761
Are you really that retarded?
>>
>>187624761
I usually make my sprites with graph paper and crayons.
>>
>>187624883
It will uninstall the old one for you.

If you want to keep both on your machine, rename the old install directory from "Unity" to "Unity Version 5.whateveer", and then install the new version into the default directory.
>>
>>187617302
>all linux is gentoo
>>
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>>187624910
>are you really that retarded?

Man, you must be a professional game developer to criticize other people's work that easily! How many games have you made?
>>
>>187625339
OK. Thanks anon.
>>
>>187556207
comfy and nice
>>
>>187577524
I don't get why your models can look so off when the concept art looked decent/good.
>>
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>>187485961
More sidetracking progress....

----[ Recap ]----
Game: Tentacle Massage
Dev: Unknown
Tools: Unity 3D, Oculus Rift
Web: https://gamejolt.com/games/TentacleMassage/279411
Progress:
+ Adding pixelated shader covering up naughty parts. Somehow this makes the game look even more lewd.
>>
>>187626326
pick one or more:
>unskilled at modelling
>unskilled at texturing
>shit default lighting
>shit default background
>colors are off from concept because of lighting and maybe a linear / gamma color mixup
>>
>>187626326
3D is harder than 2D
>>
>>187626326
Looks like he put zero effort into materials. Modern games cannot look good without materials.
>>
hey guys, just made a progress update video for my game dev sim game I'm making:
https://www.youtube.com/watch?v=9Zo1lHhtLsc

in this video I talk about the addition of rain, various visual improvements as well as new gameplay mechanics & improvements to existing ones

it's kind of long'ish, so if you have time & patience for it - give it a watch
>>
>>187626757
Well, in this case those models could look decent either unlit or celshaded. It's the middle ground of a default pbr material that looks shit.
>>
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>>187626821
>august forf
>>
>>187627275
this happens every single time I post here
>tfw weird-ass lithuanian-russian english accent
>>
>>187626461
Tentacles on male ? Now that's niche.

>>187626608
3D from reference is easy, it's almost the same as tracing except you have to connect the different references between each other. Construction methods require you to project 3D shapes, which is almost the same as box modelling. I don't see how a decent artist can have trouble with 3D.

>>187626547
>>187626757
I agree with the shading part, but if you look at the two girls's heads, they're obviously far too big, they're as tall as their whole torso. Which doesn't conform to the same style as the dude which has a head the size of about the same size as half the torso (rough estimations)
>>
>>187623601
If the answer to this isn't obvious to you, you need to buy an anatomy book and study it instead.
>>
>>187627613
>3D from reference is easy
Post your 3D model
>>
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>>187626821
nice.
post progress here, instead of linking to it, bby.
you'll probably get more replies and ppl will remember you better.
>>
>>187628097
I'll try, I'm just used to making long videos where I talk about what I've been changing as of late
it's sort of like one big discharge of "hey, this was changed and also this and that and this"
>>
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oh i think it's bubble bath time to let all these awesome game ideas purmitate. I feel kinda bad everybodys drowning why I'm, in the bubble bath, but I guess thems the breaks.
>>
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>>187624910
>>
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>>187614253
>>187614483
Thanks for the tips!

>>187614612
A guy in a video gave me a similar quote, like "I don't know how people are still box modelling"

>>187619940
What's "silverware"?
>>
>you can do sums inside any number field in UE4
Holy shit this is useful
>>
Post your agdg post filters. I need to update mine.
>>
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>>187627613
Do not worry, the game has females as well.
>>
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>>187628082
here's a cube, I sculpted it
>>
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finally I've finished my system to print the stack trace when my game crashes
>>
>someone says something about unity that isn't glowing praise
>MothDan leaps to the rescue shouting REEEEEEEEE
Every time.
>>
>>187628574
This has to be the worst box modeling I have ever seen
>>
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I've been making some very basic turn based AI, since I've never made my own AI before.
Currently this is just the test scene with a few obstacles and very basic graphics, but it all works fine. I implemented an unpredictability slider earlier which just mixes things up a bit.

Whats strange about it is that the formations the agents move in isnt at all programmed in, it all just happens naturally.
>>
>>187628683
Why not use a debugger?
>>
>>187628825
because when if I ever make it, this will be included in bug reports
it's very easy for users to give you this and you'll be able to find the bug
also when deving, if you make your game crash but can't reproduce the bug you're fucked. With this I'm not
>>
>>187628520
>>187628717
Have you considered spending time somewhere else?
ib4 your doctored screenshot taking out the (You)s. Nobody cares.
>>
>>187628763
Looking back at the gif its quite difficult to tell whats going on. Ill try to explain
One of the white squares is me and the others are obstacles. The red squares are the agents.
The agents can move 1 square at a time, and wont move into obstacles. They'll move to the square closest to the player, except for at a few, randomly decided times, at which point they'll take another route (thats the unpredictability)

Theres also some very slight avoiding of the centre going on, theres barely any weight to that but its just to vary it up a bit
>>
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>>187628495
>What's "silverware"?
Tableware/Cutlery made out of silver that you bring out when you get guests because you want to seem classy and refined but you never use otherwise because you don't want to wear them out.

>>187628515
I guess it makes sense but I've never thought about doing it, I always brought up my calculator.
There's also a math expression node for blueprints if you don't want to make a huge spaghetti just for something like a(x)2+b(x)+c
>>
>>187628717
>someone asks about 2D Unity
>you attack them because memes and because you have no game and probably a laundry list of real life issues nobody can fix for you
>call this "not glowing praise"
Fix your life friend.
>>
>>187628495
>A guy in a video gave me a similar quote, like "I don't know how people are still box modelling"
These kinds of people generally have no understanding of topology.
>>
>>187628717
stop sulking
>>
Since you all think that writers are just ideaguys with an inflated ego, does that mean that every piece of literature ever written, anywhere, is just self-centered wank with no actual artistic merit, and even the shittiest video game is better?
>>
>>187628495
>"I don't know how people are still box modelling"
what a retarded thing to say. that guy is a fool.

you absolutely need to learn the basics of box/poly modeling.
even if you make something neat in zbrush you need to retopologize it so it can be animated or used in a game. you can't not know how to box model.
>>
>>187629357
"photogrammetry will solve everything and replace modelling !"
>>
>>187628984
Maybe you're right, I'll try the discord like all the rest of the devs here sick of shitposting. Thanks for the advice.
>>
Hey, so, I've been getting into this vector math thing because of Godot, and so far I like it, but I've got a question I'm having trouble finding an answer to.

If I have 2 positions, I can get one's vector relative to the other by just subtracting the two (since it'll make it so one vector is 0,0, and the other is it's position relative to that). But after I get that, what's the best way to turn it into a direction? I essentially want a vector with the values between -1 and 1 that I can multiply by a speed to get the first to travel towards the other using move(). Am I on the right track? Please help I want to learn good.
>>
>>187624761
Graphics Gale is now free, anon. Aseprite is also free if you compile it yourself, check their github.
>>
>>187629628
Writers who write novels are novelists, and have created something worthwhile.

Writers whose output is ideas for videogames have not created anything of value.
>>
IMPORTATNT PLS HELP
how do you call a function that converts bool to -1 or +1???
>>
>>187629707
>all the rest of the devs here sick of shitposting
Okay. You're not a dev, and your gay little post about filters is shitposting, but alright.
>>
>>187629865
vec.normalized()
>>
>>187629938
BoolToSign()? Not technically correct but it gets across the idea that either -1 or 1 will be output
>>
>>187629935
What if I'm halfway through writing a novel and also looking into making a point-and-click adventure using AGS as soon as I can afford an artist?
>>
>>187606014
I guess because thats the standard now, and very few indie devs want to be 'that dev that charges for updates'
>>
>>187629865
http://docs.godotengine.org/en/stable/classes/class_vector3.html#class-vector3-normalized
>>
>>187629938
function intFromBool(x) if x == true then x = 1 elseif x == false then x = -1 end end
>>
>>187630110
>>187630175
It's that easy...? Shit. And you get that by dividing the vector by it's length?

This is all voodoo bullshit, I'll tell you what. Thank you, guys!
>>
>>187556207
WHAT GAME
IS THIS
>>
>>187630452
Did you sleep through high school?
>>
Why does this happen when I try to use transparent texture?

Also, is a slightly larger box with a texture that is edges only a good way to show a tile grid?
>>
>>187630690
Nope, I was awake the whole time. Odd thing is, if they don't give you any application for this abstract nonsense, you don't practice it. If you don't practice it, you don't realize where it's relevant or useful! Then sometimes, you need to ask people who do use it regularly, since they'll know off the top of their head. And that's how society functions!

So you can take your condescending tone, and just wedge it up your tight asshole, next to that stick you're keeping in there : )
>>
>>187630992
kek
>>
>>187631059
No need to be insecure
>>
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>>187630992
pic related
>>
validate my existence
>>
>>187631136
As if you've never forgotten an image.
>>
>>187631526
Not that anon but it was pretty funny since you mentioned "transparent texture"
>>
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>>
>>187631691
>in hospital
>pull out gun
I don't know what your game is about but I already love it
>>
>>187631691
Stealing this
>>
>>187631587
I don't want to be funny, I want answers.
>>
>>187631691
worlds smallest hospital, or worlds tallest patient?
>>
quick make a new thread before source poster fuck up the op again
>>
>>187632134
Dude the ceiling, I'm feeling claustrophobic just looking at this.
>>
>>187631928
Have you tried making sure that the material you're using supports transparency, and that all your texture settings are in order? Maybe screenshot both the texture import settings and the material.
>>
It's weird to think one day there will be no more agdg. We will hit the bottom of page 10 and no new thread will ever be made.
>>
>>187632359
>>187632359
>>
File: emperor sob.png (52KB, 836x721px) Image search: [Google]
emperor sob.png
52KB, 836x721px
>>187631356
Post your protag.
>>
>>187631138
No need to be a dick, but both are easy to be when anonymous, yeah?

It just gets on my nerves when people belittle folks for asking questions the vast majority of people don't know the answer to with phrases that imply everyone but an idiot would know it. It reminds me of toxic behavior in competitive games where people will act like you've never touched a keyboard before if you're lower than plat. Don't make people afraid to ask questions. Sure, here, it's not so bad, but in real life it's a big problem.
>>
File: Capture.png (108KB, 832x590px) Image search: [Google]
Capture.png
108KB, 832x590px
>>187632294
I don't know what any of this means.
I hate graphics
>>
>>187632974
Ok, now a screenshot of the material settings. The first setting to check is the "rendering mode", set it to transparent.
>>
>>187626821
>another game dev sim
But why?
>>
>>187633335
Thanks, that was the problem.
But it's still not 100% transparent.
>>
>>187629642
>>187629357
Better unsubscribe then

>>187629161
Oh yeah, that looked amazing.
Thread posts: 803
Thread images: 133


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