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/agdg/ - Amateur Game Development General

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Thread replies: 782
Thread images: 149

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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: >>187535432
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
>>
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YANDEREDEV! YANDEREDEV!

Why do you hate my game!?
>>
why is pixel art so haaaaaaaard
>>
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progress (lagging webm ahead!)
now you can control units, i still need to do some cleaning.
tfw i made a typo in the name of some files and i don't want to rename them and break everything
i need a better name than SFTL : Slightly Faster Than Light
>>
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I'm struggling so hard trying to come up with an original character, they all end up looking like characters that already exist out there.
>>
Imagine a menu which scrolls vertically

The slots in that list are scroll boxes which scroll horizontally

Do you want to scroll vertically with the mouse wheel and grab/drag with mouse to move the horizontal ones, or the other way round?
>>
>>187632824
Your characters are always going to resemble another in some way, nothing is purely original.
>>
>>187632675
Right clicking on the resource and selecting rename should work fine unless you're referencing it by name in the code.
>>
>>187633013
You're 100% right, I just worry about people thinking I'm trying to rip off some shit.
>>
>>187632884
I don't want to use that kind of menu with a mouse, I want a list to pop up where I can pick the right option if I'm using a mouse.
Failing that, changing the individual option with a scrollwheel is usable but feels like a console interface.
Other way around you are just fucking with me.
>>
>>187632884
Scroll wheel to zoom.
Ctrl+Scroll to scroll down.
Shift+Scroll to scroll sideways.
>>
>>187633093
yeah that's the case, i'll just go through scrips and correct them
>>
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>>187633013
>>
>>187633106
As long as your design has enough original elements in it, I seriously doubt that will happen
>>
>>187632824
Look at the most successful franchises in history. Do they do something different? Or do they do the same old thing well, and in a new context?

Soldier 76 is generic as fuck, but he strikes those generic "hardass" chords well enough that people like him. Add in the "old man" schtick and bam, it's a fun character. Just go for a feeling and own it. Don't worry or over design.
>>
>>187632884
Scroll up to scroll down, scroll down to scroll left, arrow key up to scroll up and arrow key down to scroll right.
>>
>>187633738
>>187633865
Thanks a lot, anons. This re-motivated me to keep working on my characters.
>>
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>>187632359
https://www.youtube.com/watch?v=VmzCR2ocUgY&feature=youtu.be

-enemies fire sensor bullets that collide with buildings/ the player
-enemies have an alert meter that goes down if the player is in shadow/ out of range

overall enemy movement looks a lot more natural
>>
>>187632884
Vertical scroll default.
Hover over relevant area to scroll horizontally.
>>
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>>187634230
What will they do to the main character of Journey once they catch it?
>>
>>187634460
the room resets

maybe i'll put in a death animation or a capture animation
>>
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modular meme tactics
>>
>>187635345
Keep going
>>
>>187635345
Do you have Path of Exile tier autism numbers for that?
>>
>>187635345
GIVE HIM BACK HIS THIIIINGS
>>
How do I stop feeling bad about making something mostly unoriginal? I tried to make original things for years and years but all of my prototypes ended up failing. I just want to release something at this point but contributing almost nothing to the field is eating at me.
>>
>>187636156
there's nothing original anymore, everything and anything is already done by somebody, just like make game f a m
>>
>>187635345
>didn't take off his pants
fuckin tease
>>
>>187636156
Sure thing Pajeet, what the world needs is another generic indie game that's a clone of something else more popular.
>>
I'm serious though, someone please post their filters.
>>
>>187636156
Just make the 2D Dark Souls anon.
>>
>>187636156
You failed because you don't have the resolve to succeed, not because of some 'originality' shortcoming of your ideas.
>>
>>187636703
They still sell.
https://www.youtube.com/watch?v=QbyVuJbgwfM&t=30s
>>
Dear /g/, I am looking for inspiration for a learning app. What are the most basic but innovative (you may also say generic) games that are waiting to be extended with a teaching context?
>>
>>187637024
>only 7500 views in 6 months

failure incoming
>>
>>187636156
Name one truly original game in the past 10 years.
Everything is influenced by other things.
>>
>>187636893
Work on your reading comprehension. The ideas were original but failed to work in practice.
>>
>>187637024
>Up next
>Unforgiving Metroidvania Souls-Like
I got cancer from reading that.
>>
>>187636156
Being unoriginal doesn't make a game bad. Being bad makes a game bad.
>>
>>187638283
Being original moves it away from being bad though, it's not enough on its own, but it helps.
>>
>>187638365
so if I carbon copied DS3, according to you my version would be bad because it wasn't original, even though it's the exact same?
>>
>>187638365
Being original stops people directly comparing your game to a better one and gives you an excuse for the failings, but it doesn't really make it better
>>
Well, I'm still not GOOD at this, but I'm getting less bad
>>
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Time for Progress!

Dialogue events are working now. Well, so far it's a monologue in the webm, but the next step is to add title switching and more character sprites on screen during dialogue events. And of course, I'm planning to add a bunch of different character poses and expressions for all the important characters in the game. It will take some time, but it's much more enjoyable if the whole pose of the character changes than just the facial expressions, makes the dialogue much more fun.

Also thanks to the anon that suggested the dark blue overlay instead of black for the darkness, it looks much better. Sadly I forgot to prepare it in this video, but I'll post it in the next one.
>>
What do you think about Harvest moon clones?
>>
>>187638905
Im still waiting for a good one.
>>
>>187638905
I think the PC could use more of those.
I also think Harvest Moon X SpaceChem would be really fucking cool.
>>
>>187638835
Oh Jesus I feel better about my own art now, thanks.
>>
>>187638905
I don't
>>
>>187638905
Stardew Valley? It's cute.

I'm looking forward for the monster themed HM who an indie is making here. Already took Maria as mah waifu.
>>
>>187637202
I was gonna say Pikmin but it's actually 16 years old.
>>
>>187637024
https://www.youtube.com/watch?v=gPl_RJRjFBE
>>187638835
>vector images
>not sprites
amateur
>>
>>187638724
Being good is completely subjective so stopping people from thinking about better games is a good way of making them consider it to be good.
>>
>>187639178
vector is the future
>>
>>187637202
Crypt of Necrodancer.

Do you know another rhythm based roguelike?
>>
>>187637202
Everything is an imitation of something else, originality is a meme
t. Aristotle
>>
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Who wants to see PROGRESS?
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>>187640132
Show me your big "progress".
>>
>>187640132
not me i am just here for the HOT and FUNNY memes agdg can create!
>>
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>earlier it was drawing blurry when window had odd dimensions
>now it's drawing blurry when window has even dimensions
>>
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Ok, so is there an obvious mistake I'm making here? When the unit passes through the collision on this area, it should print "body entered," right? What am I doing wrong?
>>
>>187632824
Sum up your character's personality in three adjectives, and his story in a single sentence.
That way you can focus better on what your character is. A bad thing to do when designing a character is having too many small details, to the point where they are almost like noise.
It's not a sure way to have a totally original character but it helps to avoid bad characters.
>>
>>187640310
Good simple personalities are better than overcomplicated ones. Look at doom guy. He's angry, he's righteous, and he HATES evil so much he can't physically contain it. Bam, fun character, make gameplay. The interesting parts are in the interaction between characters, not the character itself in a vacuum. Like the scene where doom guy slams monitors when the robot is trying to rationalize the bad shit it did, or when he picks up and regards a new weapon.
>>
>>187637202
Shenzhen IO
>>
>>187640274
i changed image settings from 'use my preference' to 'let the 3d application decide' in nvidia control panel and it's alright again now
>>
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>effect finally works
>close project, do some other stuff
>come back to project
>effect doesn't work anymore
>scared it might have broken down again
>I just had set the emitter to not visible for some reason
I thought I was going to have an aneurysm out of sheer anger.
How's devving going on for you guys ?
>>
>https://www.youtube.com/watch?v=iCvtGyRaAqQ
>game animation microtalks
>first presentation is on a metatalk
>second presentation is on networking
>third presentation is on political signaling
>fourth is on streaming your development
>fifth is on community

wtf GDC?

I would be pissed if I spent money to watch this garbage.
>>
>>187632675

MFTL: Massively Faster Than Light
>>
What is the best 2D/2.5D engine to develop an HTML5 game with typescript?

I am a full time Angular 2+ dev and want to make my first cross plattform game.
>>
>>187632675
HStP : Higher speed than a photon
>>
>>187641574
What happens when two energy balls hit the shield at slightly different time? Do the effect jump position or does it duplicate or something?
>>
>>187634230

Looks like all those blue people have never seen a red person before
>>
>>187641847
Oh, youtube changed their interface again.
>>
>>187632675
NEUTRINO SPEED
>>
>start working on a game
>realize after several days of work I don't know where to go with it

Well that's that then.
>>
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Might have to build a new computer just to speed up these fucking renders
>>
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>>187640289

>body entered

that sexual innuendo in your code
>>
>>187642213
It duplicates, the first version jumped positions and it just looked weird. Webm related. There's a bug in this one regarding the orientation of the shield but that's fixed now.
I'll probably make it so that it's more or less big depending on the damage too but the next thing to fix in that is the way it handles the shield orientation when the character collides against something. Because right now it simply doesn't do it.

>>187642930
Cycles is a fucking pain in the ass to use, make sure you clamp direct/clamp indirect. It might be worth it to throw some light tint over the whole surface of your sphere to simulate atmosphere.
>>
>>187643007
Please. It's killing me that it isn't working, it has to be some dumb easy mistake.
>>
>>187643356
Why don't you stop worrying about juice polish and get back to working on gameplay?
>>
>>187632675
FTc : Faster than c (speed of light)
>>
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Any ideas for fun mechanics to put in my shitty ball game?
>>
>>187643356
>Cycles is a fucking pain in the ass to use, make sure you clamp direct/clamp indirect.
Thanks for the tip. I hadn't tried messing with those and the occasional fireflies were driving me nuts
I tried a volumetric atmosphere after seeing some good results online, but it's a pain to try and reverse engineer random people's spaghetti code and figure out why they did the math the way they did, so I haven't exactly nailed the effect yet
>>
>>187643909
Explosive barrels. Spring boards. Turtles that wander back and forth and push your ball. A combo system. Also make the ball blue and name him blonic.
>>
>>187643909
Look up some pinball games, some have really interesting designs.
>>
>>187643356
It looks nice anon
>>
>>187643561
All I've been working on so far is gameplay or systems necessary to it, I need a break from it.
The way the AI works right now needs a complete overhaul and I'm still thinking about how I will tackle it instead of messing around with Behavior trees and ending up with a huge mess.
>>
>>187643385

sorry i'm not familiar with gamemaker code. that is gamemaker, right ?
>>
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>>187636691
Ok reek.
>>
is game maker studio 2 worth the $60 upgrade or should i just stick to 1.4?
>>
>>187640289
>>187643385
change "_init" name to "_ready"
>>
>>187644405
>function example(x, y, z) return x.y.z end
I don't know Lua but I doubt that you can do that, functions accept values or references, not symbols
>>
>>187636156
watch Chris Crawford's talk on creativity in videos and generating ideas
>>
>>187644590
Didn't work :/ init does get called, the collision gets.created and everything. Ready seems to be identical.

(I use init because these objects will be created in code, not in the editor)
>>
>>187644664
Lua can return multiple variables. It's one of the strong features of the language.
>>
>>187645413
x.y.z is not multiple variables
>>
>>187644046
Good ideas. By combo system do you mean something like, if you hit several score-giving objects in the same shot you get a score multiplier? That way I could make it so that not only number of shots determines your score, but "style" or cool trick maneuvers aswell.

>>187644081
Also a good idea, I've not considered them at all.
>>
>>187644305
Is this a joke...? It's Godot.
>>
>>187645413
The "." operator is used to get a member from an object. "x.y.z" means "the member z of the object x.y" and x.y means "the member y of the object x". In that context, y and z are not member names, they're variables, so they can't be used that way. I don't know if Lua has tuples, but it clearly has objects, therefore if you want to return multiple values you can just return an object with more than one member.
examples(a, b, c) is also nonsense for similiar reasons, b and c are not variables (but a.b and a.b.c are).
>>
>>187645278
did you change monitoring values on area2d? also CollisionShape2D is just an editor helper, you can directly do this:
var shape = RectangleShape2D.new()
shape.set_extents(Vector2(8,8))
add_shape(shape)

connect the area to mouse_enter to check if the area is the problem or you're doing something with the kinematicbody
>>
>>187644405
if you want to try some shit code try

function example(x , y, z) return x[y][z] end
a = {}
a.b = {}
a.b.c = true

print(example(a, "b", "c"))
>>
What's a good collision code for enemies to turn around without being stuck in walls?
>>
>>187646842
Surround your enemies with a capsule or sphere collider to allow them to rotate without penetrating.
>>
>>187646842
>collision checks while turning
absolute madman
>>
>>187632675
What's going to make your thing different than FTL? The FTL clones usually don't copy the look quite so... let's say faithfully
>>
>>187647838
he has customizable layouts
for me that's enough already
>>
>>187648183
The unique layouts was a major part of the replayability of FTL though.
>>
>>187648382
Amen to that, the only thing that made me play that as much as it did was unlocking new ships
>>
>>187648382
Customizable layouts = INFINITE LAYOUTS !!1!
Seriously that's a valid marketing tactic
If it were up to me, I'd add cargo as something that takes space in the ship. It could add some tension as people try to steal your ressources or destroy them.
>>
i forgot to dev today
im sorry for letting you all down
im just a failure
>>
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>>187632675
Finally some FTC gameplay. I can see why you were having suicidal thoughts
>>
>>187648763
More like one optimal layout and an opportunity to make it worse.
>>
>>187648969
It's not FTC, FTC is unity while this is Godot.
>>
>>187648857
Post game and I forgive you.
>>
>>187648763
Valid tactic yes, but it opens you up to not having anything for the player to work for. It'll kill replayability if they're given everything. They'll make their ideal (or the meta optimal) ship and give up.

Unlockables, that's the key to replaying. Give them a ton of really cool ships that they have to unlock like you're some discount startrek mmo and they'll eat it up
>>
>>187648969
It's not FTC, FTC will never have gameplay.
>>
>>187649036
>>187649334
That's if you leave the possibility to the player to do anything.
But what you can do instead is have different parts that need to interlock into each other, with some different possibilities. Make these parts have different availability/price so the player can't abuse them and always get the best layout ever.
And also you can still do unique layouts at the start.
>>
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>>187649110
>>187649402
I'm only barely surprised. FTC is a fucking meme that probably doesn't even exist. FTC doesn't even make sense grammatically, but TFC isn't shitty enough. I am so seeing the suicide.

Anyways, I wasn't aware we had two FTL clones going, what's this one called?
>>
>>187649412
So... it's just FTL given a very easy mode? I think you're underselling his idea
>>
>>187640274
Likely caused by DPI scaling. Turn it off.
>>
>>187649412
>But what you can do instead is have different parts that need to interlock into each other, with some different possibilities.
Example?

>>187649412
>Make these parts have different availability/price so the player can't abuse them and always get the best layout ever.
>And also you can still do unique layouts at the start.
That's just FTL as is

If all the layout customisation results in players just cutting down on corridors then I don't see the point
>>
I'm trying to work with godot for a 2d project, is it more convenient to treat each object as a scene or do i just start the hierarchy from a 2d node? I'm sorry for the question seems dumb but I dont get yet the the instancing of scenes
>>
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Well. It's something. The gif capture was fucking with the mouse position, that's why it looks a little funny.

My goal is to make an rts more fun than DoW III. Gotta start with the bar low, right?
>>
>>187649678
Reminder: He's from Mexico but tried to claim he was in a third world shithole for sympathy points.
He then tells us all the work on the game is being outsourced to third worlders
Every week something goes wrong. Some one's computer blows up, somebody doesn't have internet, somebody goes awol, this week he's suicidal...

And no gameplay
>>
>>187650084
Every single little fucking thing should be a different scene.

Use folders else your main clogs up at the speed of light.
>>
>>187650084
I'm starting out, too, and the answer seems to be: if it has children nodes and logic attached, make it a scene as an organizational concern. Think of anything that's a self contained package (like a coin that has an area2D, a Sprite, and a collision shape), it should be saved as a scene object, which can then be contained in a node called level_x_coins under your world node so the coins aren't just floating with the world as their parent. I've been thinking of scenes more as objects and nodes as object pieces. So far it seems to me a node can't do much by itself.
>>
>>187646842
Detect collisions before they happen as opposed to seeing if something is inside another solid object.
>>
>>187649412
>>187650026
Maybe you should have a structure integrity system or something that lets you spend resources into optimizing one of the premade layouts?
>>
>>187650361
>>187650470
Thanks for both of you, any other tips you might have for a godot beginner?
>>
Spent a couple of hours tweaking my effects and I think I made things worse, things weren't good before anyways so I'll just have to fix this for real now.
>>
>>187650297
Didn't he also say he has a truly unique billion dollar take that he's afraid will be replicated if he posts gameplay?
>>
>>187650915
Good luck.
>>
>>187650915
Remember everything is processed relative to the parent node, that you need to become best friends with the Vector2/3()s, you can copy nodepaths from the filesearch window with a right click and can call variables from other nodes without having to use a global ala get_node("res://exampleFolder/exampleParent.tscn").variable == x

Oh and use deg2rad(/360) for any rot() commands else it's straight up pi town.
>>
>>187650084
a scene is literally a node saved in a file, it should be used for anything you want to reuse, a behavior, an object, a level, anything.
>>187650915
learn to use signals to make objects communicate with each others, use groups to organize nodes (and call them if you want to), use Control as parent for gui related stuff, explore everything and never be afraid
>>
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>>187649750
>>187650026
Alright here's an image, which will illustrate my point more easily.
The idea to make sure the player can't always just "make the optimal build" is to simply limit the construction between templates and maybe eventually, make him able to create extra rooms at a cost and only in space-garages.
That way the player has to be creative make only with what's available to him, instead of an actual infinite amount of possibilities.
>>
>>187652062
The square deck looks way better than the other options.
>>
>>187652204
>not using the penis shaped deck so you can simply ram in and penetrate enemy ships
>>
>>187651397
What gets me about Godot is 1) the dynamic typing and 2) the preload nonsense.
Like, if I have a variable, and all it's meant to be is a particular object (say I have a summoned minion that needs to remember who made it) it's super awkward to declare that. My sensibilities tell me to declare it as null, then on creation set it, but if that's the case, every function which references the creator object is just kind of guessing when I call functions. It just feels so unsafe, and I feel like I need to constantly check
if typeof(whatever) == TYPE_OBJECT:
if whatever extends classItShouldBe:
whatever.methodAStronglyTypedLanguageWouldJustKnow()

I love the ide. I just wish I could use Java or c#. I feel like they use these loosey goosey languages for accessibility to non-coders.
>>
Does anyone know a good tutorial for rolling animations?
I'm trying to make my pixel character roll but it's pure shit.
>>
>>187652062
that's a great idea, but people tend to forget that the optimal build in FTL would be a spread out ship, if it's compact then a beam could hit every system and one shots the ship, a way to counter this would be the more space a ship takes, the bigger the penalty would be for dodging, because a spread out ship is easier to hit than a compact one
>>
>>187652204
It looks the most boring. besides, 2 & 4 both look better
>>
>>187652628
Adding to your comment, Spread out also offers more protection from boarding & fires, at least if the player invested in blast doors.
>>
>>187652709
Yeah, but if the game works like FTL, it's the most efficient.
>>
>>187652864
FTL ships aren't one boring square. The fuck are you on about?
>>
>>187652401
i thinks you're overcomplicating it, you only need to check if the variable != null
if you assign the variable at creation it would never be null again unless you free it's parent, which you could add a signal to notify the concerned objects to reset their variable
>>
>>187652864
4 obviously has two command posts, meaning if one fails the other is still working.
>>
>>187652401
Oh yeah, GDscript is basically Python with a decent IDE.

But as far as script goes it's definitely got some ideas and serves as a decent launching point that doesn't kneecap the user with impressively bad habits.
>>
>>187652864
And also boring. No corridors, no failsafe room in case of fires/boarding. Squares are lazy and boring.

Besides if it works like FTL, it'll get your ship killed faster precisely due to its square shape. There's no way death is efficient
>>
>>187652960
I know you're right, but the way Godot deals with errors is hard crashing. So the fact that a var -could- at any point be a string or a number or some bullshit makes the inside of my head itch. I've worked on large apps professionally, and tracking down that stuff's hard enough when the compiler -does- know it's wrong before it hits the logic.
>>
>>187575698

still waiting
>>
>>187652864
It's the only one that has 9 tiles while the others have 6. Meaning it has one third more tiles that can get punctured, or catch fire.
>>
>>187653354
>one third
worse. half as much.
>>
>>187653192
how about this
Class Variable:
var type
var value
some functions to validate values

gdscript has set gets. if a value doesn't match the type throw an error, then replace this class on release build
>>
Too lazy to link all the posts but to make FTL with Build Your Own Ship, force the player to build the ship out of randomly generated options.

So you present them 3 different components, they pick one and place it and then are presented with 3 more random components. Repeat until the ship is done.

Different every time, lots of options so the player has to deal with "bad rolls" but just never gets complete garbage since they got to choose from three different picks and impossible to build a "meta" ship.
>>
>>187652062
Now that make me think on how cool would be to manage a spaceship crew like DF or Rimworld.
>>
>>187653670
>implying I won't just keep rerolling until I get my optimal ship.
>>
>>187653708
Aggy Daggy 13

One day
>>
>>187653670
That's the idea behind making the different parts available or not on a random basis. Except it's more coherent in lore since you're buying the parts.
>>
>>187653354
having empty tiles is actually a good thing, if they catch fire you can open doors to vent it, it will buy you time instead of spreading out to system tiles, it can slow down intruders.
having an all rooms systems is actually really bad
>>
>>187653834
>Aggy Daggy 13
>One day
Wut?
>>
>>187653801
Unless you mean restarting from the very beginning of the creation process, at which point you'd just get fucked over by a random bad roll somewhere by part 37, you can't.

>>187653856
>letting lore or realism get in the way of fun

No. Just no.
>>
>>187653708
Personally, I'm surprised no one's made a Star Trek like game where you're the Captain and you actually have a care to manage on your ship
>>
>>187653549
Don't need to do all that. typeof(x) will tell you what something is. It gives a code back that'll match to a TYPE_ constant. So you can be safe. Your code just ends up looking toddler proofed is the thing. Like going into someone's house and seeing padding on all the corners and child gates in all the doorways when they live alone.
>>
>>187653834
I'll be down to clown
>>
>>187653801
you roll the whole deck of tiles which will always contain a mix of tiles ezpz
>>
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>>187653834
Janitors ARE important
>>
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>>187648969

Hi Tay Tay
>>
>>187653990
There have been some early star trek games that did that.
>>
>>187653941

Кocмичecкaя cтaнция 13
>>
>>187653941
it's a reference to an old memegame called Space Station 13
which is now fully an amateur gamedev meme in that repeatedly some dev will come out with "im making a space station 13 like" and if they ever get as far as publicizing the project will undoubtedly use the phrase "from one of the creators* of SS13".
*SS13 had open development with potentially hundreds if not thousands of babbydevs having contributed in some way to it or one of its forks.
>>
>>187653984
It's not about lore or realism, it's just about giving a non-stupid way to retrieve ship pieces. Pure random components make no sense and make them lose their meaning, they just become "component with shape X" and the player doesn't have to solve issues that may arise from certain parts's specs.
It also means you can't balance it properly since there's always a chance the player lands on a perfect roll of different pieces. Meanwhile if you limit to a set of pieces, you might not have enough money to buy two of those you want, or you might just not find the one you're looking for so you have to choose between a compromise or picking another part that's similar yet less efficient, which creates a lot more dynamics between the player and the game.
>>
Is gogem spent?
I feel like there's nothing left in the tank and he just hasn't admitted to us yet that he's done.
>>
>>187654759
He's been letting the patreon sit a $0 all year. It's been like 10 months. People who care or still have hopes don't do that.
>>
>>187654713
This is boring and skewered

>>187653941
Just watch this
https://youtu.be/nLAHBexJxrE


太空站13 Comrade
>>
>>187654759
>>187654995
there are devs here who have never seen a gogem game.
>>
>>187655158
If a tree falls alone in the woods...
>>
>>187655158
no one has ever seen a gogem game, for he only pretends they are games.
>>
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>>187654995
Some times I feel like donating one dollar to his patreon just see what would happen, but then i realise that would make me the guy who enabled Googly. I don't want to enable more of this

https://youtu.be/I7flVn905Mc
>>
>>187654713
Maybe I should add "from one of the creators of Dungeon Crawl" because I've fixed some ui bugs in SS.
>>
>>187655158
I avoided them like the plague. Then somebody once showed me what was in Loli Simulator.

NEVER FUCKING AGAIN
>>
>>187655354
>If a gamedev never posts game, is he a gamedev?
I think gamedev cred is minimum one progress post a month so by that definition he retired a long fucking time ago.
>>
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If Gogo Yubari never had any patreons, who was he auctioning achievements to? Or was he just hoping some would find his achievement locked and be willing to pay for it?
>>
>>187654759
>>187654995
>>187655158
>>187655354
>>187655563
gogem does not attention whore and shill his games through so-called "progress posting"
progress posting is a meme that kills /agdg/
>>
>>187654746
>player is presented three components
>a battery, a storage unit or a shield generator
>making them choose which one they want to place is somehow less dynamic, interesting or meaningful then letting them choose the exact piece they want

ok mate, maybe you should actually play some games before you just spew stupid nonsense
>>
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>>187655818
>Gogo Yubari
Nice
>>
>>187655915
What actually is a gogem? What's it supposed to mean?
>>
>>187655920
>then letting them choose the exact piece they want
You're dense mate.
The idea is that you don't let them choose exactly the piece they want by making the shops store different pieces at different prices. You only give them the possibility to find the piece they want on a random chance and on the condition they have enough money.
If one of the ship's thrusters is busted and the player needs to replace it, he might not find a suitable replacement and has to deal either with carrying on without one, or buying a sub-par piece hoping that the next time he finds the right one he'll have enough money for it.
That dilemma has a lot more meaning than just being presented with three parts on no basis.
>>
>>187655915
>i'm too good for progress
>i'm too good for monday recaps
>i'm too good for demodays
You're not though, Ryan. You're really truly not.
>>
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how to replicate notch's success?
>>
>>187656641
Do you really want to? He seems pretty angry on twitter
>>
has anyone actually gotten their unity game to work on linux? or is the whole linux support thing a meme?
>>
>>187656641
if you post 432 wojak pictures on cantonese sewing pictureboard within one week, a magical oppai loli fairy will appear in your bed, ready to grant one wish
tell him you want to replicate notch's success, boom, done
>>
>>187652062
>Not just designing a couple new ships/layouts every patch to keep them suckered in

I see what you're going for, but if the player is given freedom it'll kill your playability. If they're forced to deal with RNG then it'll be hard to balance or they'll just plough through to their desired layout like FTL currently
>>
>>187656749
im already angry
>>
>>187655818
That's something that confused me about SidAlpha's video too, if no one was supporting Gogem, then who was being auctioned to?
>>
>>187656641
>Asset Store
>Procedural generate
>Memorable annoying Penis
>????
>Profit
>>
I've got a premise and a generalized concept of what kind of game I want to make but the problem is I can't figure out which genre it would be better suited for. I want it to be story heavy but the impact of what the characters can do would have a better feeling on the end gameplay I've got in mind if it were a 2D adventure platformer. However I worry that a story heavy 2D platformer would get glanced over since nobody likes boxes of constant text, which means a lot of the story will be environmental in this case.

It could also work as an RPG easily but then I lose the impact of the gameplay idea I've had and instead they basically just turn into flashy moves, however then the text boxes would be expected and less of the story would revolve around atmosphere.

Which engines would be best for either genres to do this with for a literal amateur that's been procrastinating for far too long on getting started?
>>
>>187657134
that video was Alex Jones tier.
>>
>>187657382
Alex Jones is legit.
>>
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how can i make senpai notice me with all of his $$$?
>>
>>187657382
Of course you would say that you filthy Clint-cucked scum

we should of had Bernie
>>
>>187655818
Gogo Yubari was hoping for controversy, but when he got the controversy he wanted, he couldn't handle it.
>>
>>187657382
Explain. And don't do it with an edgy question
>>
>>187657616
>should of
>>
>>187656641
1. you won't
2. capitalize on a fundamental human action / emotion / activity. notch pretty much captured the value of legos, just on a computer. you don't even need to be massively clever, you can just steal the idea like he did
3. you don't want to be notch-tier successful. the guy who he ripped the idea from is far less wealthy and far happier.
4. take advantage of whatever new distribution platforms and technologies that you can, notch was one of the pioneers of early access.
5. if you're seriously trying this, don't waste time on an idea that doesn't pan out. if it's not worth playing as an initial prototype, if you can't see it spawning hundreds of imitators and games based on it, it won't be a minecraft tier success.
>>
>>187657720
Yes. Fuck the Dem insiders. I stand by everything
>>
>>187657382
Alex Jones was right about the Frogs
>>
>>187657764
>far happier.
yeah okay there buddy
>>
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>>187657382
Sid Alpha wishes he was ALEX FUCKING JONES
>>
>>187657134
Dang you're right, gogem isn't a fag after all.
>>
>>187658287
Let's not go wild here
>>
>>187658109
You can listen to his podcast. He could have been salty about missing out on a billion dollar idea, but instead he just kept making games.

Contrast that to notch, who had one good idea, got rich off of it, sold his company off and alienated nearly everyone he knew.
>>
>>187658376
>alienated nearly everyone he knew.
if he unironically posts ms paint feels man, chances are he already did that
>>
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Argh
>>
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>>187657382
As in it exposed you? And you had nothing to say except "pay no attention to that man"?

Shutup retard.
>>
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>>187657134
>yfw gogem paid SidAlpha for a video on him in hopes that he would get at least a single fan
>>
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>>187658453
>not what his lawyer claimed.
I'm gonna move the goalposts here, but name one person who has claimed SidAlpha is legit. Anyone?

THOUGHT SO
>>
>>187658453
>we'll get Bernie eventually
>we'll
>we
Gogem, you're an expat. You dropped out of middle school in America and fled to Australia like 15 years ago.

Please fuck off and stop talking about American politics. Stop pretending to be American. You are a failed American and an Australian criminal who has perpetrated fraud and child pornography through American websites.
>>
>>187658376
doesn't mean HE'S not happy.
>>
>>187658453
>conspiracy theory
Nigger it was litearlly you by yourself trying to scam people out in the open. There is no conspiracy and there is no theory.

Everyday you continue to consume air and food at the expense of other people is a crime. Kill yousrelf.
>>
>>187658526
just pretend it's space debris mate.
>>
>>187658774
i vote in elections.
expats can vote in elections.
expats vote in a higher percentage.
if you want to strip my first amendment rights and send me to jail for obscenity you better get voting.
>>
Have you considered becoming biography writers instead?

It seems like that is what your passion is
>>
>>187658998
>i vote in elections.
Why? We don't want your vote you are completely irrelevant. Do you do it to feel good about yourself and pretend you're still American? That's sad.
>>
>>187658998
How does the political state in America have any effect on you?
>>
>>187658998
this isn't videogames
>>
>>187658998
>person who couldn't handle the freedoms of the USA
>gets to vote
Whatever.
>>
>>187658453
Explain
>>
>>187659123
>>187659248
>>187659252
>>187659425
>citizens shouldn't be allowed to have citizens rights if they arent inside the country
alex jones fans are stupid.
>>
i thought pro meant you made money, change your name to nogame.amateur
>>
>>187658998
>Googoo is a 'murikan
Explains a few things
>>
>>187659593
>lefty fag is still butthurt that 4chan "changed" on him
>sees boogeymen everywhere
Get real friends.
>>
>>187659635
short for produce
also i dont think .amateur is a TLD yet
>>
>>187659593
this still is not videogames
this thread is dedicated to game development, if you wish to discuss non related topics please go to the necessary threads/boards.
>>
>>187659593
Alex would defend your right to vote. Bitch
>>
>>187658453
Bernie is too old and the US government won't let him get anywhere near the White House. Furthermore, he deserves it for not standing up to Clinton. Video Games.
>>
>>187659593
You are not an American citizen. Sorry that you believed you were.
>>
>>187659784
>.produce
Why?
>>
>>187659784
Is the .produce for all the kiddie porn you "produced"
>>
>>187659932
his games are as active as a vegetable
>>
>>187659932
maybe hes obsessed with vegetables
>>
>>187659593
>I'm still an American I just haven't been "inside the country" for 15 years
k
>>
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>>187659252
I got you senpai https://youtu.be/cE6wxDqdOV0
>>
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>>187660006
>>187660046
>>
>>187658998
>>187659593
>can't even be born in America without fucking it up
That's some funny shit.
>>
>want to post progress and discuss video game development
>have to wait for e-celeb garbage to fade

this general really needs a janitor to pillage it constantly
>>
>>187660364
>Murican time
This happens every day
>>
>>187659932
hownew.ru

>>187660280
anchor babies are born in America.
im an American citizen who was born in Australia. go ask Ted Cruz to explain citizenship to you.
>>
>>187660364
Let's get ids while we're at it
>>
>>187660364
>>187660445
Leave?
>>
>>187660364
Are you reporting the posts?
>>
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>>187660531
Okay...
>>
>>187660570
I don't know about him but I know I am.
>>
>>187660115
Damn she can sing
>>
>>187660501
>Kiddieporn.produce
Gogem everyone
>>
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>>187660702
>Poor gogem. Just couldn't hack it in America, or Australia. Couldn't hack it on itch.io or steam. Where will you go?
probably 8c- oh wait
i guess he's stuck here
>>
>>187660364
Where is your game? Post progress
>>
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>>187660923
>>
making my first game and it's for the mecha jam, there's so much to learn lol
>>
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The only filter I've got for /vg/ is gogem in name field
wew lad
>>
>>187661121
Can you stop?
Are you able to stop?
>>
>>187661223
stop what?
>>
>>187661268
stop gogem
>>
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Android game, pause button in a non-intrusive corner and tap a button on pause screen to unpause, or use the Back button on the phone for pause/unpause? I was going with the latter but then looking into it a lot of the recent fancy phones don't use physical buttons at all.
>>
>>187661121
you need to make a change! make a new a website and call it "agdg2" :^) i promise we will register
>>
>>187661121
If I call you a fag while hiding behind gogem would you know?
>>
>>187661223
>poking the triggered
good way to get yourself shot
>>
>>187661121
>Not filtering insaneposter
Fucking how? You're stronger than I am if you can stand his fucktardia
>>
>>187661121
Add "potate" ,"reek","shitfam","glug glug", "mothdan", " sourcefam","full sail", the lunatic likes these words.
>>
>>187661438
>Gogem is now threatening online
>>
>>187661520
I'd rather report them
>>
we're in nodevia again
>>
>>187661520
And ;) ;-) :-) :)

Every post will have one of these
>>
>trying to shame all of agdg away from talking about gogem
Please just go to back to your discord holy shit.
>>
>>187661674
What's the link?
>>
>>187661756
Fuck if I know I don't use chats.
>>
ONLY PROGRESS POSTS BELOW THIS LINE
---------------------------------
>>
>>187661674
>talking about gogem
dont you mean talking to?
talking about people isnt polite. you wouldnt just talk about me would you?
>>
How do I know the minimum requirements of my game?
>>
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>>187661851
https://youtu.be/4lrdVWbNb24
>>
Why would I ever use private instead of protected?
>>
>>187661358
My phone only has volume up and down, and the sleep/fingerprint button on the back.

So I'd say have everything on the screen.
>>
>>187661851
Filter G*s name and 90% of the shitposting will disappear. Trust me, it's a great feeling.
>>
>>187661935
By playing it on different computers my man. Friend of mine has the shittiest netbook I've seen for example, so I put the game on there to see how it handles.
>>
>>187661982
The answer to why most language features exist: stopping people not totally familiar with the code from fucking things up
>>
>>187661935
Use your PC's specs
OR
Borrow toasters until you get one that works, use that
>>
>>187662198
Bullshit, It'll filter about 40%. Insane is a fucking cancer
>>
>>187662198
Stop imagining value in agdg. It's a great feeling.
>>
It really is interesting how all the shitposting comes from 3 namefags. "G" , "R", " D".
Fascinating.
>>
He's awake
>>
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Fuck I thought we had more time
>>
>>187661358
Downwell doesn't have a pause button, you just tap the UI element which is quite far away from the control buttons.
>>
>shitposter is entering paranoid mode
>now he's going to run around flailing at his boogeyman
SHOULDN'T HAVE TALKED ABOUT GOGEM
NOT ALLOWED
DISCORD
>>
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>>187662393
>>187662460
>>187662560
>>187662582
>>
Errybody to your bunkers
>>
>>187662719
it's easy. don't bully gogem
bully yourself!
>>
>>187662050
>>187662581
I'll probably use the minimap in the top right, it's far enough out of the way that you won't accidentally hit it, and even though I don't plan on displaying additional information, just darkening/pausing the game, maybe I could make the pause screen show a bigger version of the map and current game stats so it makes sense that it pauses it. I'll go with on-screen though.
>>
>>187662393
Who's the d?
>>
go to sleep
>>
>>187663146
Add in the smiley faces, the replying to himself and the kill list and we're there
>>
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>>187663256
Nobody fucking acknowledges the kill list. Don't do that
>>
How do I into sensitivity? Like I get it's a value from 1-100 that you multiply your inputs by but what do you choose as the "base" value you multiply by?

Do you just pick an abnormally large number?

like:
mouse position += input delta * (WHAT VALUE HERE * sensitivity)
>>
>>187663393
Whatever feels reasonable
>>
>>187661982
Because some variables should never be used outside of a class but need to be visible to all methods within a class.
>>
Making the on/off flashlight thing took way more time than I expected.
>>
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progress! got some attack animations for the enemies too, but haven't implemented them quite yet.

i need to look into a shader to draw a silhouette of the player when you're behind objects. the plan is to design levels so you're not behind obstacles too often, but it'd be a neat feature for hidden areas and shortcuts.
>>
>>187663654
protected does exactly that though, private just makes it so any children classes can't see the variables but if you later decide to subclass the class you have to go back and change all your private members to protected most likely so it seems sensical to just make everything protected until it needs to be private instead of vice versa
>>
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>>187663726

>Making the on/off flashlight thing took way more time than I expected.

forgot webm
>>
>>187663985
breh.
how did you achieve those ps1 style graphics in unity?
>>
>>187663985
Looks great! Love the PS1 aesthetic. Makes me want to work on my horror game more.
>>
>>187663985
Neato
>>
>>187663985
Got some combat webms?
>>
>>187663985
Charming as fuck dude. Great work.
>>
>>187665152
The agdg discord has been nothing but a blight to this general. You should all be ashamed of yourselves.
>>
>>187666326
>the shitposter wants to talk about danny all day
>will freak out and report everyone for talking about literally anything else
That's why you're the literally insane shitposter
>>
>>187664243
Not him.
You can render your camera output to a small texture and then render a scaled version that takes your whole screen size.
>>
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>>187666326
>STOP TALKING ABOUT GOGEM REPORT THESE POSTS REPORT REPORT
>kills thread
>SO ANYWAY ABOUT DANNY
Kill yourself my man t b h s m h f a m
>>
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>>187664243
>>187666546

You can also use affine texture mapping and vertex lighting to further emulate the PS1 hardware, beyond just low resolution.
>>
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>>187666326
Here we go
>>
>>187666326
>>187666921
Who has ever cared besides yourself?
>>
>>187667223
If you don't want people talking about you, I have a suggestion, stop posting, it's been 3 years now, it's old. Move on.
>>
>>187666326
>>187666921
I think whats "pretty sad" is that you choose to kill the thread like this to rant about "danny" because agdg was jazzing on gogem for a bit and you LITERALLY can't handle it for some reason because you think only your boogeyman picks on gogem.

Literally insane.
>>
>it's not fair, why won't my bogeyman let me off topic shitpost, it's all the other bogeyman"s fault!
Move on. Or at least find something new. 3 years, the same thing every day.
>>
>>187667630
Take this shit to discord, faggot.

Oh wait, you can't because nobody wants to hear from you about your boogeyman.
>>
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----[ Recap ]----
Game: HACK the FBI
Dev: vestigialdev
Tools: Unity
Web: @vestigialdev
Progress:
+ Learned to ffmpeg and made a big long gameplay video
+ memdump/memory forensics was surprisingly easy to make
>>
>>187666921
>>187666326
>>187667630
>>187667993
>you think this is somehow better than banter about gogem
Why?
Oh that's right you're literally insane.
>>
>>187668550
having no game
>>
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Has anyone here ever streamed gamedev? If so, how many viewers did you get and were you streaming code or art?
>>
>>187663875
I find it easier to do it the other way around, but I rarely use inheritance and when I do, I design my classes from the beginning to support it.
>>
Added "reek" to my filters, what else?
>>
>>187668816

this shit is only interesting if you're an enginedev or an developing an interesting game, otherwise no one will care about something they themselves do, probably better
>>
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>>187668816
I've considered it, but idk who would care about this current project since it's small, unity, and paint.net. Maybe on a future project while I explain design processes and methods so people can get insight on game dev. When I looked at twitch, most of the game dev streams had only a handful of viewers if it was game/code instead of art. Art had a ton more, this was at the top of Twitch Create.
>>
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>>187664407

I got some shooting mechanics but they are still kinda wonky.

>>187664243

It's mostly just low res textures with point filter and low poly models. I tried the vertex wobbling like the original ps1 had due to no floating points and only integers, but it was a bit too annoying for my taste.

>>187664258

thx! I would like to see it.

>>187664548

thanks!
>>
>>187668816
Steaming coding was fun, 2 or 3 people watched some amount, but it was more about the constant progress that had to be made since people were watching

Probably 3x the productivity of normal devving
>>
>>187666785
>affine texture mapping and vertex lighting
This seems much more complex, despite probably looking better
>>
>>187668816
I've streamed 3d modelling before, got 30 people at once.
>>
>>187669170
The potential audience would not be fellow devs. As a dev, that's one of the worst uses of your time. It would be gamers, and wannabes who will never actually make a game themselves.

>>187669394
What I've seen work is a 2-man studio, that switched back and forth to whoever was doing something interesting.

I've also thought about a very specific kind of stream, for a game that can be run as a pure simulation. Do a split screen between the last running build, and whatever you're doing at the moment.
>>
>>187669394
wow she's pretty ugly no wonder she has to basically have her tits out to get views

>tfw not born an easy mode pretty girl but at least not born a hard mode ugly girl
>>
>>187669394
Holy shit, from the thumbnail, I thought that was one of those fashion games. Her makeup make her look like a shitty 3d render
>>
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>>187649402
>>187649678

Fleet: Tactical Command

Stop bullying me. I'll show my gameplay when I am good and ready.

Besides, this anon's >>187632675 FTL clone is focused more on internal management. FTC is focused on fleet management. I won't have any internal view of ships or the ability to give individual crew orders/tasks.

Pic related will be the internal overview.

Furthermore, I'm busy with another business venture to generate funding for FTC. Gamedev will need to be put on the back-burner while I sort out my financials.
>>
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Worked on the board(s), with lighter colors and also more space overall. Added the UI for Actions and Phase switching. Also players can have up to 6 cards in play at the same time (instead of 8). This helps me clean up a few mechanics, keep things organized and less packed and also promote more careful plays. Also each cards can now have various icons depending on the actions available (3 actions button and 1 Power counter, usually a card as one or two of these elements but the example here show the 4 of them at once on a single card, could happen via effects). Overall pretty happy, even if slow progress. I now need to make a proper pop-up for the selected cards in hand.

So how's your week so far guys?
>>
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>>187668816
Streamed devving Dungeon Break way back, got about 30 viewers, although I think most were fellow aggerdaggers

>>187669401
Same webm that I posted earlier showing the different PS1 shaders - this project is shelved for now, however, until I get better at 3D modelling and texturing.
>>
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>>187670356
a bit mediocre, I'm patching up the last few features of the game before moving onto graphics/reskinning sprites/sound but it's taken longer because of bugfixes and optimizations, plus I have to make some final decisions on what the player can spend upgrade points on/arranging the shop layout. I'm really close to getting this game done, though. minus the part where polish takes way more time than you ever think

>>187670493
>that casual swagger
>>
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Overworld sprite for boss
>>
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Where can i get the most recent and stable version of Unity for Ubuntu?
>>
>>187671625
sudo yaourt -S unity-editor
>>
>>187671625
https://github.com/godotengine/godot
>>
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>>187670315
>Furthermore, I'm busy with another business venture to generate funding for FTC. Gamedev will need to be put on the back-burner while I sort out my financials.
Last week it was suicide. This week it's alternative business ventures
>>
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>>187671754
Thanks goy

>>187672242
Nice try
>>
>>187671307
Bitchin'
>>
>>187638905
I'm looking forward to a Hatvest Moon that doesn't involve waifu shittery, or at least if it does said waifu soon realises running a farm is fucking hard work when I send her out to till my fucking soil and clean up animal shit all day.
>>
>>187673091
>I'm looking for a MGTOW simulator
might work
>>
>>187673091
>when I send her out to till my fucking soil and clean up animal shit all day
cringe
>>
>>187673091
>>187673159
>move to the sticks with your new wife
>she can't handle the stress and moves back in with her parents
>game is about channeling your rage and autism into making the best damn farm the world has ever seen
>>
>>187672980
Yeah, he jumped the gun with the suicidal thoughts. Should have saved that for December
>>
>>187673091
>>187673159
It'd be a big hurdle to sell a game without the automatic bonus points of waifus sucking people in, but if you sold the whole thing as breaking away from that in a comedic fashion, no obligation to be nice and actual reactions/penalties for fucking with all the townsfolk, etc it could work.

>>187673208
That's part of having a farm though, not just wasting a ton of resources wooing a bland character to stand around looking pretty all day.
>>
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>>187673091
>Hatvest Moon
>>
>>187673091
there are farming sims without marriage sim. they exist.
>>
>>187673843
Is it Farming Simulator (CURRENT YEAR)?
>>
>>187673596
>farming sim
>all interactions with humans are tipping of hats at various angles and rates to convey messages
>>
>>187673449
Most men don't look for a wife so she can clean up animal shit. I guess the millennial generation sees things differently though.
>>
>>187674008
Most games don't let you do that so it'd be a change from the norm. Most men don't look for a wife for the sole purpose of wasting money and that's how they function in most of those games.
>>
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Working on the inside of the windmill right now
>>
>>187674567
Your main character seems out of place compared to the beautiful texture work of the interior.
>>
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>>187675060
Hmmm I just checked and I still had my old shader on him, does he still seem out of place?
>>
>>187675895
the character is at a completely different level of fidelity as everything else around him which is a bad thing and so he looks out of place
don't matter what the shader is
>>
I want to make a risk of rain clone but I'm thinking about making it top down instead of side scrolling. Is this a bad idea?
>>
>>187643909
Sonic the golfcourse?
>>
>>187675895
I don't think he looks out of place. Your texture work has gotten really good btw.
>>
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>>187634230

Have the enemies go home if they de-aggro long enough.
Use the same bar to show how soon they'll do it.
>>
>>187670493
Bruh, I wanna do music for your game.
>>
>>187676109

Hmm well I'm probably going to go back to re-texture him eventually. I made the textures for this model around a year ago, and I've learned a lot since then, so he'll maybe fit in more once I get around to doing that.

>>187676225

Thanks!
>>
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Getting ready to release a small game in about a week, any tips on how to promote it and get my name out there besides emailing gaming sites/blogs and posting on social media?
>>
>>187676109
Not just that, he's made of different sorts of shapes.
>>
>>187676720
Unless you have advertisement money, those are your only options.

You also should have started 2 months ago. And maybe at a different time of your.
>>
>>187676720
Should have been posting on Twitter months ago.

Also who the fuck are you? Have you ever posted here before? This is not a shill thread, this is a game development thread.
>>
>>187676720
>emailing gaming sites and blogs
>accomplishing anything
>>
>>187676720
Shoulda started advertising when you started making the game.
>>
>>187676720
as the other anons said, you should have been posting progress since the beginning. now you are a whodev to everyone, not just the thread
>>
>>187676739
I don't get this critique...His legs and arms aren't just plain cylinders and his body isn't a box. Modified shapes maybe, but everything is a modified shape.
>>
>>187669495
Amateur graphics programmer here. Affine texture mapping is actually really easy to implement. All you have to do is linearly interpolate all vertex attributes across a triangle instead of doing texture correct interpolation.

I think its also worth mentioning that texture correct interpolation is actually much harder to understand from a mathematical perspective and that affine texture mapping looks really bad in general(but if you want that ps1 feel then go for it I guess).
>>
>>187677901
Not him, but where else do you post progress besides these threads? Twitter, Tumblr, Reddit, TIGSource, and where else?
>>
>>187678645
Youtube and Facebook are the two big ones you missed.

Youtube obviously requires more work to produce videos on a regular basis however.
>>
>>187678645
>>187678819
I don't have an account of any of these sites. Is it really worth it to try to post progress on all of them?
>>
>>187676498
Is pannenkoek an AGDG-approved channel? I can only imagine the wealth of development lessons you can learn from Super Mario 64.
>>
>>187679112
Yes.

People generally stick to one or two sites. You're losing out on part of your potential audience by not posting on all of them.
>>
>>187679206
I've skimmed through a few of his vids and there is very little useful information
>>
>>187679112
It's pointless to post on tigsource since all you get are other devs, not real potential customers.
>>
>>187679206
Only AGDG approved channel is bisqwit and yanderedev
>>
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Getting ready for the demo. Improved options a bit, now it is possible to set joystick keys too

And here is the yesterday's gameplay video
https://www.youtube.com/watch?v=Frx0LfgP2Vw
>>
>>187678084
He probably means compared to the environments around him. Fidelity isn't just a texture thing you know, you've got so many additional small corners and shit on the player character.
>>
>>187657382
Alex Jones tried to warn us but you called him crazy.
>>
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I finished my planks.
>>
>>187680339
So the player model is too detailed?
>>
Do you think youtube will start censoring agdg devs? They already started on that creepy nerd who reviews fast food in his father's suit just because he became a pol meme
>>
>>187680608
Alex Jones isn't crazy he's just an entertainer and humble water filter and herbal supplements salesman.
>>
>>187681329
Well they tile well, good work.
>>
>>187681508
Censoring how?

Refusing to allow monetization isn't censorship.
>>
>>187681437
The environment isn't detailed enough.

There's cheap ways to pump it. Look into decals and subtle particles.
>>
>>187681508
Start using alternative sites like vidme and minds. Thank me later.
>>
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So what should I add for a killing simulator?
>>
How would wrestling translate into a game?
I'm a huge wrestling fan and I doubt I would ever make a game, but it's worth a shot. I just haven't the slightest idea how wrestling could be a game. I'm talking "real" wrestling, not professional.
One of the big problems might be you can't exactly see what you're doing.
Wrestling is like chess but you also have to take in account strength and endurance.
>>
>>187682881
aren't there a lot of wrestling games already
>>
>>187682947
There's lots of WWE games, aka the fake stuff you see on TV
>>
>>187682947
I think he's talking mud-wrestling more than WWE.
>>
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>>187683009
would video games be real wrestling?
>>
How can I turn Debug.Log into Console.WriteLine with that sexy {0} shit?
>>
>>187682881
You could make a meme game where your left analog stick controls movement and the right analog stick controls your character's arms.
>>
>>187683195
https://msdn.microsoft.com/en-us/library/system.string.format(v=vs.110).aspx
>>
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i want splashy water sprites not this gay ass particles.. maybe this is the limit i can go as a programmer.
>>
>>187682881
Reminder that 90% of the people who use the expression "it's like chess" don't play chess.
>>
>>187683526
thicker with less upwards velocity and a shorter lifetime
>>
https://youtu.be/iQ0e3QUADw8?list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR

It's been 3 years.

Where is you're game?
>>
>>187682881
if youre a huge fan you should know better than us.
just break down those "like chess" concepts involved in dropped-from-the-olympics wrestling.
>>
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>>187682050
rules
>>
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added a walk cycle to the cherub. At this point I have the main mechanics down, now its just adding more content, enemies, better background, etc.
>>
>>187684187
Nice Unity ad.
>>
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>First time ever trying to gamedev
>No programming experience
>Decide to use Godot as engine
>idunfuckedup.hpg
>Feel too invested to turn back now

I should have started with unity or my gms 1.4 pro license. What should I do?
>>
>>187684992
Please make him do tiny hummingbird wing flutters while floating.
>>
>>187685327
it really doesn't matter what you start off with, only the knowledge you end up with.
>>
>>187685327
I mean they all require programming. About the same amount of programming. And they've all got visual editors and interpreted babyscript languages.

Like a lateral move if anything. Godot and friends is about as abstract as it gets without straight kneecapping your options.
>>
>>187683526
>Using the minimal tileset from openart.com

ORIGINAL.
>>
>>187685432
of course, in due time
>>
>>187685327
Just keep doing stuff until you realize it doesn't matter.
Then you can start thinking about using other technologies if you require something done better than what you are capable of doing.
If you are already somewhat familiar with how an engine works, you are just hindering yourself by moving to other one.
Each hour you spend figuring things out is an hour of programming experience.
>>
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Post your Devtop bros.
>>
>>187683682
comparing things to other things is a lot like chess
>>
>>187685832
in fact chess is one of the few things that actually isn't like chess
>>
>>187686149
chess is like checkers with more piece types
>>
>>187686352
checkers is a lot like chess in that respect
>>
>>187684992
am I seeing things or did you add some squash and stretch to weenieman's jump?
>>
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----[ Recap Complete ]----
recap.agdg.io/view?id=17084

Added some missing info to the scores section on the info page. Also fixed a few display issues with really long game titles and really long web links.
>>
>>187686456
chess is the go of board games.
>>
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>>187685818
I mean sure. Why not
>>
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>>187683813
thanks it looks bit better now. now i just gotta figure out the surface.

>>187685557
i working with an art guy for our main game but this is just my own personal side project.
i'm probably gonna release for free on my website as webgl so i'm most concerned about
1) making it without spending money.
2) looking passable as a game and not be embarrassed to claim its my own.

>>187684992
cute game!! keep it up anon.
>>
>>187686914
>cute game!! keep it up anon.

thanks! I am liking the aesthetic here, ove the water shader and splash effects
>>
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>>187685818
>>
>>187687170
*love haha
>>
>>187686596
yea thats been there, in fact ive been asked multiple times to get rid of it haha
>>
>>187686352
Checkers is solved, chess is not.
>>
>>187687558
checkers was only solved recently.
it wasn't decades ago but recent supercomputers with the latest checkers specific optimizations.
can you imagine that? a game that pigeons can play competently couldn't be solved until recently.
>>
>>187687383
Well I've asked about the delay before, but just now I noticed the subtle squash and stretch as he jumps. Nice touch
>>
>>187688160
thank you, i have tweaked it a bit and even lowered the delay to a frame.
>>
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Reminder that having a positive outlook on life and people is the best motivator for progress.
>>
I give
>>
>>187686615
>Godot used in 2 games
>All others are Unity and UE
>Even Unity's fake hard to use awful 2D "engine" has better success than Godot

Godot really is a meme!
>>
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Working on one way rockets boku can ride to get from one part of a level to the next Hes able to jump on them as well. Need to make some 3D fire/smoke effect for the rocket next.
>>
>>187686914
I like this except for the arms in the air when jumping, but I don't see how you could really show jumping with just a black sprite otherwise, so it fits.
>>
>>187689267
>Godot: 5 games
>UE4 : 4 never to be games
>Godot and EU4 are memes
fix'd
>>
>>187689483
STOP ADDING SHIT AND REFINE
>>
>>187689086
reminder that bob ross was a shitty hack painter
nice to listen to, shit artist
>>
>>187689483
make the rocket bob and bounce when boku gets on
>>
>>187689789
Sorry can't program that.
>>
>>187689695
so you're saying i should build a following by streaming making shitty games, not actually selling them

whoah
>>
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>>187632359
I now have a text box system in the game and ready whenever I need it. I honestly wasn't expecting to finish it in one day. It didn't turn out to be hard as I thought it would be.
>>
>>187689829
le googum typewriter meme
>>
>>187689808
bob ross completed and sold his paintings as well
so on top of you extrapolating random bullshit, no
>>
>>187689806
sad. it would be ultra cute if it did
>>
>>187689829
I'm fond of character portraits that change expression depending on the dialogue, good work.
>>
>>187689829
her dad looks so scary i wouldnt date her. do all of your spirit girls have scary dad
>>
>>187689524
haha my character sprites are also from openart. i dont even know if im gonna keep them.
>>
>>187690139
I mean, he is the king of the light spirits. I haven't thought about the other light maidens' parents yet.
>>
>>187661482
How the fuck do you filter him, though?
>>
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Trying to make the effect cute too. Driving me nuts
I'm debating on getting rid of the fire and leaving the smoke I think its enough.
>>
>>187661482
/Reek/
/;\)/
/:\)/
/;-\)/
/:-\)/
/lol/
/tranny/
/schizophrenia/
>>
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>>187690514
If you're gonna rip off something do it right and use the light flare as well.
>>
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>HS 10 year later reunion
>receive a bunch of friend invite on fb
>Don't want to reply to any because I'm STILL not done with Uni while everyone as a life
Feels like killing myself desu. fuck
>tfw 30 in 3 months
>>
>>187690598
Thanks, let's see if it helps.
>>
>Want to dev
>Shit artist
>Just shitpost in agdg all night instead of working on my masters

GUYS HAHAHA GODOT!!!!!
>>
>>187690751
:( im sure you can make it bruv. just because you are 30 doesnt mean the life has ended.

btw this is agdg and your post is not game related. can you post your game with it next time? thanks.
>>
>>187690751
>HS 10 year later reunion
>STILL haven't finished game
Get your shit together, Anon!
>>
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Anons, I need good references of snow tiles

This shit is making me want to die
>>
>>187691454
think of snow as white lumps with blue shadows
>>
>>187691165
you're right, will do next time
>>187691408
>Get your shit together, Anon!
you're right anon, which makes me want to dev less sicne its just a hobby and I feel like I shouldn't even afford hobbies right now. fuck. Anyways, shitty mood, I'll stop blog-posting. Thanks anyways
>>
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Redid the login and character selection screens, which had been placeholder-y for the longest time.

They still are pretty placeholdery, as I realised while doing this that assets made for isometric view don't hold up to close inspection so I gave up on the character selection backdrop halfway through. Also I need 2D art for the login screen.
>>
>>187691592
>pussword
>>
>>187691592
this an mmo?

website?
>>
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>>187691503

The main problem is the consistent tile without breaking immersion (i.e. seeing the pattern). I'm making a Siberian island, snow is everything in the outside. Also, it's a horror, so it can't be cute or too much cartoony. The pic in my post was the closest I could get so far.

Also, too much snow is usually a endless white carpet (the revenant, for instance) so I'm trying to make it more dirty, but then another problem that pops out is the lack of volume when I do that.
>>
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What have I done
this is actually a pretty cool effect, but i'd rather not create millions of instances to achieve it
>>
>>187691682
It says password, I blame bad webm conversion.

>>187691963
>this an mmo?
Nah, it's a persistent multiplayer rpg.

>website?
http://boards.4chan.org/vg
>>
>>187692117
>When the juice hits too hard.
>>
>I'll start making my game when I get original art

I should just find some placeholder art huh.
>>
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>>187692117
>>
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0-5 Animation system
6-9 Spellcasting sysrtem
>>
>>187691454
is that Harrison ford?
>>
I want to make a hack and slash/punch 'em up with Godot, but I don't know how to do hitboxes or whatever.

Anyone?
>>
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>>187690632
You sure anon? Does it look good? I added a warp portal that teleports the rocket back.
>>
>>187692142
>persistent multiplayer rpg
>nah

I feel like I'm being made fun of
>>
>>187692440
Did you fix that torch yet mate?
>>
>>187692545
WHat torch? Unless you mean that flickering torch that was already perfect and doesn't need further tweaking yes.
>>
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press P to pay respects to dead projects on agdg.

dunno if my art guy posted this but last progress was making this choice system. this is gonna be the last webm of his art for a while.

we might post something in a week or two but who knows?
>>
>>187692448
Everyone knows making an MMO as a 1MA is retarded, so I'm not making an MMO.
>>
>>187692608
>not being a 1MA
it was the destiny you chose
>>
>>187692585
I'm going to choose to believe you're not bokudev.
>>
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>>187692403
He was actually based on young Kurt Russell.
>>
>>187686456
Chinese checkers is a lot like checkers only it's really hard to king someone
>>
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>>187692608
jk this is the last webm i have saved.

>>187692745
but my art guy is too good. just look at all the textures and sprite works in webm related. he did all of modeling, textures, and sprites (except MC and loli chan) in less than a week.
>>
>>187689483
Is this boku posting or bokus employee?
>>
>>187689695
Objectively prove that statement
>>
>>187692716
wrong guy
>>187693146
>>
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I added a special gib death for my skellies.
>>
>>187693146
better a finished but shit looking game than a dead project anon
>>
>>187693146
he sounds pretty skilled and productive.
he should become a 1MA.

...idk about you.
>>
>>187693454
>muh 1MA
fuck off gogem
>>
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Anybody have any tips on how to go about making a Final fantasy Tactics-like game? one of those 2D but 3D environments that have squares for tiles and such. Disgaea is probably a better representation of what i'm talking about.

Which engine would you pick? is it 2D or 3D? 3D games can still use sprites, right? Just curious what you guys think.
>>
>>187693296
is that a flash animation for the blue sword streak or is it a part of the sprite
>>
>>187692642
Oh I gotcha. It would be retarded to make an MMO all by yourself, so instead you're just making a persistent multiplayer open world fantasy RPG with PvP and PvE elements

;-)
>>
>>187693540
SFML and write it myself.
Tile based 2d is not hard no matter the projection.
Also please stop cloning shitty turn based strategy games, start cloning good ones like panzer general.
>>
>>187693595
That blue sword streak is a special hit flash for the powered sword.
>>
>>187693146
This looks really cool. What do you do in this game?
>>
>>187693739
Should be curved, looks weird like that
>>
>>187693905
Well all the girls have these kind of power-light penises that grow when they are aroused.

I kinda want to break gender norms and what it means to be a man/woman. Maybe I'll pick it up again at one point or use the idea elsewhere.
>>
>>187694029
you are a funny guy
>>
>>187693425
thats what i told my art guy but he said he "got it" now and understands how to make art for games. (this was our first project)
So hopefully he comes back with some crazy good stuff.

>>187693905
dead game. sorry. we got something bigger coming but not really ready yet.
>>
So how hard is networking...? For an RTS style game. I know the architecture that stuff like starcraft and age of empires does is to just send inputs and have everyone's client do the exact same thing so all actions have the exact same result, but how difficult is that to implement?

I wanna make a prototype but I'm not even sure where to begin. In Godot, if it matters.
>>
>>187693963
I don't think much can be done there, can't be helped due to the nature of sprites in the Doom engine. If I had access to zscript from the newer sourceports, I could probably figure something out, but it's not an option for me this time, sadly.
>>
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>>187694096
>So how hard is networking...?
>>
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>>
>>187693146
I don't understand, did your art guy jumped ship?
That sucks
>>
>>187694268
I don't get it, just photoshop a slightly curved one, there's nothing complicated about it.
Also if you don't use this thing: https://zdoom.org/wiki/offset to spice up all your weapons' spritework, you trigger me.
>>
>>187693540
>Which engine would you pick?
The one I can actually use, what kind of retarded question is that.
>>
>>187694459
Hard, yes, but like, how hard? If I just wanted the basics of getting units to move to the same places between clients, how hard is avoiding desyncs? I remember reading articles that it was really hard because of small differences in, like, processors, but that was age of empires way back when. Is the abstraction ide's like Godot provide enough that stuff will stay synced?

WHAT DO I DO HOW DO I START
>>
>>187693146
I'd leave too if I was doing all the work on someone else's game. Walking around and poking at things isn't gameplay.
>>
>>187694674
lmao
>>
>>187694739
What type of curve are we talking here? Like a curve to give it a 3D look? Also I use offsets here and there with some weapons, but most are done frame by frame.
>>
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Taking a break from learning how to draw to make some very miniscule progress, so let's get the low hanging fruit out of the way:

-Added n-jump (double, triple, etc.)
-You can now change momentum in the air.
-Camera can now zoom in and out.
>>
>>187694874
You open a socket and send stuff between two programs.
And yes, desyncs are a bitch, this is why most games delay the actions by a few frames so you keep a buffer for actions for following frames.
You check for desyncs every few frames and synchronize the state of the two programs if you have a desync.
>>
>>187695269
How difficult is delaying that action/checking for a desync? Is there a resource I can read to get the steps to do something like that? I really just want to try to see how far I can get with it.
>>
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>>187695198
I was thinking of something like this. Just the shape. Sort of a "(" more than a "|".
If you learn to use offsets, you can make your weapons' animations crazy smooth or add additional animations without increasing the wad file at all with new sprites.
Your code is going to look pretty messy since everything will be lasting 1 or 2 frames but it'll look good and smooth.

Also, since you're modding Doom, you've already noticed that a lot of sprites are just duplicates of others except maybe a few pixels offset. You can remove those from your wad completely and replace them with sprites using Offset.

I once made a weapon that only had 3 sprites, one normal and 2 for shooting. Using offsets actually made it look pretty damn good, you wouldn't believe it was just 3 sprites.
>>
>>187695990
I'm keeping the low frames on the sword attack to keep the sense of speed, I've fucked around with offsets before and it makes the sword attacks sluggish feeling. Also I'm not an artist and that hit slash I'm using is ripped from FF6, I'm not about to try adding a curve to it myself.

and yeah I've done code-based animation before via TEXTURES, I've cranked out an entire gameplay mod in the past that was under 64kb by using TEXTURES and shit.
>>
>>187696172
Alright, if low frames are intended. I thought that might be the case.
>>
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>>187696380
Color me surprised that someone else here is knowledgeable with SLADE and DECORATE shit though. Have a webm
>>
>>187695256
Well, it's a start, long as you intend to go somewhere from here.
>>
>>187696508
You mean there's more to videogames than graphic assets, jumping on platforms, and an inventory?
>>
>>187696481
Haha, yeah. I'm Pushy Cmulko dev, Doom is where I stole one of my pathfinding algorithms from.
>>
>>187696598
Not really, you just have to make it seem like there is.
>>
>>187696623
Good place to draw inspiration from honestly, I love how Doom monsters persue the player or just wander around if they're not going for the player.
>>
>>187696703
It's a very undemanding system, for sure.
>>
Give me a game idea that I could do in 1 day
>>
>>187695857
Depends on how your game is built.
If you are making a real simple game you can just check that all the values match.
Networking for turn based games is much simpler than for real time games and I suggest you start with that until you grasp the basics.
>>
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When the boss has its arms, it can cast Stone much more quickly. Apparently spinning them helps. Still screwing around with the stone zone portal timings.
>>
>>187697209
You're right. Something turn based just isn't what I'm inspired to make, is the thing. Oh well.
>>
>>187697595
Make something very simple for the prototype, text based tic tac toe for example.
Making a simple chat can be a good exercise too.
>>
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finished trade menu for the most part
just need to add item descriptions at the bottom and execute the trade on confirm and then I'm moving on
>>
Is there any issue with using monodevelop over Visual studio in Unity?
>>
>>187697736
>>187697209
After this you can start with real time stuff.
Simplest netcode is something that runs at low FPS and checks for desyncs every frame.
After you get comfortable that, you can start implementing delay to the P2P netcode you have or try to implement a server/client netcode where the client just approximates what's happening and keeps getting sync data from the server.
>>
>>187697192
Roguelike
>>
>>187698360
>procedurally generated world with items/upgrades
>in 1 day
And here I was thinking this would be comfy and easy
>>
>>187698360
>want to make a rogue like
>working through a programming design course first because I want a good foundation in programming
Please don't bully Roguelikes.
>>
>>187698546
If you just do an overworld you might be surprised. I learnt how to create a editable, saveable 2D procgen world with perlin noise in about 4 hours with GMS, and I cant program for shit.
>>
Give ideas for mechanoid jam please, I have too many but all of them are generic/unfleshed
>rpg with mechas
>rts with mechas
>mecha building game where you build them and then the mechas fight on their own
>generic 3rd person mecha game
>>
>>187699218
Mecha Roguelite.
>>
>>187699218
Job simulator where you play a mechanic who fixes mechs for a living.

That could be neat.
>>
>>187699307
Trauma Center with mechas
>>
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Working on the second sub-item. It's only half done, but I like how it looks currently. When it's done, it'll be a bullet absorbing rift that fires out what mobs shoot in.
>>
>>187699307
I really really want this now...
>>
>>187699913
H-Hayai!
>>
>>187699964
Make it then.
>>
>look for beat 'em up sprites online
>all chunky-headed cartoon garbage
>their fists can't even reach past their ridiculous faces.

Please stop making bobble headed art.
>>
>>187700243
Did you want a better look at it, Anon?
>>
>>187699307
>>187699964
>My Summer Mech
>>
>>187700581
>mfw cristian wanted to make a bobble head sprite beat em up too
>>
>>187663875
Protected variables are also visible to any classes in the same package.
>>
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>>187685818
>>
designing using pen and paper is really comfy
>>
I've been hunting a bug for about an hour just to realize that it was once again copy and pasted code and - where a + needed to be.
>>
>>187701158
Was bug hunting for the past day only to just found out a few mins ago that I accidentally deleted a line of code during a cleanup.
>>
>>187701051
Sort your shit out man
>>
>>187701051
>McAfee security center
>Avast antivirus
>Netbeans
>Firefox in 2017
>>
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>>187685818
>>
>>187701361
it's the little things.
>>
>>187701517
>Firefox in 2017
it's fuking gr8 with the servo css and multi-process mode, not sure why he's using anti-virus on Windows 10 tho
>>
>>187701539
>>187685818
>>187701051
Now post your games
>>
>>187701651
no
>>
>>187701651
Why didn't you quote me? I also posted my desktop.
Or is it obvious what I'm working on?
>>
>>187701651
You mean the one who straight up has assets from that pixel Castlevania thang from the past couple weeks?
>>
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Progress.
>>
>>187702684
>looks like a mockup
>imgur filename
WHo are you trying to fool
>>
>>187702750
UI is fake, so is chat. Actual gameplay is real, but simulated. Random names cycled from my WoW guild for the AI PCs. Fight is real but it isn't one that'll be in the actual game.
>>
post game mockups that are just art
>>
>>187703859
real easy to find that shit on deviant art
>>
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In the process of making content aware tooltips that can scale depending on the complexity of a item.

In the process, had to rewrite most of my tooltip code though.
>>
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>>187704092
>>
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city area with stealth game.
>>
>>187704520
Stealth is cool
>>
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getting there. thx
>>
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>>187702684
Also this.

Not microtransactions, you actually can only craft keys and buy chests with gold.
>>
>>187704092
I just wrote 3 different tooltips, that showed depending on whether it was a weapon, armour or other item. That was probably easier, I dunno..

It looks good though, but game dev is 90% cutting costs to spend more time on important features.
>>
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Which is a better uv for a rectangular box?
>>
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Using Unity, know very little about coding.

Question: can you change the color of each of the faces in a mesh you have generated through code?

I know you can change the vertex colors, but that creates sort of a nice gradient between the vertices. What I'm looking for is to paint each face (triangle, or maybe quad) of a flat color. Is that possible?

Pic related is what I am NOT looking for.
>>
>>187705676
why do you need to separate each face? it's a box, you can overlap identical faces
>>
>>187705676
Right one if you care about pixels per face.
>>
>>187705982
won't that mess up shadows or something?
plus I want to be able to have a different stuff on each face
>>
>>187705778
You could make each face a separate object with its own Material and set the color there.
Or you could write your own shader that utilizes vertex colors but doesnt do the gradiant effect.
Or you could model it in blender and put a texture on it that has separate color for each face.
>>
Is there a way to switch out meshes in Unity, without having to reassign all the scripts etc again?

I want to rig and animate my player character, but I already have assigned allt eh stuff to it (scripts, colliders, etc)
>>
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>making html5 game
>a bunch of numbers accidentally become null
>game just runs without any complaints anyway, except that nothing works
>no errors or anything in the console
>this is in "use strict" mode
Who thought javascript was a good idea?
>>
>>187706264
drag&drop
>>
>>187706096
I'd need to have thousands of triangles and be able to change the color at runtime, so the first option doesn't seem very good in my case (too many materials). I'm not sure about the third (would I be able to change the textures at runtime? would each be a material?) so I guess the second is best for me.

Could you please point me out in the right direction to learn how to make such a shader? Like which keywords should I use on search engines?

Now that I think of it I could also have each triangle in the mesh not share any vertex with any other, and all the vertices in each triangles share the same color so it looks flat, but seems like a waste.
>>
>>187706759
>I'm not sure about the third (would I be able to change the textures at runtime? would each be a material?)

Well there are probably more methods, i just came up with another one:

You make a texture with every color you would like to have and instead of setting vertex colors you set UV coordinates of the color you want to have. That way you wont have the gradients

>Could you please point me out in the right direction to learn how to make such a shader? Like which keywords should I use on search engines?
The official Unity documentation is pretty good, it assumes no prior knowledge
>>
>>187706060
>won't that mess up shadows or something?
no, it's just texture, when you have identical faces you can overlap them and make texture smaller.
>>
>>187694874

https://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php
>>
>>187706524
It's so EASY to get started
>>
>>187670315
>I won't have any internal view of ships or the ability to give individual crew orders/tasks.
Jesus.
Didn't you say you started this project because you thought you could do better than FTL? But before you even program any gameplay, you've already removed the most important feature.
>>
>>187708324
i don't know why he link it with ftl when the only common thing between them is the theme
>>
give me ideas for minigames
>>
>>187708406
The name makes a lot of people's brain shut off.

(FTL vs FTC)
>>
>>187708490
just play wario ware mate
>>
>>187708490
Mini game where you have to pee on just the right place to not make a sound (as not to disgust your HOT DATE), but you pee keeps splitting, hand too shaky from alcohol, etc.
>>
>>187708490
Action MMORPG
>>
>>187708324
>>187708406
Not him, but I think it's because they will both be roguelike in nature: you walk around and a random event happens.

Now, since it would be hard to control crew in several ships at once, maybe he could allow the player customize player AI outside of battle? And then the choice to take control of a crew manually when fighting.

Dunno, just throwing some ideas.
>>
>>187705778
>mesh you have generated through code
What do you mean by this? Mesh m = new Mesh() and then setting the vertices? If you are doing that why not also set the m.uv values so you can slap a texture with all the colors in the positions you want?

You could also do it through a shader, but without UV data you'll have to use a geometry shader to get the tris. Look it up, but the uv solution is much simpler and compatible with every single video card out there.
>>
Shitter here, what's the best way to randomly put 1-4 items into 5 spots. I've got a few ideas that would work but I feel like I might be making stuff too complicated
>>
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>he fell for the randomly generated meme
>>
>>187705778
Just double the vertices instead of sharing them if you want the colors to be different.

This is the same thing that's done for discontinuities in normals (sharp edges) and texture mapping.
>>
>>187708792
where is your meticulously crafted, coherent game ?
>>
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I don't know what to make for the mecha jam thing
I don't even know what kind of robot to use
My brain is empty
>>
>>187708924
2D or 3D
>>
>>187708792
Random generation greatly increases replay value.

7 Days to Die, Minecraft, Terraria, those games would be much less popular without the ability of meeting a new world each time.
>>
>>187701651
You quoted someone with assets from their game on their desktop. Come on lad
>>
>>187708981
3D
>>
>>187708982
Multiplayer open-world crafting games are greatly enhanced by randomly making shit up.

Not your beat em up or Metroidvania.
>>
>>187708924
I called it. Not in the thread but I was sure people were gonna get completely stuck on the mecha designs.
Because I've already run into that problem.
>>
>>187708982
>Random generation greatly increases replay value.
If you are a brainless dumbfuck perhaps. Random generation makes the games easy as shit, to the point where you can play through them on your first playthrough without dying.
>>
>>187709119
>Random generation makes the games easy as shit
until you get shitty rolls, then you get assfucked so hard the game becomes how long you stay alive
>>
>>187709089
I would actually argue otherwise.

While too much random generation can be annoying, take Super Metroid for example. I already know where all the important itens are so I can just speedrun through with it.

Suppose however if that a few itens changed place each game. My consecutive run would be easier because of my experience, but not because of my memory easily pointing out where the upgrades are.
>>
>>187709253
>then you get assfucked
So it's casual shit gameplay or an unfair clusterfuck. If you place everything by hand you can make challenging but still fair. You can control the pacing much better like this.

Random generation is lazy game design. Perfect for shitters who just want shallow fun, but bad for people who actually like laying games.
>>
>>187708924
I just rang up my mecha fiend friend and asked him what he thought the coolest mecha designs were and I'm just gonna use those as a base.

I've never seen a mecha related thing in my life so it who knew it'd help.
>>
>>187709409
t. a nodev who never made a game talking about game design
>>
>>187709119
>Random generation makes the games easy as shit
How does random generation by itself make the game easy?

Isaac Binding for example random generates every room. Are you really saying that if it didn't it would be harder?
>>
>>187709387
Right I'm going to argue right back, and say that's stupid. Because I play games 1-3 times, not thirty, and not having to play buttsniffing asscheck on where the RNG decided to put the plot essential items makes those two other playthroughs fine n dandy.
>>
>>187709409
>Random generation is lazy game design
you're talking about shitty procgen, if the game tracks progression and adjust its generation accordingly you can still have a great experience, you can handcraft random generation too
>>
>>187709387
Yes, your multiple playthroughs might be more fun if there was an element of randomness to the level layout, but it would have been at the cost of your initial playthrough being a lesser experience, as the levels wouldn't have the same care and thought put into them as if they were fully hand-crafted.

Random/procedural generation works great for certain genres of games, like the ones you mentioned earlier, but for other genres - where the gameplay might live or die based on level design alone - it really just becomes a quality vs quantity type of deal.
>>
>>187709507
>Isaac Binding
It's a boring shit game without any character.
Take an actual good game like Ikaruga for example.
The game never would work with random generation, because it would completely fuck over the stage designs.

An actual good game can't be randomly generated. The gameplay has to be tight, and to achieve this is only possible by placing everything by hand. By randomly generating everything the game becomes a generic clusterfuck.
>>
>>187709409
>If you place everything by hand you can make challenging but still fair. You can control the pacing much better like this.

Yes, but then you fall into the question of muscle memory. Random generation gives a new variable of unknown, which can be used to great effect. Darkwood, for example, random generates events and enemies. If it didn't it would quickly end like RE: "oh boy if I open this door there will be a zombie waiting."

>>187709557
> Because I
I think I saw the problem anon. You are thinking this game is being made to appeal to you, but it's clear you enjoy other genres of games. Roguelikes and survival in general heavily use random gen because it increases the need of adaptation.

> Because I play games 1-3 times
Randomgen lovers play games dozens, even a hundred of times. FTL for example I had a run to unlock every layout, plus a few that unsuccessful. That is the mindset of playing roguelikes.

If you want games that you beat them from one to three times, you should seek action or adventure games.
>>
>>187709915
>It's a boring shit game without any character.
http://steamspy.com/app/113200
http://steamspy.com/app/250900
You can proceed by saying how all those players are wrong and your opinion is right.

>Take an actual good game like Ikaruga for example.
http://steamspy.com/app/253750

Again anon, it's more a matter of taste.
>>
>>187709995
>If you want games that you beat them from one to three times, you should seek action or adventure games.
Like beat em ups and Metroidvanias, the two examples I specifically listed like three replies through the chain and was specifically talking about?

Christ.
>>
>nodevs arguing what kind of game design sells best
>>
>>187709915
>An actual good game can't be randomly generated.
That what ye yound unbearded humans think.
>>
>>187709995
>Yes, but then you fall into the question of muscle memory.
God beware, a game actually requires skills!

Pretty much everything which takes skills requires muscle memory. That's what games are all about. Muscle memory, strategy and reflexes.
>>
>>187710160
Yes, those are fine to not be randomgen. I didn't imply otherwise. I agree with >>187709810. I just said if they were I would probably have played more times.
>>
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>>187708792
>procedural generated content is some of the earliest around
>major part of one of the most enduring genre of all time
Sure whatever you say

>he fell for the polygonal meme
>>
>>187710141
>it's popular so it must be good
You probably also think Justin Bieber is one the best musicians of our times, right?
Popularity has little to do with quality.
>>
>>187710351
I didn't know that it's a skill to remember there is a zombie behind that door.

You should remember that in randomgen games enemies also have tactics and strategies to deal with. The difference however is that they aren't on the place you know they will be, thus you can never have the advantage of farsight.
>>
>>187709409
>random
yeah that is retarded for most things
>procedural
Fucking God-like, tb of h, f/a/m
>>
>>187710402
Adventure was revolutionary because it was one of the first non-randomly generated game with an actual setting and "plot".
I have no side on this stupid discussion, I just thought it was an interesting thing worth posting.
>>
>>187710503
>You probably also think Justin Bieber is one the best musicians of our times, right?
Justin Bieber is a good dancer (not a MJ), with a pretty face and an acceptable quality of music. That plus media ads quickly rised him to status.

I know you were expecting a meme like Justin Bieber sucks, but the truth is that there were several factors who helped into his success.

And popularity should be exactly taken into account when the subject is successful games. Number of sales is directly tied into profits, which determines how good your game actually did.

You can cry that this game sucks, but the truth is that his creator made millions of dollars out of it. So he did appeal to what people wanted, even if you think it's a bad game.
>>
>>187710529
>I didn't know that it's a skill to remember there is a zombie behind that door.
That's because you obviously never played a single difficult game in your life.

If you learn to play a song on an instrument you also need muscle memory. being able to play this song is also a skill. The same goes for games. Muscle memory is only regarded as boring by dumb casual shitters who have no idea about games.
>>
multiplayer dice rolling game where u race dice
>>
for how many hours you left your project open without actually working on it?
>>
>>187710820
I can tell by the bullshit you write you are nothing but a sell-out. Your "game" will probably be generic mobile trash, just so that you can make some quick bucks.

Jews like you are what ruined gaming. It's why everything got dumbed down to appeal to the masses who don't even give a shit about games.
>>
>>187710923
1 hour of total computer time today and 30 minutes of project time, so not too bad yet.
>>
give me an object to practice modeling on
>>
>>187711087
a dick
>>
>>187711087
The under-appreciated but ever-present chair. Make it a nice chair.
>>
>>187710830
>That's because you obviously never played a single difficult game in your life.
Citation needed. Really anon, you should just have said 'you are stupid', because that's just an attack. You are free to prove me wrong by saying a game that isn't randomgen and that you won't have the advantage of memory on your second playthrough.

> If you learn to play a song on an instrument you also need muscle memory. being able to play this song is also a skill.
I think you are shooting a little far from your target. First off, yes if you repeated play a song you will eventually get better at repeating it. Like if you repeated kill an enemy in a game you will get better at killing it.

However randomgen isn't like 'play anything you want'. It would be like playing those songs you have already trained, but in a different order than you are used to. Just that.

> Muscle memory is only regarded as boring by dumb casual shitters who have no idea about games.
And that's just another empty ad hominem, seeing how until now you haven't proved how don't knowing what will happen lowers difficulty.
>>
>>187711087
Make a mace.
>>
>>187692608
These graphism are fantastic
>>
>>187710923
8 because I fell asleep
>>
>>187711087
a lowres wolf
>>
>>187710923
4 days
>>
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>>187711087
a mech
>>
>>187711281
>You are free to prove me wrong by saying a game that isn't randomgen and that you won't have the advantage of memory on your second playthrough.
If you don't need memorization, then you can clear the game blind. A good game must need memorization, otherwise it's a fucking movie-game which plays by itself.

>It would be like playing those songs you have already trained, but in a different order than you are used to. Just that.
I am not talking about small RnG. If you add a little RnG to attack patterns, or stage orders, then that's fine. What I am talking about is completely randomly generating the stages, ie. the enemy placing, the envorionment placing, etc. that's where it just become silly and lazy design.
>>
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I made some tweaks, then some more tweaks, then I had to fix the things that broke when I made those tweaks, and now it's even harder. So that's cool.

On a related side note, I changed all the movement stuff to take Delta Time into account, so now I have to change a bunch of stuff.
>>
>>187711684
>If you don't need memorization, then you can clear the game blind.
Yes, just like in the first playthrough of a non-randomgen game. If you are good enough you can always clear the game on the first room.

That doesn't prove that in your second playthrough you won't have the advantage of knowing everything that will happen.

> A good game must need memorization, otherwise it's a fucking movie-game which plays by itself.
How does not knowing enemy and item placement make a game like a movie?

> am not talking about small RnG. If you add a little RnG to attack patterns, or stage orders, then that's fine. What I am talking about is completely randomly generating the stages, ie. the enemy placing, the envorionment placing, etc. that's where it just become silly and lazy design.
Depends really on how much you work into your randomgen. 7daystodie for example randomgen is pretty good, very few times I saw a mistake like a house being created in half.

An action game that would be much, much harder, but the more you worked on it the greater quality it would be. Like everything else in a game.

I think you are worried because you played some games with poor RNG. Those exists too, but it's also possible to make the system verify things such as item, place and enemy placement in a fair and challenging way.
>>
>>187692608
looks amazing
>>
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>>
Decided to go with GMS for my first attempt at dev-ing. Is GMS2 better than 1.4? They aren't exactly clear on the differences between the two.
>>
>>187712212
It just doesn't make any sense talking with people like you.

Random generation only fits to shitty sandbox movie-games, like Skyrim for example. But in a game with actual tight, challenging gameplay, like arcade games, it will always be shit.
>>
>>187693146
What kind of camera view is that? Perspective?
>>
>>187712563
Nope, stick to 1.4.
>>
Does agdg know of any interesting problems in game devving that have been ingeniously solved?

Like the square root thing in Quake
>>
>>187692608
already better than yandere sim. go for those patreon moneys already
>>
>>187692608
It's dead? Am I free to steal it now?
>>
>>187712490
https://www.youtube.com/watch?v=wGcyKEZtWuE
>>
>>187712643
2 it is
>>
>>187676498
>Have the enemies go home if they de-aggro long enough.
i'm thinking about a global alert system, like if no one can see you then they all go back home, otherwise it makes them look like they have alzheimers

"huh i was chasing that guy a second ago but now i can't see him ,welp better forget about it and go home even though other guys are chasing him"

like i think just waiting where you last saw the player if you've lost sight of the player looks more natural
>>
>>187712563
2 is a downgrade but you can't even get 1.4 legally anymore.
>>
How to do PRNG like Dota2?
>>
>>187712876
Yes it's dead, and I already stole it
>>
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>>187713127
>but you can't even get 1.4 legally anymore
What's the GMS2 downgrade like? What's the difference? Is it just buggier in general or are there specific glaring flaws?
>>
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>>187712720
You might like this

https://simonschreibt.de/game-art-tricks/
>>
>over 10 years old library
>still no decent documentation
AAAA
>>
>>187713321
You can download 1.4 but you need a valid key to use it and you can't get keys anymore, not even the free edition ones.
As for the differences the biggest one is that the UI is redone (and subjectively shittier) and the export modules are ridiculously overpriced.
It's still essentially the same engine but with a few changes here and there, it really isn't worth the price they are asking for.
>>
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>developing game since 2014
>not even halfway done
>it's still a massive piece of shit
>people are still donating
>>
>>187692608
>>187693146
does your art guy take commissions
>>
>>187713438
Holy fuck I really might. Thanks, anon.
>>
How many you have autism?
>>
>>187713771
I dunno, I think the interface for 2 feels easier to navigate compared to GMS1
>>
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>>187713872
:^)
>>
>>187713273
May the best thief win
>>
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>>187708324
>Didn't you say you started this project because you thought you could do better than FTL? But before you even program any gameplay, you've already removed the most important feature.

I wanted to do it, but it's impossible. FTL is science-fantasy with high abstraction. It works because its simple and abstract.

FTC is hard sci-fi with military sci-fi thrown in for good measure. The smallest ships have 50 crew and 15 decks. There are hundreds of rooms on my ships, thousands of systems. FTL style internal gameplay is just not possible in the universe I've created. I really wanted to do something like it, but it just isn't possible.

>>187708496

The whole idea was to ride on the coat tails of FTLs success. Originally FTC was going to be a rip-off of FTL, but as the project developed it started to deviate. Today, the only similarity between them is the acronym of the name.

>>187708632

Pretty much, they are both space roguelikes with management themes. FTL is micro management and FTC is macro management.

In the current build crew combat is like EU4. You click a group of troopers, send them over to the enemy ship and it simulates a battle. At the end either you win and do whatever damage or the troopers return by teleportation or shuttle.

It's not ideal, but its the only way to do macro combat on this scale.
>>
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I noticed when I change the camera perspective from PlayerFollowCamera to FixedCamera the rotation of the PlayerCharacter gets slower and it also messes with some other things.

That's strange because the CameraPerspectiveChange script doesn't have any connection to the PlayerMovement script. Not sure if it's a mistake by me or some wierd Unity bug.
>>
>>187716162
Is there a change in framerate? Maybe you have FPS dependent speeds.
>>
>>187714358
>It's not ideal, but its the only way to do macro combat on this scale.

Will it be like hundreds of ships? If not do like this:

https://www.youtube.com/watch?v=3y4TJtGdGQo

Or you could put fighters and bombers into units like Total War, capital units being the only single units.
>>
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Why make your own game when doing high profile commission work is more marketable experience.
>>
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>>187716301

No that shouldn't be the case. Aside from the rotation speed the player rotation during aiming also randomly gets stuck after I changed the camera, which it doesn't do before I change the camera angle.

You can see in the webm it gets suck and I am unable to rate the player during aiming unless I release the aim button again, which wasn't the case before I changed the camera angle.
>>
>>187714358
>the most generic concept art in the universe.png
>>
>>187714358
Are you LARPing as an ideaguy?
>>
>>187716970

>unable to rate the player

unable to rotate
>>
>>187716808
Creative control
>>
>>187716808
Assuming you want marketable experience to get a 'real' job, basically all of them require a shipped game, and having made your own is definitely more impressive.
>>
Is there any public information on what the threshold is for a game to become eligible for Steam trading cards?

The Steamworks note is vague as fuck
>>
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how does one copyright game name
>>
>>187716808
I'm not making a game for fame, money or "marketable experience" (which is stupid because if I did it would be totally unrelated to my field of studies)

I'm making a game because I want to make a game.
>>
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>>
>>187717595
You don't, you trademark it.
>>
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I added camera tracking just to see how it would look, and I think I might keep it like this.
>>
>>187718132
>ladder to go up
yep makes sense (though climbing by rolling is pretty stupid)
>sticking to the walls
uh??????

How are you going to explain this to the players?
>>
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>>187711160
Chair.

around 500 polys
>>
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>>187716970
how the fuck did you do this to yourself?
>>
>>187718707
>How are you going to explain this to the players?
he will call them nodevs if they don't understand it
>>
>>187718946
would sit on
>>
>>187718463
just do what audiosurf does
>>
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>>187701651
very late but here's progress

anyone know some good work flow systems for pixel art because I spend way too long on them
also I hate wide brimmed hats now and don't even know if I drew it right
>>
>>187718946
>500 polys
Can i see the wires, because fuck you, how do you even put 500 into something that simple?
>>
>>187720146
Top corner of the left collar (for us) should go higher and round to the right a little. Draw an imaginary collar line behind the neck.
>>
>>187711858

What the fuck are we looking at?
>>
>>187720195
too lazy to make a proper low
>>
>>187720413
>too lazy
It takes more work to make this monstrosity than a proper low.
>>
>>187720496
>500
>monstrosity
Do you live in 2001?
>>
>>187720558
You are the one who said you needed practice. Get back to work faggot.
>>
>>187720659
But I'm not him
>>
>>187720496
made high poly mesh to get smooth edges first
>>
>>187720745
Ok?
>>
What is the best language?
>>
>>187720195
I'm gonna go ahead and guess it's coming from beveled edges. Can't you turn that down a little and use a baked normal map to simulate a more smooth bevel ?
>>
>Want to make beat 'em up
>Want it to be the most awesome, screen shaking, heavy fisted beat 'em up of all time

What engine should I use? I've been using Godot but there aren't any tutorials or documentation for it other than fucking PONG.
>>
>>187721110
>Can't you turn that down a little and use a baked normal map to simulate a more smooth bevel ?
That's how you normally do it.
>>
>>187721182
Thanks for clearing that out, I wasn't sure if it was something I read online or some solution I had thought about but didn't try.
>>
In Blender, how can I quickly delete mesh parts, without constantly having to click on every single vertice or face?
>>
>>187721093
Go
>>
>>187714358
>Originally FTC was going to be a rip-off of FTL, but as the project developed it started to deviate. Today, the only similarity between them is the acronym of the name.

When you say today, how much of it is actually implemented vs what you just have on paper? Because paper doesn't count.
>>
>>187721334
shift++
>>
>>187721425
Shut up, I also have a lot of pdf and powerpoint files!
>>
>>187721093
french
>>
>>187716808
Making and shipping your own game is much more impressive than doing pixel art.
>>
>>187721497
I already do this with shift, but I still have to click on every single vertice when wanting to delete it.

Isn't there something where you just can select all vertices/faces by simply selecting it with a rectangle selection or something?
>>
>>187721732
b/c
>>
>>187721829
Tnak you!
>>
>>187721732
B for box selection
>>
>>187721732
Also ctrl+left mouse for lasso selection
>>
>>187634230
take the direction where the player is relative to the character and when the bar is charging make them walk to that direction, when the bar is fully charged make them chase you and when the bar starts draining take the direction again. This should make it so it feels like an actual chase
>>
>>187721151
literally any framework / engine / language is capable of making a beat 'em up, just pick whatever you're comfortable with
>>
>>187720146
That's good shit anon, I'll send some fanart to your devblog
>>
>>187716162
You're not doing something stupid like lerping with moving starting and end points right?
>>
>>187714358
>hard sci-fi
>first scene in the trailer is a ship coming out of warp space

riiiggghhhtt
>>
>>187722270
>make them walk
>This should make it so it feels like an actual chase
it already feels like an actual chase

>take the direction where the player is relative to the character
so you want them to act like they're blind
>when the bar starts draining take the direction again
when the bar is draining they're out of sight range
>>
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>>187720297
is this better?
>>
>>187722290
<3 thanks man. Some GMS dev said it was impossible to make a beat em up.
>>
>>187722665
There's basically no collision detection or difficult physics, you're basically just moving sprites around the screen -- no idea why anyone would tell you GMS couldn't make a beat 'em up. I made two in Flash.
>>
>>187722638
YES.

I just want to say I'm proud of you. Last week she looked fucking homely and terrible with a Rachel cut from Friends. Now she looks original and pretty cool.

Keep it up man. You can do this.
>>
>>187722638
I like the fact that her hat is so big it goes out of the portrait box
>>
>>187722665
What a massive retard.
>>
>>187722753
Well some idiot has posted on larreddit that beat em ups are way out of scope for most people.

I thought it was just a platformer without jump mechs that worked through original levels.
>>
>>187718463
It's too snappy. Use SmoothDamp to give it more life: https://docs.unity3d.com/ScriptReference/Vector3.SmoothDamp.html
>>
>>187721151
what cartoon?
also, RoR was Gamemaker, would that be enough?
>>
>>187722617
>it already feels like an actual chase
no it feels like a bunch of zombies hitting each other reacting to run a second late after they saw the guy who they want to chase. That's not the best decision making to be honest.

>so you want them to act like they're blind
what

>when the bar is draining they're out of sight range
"i don't know where the guy is so ill just stop moving because i have no memory of the last time i saw him"

i know you're trying to shitpost in an effort to stop progress but i guess it's a valid reason to justify my decisions
>>
>>187634230
They really need to try to move where the player is going to be, not where he was. Add a little prediction and it should look great.

Vector3 v = targetPosition - position;
float t = v.magnitude / maximumVelocity;

Vector3 futurePosition = targetPosition + targetVelocity * t;
>>
>>187723005
Gundam G Reconquista
It's pretty shit
>>
>>187723572
>>187723572
>>
>>187723054
>no it feels like a bunch of zombies hitting each other reacting to run a second late after they saw the guy who they want to chase.
so it feels like zombie chasing people
>"i don't know where the guy is so ill just stop moving because i have no memory of the last time i saw him"
they have poor vision, they literally cannot see the player if it is out of sight range

your shitty progress would make it so either they just spot the player from across the map and swarm them at room start OR they just clump up behind the player and never lose sight of them and the game becomes too easy

i have already tested these things, i want them to scatter from each other and not clump up because otherwise it gets too easy
>>187723328
i tried something like this already and it just doesn't matter because they're slower than the player
>>
>>187721093
Japanese
>>
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>making a game can land you a job
>"so yeah, you're a floating tentacle and you have to massage naked people"
>"so this is a platformer where you get raped if you get hit"
>"you're this big animal with huge tits and you fight other animals with big tits and slutty gear"
>>
>>187721093
If you mean programming, whatever you are most comfortable with. I found learning C++ pretty easy.

If you mean language for your game, it's English. It's literally the world language, you will be able to reach more people with it.
>>
>>187723664
Learning Japanese was honestly way easier than learning to program. If only there was another useful skill that learns itself by reading anime porn.
>>
>>187723796
You certainly won't put those type of games in your portifolio... unless you somehow are sure they won't have a problem with it.

They do provide you with experience however, and you could put some individual assets or modify the game into a SFW version without saying about the game on question.
>>
>>187723796
>all of these exist ITT
>>
>>187723796
Mike Inel ManyakisArt
no one puts these things under one name
>>
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>>187722769
in hindsight some of reasons why the earlier iterations were bad was because:
1. I suck at hair
2. the character looking face forward looks weird
3. cropping out the hat while trying to preserve key features of it
>>
>>187724682
> the character looking face forward looks weird
no you're just bad
>>
>>187724943
Feel free to improve his art.
>>
>>187723618
It does matter. Look at 21 seconds into your webm: They would have cut you off and killed you rather than awkwardly walking right beside you. Their behaviour is ridiculous and looks stupid.
>>
>>187725019
but im a programmer
>>
>>187724943
No he's right. Aligning the character axes along the axes of the camera makes them look less dynamic and believable.
If you look at most fighting games, you'll see they never do that, they're always at least turned 5 degrees away from the camera axes.
>>
>>187724682
>I suck at hair
Hair just sucks in general. To draw or render anyway.
>>
>>187725325
like half of vallhalla's portraits are front facing
>>
>>187725642
Look again, they're front facing, but not axis-locked like if you were looking at a driver's licence.
>>
>>187725893
I have no idea what you mean by axis locked, + vs X?
>>
>>187722962
That's really useful, thanks.
>>
>>187726386
I mean that the X axes of the camera is aligned either of the three axes of the face. Like in this case >>187724682, it's easy to notice because when you do so, the face is symmetrical.
>>
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>>187726675
i feel like you guys are mistaking shading for rotation or some shit, there is no rotation here, especially obvious in the eyes
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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