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/agdg/ - Amateur Game Development General

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Thread replies: 803
Thread images: 144

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short op short dong edition

> Upcoming Mechanoid Jam itch.io/jam/op-mechanoid
> Next Demo Day 16 (8 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: >>187723572
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
>>
>>187816219
Still doing the chicken thing. Alright. Beats shitter OPs.
>>
fucking chicken
>>
It's a minor thing but I'm always pleased when I manage to figure out something by myself, this powerup gives you more ammo on restock, if the webm isn't obvious enough.
>>
>>187816369
I don't know what it is so it must be shit.
>>
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>>187816330
>>
>>187816369
object pooling saves you garbage collection time.
It's basically reusing things instead of destroying them and re instantiating them.
Say you have bullets on a shmup, instead of destroying the bullets that go outside of the screen or collide with something, you can just mark them as reusable and keep references to them in a list or array so you can just reset their position and properties instead of creating new ones.
>>
Here's a list of must-experience scifi influences. One thing might stand out here.
>>
reminder to arm your mecha adequately
>>
>>187816601
>comics
>no valerian & laureline
into the trash
>>
>>187816601
That list is garbage. Just watch 80s sci-fi anime. that should be enough.
>>
>>187816601
>read only memories
>>
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>my face when making an open world indie survival game
>mfw the time it's finished the hatred towards the flavor of the month will be over and it will be a novel concept again
>>
>>187816601
cool that VA-11 Hall-A made it to list though
>>
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>Oh hey I should get around doing IKs, I already did it in Blender so it should be simple
And they're nazis now

Fucking hell I thought I could just recycle what I did in Blender.
>>
>>187816901
is that your game in the picture? it's kinda ugly
>>
>>187816908>>187816601
and aerannis
>>
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>>187816627
Reminder that cute girls are built for piloting mecha
>>
>>187816601
Christ that's long.

>Borderlands
>Destiny
>Halo
>Mass Effect
>SWTOR
>Fucking ROM. Fucking ROM.

Yeah no I'm not checking out shit from this list if that's their idea of quality.

Eyyy the Aerannis guy is making a new game, though, he was posting it here just a few days ago. Submarines.
>>
>>187816926
Make it a game about the rise of mecha nazis and mecha Americans have to stomp out the mecha nazi scourge
>>
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>>187817053
>>
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anyone looking for an artist hmu
>>
Remined that if there's no cute girl inside your mecha, you're doing something wrong.
>>
>>187816627
>>187817053
>>187817195
where're are you are jam games
>>
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>>187817235
I agree.
>>
>>187817195
disgusting weeb
>>
>>187816568
But is this really neccessary? It sounds quite complicated to code, in contrary to just spawn and destroying everything.
>>
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WARNING: You can play this game with a controller, but it will make the game far easier and also you should kill yourself if you prefer controllers.
>>
>>187817432
it is
>>
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>>187817386
Triggered much?
>>
>>187817280
I'm still trying to figure out how to make fun racing mechanics. My first attempt was basically tank controls except moving very fast, that didn't work too well.
>>
>>187817280
I still can't decide what to make, there are many genres I want to try tackling and I don't know which one to choose for this jam.
>>
I'm not ready yet. See you in Mecha Jam 2.
>>
>>187817432
Super simple to implement, just have a list of ullets ready for reuse for example, and remove the first element from it each time you reuse one.
In terms of performance it's a lot better in cases where you have to spawn/destroy a lot of objects all the time
>>
>>187817195
that seatcock though
>>
>>187817641
You've got three fucking months, man.
>>
Ideaguy: HITMAN, but you must protect the clients from assassins instead of killing them.
>>
>>187817638
Considering the jam is 3 months long you could probably make a few games. I don't know if you can submit multiple games to a jam though.
Or at least you could make several prototypes and then pick your favorite and polish it up.
>>
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>>187817472
>>
>>187817674
It's not enough. I mean, its enough to make a game if I were ready, but I won't be ready by then.
>>
>>187816901
Open world... you mean sandbox?
>>
>>187817489
good reply
>>187817638
"i just wanted to post anime" reply
>>
>>187817756
That's not even a mecha its a girl with guns and flippers and no bra
>>
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>>187816926
>>187817181
Too late, they've learned to "aim". Thank god there's an IK setting for bone chains of various lengths.
Besides I'm not Hugo Boss, I can't replicate accurately Nazi aesthetics.

>>187817432
I've managed to put I think two hundred moving bullets (pulled out of the pool, moving and colliding before being put back in the pool) at the same time on the screen, while retaining 60fps.
Without object pooling, it goes down to 20fps, which is simply not acceptable.
As >>187817646 says, it's not hard to implement, I did it in blueprints.
>>
>>187817976
lol
>>
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>>187817053
>>187817195
I prefer cute anthros.
>>
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>>187817753
True but it's still a jam, I don't feel like spending 3 full months making prototypes, I'll probably spend 2-3 weeks at most on it.
I also have a main game I need to be working on.

>>187817936
typical "I don't have a game" reply
>>
Reminder to not make money with mech games or Harmony Gold is gonna copyright troll your ass.
>>
>>187818034
>typical "I don't have a game" reply
Where's the harm in that?
>>
>>187818034
Is that actual LEGO or some off-brand shit? I can't tell anymore with all the fucking useless specialized blocks.
>>
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>>187818179
I think I can see 'lego' written on one of the pieces so I guess they're original.
>>
>All my Godot code is on my laptop
>Left it at work

Guess I just won't dev today.
>>
>>187819020
epic
>>
>>187819020
git git
>>
>>187819020
Make some assets. Write down some psuedocode for implementable ideas. Get your latest backup from the online backup you should be backing up at least once a day you giant vagina.
>>
>>187819020

Nice excuses.

A truedev would be writing up their remaining code on a piece of paper right now. Then, using paperclips in the microwave to run a non-graphical version of the code to see if it functions before getting the laptop back.

You're a casual.
>>
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I am such an amazing writer, I just know how those cool cats talk
>>
>feel like all I'm doing is looking up tutorials and altering bits and pieces
>don't feel like I actually understand code
What can I do to fix this?
>>
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>I told Miyazaki I love the "gratuitous motion" in his films; instead of every movement being dictated by the story, sometimes people will just sit for a moment, or they will sigh, or look in a running stream, or do something extra, not to advance the story but only to give the sense of time and place and who they are.

>"We have a word for that in Japanese," he said. "It's called ma. Emptiness. It's there intentionally."

Pic very related but it only particularly makes sense if you've played OFF.

>Is that like the "pillow words" that separate phrases in Japanese poetry?

>"I don't think it's like the pillow word." He clapped his hands three or four times. "The time in between my clapping is ma. If you just have non-stop action with no breathing space at all, it's just busyness, But if you take a moment, then the tension building in the film can grow into a wider dimension. If you just have constant tension at 80 degrees all the time you just get numb."
>>
>>187819843
Keep coding for a few hundred hours.
>>
>>187819848
Nice desu
>>
>>187819848
I actually want to do something like this for my game, in every area you visit there's somewhere quiet you can sit down and I'd have the music fade out while the character just sits.
Sometimes just doing stuff like this is nice
>>
>>187819843
start with pong
>>
>start with pong
Took me 5 minutes
>do a platformer tut
Took me 2 hours.

Game dev is boring.
>>
>>187820406
wow, your mum is sure right when she calls you a genius
>>
>>187817650
>seatcock
It's a vagina interface scrub
>>
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rate
>>
>>187820072
No clue how much is too much, but even something like the loading rooms (which many people probably just assumed were transition rooms) in Symphony of the Night were pretty neat.
>>
>>187820807
I always enjoyed those too, they were brief pauses in the action, just long enough for the player to get ready for the next area.
I also really like how there's a few areas where Alucard can sit and relax.
>>
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>>187820072
ye
>>
How to decide on an artstyle or color palette?
>>
>>187821005
Dats it mane.
I got it planned to have a few of those areas to have a moment for the main character to just talk with his companion too, because I'm also a sucker for two characters learning about eachother just from talking like that.
>>
>>187820790
>highly pixlated walls
>with fine grain lighting
Woah what.

Anyhow it (the walls/floor) looks pleasant, though bare.
>>
>>187821068
Go for it. Those were the only redeeming parts of ObsCure 2.

I don't think anyone else gives a damn about ObsCure 2 don't ask me why it was the first game to come to mind.
>>
>>187821109
>Anyhow it (the walls/floor) looks pleasant, though bare.
I'm just starting tothrow some textures in, still not sure why everything is so damn shiny no matter what.

I just want to sprinkle some assets for the demo day.
>>
>>187821118
Shit man you mean Obscure 2: the aftermath? That IS a weird game to just have pop into your head for this, but it's a good example.
Deadly premonition also comes to mind, holy shit that game had such good character interaction
>>
>tfw always overengineering shit and making it as generic and expandable as possible even if I'm only planning on using it twice or so
>>
>>187821052
Just go with the style and colors you like the most
>>
>>187821052
Steal whatever you like most.
Don't know about artstyle, but never, NEVER try to come up with color palette yourself. Always steal it from the best.
>>
>>187821524
You will never learn to do it if you don't do it yourself
>>
>>187821052
>artstyle
Use what you like.

>colour pallete
As long as the art direction is kept to, and general brightness in any one given area is cohesive without getting muddy, it'll look good.

Black shaders are a sin and must be punished.
>>
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Any of you bothered to trademark your game name? Don't really care about people stealing it, more worried about somebody trademarking it themselves to assrape me
>>
>>187821636
>Black shaders are a sin and must be punished.
Agreed. The black shading in Redline is absolutely atrocious.
>>
>>187821860
Don't even start, nigga, your game ain't Redline.
>>
>>187821860
>>187821636
BAD taste
>>
>>187821910
Yet Redline is a sin apparently
>>
>>187821984
We're going to be here all day if I have to bust out the sock puppets to explain how Redline (and No More Heroes, on the same topic) does not touch on muddied colours whatsoever since the harsh value shifts straight to black mean that a colour's lower value not being a simply valued-tilted version of its own hue isn't a factor.

You ain't Redline.
>>
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+proper unit movements
+optimization
what should i do next?
>>
>>187822220
>what should i do next?
You should be able to answer that better than any of us, anon.
>>
>>187822114
I understand you are taking back your words on the
>Black shaders are a sin and must be punished
statement. Good.
>>
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>his game doesn't have true black
I feel like I'm looking through muddy water
>>
>>187822351
Take my cum back down the back of your throat while you're at it, you worthless pedant.
>>
>>187822487
You must really hate the PS1
>>
>>187822460
nice undervania
>>
>>187822530
>what is TV levels
it'll look black on the screen
>>
>>187822487
M8 my monitor can't even display TRUE black
>>
>>187822594
that's not true black
can't walk into the hood with your tv
>>
Behead those who use pure black/white.
>>
>his game has wh*tes
>>
>>187822293
i already have a list, just looking for feedback to check if i missed something, if everything is okay i'll do systems or menus
>>
>>187822772
behead those who squander the dynamic range of their display
>>
>>187822487
I assume you mean #000000 ?
Why would I use absolute black instead of a very dark purple-blue?
>>
>>187822878
Why would I use very dark purple-blue instead of an absolute black?
>>
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Implemented SmoothDamp onto my camera like an Anon suggested, and added a new enemy type.
>>
>>187822878
>le epic purple yellow shading of true indie developer
dude jiggly pixelart lmao! retweet! reblog!
>>
>>187822878
because it would look like your screen is smeared in very dark purple-blue jam
>>
tfw can't decide between calling onto artfags and powering through the game development as 1MA
>>
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>>187822487
>his game uses colors that can only be graded in one direction
>>
>>187822220
>Witness the true power of Godot

Can we just stop already.
>>
>>187823287
Unless you can pay for services, save yourself the tears and 1MA it.
>>
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>>187823312
>he rapes his colours
>>
>>187823287
Wait until your game is mostly done and then attract a few artists to finish it off.

Offer 5-10% of your revenue.
>>
>>187823423
No, just dynamic lighting.
>>
>>187821718
Aren't names automatically trademarked when you start using them?
>>
>>187823471
I won't be selling though
>>
>>187823373
What did he meme by this?
Are enginewar faggots really reaching the point of faggotry where even a typical progress post with no mention of the engine gets them triggered?
>>
>>187823373
>being jealous that a dev is actually making a game
Where is your game though?
>>
>>187823373
what do you mean?
>>
>>187823624
>BAHHHH WAHHHH I NEED ART
>BAHHHH WAHHHH I NEED MUSIC
>btw no musician deserves to get paid profits of a game same for artist I'll just do it all myself no one gets my 2 dollar profit.

Are all gamedevs really this stupid?
>>
>>187823742
>>187823726
>>187823697
Just leave him alone. Feeding him attention will just encourage him.
>>
>>187824153
what?
>>
>>187824153
butthurt composer detected ;^)
>>
>>187824153
What are you talking about? Is this a shitpost?
>>
huh?
>>
Here we go again.
>>
>>187824153
While I do agree with your sentiment the post you replied to has nothing to do with that.
>>
Move along Shakespeare
>>
>>187824594
What's the game about?
>>
>>187824786
A 2D fighter. The Dreamcast's most prolific fighters, Beat from JSR, Sonic, Kung Fu Man from MUGEN and Kung Fu Man from MUGEN again, have gathered to duke it out

It's mostly just a shitty MUGEN port so it won't appear in Demo Day though
>>
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>>187823373
So why is Godot being so popular a thing?

We arn't going to see anything solid for 3.0 until 2018 probably.
>>
>>187825720
Wasn't the 3.0 a meme anyway.

Does it still not have C# support?
>>
>>187825720
>We aren't going to see anything 3D for 3.0 until 2018 probably.
ftfy, games are already being made and published on steam, even 3d ones
>>
>>187825789
It's still in alpha1, they said C# will come in alpha2.
>>
>>187821118
>name a game Obscure
>nobody's heard of it
>>
>GMS 1.4 allows the import of SWF files for sprites by default
>GMS 2 makes you purchase a license to do it
Why? I just want to use my shitty vector sprites
>>
>>187825720
>calling the engine godot was the biggest mistake they could've made

fucking samuel beckett
>>
>>187826003
>name a game remember me
>nobody remembers
>>
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>>187824153
>>
>>187826128
anybody can fork it and rename it however they want, why the fuck people are being this butthurt about a name
>>
>>187826262
It's named after a play about waiting for a guy named Godot, who never shows up, which is fitting for a game engine.

That said, the two bums who are waiting are bored, and keep suggesting the other kill themselves using the tall tree nearby.

Actually wait, that's a perfect name for anything on the internet. We're all a bunch of bums waiting around, telling the others that it will never come.

Eventually it does, but later than expected.
>>
>>187826126
how do you even import swf sprites into gm:s1 without them immediately going to shit every time
>>
>>187825720
>tfw can't take a piss
>>
How do you make "solid" projectile trails that taper off?
>>
>>187827901
Just like particle effects my dude.
>>
>>187827901
opacity = 1
>>
>>187827901
buy an asset for it
>>
>>187827901
you make a polygon that will extrude it's vertex to follow the player while fading the colors/shrinking the oldest one then remove them after a certain time.
>>
>>187827959
Yeah but
how

Lots of particles?
>>
>>187826262
Because the name will be forever in your license file
>>
>>187828018
Not everyone here is using unity (thank god).
>>
>>187828147
Yeah
>>
>>187828193
what do you mean? you can buy assets for every big engine
>>
>>187828358
4u
>>
>>187828147
>Lots of particles?
GPU particles.
Unless you mean SHITLOADS of particles.
>>
>>187828296
Okay, that was simple. Time to put this into my enginedev
>>
>>187828168
>Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)
>The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
>>
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>>187828696
I wonder how many indies are sitting on the landmine of forgetting their licenses in general.
>>
>>187828696
that concerns the source code of the engine not the game, nobody tells you to opensource the fork, nobody will see this shit nor care, normies don't even know engines beyond unity (unreal and gms for some cases), and i'm not seeing people filtering games by engines except for unity (unity feels)
>>
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>>187826126
Yoyo are jews, that's why. I'm surprised how many people actually defend them and their greedy business practices.
>>
>>187828358
It's obvious he's never even attempted gamedev, otherwise he would know. Why do you bother replying to him?
>>
>>187827901
Unity and Unreal both have a component called ribbon trails used exactly for this purpose.

https://docs.unity3d.com/Manual/class-TrailRenderer.html

https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/EffectsGallery/2_E/
>>
>>187829808
They ask that you put the copyright notice somewhere with the released game but you own the game itself and can put whatever license you want on it.
>>
>>187829808
You still have to include the license and therefore the godot name and send it along with your game to all your users, forever. It's disgusting.
>>
>>187830169
Things were far simpler back in the days when it was just Mark Overmars.
>>
>>187828696
This is only for the source code. It just means you aren't allowed to make a copy of the Godot source and remove all the copyright from it and claim you made the entire engine.

You are allowed to release a game with no mention of it being made with Godot.
>>
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Making progress.
>>
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First Shakespeare gets his thunder stolen, now ZUN. Feel lucky that this game has no music, Beethoven, I'm coming for you next
>>
>>187830454
still better than "made with unity personal edition", who reads readme files? nobody will know, while you can know instantly that a game is made by unity from the get go,
>>
>>187830817
>You are allowed to release a game with no mention of it being made with Godot.
nope
http://steamcommunity.com/app/404790/discussions/0/135514507323241798/
You can just put it in a .txt though if you really are so worried about keeping your game "clean", it's a cool name anyway so it's a complete nonissue.
>>
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>>187830473
>tfw thinking back to making shitty platformers on GM5 after school
>playing all the other neat games on the yoyo sandbox for inspiration

Got hit with the nostalgia real hard there for some reason. Just makes me even more angry about GMS2 and nu-yoyo in general. I've been putting up with the dogshit room editor for over 10 fucking years, they finally fix it, but it's locked behind yet another paywall. I swear they promised it would be fixed in GMS1.
>>
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>>
>>187830921
is that 2d or 3d? how did you make layers?
>>
>>187831195
>run away sexily
hee hee
>>
>>187818015
I love Solatorobo.
>>
>>187830339
I'm enginedevving but thank you for trying to help
>>
>>187831353
It's 2D isometric. I'm not sure what you mean by how I made layers. You just render what you want on top after you render what you want on the bottom.
>>
>>187831195
kek
>>
>>187831195
Best game.
>>
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>>187831083
Man, I loved the community that used to exist, where you had a bunch of teenages making really shitty games and sharing them - and people actually played each others' shit games and rated them - and occasically you'd have a few guys who kinda knew what they were doing create a non-shit game and everyone would hail them as geniuses.
Those were innocent times. The title of "indie dev" didn't exist yet.
>>
>>187831058
Ah I see, I thought it was only for the source code. I'll be including the Godot name and logo in my opening splash screen anyways. Everyone will know the power of Godot when I sell a million copies.
>>
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Damn, how ever the fuck am I gonna do an animation system without another spaghettification...
>>
>>187831483
nice, i meant are you using a 3d array or just stacking few separate layers
>>
>>187831751
Ah, I just have width and height variable which generates the grid on the bottom. Then, I have a simple array of objects with x and y positions and I depth sort them before rendering.
>>
>>187822220
I saw your post on Godot's facebook, Mr.squiggly lines
>>
>>187831083
i don't like gms but i think people are overreacting about the room editor, you can literally make your own room editor and never touch it again, if people can't make a simple level editor for their existing objects they're not allowed to release anything
>>
>>187831703
update(delta):
#animation.update(delta)
draw():
#draw_sprite(animation.get_sprite(), pos)

animation manager is quite simple actually, and i've found many already available for pygame
>>
>>187817235
but my game will have miniature mechas piloting bigger mechas :(
>>
>>187831703
I just use
animationplayer.play("animation_name")
in Godot.
I'm sure the engine you use has some built in animation playing, right?
>>
>>187831874
Should i be afraid?
>>
>>187832302
Thanks, anon. I found pyganim with a bit of googling. I'll see how much of it I can steal.

>>187832470
It's my engine, so no.
>>
How can I get my balls this smooth?

I'm using blender
>>
>>187832690
Shaders
>>
>>187832690
Smoothing
>>
>>187832690
I mean, to get the left ball to look like the right one
>>
>>187827247
I dunno. They look like shit in the preview, especially if you're using any kind of varying opacity, but once you actually load everything up to test it, it looks fine. Why, are you having some kind of problem?
>>
>>187832532
Nah you're fine, your facebook is private. I don't even know how to say your name, but when I google it a cute girl shows up. Are you a cute girl?
>>
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>have to wait for someone more competent to deal with an Issue in my chosen graphics API before I can start programming
>I can't bear this helplessness
>>
>>187832690
Use subdivide smooth 3-5 times on it
>>
>>187832690
Have you tried Nair?
>>
>>187832995
I'm pretty sure the two balls are the same number of polys, but the 2nd one is using some fancy shit to look smoother
>>
>>187832690
you just have to learn ;)
>>
>>187832690
>>187832823
Select ball
Click "smooth shading"
>>
>>187833143
Its called smoothed normals...
>>
>>187833143
You could bake a normal map from the subdivided sphere into the lo-res sphere
>>
>>187832690
smoothing groups

https://www.blender.org/forum/viewtopic.php?t=1185
>>
>>187832904
N-no
>>
>>187832036
That's very time consuming and difficult, especially if you're making a large or complicated game. It's a valid workaround for sure, but it's a stupid arduous process that you shouldn't have to go through while using such an expensive piece of software. Also, unless you're willing to put a lot of time into developing the room editor alone, it's probably gonna be worse than GMs anyway.

They had fucking years to fix it, but every single update they hardly changed a thing. Now, they've given it a massive overhaul after promising it since the beginning, and you've got to buy yet another upgrade for it.
>>
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>>187832690
Is it flat shaded in Blender? If it is then in Object Mode, select your sphere, go to the Transform Menu and click the Smooth button under Shading.
If the Transform Menu is not there, hover over the 3D Viewport and press T.

If you've already done this, then it's an import problem and unless you're using ue4, I can't help there.
>>
Memepoly only exists because most indies don't know what a smoothing group is.
>>
>>187833663
>Memepoly only exists because most indies don't want to bother learning how to model
fixed that for you
>>
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>>187833663
I laughed. Meme poly is a bigger joke than I thought.
>>
>>187834270
>Memepoly only exists because most indies don't want to bother learning how to texture
fixed that for you
>>
2D indie games only exists because most indies don't want to bother learning how to model and texture
>>
>>187833663
I can understand not using smoothing on extremely low poly models because there's so few polys they don't usually smooth well. But in that case it's usually better to just go shadeless anyways.
And honestly most lowpoly models now are high enough poly to use smoothing, so I don't fully understand the appeal of completely flat shaded models.
>>
Your games don't exist because ___
>>
Video games only exist because most indies don't want to bother learning how to design board games.
>>
>>187834343
>Memepoly only exists because most indies don't want to bother learning
There, I think we've reached a definitive version.
>>
>>187833663

>Memepoly only exists because it looks good

The correct response.
>>
>>187834545
I think flat shading helps provide the detail which is lacking because of the no textures.
>>
Does VN devving belong here?
>>
>>187834785
There have been some, ya. Unless it's lewd, since this is a blue board.
>>
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>>187834647
You'd think you would see a lot of memepoly 5th gen games then.
>>
>>187834785
sure, but it's tricky since writing and art will belong to their boards, we had a furry VN, but i didn't see it for a while now
>>
>>187834785
absolutely
>>
>>187834904
5th gen was an era where developers had a lot more competition because there werent so many established giants, and developers wanted to make the most out of their new hardware. thats why memepoly games on that hardware are few and far between
>>
>>187816219
> Two/Three threads ago there were people arguing that college course-taught was better than self-taught
> neither of those people arguing showed their project

What are you two faggots waiting for
>>
>>187834582
>Memepoly only exists because most indies don't bother
fixed
>>
>>187834967
gamedev is 80% art and writing.
>>
>>187834481
fuck off bokudev
>>
>>187835062
Only if you want it to be
>>
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Progress after a long time.
I'm finishing up the result screen. Now all that's left is making some calculations to decide the final grade.
>>
>>187835342
>can't see what's going on inside the hollow tree
>>
>>187834546
I don't have the means to create them yet
>>
The fuck's autodesk stingray?
>>
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Tried playing the old ass demo level from November 2016 on the current iteration of the game. I'm happy that most of the graphical and AI changes carry over so well with minimal setup.
>>
>>187835342
>you run faster than the wolf
>wolf easily trips like a retard instead of catching you
where exactly is the challenge here
>>
>>187836005
They bought Bitsquid and rebranded it
>>
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My Steam page is up now (When It Hits the Fan). Any feedback on that?
>>
>>187836457
it happened, you actually posted in the thread
>>
What do you guys think about Identity?

https://www.youtube.com/watch?v=glEzBqtzcZs

I like the comments. It seems "pulling a no mans sky" is common terminology now.
>>
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>>187834785
Didn't Va11 Hall-A come from here? They have a bunch of AGDG references in their game.
>>
>>187836554
It's been a while, huh?
>>
>know how to code thing
>don't know how to code it well
>>
>>187837046
The answer to that is always code more.

Coding well is really just a matter of fucking up, and coding more.

As long as your game works, and works well, you're fine.

Coding is really all just mathematics, so if you're having trouble with it, look at the math behind it and practice that.
>>
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>>187816219
I'm trying to rush out a crummy level for demo day. I'm hoping to get it done today so that I can focus on making the boss as well as some visuals, otherwise, it's going to be a shit ton of incomplete assets.
>>
>>187837386
Just coding is all mathematics, coding well is more.
I don't know how to structure and keep readability for shitty little snippets of code that are easy to solve "mathematically".
>>
>>187836806
I'm still waiting for that key
>>
>>187837716
>I don't know how to structure
In short, you need to start studying design patterns and how to successfully use them for your structuring problems.

The ye ol' "Gang of Four":
>Design Patterns: Elements of Reusable Object-Oriented Software

And more specifically for game design:
>http://gameprogrammingpatterns.com/contents.html

Once you learn to apply design patterns to your problems, you will never have issues with code spaghetti ever again.
>>
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>>
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so this is the power of reducing ifs
>>
>>187838359
define "correct"
>>
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>doesn't know the difference between sprite animation rate and screen render rate
>made millions on one game
>>
>>187838547
>gamemaker "devs"
>>
>>187838547
I'd expect nothing else from gamemaker babbies.
>>
>>187838186
Macrostructuring is going ok, but I get stuck on single functions that read like shit and that end up handling a lot more variables than intended.
I also have a bit of a hard time making functions preoperly reusable and end up just copy pasting the code with a few choice edits.
>>
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>>187838547
>>
>>187837648
>tfw unironically want to have AGDG splash screen in-game
>>
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>>187816219

FUCKING STAIRS
>>
>>187839161
Anything wrong about that?
I'll remove it if nobody wants to see it.
>>
>>187839353
Quite the opposite my dude.

Who even holds the copyright for AGDG?
>>
>>187816601
>no Iain M Banks

2/10 shit list. At least they didn't completely fuck up and put Known space in there.
>>
>>187839161
>tfw making jsrf successor
>I could make one of the possible billboard patterns the AGDG logo

so few people would notice or care so I could get away with it
>>
>>187838895
>I also have a bit of a hard time making functions preoperly reusable
Sorry, I don't know what's the current scope of your knowledge, but are you utilizing polymorphism and good hierarchy of classes to your advantage? I was struggling with duplicate functions, needless buffer variables and whatnot, but when I started to organize and bundle functionality, life became much much easier.

>end up handling a lot more variables than intended
Consider singletons and static variables. Contrary to popular belief, there is nothing wrong with using them when they are needed, and will make you job a lot easier than implementing something more complex to handle the same problem.

Also don't worry, but sometimes you just need to do it the "dirty way". Programming is an art in a way, because you need to be a bit creative to find the best solution for a specific problem. Sometimes it's good to break the rules if it will lead to more readable code.

Sorry if I'm giving unsolicited advice
>>
>>187839603
Yeah but if someone did find out, you'd be outed for posting on a "nazi forum".

But then again, any publicity is good...
>>
>>187838547
>tfw there are people making money while I starve to death
>>
>>187839716
I'll do it, aesthetically the AGDG logo is fucking perfect
>>
>>187839716
>i never post my game on 4chan because people will tear me apart for that just like they did with hopoo
>>
>>187839441
AGDG logo is public domain.
>>
>>187839716
Oh yeah, that's exactly what happened with RoR.

>Implying anyone cares
>>
>>187839716
Neck yourself.
>>
>>187839718

>Teenager posts click bait videos like "I slapped myself 2 million times"
>Idiots click it
>Ad revenue
>Said guy is now buying sports cars

The world is a magical place.
>>
>>187839921
Not before you show me your game.
>>
>>187839441
I do
>>
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>>187839967
>>
>>187839716
Even normies understand that 4chan isn't just full of /pol/fags. They understand that 4chan is a big and diverse place. No one is going to hate your game because you post on 4chan. Unless you actually post Nazi shit.
>>
>>187838359
notice that 'pixels' in font are bigger than real pixel grid? if text wasn't rotated (and distorted because of it) it would be mixels
>>
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>>187840143
>saying "normie"
>not a /pol/fag
>>
>>187840143
Oy vey, shlomo, wehn is your new mobile game coming out? Already coded the microtransactions?
>>
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>>187838547
>>187838613
>>187838659
>>187838927
This really is the definition of "just like make game" though. We live in a magically time where you don't even need to know what the fuck you're doing, if you just put your mind to you can still make a great game.
>>
>>187838359
what about non aligned pixel movement or what ever it's called?
like if the sprite ends up not pixel aligned with the rest of the scene. is there a way to easily fix at if it's a problem.
>>
>>187840354
saying "normie" is a domain of hip normalfags who shitpost on /r9k/ and exchange ironic suicidal memes on facebook, not /pol/cucks
>>
>>187840451
can't disagree - but it is noteworthy that putting in a modicum of effort makes you stand out in this indie swampfest
>>
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>>187835486
You can see, I just decided not to so I could keep an eye on the wolf chasing me.

>>187836097
If you have an advantage and know where to go, yeah they're pretty easy to avoid. But in most cases you'll be in cramped spaces with multiple wolves. That said, the detection system still needs some work, I'll admit.
>>
So I'm trying to set up a system (in GM) where I can let the player switch out what weapon they're using and you can visually see it in the animation of attacks, movement, etc. As I understand it, I need to use the draw event to achieve this properly, but I can't seem to figure it out. Moreover, I need to layer things (So arm goes In front of sword, but sword goes in front of body). Do I have to manually go through and figure out the position values I need to make everything line up properly? If so, would it be beneficial to plant the origins of each weapon at the point in the handle where the player sprite holds it, to account for variances in size of the weapons?
>>
>>187840143
>Even normies understand that 4chan isn't just full of /pol/fags
I always found that most normies think 4chan is nothing but porn, gore and nazis.
>>
>>187840523
>saying "normie" is a domain of hip normalfag
shut the fuck up normie
>>
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>>187839691
I'm referring to messes like this, nearly identical code, but the core of what they're supposed to is different and that difference means a bunch of lines here and there.
And now when I want to make a change to the pathfinding I need to edit both functions and anything complex is a big mess to shove in but might be a pain to make a separate function.

>Sorry if I'm giving unsolicited advice
Not at all, I'm happy whenever I get a chance to talk about my code or get some perspective.
>>
Need some advice you ding dongs.

I'm using UE4 and blender, and up until this point all I've been doing is googling tutorials or instructions and following them for about 2 months, which will probably get me results at some point, but it's super tiring and I want to experiment more by myself, get into the logic more instead of copy pasting solutions.

I'm kind of intimidated by everything just because I don't know what UE4 does for me automatically, what functions there are, and if what I'm doing is stupid or not. Think I'm afraid to mess up.
>>
>>187837648
>just make game
At least get it right my man.
>>
>>187840719
That's kind of the thing about using someone else's engine, my man. You really have to read the documentation cover to cover if you don't want to do something stupid.
>>
>>187840620
Is this a vore game?
>>
>>187840862
I'll fix it. What's the phrase?
>>
>>187840862
>>187840863
>two "my man"s
Don't know if this is advanced samefaggotry, or if /agdg/ is just way friendlier than most of this site.
>>
>>187840902
No
>>
>>187841004
millennials all talk exactly the same
>>
>>187841047
I wanna fuck that
>>
>>187818179
>fucking useless specialized blocks
fite me
>>
>>187841171
Yeah just look at it, all open and ready for you.
>>
>>187841047
Did you drop the wolf clothes variations?
>>
>>187840863
Well fuck. That's what it felt like. I think ue4 nodes are sort of the same as scratch blocks, probably more detailed, but because I didn't make everything myself I don't know where everything is, and it gives me the feeling of working without context.
>>
>>187841426
Not exactly but they won't be in this demo. The different outfits should reflect different types of wolf and right now I only have the one, so it would be pointless.
>>
>>187841232
where's your lego
>>
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>>187841280
Oh you...
>>
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Is your game LGBTQWERTY++ friendly?
>>
>>187841823
Sorry, I only do DVORAK
>>
>>187841823
No, but I make an effort to be inclusive to the RGBA+ community at least.
>>
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>>187838547
I refuse to believe this was anything but an excuse for the game being 30fps. He surely realised he wasn't during 30+ frames for everything fucking animation he made.
>>
>>187840654
>Do I have to manually go through and figure out the position values I need to make everything line up properly?
There's probably software that allows you to draw things like location of hands on each frame (on separate layer) and then build a list of all locations for all frames. Basically just find a colored pixel on each frame and add to array.
One way to do this in gamemaker is setting each of these frames as precise collision mask and scanning it for collision, adding colliding points to arrays.
>>
>>187841823
no, I dont care about mental illness
>>
>>187840706
Ah I understand, I have a few functions that are split that way as well. I have a spell and item system, basically the item system behaves as a spell without the mana cost, however I chose to split the system because I'm not sure if will want to add some separate mechanics to the item system in the future.

As I've said in the previous post, you have to weight all the pros and cons of the implementation. If you have more split functionality, it will be a pain to edit the changes, but the pro is that you can easily and safely modify the isolated functionality without affecting the others.

So yeah, safe to say that these are common problems that programmers face daily.

By the way, out of curiosity, what type of game are you working on?
>>
>>187841982
I identify as ionizing radiation. I deserve more recognition than just a "+" you shitlord bigot.
>>
>>187842385
>>
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>>187841621
;)
>>
>>187841823
Very. Right up until the ending sequence where all lgbtq characters are raped, slaughtered, tortured, and labelled as a blight upon society.
>>
>>187842852
You're inspiring me to stop caring about my art, nigga.
>>
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>>187841823
All of my characters are lesbians so yes.
>>
Is there a tool that's like MakeHuman except it outputs anime characters?
>>
If I want to use a mesh with an animation done in Blender for Unity, do I have to export it as .fbx or can I also export it as .obj from Blender?
>>
>>187841823
Considering there is no main character in my game, you essentially play as yourself, I suppose it is. As for the characters that appear in the game, their sexuality doesn't matter.
>>
>>187843425
you can directly load the .blend file and decide how to import everything it includes
>>
>>187842365
>I'm not sure if will want to add some separate mechanics
I just made one skill class which is just a few function variables, how's that for design patterns? :^)

I'm working on a Final Fantasy Tactics clone.
>>
>>187843307
Post game
>>
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https://www.reddit.com/r/gamedev/comments/6x7qss/close_to_release_found_a_game_just_like_mine_now/
>someone made a game just like my completely original light bike game!! please help!
>>
>>187843556
;)
>>
>>187843373
There's this but looks like it'd take some effort to get the anime ones looking good. http://www.manuelbastioni.com/manuellab.php
>>
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>>187841823

Somewhat. There are varying degrees of bisexuality in the game a-la-Kinsey.

Or do I need to instead use a float? But even that is discrete in nature....

What do I dooooo?
>>
>>187843556
Soon, anon.
>>
>>187843669
Bullying /r/gamedev is too easy anon
>>
>>187843669
>redditors are thieves
What else is new?
>>
>>187843669
>Help someone stole my TRON game that I had stolen before!!
>>
>>187843780
Add a single bit flag
1 means your sexuality
0 means not your sexuality
>>
>>187843539
>I just made one skill class which is just a few function variables, how's that for design patterns?
Whatever works for you is the best choice. All I'm saying is that you have a toolbox of tools, and use the tools that you feel are right for the job. I'm not trying to say "design patterns will solve all your problems". Some veteran programmers will even argue that at times, established and well known design patterns will cause more harm than good in some cases.

I've learned my lesson on personal experience, if your custom approach works for your problem, then use it. That's it.

>I'm working on a Final Fantasy Tactics clone.
Neat. Any pics, twitter or something like that?
>>
>>187843773
Is it just me, or do those look a lot better than make human models? Something in the faces look a bit more relaxed and natural
>>
>>187843373
None that are any good.

But try Manuel bastioni lab
>>
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>>187843669
never using his assets again
>>
>quit gamedev yesterday
>next day want to gamedev
life is suffering
>>
>>187841450
I know how to program and I still found it really tempting to just copy paste solutions on UE4. Blueprints sort of encourage a specific kind of laziness imo.

You actually might want to consider trying godot. Your tools there are a lot more basic/fundamental and it's easier to get a feeling for how everything interacts.
>>
>>187844231
What a fucking retard.
>>
>>187844231
post progress
>>
>>187844231
You dont agree with him?
>>
>>187844371
I've invested too much time into UE4 and it's workflow now. It's time for me to stick to one thing and just go for it. I'll get a hang of it eventually.
>>
(you) is still a (you)
>>
>>187843669
used to think /r/gamedev is only good for shilling, but everyone there is also only there to shill so its just shilling to shills so its even worthless for that
>>
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>>187844095
I am in fact very happy with my skill class and consider it the only good looking code in the whole project.

Only visuals I've got is humanoids walking over Unity blocks and a merely working skill tree and I'm not a social media person.
>>
>>187844558
Some (You)s are worth more. Like people that like your art or game progress, constructive criticism, those will always be worth as much as 3-4 baitpost (You)s.
>>
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When Divinity: Original Sin 2 comes out, I will after playing the shit out of it begin making mods for it.
This will be my entry into vidya dev, and the beginning of my soon to be illustrious career.
>>
>>187825982
They were talking about this shit literally a year and a half ago when I gave up on it until it was more feature complete.

You're telling me not only do they still not have more language support (why .net anyway, just fucking do Java!), They also STILL haven't implemented SWITCH STATEMENTS?!

Waiting on Godot indeed.
>>
>>187841823
No. In fact, it's against all of those things and furries too.
>>
>>187843773
>>187844186
Thanks! I will.
>>
>>187843780
wow, that's like the gayest thing I've seen all day
>>
>>187844913
>Waiting on Godot indeed.

Whats going to release first - Mountain Blade Bannerlord or the new Godot version?
>>
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>>187843669
>this is what majority of /agdg/ thinks is superior to /agdg/ itself
>>
>>187844963
>not starting your day with a healthy gay fap to keep sinful thoughts at bay while you gamedev
>>
>>187844963
No mirror around you, anon?
>>
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finally got video recording ayy

>>187841823
yes, people are upset that my vaguely female character doesn't have bobs and it delights me
>>
>>187845098
How can you do anything productive with empty balls? I can't even make myself clean the dishes or go shopping in the two hours after a fap.
>>
>>187845340
Wow. they even looks like 6 months into hrt
>>
>>187816391
You're still working on this game? You've been in the same sector of e1m1 for like two years. When are you going to mark it feature complete and start making content?
>>
>>187840980
It's "just like make game"
>>
>>187844170
They do imo. It's surprising that it's made by the same person.

Makehuman models look like they were designed by a robot.
>>
>>187841060
absolutely not true my man
>>
What is the difference between .fbx and .obj files?
I actually always preferred .obj files, but in tutorials how to import meshes with animations they say I should use .fbx now
>>
>>187845395
I guess that explains why I don't have a game
>>
>>187845445
>e1m1
When you wanna make a knowledgeable-looking bait post but only make yourself look like an idiot.
>>
>>187844804
>reverse search pic
>toshiba mouse
kek
>>
>>187836007
What's your usual workflow for texturing ? It all looks so great.
please don't say substance painter
>>
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>>187844963

Is this better?
>>
I just wanna build a fighting game. Red pill me /agdg/
>>
I need ideas for settings for levels. Just about anything will do, really. So far, I've got
>Paper/origami
>Pirates
>Beach town
>Retro sci-fi
>Halloween
>Viking
>Bugs
>Music
>Furry convention
>Storm city
>>
>>187845915
it's hard
>>
>>187844804
The thing that got me into coding was spore mods
gotta start somewhere
>>
>>187845915
this ass took a while to design, model, texture and animate, camera had to be specifically programmer to zoom in like that, and we didn't even get to the complex mechanics of fighting games, sound effects, weeks of balancing characters properly, etc etc
>>
>>187846014
Sewer
>>
>>187846014
Gulags and concentration camps
>>
>>187845915
The foundation and logic of it are rather simple.
Balancing everything and making all the animations is hell. Input buffer might give you some trouble too.

Also anything you do is going to be vastly outshadowed by Guilty Gear Xrd as it's not only gorgeous but also extremely fun.
>>
>>187846014
blanco please
>>
weee depth sorting
>>
>>187846345
Fuckign lovely, anon. What are you making this in?
>>
>>187846403
Hentai game.
>>
>>187843669
It's a self promotion ruse. He sneaked a link and then passed the games features as 'suggestions'.
No on e is retarded enough to think that there weren't any Tron clones out there or android, plus the game looks super shitty.
>>
>>187845632
>why discuss the topic of the post when I can just have an autistic fit over the naming scheme of Doom and Doom 2 WADs

Nice. You have a bright future in gamedev. Probably why you haven't gotten anywhere in 2 years.
>>
>>187846235
The idea crossed my mind, but I need some form of reasoning for being in the sewer. Each level should have it's own mini-plot.

>>187846254
I mean, if it wouldn't get pulled from wherever I try to distribute it, I'd be all for it. That said, I already have a furry slaughtering level to sate edgelust.

>>187846313
Sorry dude, I don't speak Spanish.
>>
>>187846403
Thanks, anon. I'm using Haxe with Kha as my library.
>>
>>187846637
I've gotten into med school in the last 2 years and have been making game for 3 months with no sign of stopping, but sure, keep telling yourself that. Maybe if you keep telling yourself that everyone here is an inept idiot, the world will be simpler for you.
>>
>>187846830
You sound really butthurt.
>>
>>187846830
You've been posting webms inside that same map sector for at least a year, so you're just a lying sack of butthurt.
>>
>>187837648
Looks pretty cool!
>>
>>187845743

Good thing i posted this. I realized there was a bug where *all* the menstrual code wouldn't get executed if the girl is pregnant or prepubescent.

...so if you kept fucking a loli or a pregnant girl, then as soon as she either gives birth, or reaches puberty, she could have liters upon liters of cum in her womb, which would be extremely likely to instantly knock her up.
>>
>>187846898
Not really, but maybe the faggot will think about his little thought bubble that he made for himself.

>>187846946
I'm not the developer of that wad.
>>
>>187846994
>as soon as she either gives birth, or reaches puberty, she could have liters upon liters of cum in her womb, which would be extremely likely to instantly knock her up.
Dude that's fucking hot
>>
>>187845915
incredibly large amount of work and the audience is niche
>>
>>187846994
>>187847176
Yeah you should leave it as an option.
>>
>>187846345
I can fap to this
>>
>>187847271
I don't think that's a good idea (to leave it as it is), but maybe he could implement toggleable features like this in some way.
What say you, menstruation dev?
>>
File: gianturinepuddle.png (6KB, 640x480px)
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>>187847271
>>187847176

I had a similar bug (that I didn't notice from looking at code, but from playing) in that lolis in the overworld never used the bathroom. They wouldn't even wet themselves... but captive ones would. So if you let the game run for a while, then you kidnapped a girl, as soon as you put her down in your basement she would wet her panties and dump out like 200 gallons of piss.

Pic related.
>>
>>187845915
Seem simple but actually require a stupid amount of work to make.

My recommendation would be to simplify the combat and focus on visuals. You won't make fighting game fans happy but you might be able to appeal to normies.
>>
>>187847461
>>187847461
>if you let the game run for a while, then you kidnapped a girl, as soon as you put her down in your basement she would wet her panties and dump out like 200 gallons of piss.
Dude that's significantly less hot
>>
>>187847461
[insert urinating robot loli comic here]
>>
>>187823613
you're thinking of copyrights
>>
>>187847389
>>187846548
maybe this'll help you guys
>>
>>187847774
woah... /agdg/'s best game
>>
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ive been trying to make a map scrolling camera that centers on the player but its not working out like i want it to
pic related is my code but it crashes once you the x/y goes into the negatives as well as the player isnt actually centered, only the map rendering is centered around him and i need the player in the center at all times
>>
>>187847774
I like you.
>>
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>>187846994
>I realized there was a bug where *all* the menstrual code wouldn't get executed
And when I though I've heard everything...
>>
>>187847774
It's not gay if the blocks aren't touching
>>
>>187847887
>>187847887
Clearly you have to limit the coordinates rendered by 0 on one side and MapSizeDimension on the other. This is basic stuff, anon. Are you a newfriend to gamedevving?
>>
>>187847032
>ask developer about his game
>some random retard answers
>hurrdurr I'm not the developer

How'd you get into med school when you're clinically retarded?
>>
>>187848101
Nice post.
>>
>>187848101
post the pic of neogaffer medfags who intentionally miss the veins of Trump supporters with syringes.
>>
>>187845526
obj can't export lots of important data that fbx can.
notably, obj can't export animation data.

fbx is a fucking shit proprietary file format completely controlled by autodesk, but it's probably the closest thing we've got to an industry standard file format.
>>
Sometimes I impersonate devs just to make them look bad. I've done it with gogem, hopoo and even yanderedev.
>>
>>187846994
It's pretty funny that you have literally no idea how pregnancy works and are working on this pathetic, degenerate trash.
>>
>>187848279
nah, you're ego wouldn't allow it.
YOU must be the no1 shit-dev
>>
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I posted yesterday that after I switch the camera perspective the player would rotate slower around his axes than before the perspective change, shown in the webm.

I fixed it by just changing the camera position, rotation etc. of the third-person-camera using only one camera instead of disabling the third-person-camera and enabling the fixed-perspective-camera using multible cameras, even though I still don't know what exactly the problem was.
>>
>>187848279
It's hard to make complete shit look even worse
>>
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>>187848027
yeah i get that but my main issue is keeping the player centered at all times
>>
>>187848363
I still think you should use vertex lighting. The fragment lighting doesn't mesh well, and it makes it look like every 12 year old's first Unity slenderman game.
>>
>>187848363
i love this ps1 retro style, but the clearly next-gen lighting always kinda takes me away from it
>>
>>187829170
What happens when the landmine goes off?
>>
>>187848341

And how would you change the code?
>>
>>187848412
I'm not sure I understand the problem correctly. Is the player restricted to each tile or can he move inbetween them?
>>
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small update
>>
>>187848720
When did /agdg/ get actually good?
>>
>>187848412
What's the *ISSUE* anon? You're showing us two loops and two function calls, there's absolutely nothing we can do to help you in this situation.
>>
Why does Unity not import all my meshes from the object I used in Blender?
Half of the model is not getting imported.
>>
>>187848720
>no dick
dropped
>>
>>187848917
possible that you fucked up the vertices?
>>
>>187848917
Unapplied mirror modifier?
>>
>>187849241
What does this mean? How can you fuck them up?
>>
>>187840620
Sounds like a whole lotta excuses for poor game design, the people who play this aren't going to give a shit about your rationalizations just so you know. Penalties for being seen should be much more severe.
>>
>>187848679
>>187848868
my main issue is that i want the player always on the center on the screen

right now the camera follows him around but he can move freely wherever he wants and the camera should be in a static spot so it looks like the map is moving around you, not you moving around a static map
>>
>>187848279
Good thing I use a trip then.
>>
>>187849556
I'm too tired, sorry anon, I can't help you here. Hope you figure it out.
>>
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How is my pixelshit water?
>>
>>187849856
Bretty gud.
>>
>>187849856
Feels like it's a resized image rather than actual pixelwork.
>>
>>187822220
I don't like that every room you've shown off is a 4 square block. Get creative with those room shapes please
>>
>>187848279
you could do a better job.
i dont capitalize sentences.
>>
>>187844352
You don't quit a hobby.
>>
>>187849954
Yeah looks like a blender render.
>>
>>187849954
>>187850101
It is procedural. Fuck animating waterfalls by hand. How can I make it look better?
>>
>>187849556
And this is in like a console window? So you need to fill a like 80x40 grid?
>>
>>187850031
You do capitalize your Is though

Faker
>>
>>187850178
Do it by hand.
>>
>>187850178
Also I'm not concerned with the filling part, just the waterfall part.
>>
>>187850310
yes
>>
>>187840143
normies think 4chan is just /b/
>>
Crediting and posting on AGDG isn't going to get the wrath of SJWs on you
>>
>>187850878
https://www.youtube.com/watch?v=OpKWWpsVLtU
Nobody fucking cares about the wrath of SJWs
>>
>>187850671
Normies think 4chan is what /b/ was 10 years ago. Nu/b/ is pathetic.
>>
>>187851006
I haven't been on /b/ in like, half a decade now. What's it like nowadays?
>>
>>187850983
This can't be real.
>>
>>187851278
I can't even put into words how bad it is. You should really just see for yourself. Imagine the same 20 threads being posted over and over and over and over for eternity.
>>
>>187850326
no i dont, never have, in fact i go out of my way not to because i dont like l looking like l
see: PiGPEN
>>
>>187851278
click that link on the top of your screen my nigga
>>
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How about now?
>>
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>>187851495
>>
>>187851505
I'm not interested in forming my own opinion by lurking for days, I was more interested in hearing anecdotes and the experiences of those who've already been frequenting the board.
>>
>>187850983
>>187851307
Great show.
>>
Great, spend the last 2 days editing a mesh, splitting it in parts to be able to animate it, and now Unity won't import half the meshes... All the work done for nothing...
>>
>>187848498
>>187848512

Thanks for the feedback, I have a vertex lit shader for regular objects with UVs, but I don't have a terrain vertex lit shaders and I know only very little about the Shaderlab language or shader coding in generall.
>>
>>187820406
Genius but lazy :^)
>>
>>187851693
it's a spam board, no original content anymore. Just kids trying hard to be edgy and traps.
>>
>>187849504
k
>>
>>187849556
>>187850647
https://pastebin.com/PxTSaxv5

Something like that should work. You just need to convert from world to screen coordinates.
>>
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>>187846307
>>187846128
>>187847209
>>187847480

Thank u, guys!
>>
>>187852085
Is this the game or the anime
>>
>>187851307
You should see the shit that comes out of 12 year old's mouths. SJW propaganda was a massive mistake. Kids always rebel.
>>
>>187850983
b-b-but /pol/ told me CN was a Soros propaganda wing!
>>
>have a game idea
>have an interesting storyline
>have a unique character
>realize that you don't have a mechanic idea
Third person shooter it is.
>>
>>187852196
Definitely the game.

Looks damn good but the shading on Vegeta's arms looks completely off.
>>
>>187852395
Max Payne is a masterpiece.
>>
>>187852395
https://www.youtube.com/watch?v=ii9y97PlFwQ
>>
>>187833016
i was looking through the replies trying to find the one that would make me laugh
this was it
>>
>>187851987
I'm right and you know it. Making up an excuse for every valid criticism of your game won't make it any better. I mean sure, go ahead and be arrogant enough to reject any criticism, but don't cry when nobody likes ur game. We're just trying to help u here
>>
>>187852395
Rich Evans pls.
>>
>>187843669
Is that Tron?
>>
>>187851693
There is still the loli thread so it isn't all bad.
>>
>>187852652
k
>>
>>187852526
I wish more third person shooters didn't think cover was everything
>>
>>187852553
How is the video game version of this show SO MUCH WORSE when its the same team making it?
>>
>>187849856
Looks great, is it meant to fill up the screen?
Also, I think the left side of the stream could use a some transparent pixels or something to break up the sheer straightness of it.
>>
>>187839716
>you'd be outed for posting on a "nazi forum".

Pretty sure that won't matter.
>>
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>>187852395
>>187852712
>>187852553
>https://www.youtube.com/watch?v=NlkvMBevW6k
>Rich will never voice in your game
>>
>>187849996
i'm holding that off until i finalize the room's code, 2x1 and 1x2 will be available ofc
>>
>>187853207
The black background will be replaced with an alpha channel and will be semi-transparent in-engine. Still unsure if I should prerender it or find a clever way to do this in GLSL without choking the CPU or GPU.
>>
>tfw hit a road block
>>
Working on making some sort of cutscene system. Either a transition into video, or a combination of in-game stuff and overlay video. Also, I decided to write down some cutscene scenarios:

>You go feed the pigs
>As you empty the bucket of food, you notice a strange silhouette in the distance
>"Get over here you dumb farmer, and make yourself useful."

What did she mean by this?
>>
>>187854351
she's looking for the french
the falthy french
>>
>>187820406
Write a 3D renderer.
>>
>>187854351
why didn't you post the webm? it had all of this already
>>
>>187823613
No but prior use is a defence, so nobody can file a trademark and stop you using the name if you used it first.
>>
>>187851563

bretty gud senpai
>>
What's the best way to get a normal of a wall when colliding with it in Unity?
The box collider of the player is temperamental and a collision rarely detected when usin OnCollisionEnter or whatever. I think this might have something to do with the CharacterController collider also being present, but I can't be sure.
I've been trying to solve this issue for a while but I can't find a solution.
>>
I thought you can import .blend files into Unity? But when I do this, I can't use this file. Why is nothing working for me again?
>>
>>187851563
>fucking pixelshit garbage ass meme fucker
>oooooooh physics
>>
>>187854190
It's much worse than a road block. At least with a road blocjk you know how to get it away.
It's more like a brick wall in front of my face, which I have to repeatedly smash with my face until it hopefully some day collapses.
>>
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>>187816219
Hey AGDG, whats holding you back from making maximum progress right now?

>too much real paying work is a good thing
>>
>>187855827
I'm lazy, and it's summer so my computer has trouble deving for long times.
>>
>>187855601
export to .fbx
You'll need to tweek some export settings to get it to work properly. Goodluck
>>
>>187855827
Always tired after morning work.
>>
>>187855827
I don't know what a struct is
>>
>>187855962
this also doesnt work
i just hate blender
its always this import export shit which fucks everything up for me
>>
>>187855827
Lack of documentation
>>
Slave Plantation Owner Simulator y/n?
>>
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>>187856201
Unity uses .fbx models (you can encode animation, blend shapes, etc)
What is the issue specifically? Like, what are you seeing?
>>
>>187855827
Exam season.

Gonna start progress soon though
>>
>>187856349
The last game to do this was a Morrowind mod before 2010. y
>>
>>187856491
When I export as .fbx, and then import this file into Blender again, i get an error message saying "ASCII doesn't get supported" or something like this.
And when I import this .fbx into Unity, then the main mesh of my object is gone.
>>
>>187856349
trying too hard to be edgy / 10
>>
>>187856349
Isn't that just Stronghold?
>>
>>187856745
Someone modded the Sims 4 to do it and it got a hit piece written about it
>>
>>187856753
That's how every success in this industry is made m8
>>
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>>187856925
Or Sims.
>>
>>187856968
Name at least one game that has become successful because of the edgy theme.
>>
>>187857303
Hatred
>>
>>187857303
Hunger games
>>
>>187857303
Postal 2
>>
>>187857303
Hatred? Postal? I dont even have a horse in this race but those are two major examples
>>
What should be in a God simulator?
>>
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>>187854879
>why didn't you post the webm?
I still need to animate the scenes. Have a placeholder for now.
>>
>>187857303
DOOM
Mortal Kombat
Duke Nukem 3D
Grand Theft Auto * 8
Do I need to go on, or has your retarded shitposting thirst been quenched
>>
>>187856129
it's a value type (like an integer) instead of a reference type (like a class instance)

struct x = new struct();
x.value = 32;

struct y = x;
y.value = 47;

x.value is still equal to 32
>>
>>187857303
Dark Souls (le hardest game evaaarrr!!!! XD)
>>
>>187857442
Nothing, because there is no god.

Make it a game where it seems like a god simulator, but the player's actions don't have any real effect, or often times do things that they didn't intend.

Eventually theyll realize that as a God, they were never real and never changed anything in the first place.

>>187857303
Binding of Isaac?
>>
>>187857442
Just remake black & white but make it multiplayer. Boom. Market it as such and you'll be rich bitch
>>
>>187856129
its like a class but all of it's members are public by default
>>
>>187855827
making dinner
>>
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>thought I had a bug
>turns out I was just retrieving another random value instead of reading the first one I had
What's the latest dumb thing you did /agdg/ ?
>>
>>187858269
i came here
>>
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>>187856750
>ASCII doesn't get supported
Make sure to export is as 'binary'

> pic related

Thats why I said earlier that you'll have to tweak settings etc. blender is the best for amateur game development srs.
>>
>>187858269
used 1 instead of 0 in a condition, went through code for a solid hour wondering why it doesn't work
>>
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>>187858415
>Make sure to export is as 'binary'
There isn't such an option for me. I already tried tweaking the export settings and followed tutprials, but it doesn't work.
>>
>>187858889
Oh weird. I'm using Blender v2.77, are you on an old version?
>>
how stupid would it be to downscale sprites in the engine using bilinear or lancoz at runtime? I know, usually you'd downscale them in a graphics program before import, because I'm using linear grayscale sprite sheets with a color map for palette swaps, it's just not manageable. A 16 color sprite would need over 300 colors to account for the interpolation for a single palette.

fuggin character sprites need to be 100x100, but they ugly as fuck at that. but if I make them 200x200, and view them at 50% in blender, firefox, gimp, and even unreal, they look great (I guess they all use bilinear or lancoz when scaling in the viewport)
>>
>>187859136
I was using 2.69, but I'm installing 2.78 now (if it works..)
>>
Godot devs are looking to improve the documentation. Now's the time for suggestions and helping, if you care to help. They're looking for web devs too.

https://godotengine.org/article/we-need-your-help-improve-our-documentation-system
>>
Started on a world editor for my MMO this evening. Combat is all done, I posted an image yesterday and it was so good someone thought it was a mockup #watchthispace #swag
>>
>>187859514
>start developing godot instead of making game
ultimate waiting
>>
>>187855718
I'm actually working on changing it to a texture moving over a plane instead. Physics are too intensive and will stick out from the rest of the world.
>>
>>187859136
Ok, with 2.79 it seems to work now. Thanks for the help.

How they still can have such a bug that you can't even export fbx files in a late version as 2.69 is beyond me...
>>
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>mfw entered the zone
>>
>>187859769
>MMO
You are destined to fail.
>>
>>187857303
there is a ton of games that succeeded because they were edgy, but most of these only became a long-lasting success because they had solid gameplay or technology backing them up

if somebody is going to make a nigger enslaving simulator, they won't see mainstream success, they'll have the next hatred in their hands at very VERY best or become gogem 2 at worst
>>
>>187860029
>breaking your flow by posting on agdg

never gonna make it
>>
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What kind of movement could the AI follow ? Right now I've got circling, strafing, staying at a distance and no movement.
They seems harmless on a 1v1 situation but against multiple enemies it's harder to track who's going where.
>>
>>187858269
Mixed the y coordinate with the x coordinate. Again.
>>
>>187816391
nice sky aesthetic
>>
>>187816219
how to develop games for the nintendo 64 physical console
>>
>>187860773
1. buy an expensive flashcart
2. fuck around with installing convoluted sdks
3. write a hello world
4. realize you'll never feel like getting further than making a semi-functional pong
5. give up
>>
>>187860773
what a strange question
>>
Text sure is a complex matter.
>>
>>187860356
ganking (avoiding fightig alone)
>>
>using the default unity skybox
>>
>>187860308
>nigger enslaving simulator
damn I want to see that just for the shitstorm that would ensue. Ragdoll physics pls
>>
will modern C++ compilers automatically fix my poorly organized #include statements or is this something i should worry about
>>
>>187861790
>using unity
>>
>>187860308
>they'll make millions of dollars and release more, successful games at best

wow that sounds horrible
>>
>>187862170
>nigger enslaving simulator
>millions of dollars
most "edgy" games that see mainstream success aren't any more edgy than blockbuster movies
>>
>>187861432
More complex behavior is planned but I don't know if I'll have the time to do it before demo day (I need to roughly refine some stuff, make at least a couple levels and add sounds).
I was more thinking about simple "evasive maneuvers" kind of stuff.
>>
>>187860773
If I recall correctly, it was actually somewhat difficult. I think you need to set up a proper gcc cross-compiling toolchain and all.

There's a scene for that though, so it's not some sort of ungooglable secret.
>>
>>187862708
Seeking cover and doing peek-a-boos would be good, but I guess that's harder to code.
>>
>>187860001
Yeah that's odd for sure. Glad you got it working
>>
>>187857525
Not him, but all those games were actually good. And the edginess lies with the hardcore violence, not plain uninspired racism.

A slave simulator will get you attention for a whole 1 week and no one will buy your game because even though most people find racist jokes funny, they wouldn't buy a book titled 'Jokes about negro slaves'. Then you would remain popular as the retard who tried too hard to be edgy and managed to sell only 3 copies while ruining his reputation for life.

tl;dr: Edgy violence is cool, edgy racism is stupid.
>>
>>187863550
racist joke books are best sellers in the 8-12 male demographic
>>
If I plan on charging $12 for my game, can I get away with charging $20 for Windows users?
>>
>>187863550
>Edgy violence is cool, edgy racism is stupid.
How can you be this nearsighted? Lemme clue you in: controversy is completely relative to the time frame.

Plus it's historically accurate.
>>
>>187863956
So you're charging $20 for your game
>>
>>187858598
haha oh you programmers mixing your 1's and 0's
>>
>>187864153
It's a premium for me putting in the effort to make sure it builds and runs on Windows.
>>
>>187864349
I bet you like the idea of day one DLC too huh?
>>
>>187864349
So it's a discount for people using an operating system you like

https://www.gamingonlinux.com/articles/sales-statistics-for-linux-games-from-different-developers-part-4.5253
https://www.gamingonlinux.com/articles/linux-game-sales-statistics-from-multiple-developers-part-5.10064
>>
>>187864626
No, I detest DLC.
>>
Did RPGMG die or get subsumed into this place?
>>
>>187864349
I can respect using linux or whatever niche OS you use for devving and personal use, but as a businessman you have to realize that windows is like 90% of the market. Choose a price for your game that you think will maximize sales.
>>
why are you always talking about the most obvious shitposting topics with such straight faces
>>
>>187864725
>linux
>
>>
>>187864827
it's humor
>>
>>187864138
Alright, then according to you the retard making the loli rape sim is the next notch, and Gogem probably made millions on his school shooter sim.
Don't be delusional.

>>187863736
[Citation Needed]
And even if you were correct, that market is so niche you could probably invite all the playerbase to your game's launch party in the living room of your apartment.
>>
>>187864950
I dunno, loli rape dev might be onto something.
>>
Reminder that if your game is deterministic it's basically a book and not a game.
>>
>>187865068
He's probably already on a couple of FBI databases, so yeah, he's onto something.
>>
>>187863389
I thought about hiding too, it seems easier, it's just a matter of finding nodes in the navmesh that aren't visible from the player location and then getting the one that's closest to the AI.
The problem with ganging up is that it's kinda hard to make out what is it and what the point of it is. If it is just grouping together in the same area, it makes the AI much more vulnerable against
If it is just attacking the player from every angle at once, that's already kinda what they do (but they're not perfect at doing that right now).

Once I'll have a proper "hivemind" for them I'll probably add in formations, which will also make more sense with different kind of enemies.

>>187863550
>>187864138
Gratuitous violence is a show, it's macabre, empowers who's committing the action. It's also a valid "gameplay ploy", you're decapitating someone because he attacked you. That's why it works so well. People are curious about morbid things, there's always been people watching gruesome fights.
Racism doesn't do it as much, it'll empower the person if he has the same belief, it doesn't have as strong of a motive for people to be curious about it.
If it's a plot point, as in the player being a french medieval knight, lost in foreign arabic lands, it makes sense and people aren't going to necessarily be put away from it, as long as the subject is treated in a decent manner.
If it's just "you're slaving people of a race because they're from that race", it's a completely shallow motive.

If you'd do a slavery based game, you're better off letting the player choose his race/sex and pick slaves from any race and sex. That way it stops being obviously about racism.
>>
is this the death of /agdg/
>>
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>>187845445
I'm gonna mark it feature complete when I finish up all of the other miscellaneous shit like the last few powerups and monsters.
I HAVE been making content though, for the past 8 months or so I've been making all new sprites for new attacks, new subweapons, new monsters etc etc.

If you're talking about levels, I don't think I'll be making levels for this project, at the very least I'll make a special little hub level thing, but once I'm fully done with it, it'll have 4 different playable characters, each with their own weapons, abilities and other shit. Thankfully it'll be easier to add new characters once I finish the foundation of the weapon spawns and all that.

and I refuse to start working on standalone games until this project is done, if I can't finish a total gameplay conversion, I probably won't have much of a chance of finish a game.
I'm shocked you confused me with that other guy, I'm not that rude.
>>
>>187858889
I know this is unrelated to your problem, but is -Z as forward really what you want for Unity?
>>
>>187865265
Reminder that free will doesn't exist.
>>
>>187868443
Not him, but yeah. It refers to which BLENDER axis is treated as +forward in the export.
>>
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+Press F for fire
not sure if i want the ship, the room, or the cell to handle the fire code, but for now i'll do the first thing in my mind, units can extend fire but need a bit of work now.
FTL had rock race that are immune to fire, i'll have ice race that will do the same, and fire race that will consume oxygen in the room without setting it on fire.
I noticed FTL had a faint glow in the ui, not sure if it's a shader or the sprites are like that, it makes the ui better but i can't into shaders
>>
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PROGRESS:
+The /agdg/ floor is back in preparation for demoday 16.
+Paahul now gives feedback as to why your punch didn't connect if you hit his guardbox during his jab attack
+Began work on sound which will likely not make it into the DD16 but I'm gonna try anyway dammit
>>
Has anyone written netcode for a game with fog of war? I'm trying to think of how to make the protocol cheat-proof.

>every time a unit is moved by a client, send the new state of that unit to the host, host forwards the state to every client - this would let anyone disable the fog of war by modifying their client
>every time a unit is moved by a client, send the new state of that unit to the host, host only forwards it to the clients that should be able to see it - this lets the host decide who sees what, and if the host is also a client the same problem as above happens
>>
>>187870062
Hope you succeed. I cannot wait to play it.
>>
>>187848363
This looks awesome.
>>
>>187870151
I'd say the second one. If the host is cheating then everyone else in the game can just decide that he's an asshole and decide to change host, whereas if anyone can cheat then you can't stop him from cheating without restarting the game. You could even include a host migration system to let players change the host of the game transparently.
>>
>>187870059
Fires should go out instantly if the oxygen is 0, and faster in general once it's below like 20 or something. I'd probably just the average time to go out directly to the oxygen number, linear or whatever function.
>>
>>187870153
Thanks. Odds are I'll probably only be able to get sound for menus done before DD16, but I've pulled out some clutch features shortly before or during demodays prior so fingers are crossed. It doesn't help that DD16 is set to start on the same day that the final boss fight begins for a homebrew tabletop game I GM, so if I put out a Kick-in' build on day 1 of DD16 I won't be able to sit around and watch for feedback/bugs because I'll be in the middle of that.
>>
>>187870059
>ice race
>immune to fire
how
>>
>>187870059
>ice race
>fire race

what the fuck?
>>
>>187870151
What about a consensus network? Every client sends the state to every other client, then the accepted state is the one that the majority of people agree with
>>
>>187870059
what happens when a race made of ice collides with a race made of fire?
>>
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Playing around with post processing stack "volumes" and figured out how to blend between them. Pretty neat.
>>
>>187871854
Neat
>>
>>187870515
I overlooked that, thanks, linking fire to oxygen number is a neat idea, i'm having a fire_level variable that increases/decreases the number of fires in the room, but i'll rework that.

>>187870640
>>187870932
Ice race isn't made of ice actually, it feeds on heat from the environment until it goes subzero, so technically it will feed on fire, i should think of a better name than "ice", as for fire it's the same concept in reverse, it emits heat in form of fire until it burns all oxygen, then it goes into dormant mode.

>>187871090
>what happens when a race made of ice collides with a race made of fire?
they stabilize each other and nullify negative effects, so even if they're totally different they are on friendly terms with each others and can coexist peacefully, as matter of fact they seek each other to be self-sufficient.

DEEPEST LORE
>>
Why aren't you using L-systems to generate trees and plants?
>>
>>187870151
I wouldn't worry about that until I had players, but still, the best solution would be to have a server in the middle that receives info from all clients but only sends out what each one of them is supposed to see.
For direct connection/local games you are fucked as at least one of the sides will need to get all the info.
>>
>>187872536
giv me code for gamemaker and i'll use it
>>
>>187872536
Why would I waste my time doing that when I could just buy an asset that's already done it for? You'd probably build your own deck and dig your own pool too, fucking retard.
>>
>>187870151
Second.

>>187871030
It would be easy to cheat with that. If no other client can see your unit, you could do whatever you wanted, unless you wanted to send its state so that THEY could cheat.
>>
>>187872536
Because I've never heard of it.
It could be very useful as a modifier in Blender but I know nothing about scripting in Blender so I'll leave the task to someone else.
>>
>>187870151
I really hope this isn't for a real time game. Sending unit data instead of inputs is how you get sync issues.
>>
>>187872830
Other way around my man. The reason you send inputs instead of state is because it saves on bandwidth.
>>
>tfw you'll never have epic soundtrack like 2hu
>>
>>187872536
Because I'd rather just model the trees to match the artstyle, and since my scope is manageable and I'm not doing something stupid like an open world survival crafting game it's perfectly feasible to spend time on minor assets.
>>
>>187873448
>tfw you will never milk your one epic soundtrack with lazy remixes for decades
>>
>>187861928
>modern
>C++
>#include
To answer your question, just use #pragma once or header guards and it won't matter to the compiler what order they are in.
>>
>>187873598
>Because I'd rather just model the trees to match the artstyle
Model the parts the generator uses and its parameters to match your artstyle.
>>
>>187872536
speedtree is cheap and a good system
>>
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Projectiles and enemy death is implemented. View cones for enemies also working, although they can still see you through walls, so I need to slap a raycast in there as well.
>>
furry games make the most money
>>
>>187874405
I don't see a single furry game in steam's top sellers.
>>
>>187872596
I'm mainly doing it now because I think giving it a few hours of additional thought now will save me weeks of netcode refactoring when I actually let people play it.

>>187870384
>>187872680
Yeah, I'll probably go for the second one then. I guess no matter what I'll be fucked for direct connection games, so I might as well go with the one that minimizes the chance of people other than the host being able to cheat.

>>187872830
Nope, it's turn based. I don't think I have the cognitive ability to deal with realtime networking.
>>
>thread is for amateurs
>half the time people talk about money and money-related topics within gamedev, and the benchmark of success is more or less making considerable money off steam

I don't get it
>>
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A couple new attacks (light combo +1 addon, and another alt string for heavy attack interrupts that leaves a spinning sword in the ground) for the sword set. Also devised a new combat camera which is based on the Mayhem League one, where there's a loose tracking of the targeted enemy that gently fights your camera inputs (unless you have an active gun hand weapon set, in which case this is disabled).

Helps keep enemies on screen, which is useful for controller users since it's hard to melee while moving the camera.
>>
>>187874949
If you're good at something you generally don't stay amateur for long
>>
>>187874949
There's a constant stream of new nodevs here so that'll probably throw off any measures of `````AGDG culture````` you try to take.
>>
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Congrats to Berzerker Quest dev for releasing their latest game

http://store.steampowered.com/app/456170/Bannerman/
>>
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Somehow, I overlooked putting insignificant enemies in my game until now. So I added a little bug dude.
>>
http://www.strawpoll.me/13834031
http://www.strawpoll.me/13834031
http://www.strawpoll.me/13834031
>>
>>187874949
See:
>>187875637

Who wants to spend months to years of their life on something they can't be compensated for? We don't live in a free society.
>>
http://poal.me/swwlgr
real poll
>>
>>187875868
>Who wants to spend months to years of their life on something they can't be compensated for
it's called having a hobby, and people spend money on it
>>
>>187875868
should be called /wannabe professional game dev general/ then, amateur implies it's a hobby and hobbies are done (generally) without compensation. Usually it's the opposite, they typically cost money
>>
>>187875637
Yes*

*Even if it's just one dollar.
>>
>>187875991
>>187876081
Ah the good ol
>m-muh it's amateur!
card.
>>
>>187876251
Fuck off, nodev. Christ.
>>
>>187875579

ronarudo-kun, you're here :^) how are you going buddy

I'm gonna announce my final release date tomorrow, finally.
>>
>>187876081
it's just because most other hobbies don't produce things that can be sold that easily through the internet and can make you lots of money even when you're considered amateur
>>
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>>187876081
>amateur implies it's a hobby
No it doesn't, there's multiple interpretations of the word, and most of the devs here take it as 'Not professionally trained to make games', which in no way means they don't expect to make money out their work.

I'll grant you that the ones comparing the games here to indie hits or AAA games based on revenue are extremely retarded nodevs though.
>>
>>187876552
Everything is going too well for me.

And good job man. You'll soon know the soul-crushing dread of clicking the "Publish" button on Steam.
>>
>>187876990

I'm gonna email you later to catch up with the news, it's been literally years. (and I owe you some billboards and stuff)
>>
>>187874951
Baller. Do kids still say baller?
>>
>>187877170
Kids don't even use letters any more.
>>
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Should be infrequent enough to not get annoying.
>>
>>187876081
>amateur carpenters don't make money from their creations
>amateur poker players don't gamble real money
>amateur mechanics don't charge their buddies a pizza and a beer to fix their car
>>
>>187875930
>requires javascript
Whatever you say, mister CIA.
>>
>>187877314
but is it pixel-perfect? no, it isn't. i can't play it sorry.
>>
>>187874949
>I don't get it
And that's why you'll always be poor.
>>
>>187874951
I'm going to be honest. The action looks really fucking good. A farm setting, however, it going to be a hard sell. Green grassy plains and blobby trees aren't making me want to kick ass.
>>
>>187877660
It is once it's finished the transition. Now you have to play it, sorry.
>>
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Spent the week working on slope physics and helmet skidding. Animations still need work but I am taking a break from it for now.
>>
>>187877917
Cool, but why would the player ever NOT be helmet skidding if it's this efficient?
>>
>>187877917
Looks ridiculous but I approve. Great job anon.
>>
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>spend 3 hours struggling against structs, possibly an UE4 bug not fixed since 4.5, and recovering a project that crashed on load because of it
>find out about arrays
>>
>>187874951
Nice. Your game seems really fun.
>>
>>187878718
>>find out about arrays
>>
>>187878718
>using UE4 before you understand fundamental programming concepts

long, miserable road ahead for you anon
>>
>>187877917
A E S T H E T I C
>>
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>>187878598
If anything its extremely useless considering how much time I put into it. Pushing forward while in this state earns no extra speed, you can only turn. And if you aren't turning in midair you create friction which lowers your speed quickly. No slopes or ledges means you have no way to gain speed. It probably seems like I tweaked some variables to be a smartass but I didn't, I promise. A lot of players will probably be confused why its in the game at all.

>>187878613
>>187879470
thanks, I try
>>
>>187877917
seems like you should slow down more when you go up the slopes, and I didn't notice it but speed up when going down slopes. could use kinetic/gravitational energy equations if whatever engine that is doesn't support it
>>
>>187845739
Lots of references, and Substance Painter
>>
>>187877314
nice
>>
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>>187877314
>>
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Reminder to add monsters to your game.
>>
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>>187882769
Do bandits count?
>>
>>187877314
Neat, but what is it for? Is there some mechanic with it?
>>
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an protusive fame
>>
>>187883180
How's the juice in your combat though? Static images,even if really well drawn, are kinda awkward without some sexy sound effects (not that kind of sexy...) nice attack effects and whatnot.

Also I take it you're going to have completely static backgrounds? Even a little movement would go a long way...
>>
>>187882761
That's real neat
>>
>>187845739
what's wrong with substance painter?
>>
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Added a new background and health bars. Now it actually feels like a game :D
>>
>>187838175
If you don't have it by now, something went wrong, email them.
>>
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Usually these have a much longer recharge time. I'll probably throw in unlockable cheats like no recharge on attacks for fun stuff like this to happen.
>>
>>187846014
Dying mall.
>>
I want to make a game in Monogame that supports both single-player and client/server multiplayer.

How deeply do I have to integrate this sort of thing into my game logic? Do I have to do a check to see which mode we're in every time the game tries to do something that the server should be authoritative on? Should I just build the game as a client from the ground up and stick in a simulated server for single-player like Minecraft does? The game is a Minecraft clone if that matters
>>
Anyone else have trouble with writing stuff down? As in, they prefer to write on paper instead of typing it out.

It's a problem because I end up writing a lot of stuff multiple times, and I know I should just use excel and text documents, but my stuff doesn't come out as well through a keyboard. I'm trying to to mock up a card game and it's difficult since I keep writing all the cards I've made in notebooks repeatedly because I want to make small adjustments.
>>
>>187885923
Get a whiteboard

I have 3
>>
>>187885980
But that's not a permanent medium!
>>
>>187884014
Eh besides monster and actor i mostly use vanilla asset
>>
>>187886129
Take a photo if you're worried, but I have stuff on a board from 2+ years ago
>>
>>187846014
A rich, opulent estate near a giant lake

I feel the problem with most game devs these days is they go with "broad" terms when they think of levels, and it just becomes the same levels like any other game. Less originality
>>
>>187885909
Simulate a server. It worked for Half Life and shit too.
>>
>>187885618
Looks pretty cool, anon. if a little confusing. Keep up the good work.
>>
>>187885923
Get a cork board and some index cards. Bonus: index cards let you rearrange things with ease.
>>
>>187887272
>It worked for Half Life and shit too.
Didn't know that. I wonder if that's the standard solution, and if so, what a mess Minecraft's codebase must have been before they added the internal server.

On a related note, can a server browser work without a central server for the community servers to check in with? I was thinking some kind of P2P system for sharing server data might work, but I don't know much about networking.
>>
>>187887709
No, you need some sort of lobby server to propagate info. You can't use P2P to exchange data if you don't even know where your peers are.
>>
>>187888051
How do blockchains propagate data without a central server?
>>
>>187887405
thanks!
>>
How do you create good, fluid animations?
>>
>>187845027
Star Citizen
>>
>>187888991
That's an extremely broad question. What are you trying to do specifically?
>>
>>187851563
still >>187849954

>>187850178
Just make a procedural and then clean it up by hand.
>>
>>187888991
12 principles
>>
>>187888120
Bitcoin clients use several methods to locate other clients. The primary method is a list of nodes from a previous connection to the network. The works very well for everything but your first connection or a connection after a very long period of disconnection.

For the case where you have no previous known IPs or they aren't usable, the primary fallback method is by DNS seeds. Several host names (such as dnsseed.bluematt.me) are maintained that resolve to a list of IP addresses known to be running nodes. Should that fail, the client has a list of IP addresses believed to point to stable nodes hard-coded into it.
>>
How long does it take to go thru the Steam process to get your game on there?
>>
Does Godot have built in JSON parsing? And if not, what's the best way to store and read back structured text using Godot?
>>
>>187889483
Huh. I assume torrent networks use a similar infrastructure.

Well, would a central lobby server need to do anything besides propagating community server information?
>>
>>187890062
You could use a webserver running PHP and pass JSON back and forth. They're really simple mate. You're overthinking the easy part and not worrying about the really hard part: making a game.
>>
>>187889810
it does
https://www.youtube.com/watch?v=XQptE6qrhKA
You can also save as editable .ini
>>
>>187890196
Yeah, you're right. I'm in the middle of writing a component system but I was wary about moving into any kind of game logic without knowing how to handle multiplayer.
>>
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Man fuck me, why are mobile games such trash.

"By braindead gamedevs, for braindead gamers" seems to sum it up pretty well.

One might think actually good games could come and disrupt it all, but that's not even what the player base is looking for...
>>
>>187891028
>that's not even what the player base is looking for
Its painful to think we're training normies to accept this garbage as examples of videogames.
>>
>>187888991
practice for 3-4 years.
>>
>>187891028
There are plenty of good games hidden away in the store but Google favors the F2P shit that uses their ad networks which gives them a bigger revenue share than just a plain price.
>>
>>187891526
It really doesn't help that google gives high results to awful "top 20 [genre] android games" lists which are just clickbait and have awful games in them.
>>
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>>187888991
Check out this webm

Alternatively make everything in your game robots or mecha so that you can get away with animations not being very fluid.
>>
>>187891526
Care to name a few of the good games?

The best game I remember playing on mobile was actually an agdg game from years ago which was a mashup of tetris and a roguelike.
>>
>>187883180
thicc
>>
>>187891028
What did you really expect? Mobile games are for a few minutes at the doctor's office, or during your daily commute or whatever. No one wants to play fucking STALKER for 3 minutes.
>>
>>187891028
The problem is mobile "gamers" aren't actually gamers. The games they play are mostly just "I'm bored, so I'm going to stare at my phone". Making engaging games would drive away that market.
There's good games, but they rarely get popular, and obviously good game is subjective. There's some puzzle games that get popular that are pretty good, if you're into puzzle games. I feel like puzzle games are usually good at appealing to both mindless non-gamers and actual gamers that enjoy the challenge.
>>
>>187892674
If you're into roguelikes:
Hoplite
Really Bad Chess
MIchael Brough's games

There are also digital versions of many designer board games.
>>
Reminder that "puzzle" is just a catch-all term for games that have no genre.
>>
>>187893121
What the fuck are you talking about? They're games that resolve around solving mental problems.
>>
Reminder that "Reminder that ____" posts are usually always nonsensical shitposts.
>>
>>187893202
He's not talking about what it should mean, or what a purist definition of it means.

He's talking about the gross misuse of "puzzle" in titles of mobile games.
>>
>>187893285
Everyone that isn't a random nodev wandering in knows this!
>>
>>187893079
There are straight-up ports of Nethack and Rogue.
>>
>>187893285
>usually always
Whoa, meta.
>>
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>>187893425
Those don't play so hot without a keyboard.

Though I have a keyboard attachment and I actually enjoy said games with it
>>
>>187893202
Name one game without mental problems.
>>
>>187893667
Why would you do this to yourself?
>>
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Got the body done for the alien NPC. Now gotta unwrap it, draw up a texture, model some clothes on it, unwrap those clothes, draw up a texture for the clothes, make bones and rig it, then make 3 separate animations for it. All within the next 5 hours (personal deadline).
>>
>>187848552
Lawyers.
>>
>>187890284
Thanks! I wouldn't use an ini to store data on units and stuff. A lot of games use XML for things like mechanical objects in the game. All units in Universe at War and Starcraft are XML files. Cards are XML scripts in Hearthstone, too, I believe.
>>
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https://soundcloud.com/slumbercitys/legend-of-dragoon-type-beat

thoughts buds?
>>
>>187893667
Is that a setup running off a phone?
>>
>>187894048
Anon, I have bad news. I've never played Legend of Dragoon.
>>
>>187894323
>he doesn't dev using a phone as a workstation
not gonna make it
>>
>>187894048
What is it with agdg musicbros and avant garde synthwave

>>187894394
what better way to see if your game will run on toasters?
What do you use for a screen though? Some kind of "project my phone" app? I think windows phones have them. But what mobile OS lets you use a mouse?
>>
>>187894323
Yes. Can program/draw/write notes from it.
>>
>>187893738
Looks pretty exaggerated, unless its supposed to be comedic
>>
>>187896045
Well I don't know about comedic, but yeah the game is kinda cartoony like Wind Waker so It's suppose to be exaggerated
>>
>>187855827
Taking an assload of classes this semester and I also picked up Horizon: Zero Dawn and a student job.

I'll probably rethink one of those things.
>>
>>187897127
similar things here, progress will be slow but dont give up anon
>>
>>187855827
NOTHING

I'm dewing right now!
>>
>>187897168
It's nice to know I'm not alone. I'll keep at it, you do the same.
>>
All play and no game make whodev a dull boy.
>>
Is anyone willing to port this to ue4?
https://github.com/dsoft20/psx_retroshader
>>
>>187898364
>https://github.com/dsoft20/psx_retroshader
That distortion effect is retarded. That only happened on emulators
>>
>>187898364
>unreal engine 4
>psx shader
i think you should re-evaluate your life m8
>>
I've been pretty fascinated with kickstarter fails, what would you say are kickstarter fails in the making? Slipstream cones to mind
>>
>>187898512
Not true. The PSX didn't have perspective correct texture mapping.
>>
>>187898687
As someone who's planning on kickstarting his game fairly soon, I'm interested in this as well
>>
>>187898687
rude!
>>
How do I "uncast" an object in C#? The base class contains an enum that matches its child class, so knowing what to uncast it to is easy. I just don't know what the syntax for that would be.
>>
>>187899049
Nevermind, I found the right keyword for Google results that aren't about type conversion. Turns out the syntax is just a normal cast.
>>
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would anyone be interested in designing world textures/billboard designs for a JSRF spiritual successor?

once we get this third character design modelled and ready for animating, I'm going to be focusing all my efforts on level design and inanimate world assets, and I want to speed that up a bit by having someone who can make some nice world textures for me to use

im the same faggot who posted the soda-themed skater and blue gal with the gaiters and green skates. things have been going slow lately, movement is finally being finished up after a long journey trying to figure out the best method for it.

by billboards i mean designs like pic related
>>
>>187899049
Why would you need to cast it to its parent type? Can't child classes always be treated as their parents without having to cast?
>>
post dev music

https://youtu.be/f8MgOV0fH38?list=PL4eQHp6ODkqzsIH2e74Vn6c6EhU_fcpBH
>>
>>187899049
what the fuck...?

You just stick it in a slot for one of its parent classes. If AssaultRifle extends Gun, you can make a variable Gun ar = new AssaultRifle(); and in that context you'd call all the methods like it was a Gun.

Maybe you're trying to use classes like interfaces...?
>>
>>187899546
Yes, but if Child is accessed from a variable of type Parent, you can only access data and methods available to Parent, and you can't just put Parent objects in a Child variable. As far as I can tell, you CAN just cast back to Child, and as long as you never try to cast anything that isn't actually a Child object, you won't get any errors. I need to test this out to make sure it works but that's what Google is telling me.

>>187899623
I said UNcast.
>>
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>>187899049
>The base class contains an enum that matches its child class
>>
>>187899834
what the FUCK are you doing.

Maybe that makes sense in context, but to me it just looks like you really overthought something.
>>
>>187899834
>if Child is accessed from a variable of type Parent, you can only access data and methods available to Parent
wat
The calling type doesn't affect whats visible. You should say more about what you're trying to do, because it sounds like this could be a learning opportunity for you
>>
>>187855827
Not knowing if our coder is still working with us, left the project, is working hard in the project and thus not having time to answer e-mails back or what
But cant blame her, im not paying her, im basically ideas-guy-mcgee and i really dont know if she is still interested
>>
>>187899534
>once we get this third character design modelled and ready for animating
Lol, your game will be ready just in time for 2060
>>
>>187819625
I keep envisioning the TWEWY protag saying this
>>
>>187900190
>is working hard in the project and thus not having time to answer e-mails back
Its never been this
>>
>>187855827
3 months later my "coder" buddy revealsl that he didnt make shit,but still claims making games its everything he want to do in life,not the first time he tries to fool me

reminder that already failed collabs have 100% chance of failing again
>>
>>187900734
>making games its everything he want to do in life
Tell him to come back to you when making games is everything he DOES in life
>>
>>187899938
>>187900174
Component is an abstract class.
Entities contain a list of Components.
I need to check if a particular type of Component is in the list, and if it is, I need to access type-specific data.

>>187899868
Never occurred to me there'd be a keyword for that, but I just found is, so I'm switching to that.
>>
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Would you play a game where you had to read pseudo-assembly?
>>
>>187900576
Let ne gave some hope man atleast until thr 15th, if i get no answer, we msy need a new 3d & net coder
>>
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>trying to learn to script in C# for Unity cause want to make a cool 3D game from scratch
>look up all the tutorials
>watch each video
>try to follow along with the space shooter tutorial and the survival shooter tutorials
>halfway through both find out it's outdated and certain lines of code conflict with how it wants new ones to work
>certain methods of getting things to work overall are just fucking different and polar opposites
>come to adgd
>bitch and complain but also ask for help
>fingers crossed I get any

Why the fuck are the tutorials outdated to the point where they're fucking useless and make things harder for people trying to learn the ropes? i guess i could try looking up other tutorials for Unity but this is fucking horseshit... wasted like 5 hours trying to figure it all out so at least I got something out of it in terms of familiarity but come on.
>>
>>187900889
Sorry for typos, i got sausage fingers and a small phone
>>
>>187900912
just go with all the updated small tutorial on the main Unity site (doc) to for the current version. Thats what I use when starting anything .
>>
>>187900912
learn C# first, then learn Unity. don't try to learn both at once unless you have prior programming experience.
once you learn C# it won't matter that the tutorials are outdated, because you're probably going to be using the documentation instead of looking up tutorials.
>>
>>187900990
>openly admitting to phoneposter status
your projects deserved to die

>>187900872
for each component in ComponentList
if component is MySpecialComponentType
(component as MySpecialComponent).mySpecialComponentFunction()
>>
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>>187900289
epic response, nice epice
>>
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>>187901076
>learn C# first

Sounds like a solid plan, mate.

But i'm not done getting spoonfed.

Tell me how I can do that.
>>
>>187901095
Cant browse 4chan on work computer, nigga
>>
>>187900912
Yep, unity tutorials and manual suck. On the other hand, MSDN is god tier documentation, so its just Unity that sucks, not C#
>>
>>187900912
I just kind of gave up on tutorials at some point. In my experience, you learn a hell of a lot more by starting a project of your own and looking for solutions to specific problems.

If you don't know how to program, you should be learning Python or something.
If you do know how to program, then you just need to look through the C# documentation for syntax.

>>187901167
Do you know Java? If so, just dive in. That's how I did it.
If you don't know Java, I dunno, Google it?
>>
>>187901207
>tfw have to go to the nearest food-court to browse 4chan on public wifi
>>
>>187901303
Just use your data plan, mon, just dont open the webms and you'll be fine
>>
>>187901095
>as
Another useful keyword I didn't know.
I guess I should at least look through all the C# keywords the next time I have a problem like this.
>>
>>187901167
lel, old image

IMO Windows Forms is a fun way to learn C#, you get the experience of "holy shit im actually making computer programs!" without the added layer of "wtf unity". Its dragondrop UI which is pretty good, you learn about events, and once you start messing with the webbrowser control you can actually make useful stuff.
>>
>>187901382
They're only 2 or 3 MB each, so you can open them. You just can't open all of them.
t. have a mindless job so I can browse 4chan on my phone all day
>>
>>187901167
if you're a book person:
http://www.robmiles.com/c-yellow-book/
https://www.amazon.com/Head-First-C-Andrew-Stellman/dp/0596514824

if you're a online course person:
https://www.microsoft.com/net/tutorials/csharp/getting-started
https://www.sololearn.com/
http://learncs.org/

if you're a tutorial person:
youtube? i dunno.

good luck, anon
>>
>>187900872
This is a really absurd way of creating an ECS. You should, at the bare minimum, create a dictionary for each entity with a list of all of their components by type and then use that to fetch components.

void AddComponent<T>(T Component) where T : Component
{
dictionary[typeof(T)] = component;
}

T GetComponent<T>() where T : Component
{
return dictionary[typeof(T)];
}
>>
>>187901207
>openly admitting to being a wagie
you are on a hot streak of bad life choices

>>187901384
'where' is also useful once you get into generics. 'ref' and 'out' can save you if circumstances get shitty, but are bad practice

>>187901553
>3MB isn't a big deal to download over a phone
The future is here, next you're going to say its faster to download something than install off a CD
>>
What do you guys do when you want to assemble a team for a game, where do you find each missing part for it, like art, music, code, etc?
>>
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>>187901557
Thanks, mate.
>>
>>187901696
> where T : Component

>>187901714
>'where' is also useful once you get into generics

hheh
>>
>didn't feel like learning to make game all summer
>uni starts and all I want to do is MAKE GAME

it's like I enjoy suffering

Also I'm addicted to abandoning projects
>>
>>187899587
https://www.youtube.com/watch?v=4K4b9Z9lSwc

:3
>>
>>187900827
he not the type of guy who would sacrifice his life to make games for sure but i wanted him to realize it by himself,so i gave him full control of everything[code,idea,gameplay,etc] and made all the basic placeholder he needed,but 3 months of no progress weren't enough and now he is asking for more lol
>>
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She will be your host today, /agdg/.
>>
>>187900912
Had the same problem when I started out. I quit and never came back. Only recently started out with ue4, which is going so-so but better than unity at least.
>>
My next game is a shmup
that's danmaku for you filthy gaijins
>>
>>187901696
>return dictionary[typeof(T)];
Won't this throw an exception if T isn't already being used as a key?
>>
>>187899534
Post gameplay
>>
>>187900734
Ha I worked with a friend like this. All excited when talking about the concept and brainstorming idea's, then once the initial excitement wears off, he loses all motivation to code and the project is at a standstill. I swear we went through 5 separate projects and they happened the same way everytime. Eventually I told him that he obviously doesn't want to put the work into it, and I went off to learn how to do everything myself and basically become a 1MA. Best decision I made. He's still just playing games and is just silent when I mention something about my game. pretty sure he's extremely resentful when he sees progress on my game.

I don't know if I'll ever make money on my game, but If I do I have a feeling he's just gonna drop me as a friend all together.
>>
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>>187838186
>http://gameprogrammingpatterns.com/contents.html
Man, this book is great and all but all example code looks like mumbo jumbo to me because of C++, feels fucking retarded.
Oh well, I get the idea most of the time.
>>
>>187904726
>Eventually I told him that he obviously doesn't want to put the work into it
eventually,i will do the same but i am sure he would come up with some shitty excuse and start over again with "cmon this time i am gonna put 10x the effort" or some shit,fun thing is he was the one saying "lets try making a game again" after our epic failure
>pretty sure he's extremely resentful when he sees progress on my game.
>but If I do I have a feeling he's just gonna drop me as a friend all together
i am sure thats the case,the only way to save the friendship if you care is talking about random stuff like anime,hobbies,whatever he is into or just pretend your game failed,the old me would had suggest to just cut any contact with the guy but you can really use some spiteful feedback when your game is done
>>
new thread?
>>
>>187907246
>>187907246
>>187907246
>>
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>>187875579
ooh, wtf is this?!
>>
noones gonna know since the thread is dead but i sucked a pecker one time
>>
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>>187888991
>>187889151
>What are you trying to do specifically?
I second this. Are you using big or small sprites, and how much do you plan to animate them?
>>
>>187907424
He's posted here for a loooong time. It's some possession mechanic platformer. It's coming along well, though, I enjoy seeing the updates.
>>
>>187888991
Focused, meticulous, pathological autism turned to productivity. No other way.
Thread posts: 803
Thread images: 144


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