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/agdg/ - Amateur Game Development General

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Thread replies: 759
Thread images: 150

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there are people screaming right outside my window and i'm scared 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: >>187907246
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

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

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

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

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter
>>
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1st for old progress
>>
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BLOB v0.4.1 OUT!

https://youtu.be/pPQOLxWKzTA

https://bela.itch.io/blob

Added predators, gas lwosw upwards, color selector menu, actually made a video how to use it. Still a prototype. Still programmer graphics.
>>
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>>187981853
>>187982583
I just bought Aseprite from Humble Bundle but I don't know where the download or key is?

Got a receipt email and receipt text on my phone and the receipt has a number on it (The key?) but don't know what to do next.
>>
>>187984127
log into your humble bundle account and somewhere on the site you can grab your key
>>
>>187984238
no, but that's not a reason to post a picture of a source game and start responding to it repeatedly while pretending to be a ton of other people
>>
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>>187984059
Video is kinda slow. If you just skip way into it its mutch better.
>>
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>>187983823
I tried giving them the gameboy color scheme
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>>187985209
Much better, thank you.
>>
>>187985209
you used 4 out of 4 colours. do you not need a background color?
>>
>>187985696

isn't that for the background though? those are all tools and blocks that would be in the foreground. with the player
>>
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How would I calculate whether a vector passes near an object? like in the pic
>>
>>187986184
http://mathworld.wolfram.com/Circle-LineIntersection.html
>>
>>187984357
I downloaded and installed but now I'm getting a rare bug where when I open it it just sits in backround processes for no reason.

Ebin.
>>
Should I pirate Unity or use the free one instead?
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>>187986873
>for no reason.
>>
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Progress! Player now has proper damage triggers and animations. Planning to make enemies speed up when they notice you, maybe give them proper death animations.
>>
>>187986918
There is no reason to pirate Unity. Use the free one.
>>
I haven't visited /agdg/ in like 6 months. How has life been treating you guys?
>>
>>187987431
I'm a billionaire game girl game dev now, where is your game?
>>
Is Sega Genesis-style music the best game music?
>>
>>187987431
I'm about to receive my first dollar from gamedeving
>>
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Anybody here got a college or university degree? Programming and video game related?

Kinda curious what the fuck game development for college means, I mean there's comp sci and then there's that shit so does anyone know if it's worth people's time or is self-teaching yourself how to make games better? guess it kinda depends on people, but what're your thoughts?

Tuition for me wouldn't be a problem at all, so just want a straightforward opinion.
>>
>>187986932
I can't find one.
>>
>>187988417
I had classes where the class splits into teams to create one game together. Other classes in the major included some graphic design and programming shit. Nothing you can't teach yourself and no one I know got a vidya job yet after like 6 years. Least I made some friends tho
>>
Any idea guys here?

I'm making a turn based grid RPG and I can't figure out what to do with the battle system.

Give me your most Molyneux ideas.
>>
>>187988417
If tuition REALLY isn't an issue, I'd say go for it. The thing about school is, you're going to be doing most of your learning on your own time anyway, and this applies to ANY degree. Being around like-minded and similarly skilled people learning the same thing can't hurt, and will probably help you learn a little faster and make contacts for later.

The common complaint is that if you're going to school as an investment, a game school is objectively terrible. But if money isn't a factor, sure, do it.
>>
>>187988878
you play as a slime girl rolling around and absorbing horny school boys
>>
>>187988878

Use the ff6 blitz system for all characters like Samurai Showdown rpg did. Combos, combos, combos.
>>
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>>187983826
Added a turning animation.
>>
What about computer science? I've had a course in high school for comp sci and had some fun but it was java and the entire time we just copy pasted code. How does college handle that? anybody on here know? not entirely convinced about going to school for programming yet but if it's beginner friendly I'd like to try.
>>
They're selling bootleg versions of the game I made in school illegally

This is just the weirdest shit
>>
>>187988417

Look for community colleges that bridge to universities. My 2 year web dev diploma means I don't have to take the programming component of a few comp sci programs at actual accredited universities. Just a few math and humanities creds (the later which I already have)

search for bridge programs and university credit

It's a cheaper route that will get you into programming without the math to see if you actually like programming.


Not to mention that college programs are often easier, not for the rigour of the course necessarily, but because they tend to be more streamlined and student centered with rigid schedules, so you aren't wandering around a campus wondering where to go next.
>>
>>187989406
I would take that as a compliment, desu.
>>
>>187989381

I took Java swift and vb in my course, and it was hard and a steep learning curve (half of the class dropped out, actually)but I'm a nerd who actually likes computers so it was fine. There were also Linux and webserver components. I also learned a lot of practical shit I have no intention of ever applying myself.
>>
>>187989287
You're game looks nice so far, man.
SotN is a great reference point for movement and I'm glad you agree (I assume).
>>
>>187986945
Looks good, man. Keep at it.
>>
>>187989750
It also looks like it's selling like shit
Guess I'll just pretend I didn't see it
>>
>>187989828
>SotN is a great reference point for movement and I'm glad you agree (I assume).
Yep. Though, any of the igavanias really (except for a few of the GBA ones early on).
>>
>>187988878
Make it that the units attack with chess moves, but no insta death
>>
hey since I can't get an artist to stick around I'm looking for placeholder art for my game, mainly for my main character
I ran down everything in the first page of google results for "free game art" and nothing had what I'm looking for
do you guys know any sites that have a wide variety of character sprite sheets and animation, especially for niche things? it doesn't have to be free either, but it would have to be maybe $10 at most
>>
>>187990552
Shit I don't think anyone would be willing to sell a fully animated spritesheet for $10, but your best bet would be on tumblr and commission them
>>
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added more decorative tiles to my tileset
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>>187991225
well I've seen plenty of sprite sheets for free at this point, they're just mostly shit and don't have what I'm looking for
even a static sprite might help
>>
>>187991270
honest question: is your main character supposed to be incredibly disturbing?
>>
>>187991270
Nice, your game is really nailing the game boy color aesthetic.
>>
>tfw you reach the point where you've written so much and had to do other stuff for so long you end up researching your own code to figure out how you did stuff to make things work
I mean I would normally check things, but not skimming entire functions or even modules just to figure out things
I was able to find what I needed relatively quickly though
>>
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Thoughts on my item system? I've been kinda delayed on coming up with it but I really need something to start with. tier 0 and tier 2 are especially due to get expanded once I figure out use cases more.

tier 0 (raw, present in every system): gas, ice, minerals
tier 1 (processed or in specific locations): chemical fuel, nuclear fuel, organics, antimatter, dark energy (exotic matter)
tier 2 (construction materials): electronics, semiconductors,
tier 3 (construction parts, variable size/type): ship hull (depends on optional bits like docking bay), chemical fuel tank, station module kit (construct in space), generators, engines/sails
tier 4 (complete reusable parts): batteries (electrochemical & hydrogen), shields, weapons, sensors
tier 5 (complete structures): ships, station modules, settlement structures

and no the tiers aren't that important but I wanted them sorted logically
>>
Any tips for achieving that low-poly ps1 look like pic related?
>>
>>187991468
I find him to be very handsome
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>>187991519
thank you!
>>
>>187991809
Use fewer polys than a modern game
>>
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two color schemes, one for background, one for foreground.

too much?

I don't know why I bother doing this since i'm never going to be able to make a game out of it.
>>
>>187991809
your question is too vague so you will only get meme replies

observe, go and do it, then come back with results which you can get feedback on
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>>187992976
the grid pattern is too apparent
>>
>>187993273
no idea how to fix that without making the whole thing look funny due to the limited color scheme
>>
>>187993485
get rid of the dark outlines
>>
How would anyone ever make a turn-based RPG with fast-paced exploration? I keep thinking about it but for me it seems like you can do either one or the other, not both. A turn-based RPG requires the player to stop at one location in order to fight whatever he is supposed to be fighting at that moment, meanwhile in any game with fast-paced exploration the player is given the power to quickly run through vast levels with the objective to either reach the finishing line(s), collect something or do some kind of task in the most optimal way possible. There is no way to implement them together because the combat will disrupt the exploration, making it slower. Yes, there is no way unless you compromise and ignore the stationary feature of turn-based RPG, but that would be too big of a load on the player. It is impossible to conceive the average player could keep running through a stage while fighting an opponent in turns at the same time. I give up. Anyone here has a idea of how it could be done?
>>
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>>187993570
?
>>
>>187991610
Your functions should never be so long that skimming them makes you say "entire functions"
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>>187992976
are you doing fake gbjam too anon
>>
>>187993691
better but you still have the single color lines running through the whole thing

if that's really the style you want, don't change it for us

but it looks shit for a reason
>>
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>>187993691

forgot the background

>>187993789
I wish I could but I have no code or game. I'm just larping at this point honestly pls kill me
>>
>>187993691
Make the guy inside the building more contrasting with the background, he's barely visible
>>
>>187993885
it literally JUST started anon
get your shit together and make a game
>>
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>>187993919
how will i put armor on him tho

Its super hard to make stuff contrast when you are using like 8 colors and are trying to make a mini terraria clone
>>
>>187988417
Look through the coursework and make sure it's game development and not just game design. If you're looking to do coding or art, make sure the school has a reputation for being good at that field and that the course has a large number of classes from that department (may differ if they offer specializations like mine did). Ideally you'll get a minor in that field in addition to your major in game development, with the option to take a few more classes for dual major.

You won't learn anything you couldn't have self-taught yourself, but you might learn a lot that you *wouldn't* have self-taught yourself. Plus you'll have tutors, professors, and a large number of peers to help you and network with.

If anything, I'd say you should go because the college/uni experience is enjoyable. It was the most fun part of my life so far.
>>
>>187988878
I can be your consultant if you want
>>
>>187991809
Los poly, high textures, dont rely much on the shaders to do the well.. shading details, if you have to get a more natural look, do it on the map itself
>>
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>>187994167
>tfw brainlet but went to IT anyway
>barely average 2.7 GPA
>on 5th semester already
Help
>>
>>187993885
get game maker lets be nub buddies
;_;
>>
>>187991809
use low polys and low res textures. Into pixel art. You have to bake in your details and shadows into your textures without making a high poly model
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>>187994608
whats a nub buddy
>>
>>187994518
At least it's CS-heavy, right anon? Right?
>>
>>187993692
why? I separate every major thing into its own function, and I put most of the functions into similar groups in modules
also the main loop kind of has to be as long as it needs to be, if you see what I mean, and so does the draw loop
>>
https://www.youtube.com/watch?v=D8rYZ6iGA1U
This game is about systematic oppression.
When should I create the patreon and let tumblr give me money?
>>
>>187994167
>If anything, I'd say you should go because the college/uni experience is enjoyable. It was the most fun part of my life so far.

Nah, fuck that. Real talk: If anything, you should go because at least you will be able to say you tried if everything fails in your life. Many things will fail and that is if you are one of the lucky ones, the ones who will manage to grab some few accomplishments like being able to pay your rent.
>>
>>187995208
also every semi-major thing inside a function, sometimes down to a handful lines, has its own space visually and at least one comment saying what it does
>>
>>187994730
Well I'm taking a course on AI, data structures, and computer organization this semester, and I already got through 2 courses on algorithms(101 and advanced) which I repeated but since they're compulsory I had to take them.
>>
>>187994679
nu b
newbie
>>
>>187995418
Oh, that sounds like a tough workload. A lot of IT degrees are made for CS majors who couldn't finish the weed-out classes, but it sounds like yours is quite a bit harder.

I actually used to tutor Data Structures. We had something like an 80% drop rate because the teacher had no idea how to teach the class. Naturally, I had a lot of visitors during my hours.
>>
ok give me ideas for mechajam i don't want to put too much effort in it.
>>
>>187996259
you didn't even put much effort into that post

normally i reply to these baits with ideas
>>
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FREE subsurface scattering
>>
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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."

>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."

Pic very related but it only particularly makes sense if you've played OFF.
>>
>>187996627
How about you OFF yourself
>>
>>187996969
?
>>
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>>187991809
For modeling itself, you'll just need to practice a lot. Use references. And remember that in low poly a lot of the detail will come from the texture, not the mesh.
>>
>>187991809
this looks like low poly with hand drawn textures and even shading.

Just create a square and draw on top of it anime style lol. + compress your textures really hard to they look extra shitty ( crisp )
>>
>>187996627
Yes, we also have a word for it. It's called comfy
>>
when you're dogfooding your texturing api and subconsciously almost make the agdg logo
>>
>>187996627
as a representative of another time zone, I thank you
>>
>>187997171
Calm too. Just a moment of calmness.
>>
>>187996627
é–“
Is that the word he's talking about?
>>
>>187997171
Not the same thing. Ma is the space between action. Comfy can exist in solitude without being between action.
>>
Reminder to make a backup of your game dev shit.

My hard drives got wiped the other day and my Gamemaker project with it. Learn from my autism
>>
weebos pls
>>
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Just finished a basic inventory setup and made it so that the player can equip a hoe to till the ground. Next up will be a "hand" tool for putting seeds in the ground.
All the art is placeholder, just focusing on functioning mechanics first.
>>
>>187998010
Seems like it (at least going off this, which I got in a google search: http://aminoapps.com/page/anime/2451277/jian-ma-emptiness-in-animation )
>>
>>187998073
comfy in the 4chan sense is very much about solitude and emptiness
>>
>>187992168
If you're the dev, he needs to have some goofy animations like winking at the camera, flashing a smale that has a little SHING on it, and other goofy shit.
>>
>>187995208
You can separate stuff into different functions which makes reading and understanding your code much easier.
You sound like someone who has hit the point where having a proper structure starts being necessary.
Also separating drawing into a separate part (namespace/module) is a good idea so you can just call the renderer.draw() in your main loop.
>>
>>187989406
how does that work? is there a dude with a trench coat with copies of your game lining the inside pockets?
>>
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>>187996480
OPEN
SOURCE
LIZARD HIPS
>>
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>>187999590
you don't want to look at cooking w tracy code
>>
>>187995208
>>187999261
Also, your minimal main loop is polling events and sending them to your event handler, iterating over entities and systems and updating them and calling your renderer to draw.
That isn't long.
>>
>>187988417
Yes, I did CS at an top-tier research university. I'm as dumb as a sack of shit so it took me a while to get a job, but pretty much everyone else I know immediately went off into impressive and well-paying jobs. I only know about ten who went into entertainment jobs, and the bulk of those people are in animation now. Only a couple went into games, and one seems to thoroughly love their job while the other really hated theirs. (Different companies, of course.) One was pure CS and the other was in a combined CS and art degree program.

But, really, the name of a school goes a long way. I also met some great people there who eventually helped me get to where I am today. Obviously, your skills are important for building your portfolio or your reel, but connections go a long, long way, too.
>>
>>187993885
>>187994119
this is embarassing anon
download game maker and do 10 full tutorials
then attempt to make pong, with a menu
then attempt space invaders
then attempt pac-man
THEN think about how you would make the game you are doing.
>>
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>>187999887
I just want the model under a free license for platonic reasons my man
>>
>>187999890
I'll be honest, I know what those terms mean, but put together like that, I don't know what they mean
>>187999261
>You sound like someone who has hit the point where having a proper structure starts being necessary.
I do have a proper structure, I told you, lines are put into blocks, blocks are put into functions, functions are put into modules
there's no point of taking a dozen or so lines (which is how long most of these blocks are) that do the same thing every time and always need to be run (which is many of them) and putting them into a function, and breaking up, say, the jump function into like 10 smaller ones
here's one of the shorter blocks you'd find in a function: https://pastebin.com/1MjknTux
here's one of the longer ones: https://pastebin.com/XmH4BMQ5
>Also separating drawing into a separate part (namespace/module) is a good idea so you can just call the renderer.draw() in your main loop.
well technically the main loop calls an update function and then it calls a draw function, and the update function calls most of the stuff I've written, although a lot of things that are under like 15 or 20 lines are still directly in the update function
>>
>>187999887
>>188001010
I just want to play the game again
>>
>>187988417
I have a degree in Economics and Philosophy(cognitive science), I work in VIDEO GAMES, making shitty mobile games. fuck my life.
>>
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>>188001010
>>188001113
in all seriousness, I think I could solve a lot of the "it's not fun" issues. I could greybox the thing out, but it's already half working and apparently quite dead, so I'm just going to keep working on my main project until it pops up on github or mr pikoponkypie comes to his senses and gives up on catblaster.exe
>>
>>188001458
I wanna kiss the cook
>>
>>188001093
As proper structure I mean higher level structure.
Skimming through your code you have movement, collision detection and general status checks in the same function which is unnecessary.
38 lines is not absurdly long for a function but it's much faster to read and understand your code if you limit them to ~20 lines.
Computers are pretty good at optimizing function calls (they've been doing this for decades) so there is no reason not to split them into small chunks that do a single thing.
>>
>>188001665
gay
>>
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File too large. This is theoretically how the fight would go on normal mode. I should probably make the stomps have better tells. https://my.mixtape.moe/qpznbl.webm
>>
>>188001826
But the lizard is female?
>>
>>188001843
extra gay
>>
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>>188001458
>catblaster.exe
>>
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Added basic character creation. It's all very placeholdery right now - graphics, locations, text, etc - but at least I don't have to manually write character data to the database anymore.

Also rewrote lots of background stuff so that I could have buffs that are stateless and easy to send over the network, cleaning up lots of code in the process. Now I can add health potions and other junk!
>>
>>188001010
>>188001458
If the game is done for, I at least want to see Tracy in other games, she's fucking cute.
>>
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>tfw no matter how many years of experience you have you'll never match the crazy level of ancient japanese console magic
>>
>>187993619
I don't even know what your concept of "fast paced exploration" is here. What are some example games?
>>
>>187993619
How about mystery dungeon games?
>>
>>188002574
this is why we need OPEN SOURCE CC LICENSE FREEDOM

i don't want to pay pikorick a cut of the profits just for using his character fuck that shit
>>
>>187993619
If you're so sure these concepts are asynergistic then why do you want to put them together?
>>
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>tfw trudging through asset making when you have no artist talent
>>
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>>
>>188003743
>i don't want to pay pikorick a cut of the profits just for using his character fuck that shit
lmao, kill yourself, commie.
>>
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>>188004217
I wonder if it's possible to make enviroments (buildings and interiors) in Google Sketchup and somehow put them in a game.
3D game friends?
>>
>>188004217
Im an ideas guy
>>
>>188003743
now i get it why your project is dead lmao
>>
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>>188004258
If you don't open up the means of lizard waifu production, I'll take you AND your lizardhips with me
>>
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>>188003743
Why don't you,
and just hear me out here:
Make your own character
>>
>>187993691
Get rid of the outlines period
>>
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>>188004217
I am.
>>
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>>188004529
I am the walrus.
>>
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>>188004551
I'm trying to save her

I'm trying to save her for all of you

dont you understand
>>
>>188004720
I AM THE EGGMAN
>>
>>188004418
if it exports .fbx/.obj, then sure, why not. It's going to be fucking gross, but doable.
>>
>>188004724
She'll come back in her own time when the devs are ready.
>>
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>tfw you realize that even PUBG bought most of their assets on the Unreal Asset Store

>tfw whole Mylta Power is an asset called "Factory"
>>
>>188005550
>tfw you realize gameplay really matters more than art
>>
>>188005675
but PUBG doesn't really offer anything new compared to the other survival/battle royale shooters that have come and gone.
>>
>>188004418
solid 8/10 if you imagine her without the blemishes and shit.
>>
>>188005764
It offers 500k kids to play with on twitch.
>>
>>188005764
and this is why you don't have a hundred million dollars
>>
>>188004746
I'VE GOT THE MASTER PLAN
>>
>>187995873
I always thought the math prerequisites are what weeded people out, not the actual CS courses
>>
>>188004217
I can make large, attractive, hand-animated sprites instead of the filth-tier 3d models plaguing the indie scene. I can actually focus on good game design instead of endlessly ironing out retarded collisions
>>
>>188001836
Not bad, and your art is nice, though I think the boss could be less static, anyway I can't judge it properly until all the sprites are done. Then again it makes some sense for an earth elemental to be static.
You could also look at golems from Dragon's Dogma for some inspiration.
>>188004418
It exports to collada so it's very much possible. Sketchup's a solid tool for prototyping.
>>
>>188006550
I know that was the case for the engineers at the school. I took all that shit in high school, so I never got to see how hard it was.
>>
>>188001836
seems kinda boring wailing on the boss in the same spot. maybe add some platforms and a reason to attack it in different places. the kraid fight in super metroid for example
>>
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>>188007119
Thanks anon. I plan on making it move on the highest difficulty, which is kind of like NG+.

>>188007441
It's the first boss in the game so I wanted it to be a really simple fight.
>>
Ideaguy: HITMAN, but in space.
>>
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Now meshes can move, scale and rotate/orient correctly based on their actual world position in the game and not just some arbitrary hardcoded value.

Time to fill out my destructors and not just rely on the OS clearing out my data when I close the program..
>>
which is better?

>mecha trading sim on the ground
>mecha trading sim in interstellar space
>>
>>188004217
I like 2d rotation
>>
>>188008752
On the ground, you have an easier time adding terrain details, if that's a concern. There's only so much you can put in space
>>
>>188008301
ideaguy: HITMAN, but you're a woman
>>
>>188008752
ground is more visceral says I
>>
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>modeling a female character
>>
>>188008301
Ideaguy: HITMAN, but you actually slap people
>>
>>188009124
And you now know why making female characters is way more fun than male ones.
>>
>>188008301
Ideaguy: HITMAN, but with dogs
>>
>>188008301
Ideaguy: HITMAN, but as a dog.
>>
>>188009124
I've felt the same when making senpai characters in modded skyrim, I know your "pain".
>>
>>188008301
Ideaguy: HITMAN, but you rotate
>>
>>188009358
>wrote f e m
>it came out as senpai
Thanks hiroshima
>>
>>188009434
that's from late 2014 senpai
>>
Why are turn-based games usually also grid based?
>>
>>188009459
Oh I know that, just got no one else to thank to ;^)
>>
>>188009538
Because discrete time woks best with discrete space, and continuous crete time woks best with continuous space.

Discrete space and continuous time is really, unplayably bad.
Continuous space and discrete time is fine, but subject to situations where you're out of range by a small fraction.
>>
how do i learn to finish a project
>>
>>188010281
you just gotta want it
>>
>>188007792
why not all difficulties? People who play on the lower difficulties won't find the fight memorable if he doesn't move and they might not come back to play it again to see the difference.
>>
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>>188010281
Small scope.

No, smaller.

MICRO scope.

N A N O SCOPE
>>
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>>188001113
>>188001665
>>188002574
>>188004849
>>
>>188010545
what a remarkably specific image to make
>>
>>188009856
>Discrete space and continuous time is really, unplayably bad.
You must hate dungeon crawlers.
>>
>>188010545
this is great
>>
>>188010545
I can relate to the anon in that picture.
>>
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>>188010501
I'm trying to make each difficulty have something to one-up the previous one for the bosses. On Hard for instance, the boss swaps its arms and does much harder versions of its arm moves, in addition to forming its arms on phase 1 so it always does the quick version of the stone projectile move. It moving on the final difficulty would be due to having your entire moveset so dodging it would actually be possible, since one of the moves lets you warp to the other side of the enemy you hit.
>>
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Starting to work on combat inputs.

I think I'll go with something that requires a bit of skill for every input. Paper mario really burned me out with inputs that were nothing more than "MASH REALLY FAST", but there was also a rather easy cap on how fast you had to mash, so you weren't even under much pressure to mash the fuck out of it.

(webm related is for TYPING, you'll be under pressure to accurately/quickly type swear words / insulting phrases...)
>>
>>188011250
at first I thought you were flipping them the bird
>>
>>188011250
>3 of the same enemy drawn uniquely

really cool my dude
>>
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>Having the smallest scope possible is a requirement to actually making a game
>Only games you want to make have huge amounts of content or world to explore
>>
>>187983826
Sooo~, tell me, what would an RTS need to be popular and interesting at this day and age?
>>
>>188011548
You can have a game with a huge world or lots of content, if you restrict scope on the systems end.
>>
>>188011853
fidget spinners
>>
>>188011829
Forget popular, and shoot for interesting, niche, cult classic. Most RTS players moved onto MOBAs. An indie RTS would need, at a minimum:
1. Robust and fun singleplayer mode, since your multiplayer probably won't take off, and if it does, you'll want to have some longetivity.
2. A unique hook of some kind. You MIIIIIGHT be able to get away with carbon copying an old RTS and getting the nostalgia audience. But if you don't just focus in on the game design, since you won't be competing on anything else.
>>
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>>188011829
Waifus.
>>
>>188012151
That buttplug looks painful
>>
>>188009856
>Discrete space and continuous time is really, unplayably bad.
Ever played the game Delicious?
>>
>>188012151
Looks like chair legs
>>
>>188012227
There probably exists some RTS with waifus
>>
>>188001458
What issues? What happened to this game I've been gone for ages and missed a bunch of shit.
>>
>>188012151
what a minute...
I KNOW WHAT THESE ARE!!!

These are lightsaber handles
>>
>>188012151
thats a horse wiener on the left
>>
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There's some devs that have decent content on twitter and tumblr, but I can't follow them because they retweet/reblog every fucking thing they see on other places and fuck up my feed.
Advice: Don't be that guy and don't even think about using a retweets/reblogs bot, you'll lose the real followers.
>>
>>188013829
the dev decided it wasn't fun and went on to make another game

he said he'd open source tracy if he doesn't get any ideas for how to make it how he wants, but gave no time limit and it's been ages and it's totally not happening.

it's over
>>
>>188014702
you can disable retweets per user, it may be worth the effort for some devs
>>
#!I7Y2lIrY!0XSQ3GeX9Az6vLDCmyrxZF-Q5djQ6qTrqnvhtqUM-p4

tracy
>>
>>188014937
DON'T DOWNLOAD THIS
IT'S DOLPHIN PORN AND IT MAKES MUSTARD GAS
>>
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>>188015072
THAT'S MY FETISH
>>
>>188014937
I'm 27 and what is this
>>
>>188014702
Sounds retarded, why not just make a twitter account for your gamedev and have another for your retweeting shitposting?
>>
>>188015282
I think it's good (at least in the indie scene) to personalize your gamedev a little bit. People like to know a bit about your politics and personal life, but it should never outshadow the game. Think about Phil Fish - do you think Fez would have taken off if he wasn't a meme personality?
>>
>>188014702
turn off retweets and mute functionality was the best improvement to twitter in years.
>>
>>188004217
but i am and you know i am
>>
>>188015282
>A game has to completely re-invent a genre to be good
Abso-fucking-lutely retarded. This is why game dev discussion is filled with people who think their amazing ideas that have never been attempted make the world go around.
>>
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Added a simple check to avoid stupid camera clipping through surfaces. Is there a way to prevent it completely, i think i've read about some recent game that did it good.

Also making player transparent is also not something that will happen it seems, since you have to make his material translucent for that and it removes roughness and metallic and whatever. Maybe i could hotswap normal material to a translucent one and back, but not right now.
>>
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>>188015448
...
>>
>>187988417
I didn't get a degree and I'm still learning things myself but if you have the money for it, it might be worth it. The college I went to forced me to do intro classes. While it wasn't bad, the course was simple and it was stuff I had already taught myself getting into programming.

You can pretty much teach yourself everything and learn what you don't know through practice and research. If you have trouble being motivated though a class could help.
>>
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>>188015282
You mean me? I don't shitpost and I only tweet my own stuff.
If you mean the others, they usually have accounts specifically for their games and they use these accounts to retweet every single piece of shitty content there's out there.
I think they do it to gain followers, but the only thing that follows those accounts are bots so it's pretty pointless.

>>188015448
An occasional retweet or off topic tweet I don't mind, whatever it is, but when you check your feed and the first 10 items are retweets from the same guy in a 1 hour timespan then it's time to unfollow.

>>188015457
>>188014895
Yeah I know, but I'd rather not follow those accounts at all.
>>
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>>188014937
>#!I7Y2lIrY!0XSQ3GeX9Az6vLDCmyrxZF-Q5djQ6qTrqnvhtqUM-p4
thank you
>>
>>187988878
The best things I've seen for turn-based RPGs and things I would do myself are: combos, weakness/resistance and special moves.

When making a game, think of things that you really enjoy in a game and figure out how you can implement it in your own way. Turn-based games are pretty slow but they give the player time to think and come up with strategies. That's what I enjoy about them.
>>
>>188015448
You really shouldn't make your political views public anywhere as a creator of anything. Just look at the director for the "new" ghostbusters movie.
>>
>>188016450
>think of things that you really enjoy in a game and figure out how you can implement it in your own way.
What when you can't think of a way to implement it your own way?
>>
>F12
>crsh to desktop

: |
>>
>>188011548
>tfw this Anon actually goes against reality and finishes his game
>discovers it's actually shit because "loadsa content" doesn't actually make something good
>>
>>188016745
Stop using IDE's
>>
>>188015448
FEZ was good in spite of Fish's personality, not because of it.
>>
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1, If you are a nodev you need to read this.
https://raouldify.files.wordpress.com/2011/12/2011_1203-the-flinch.pdf
2. And then download and installUnity3D.
3. Then go and do all of these tutorials https://unity3d.com/learn/tutorials/s/scripting

If you refuse then you are garbage and you need to immediately K Y S. RIGHT NOW!
>>
>>188017178
That model inside the tree trunk looks pretty good, but it clashes with the rest of the models because the quality is so much higher. I'm assuming all the other models are placeholders you're going to bring up to that standard?

At any rate, good job on the orange waitress model!
>>
>>188017310
>unity
I don't install malware.
>>
I want to try a multiplayer game because I'm curious how they're made. Anyone have any resources for multiplayer game netcode/software architecture? I'm interested in what kind of architectures let the same code run on the client and the server.
>>
>>188017310
Only why I am a no dev is because I can't think of an original chain scoring system.
>>
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prettied up the start menu, those skulls animate

gonna make a real logo when i finish aquiring photoshop
>>
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>>188016743
You have to figure it out. Or copy it but don't copy everything exactly. A lot of games use the same mechanics and systems. Tons of games have enemies who drop health like Metroid, but Megaman does the same thing and people don't call it a Metroid clone. They have much in common but are considered different games.
>>
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>>188017310
>Unity
I'd rather dev in GoldSrc
>>
>>188017503
Somebody reviewed your game.
>>
>>188017364
can spot the bait a mile away
>>
>>188017571
where?
>>
>>188017616
On youtube, check the last thread.
>>
>>188017690
ok cheers
>>
>>188017546
I am not talking about small things like health drops, I am talking about core mechanics. The thing I have huge problems with is just thinking of a scoring mechanic for my game. I want to have chain scoring, but just doing another generic medalling chaining system, or color based chaining, etc is not what I want.
>>
>>188017908
I don't know what your game is, can you describe it? I can say though that a simple system that works would be better than something complicated and fancy. How does your scoring system work? What is the player being scored on? I have some suggestions off the top of my head but how they would apply to your game depends on what kind of game you're making.
>>
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modeling my first race track based on real road. Using blender for it. Took me a while to understand best way to make smooth meshes etc, but at last started to make rapid progress. Now I simply need to adjust some gutters in places, build walls, collision mesh, build terrain, texture everything, add railguards, use particle system to spread some tree meshes around, divide everything into good groups to optimize the shizz and should almost be good to go ~~~~~~~~~~~~
>>
y'all niggas should I make a Twitter or Tumblr for my game?
>>
>>188018570
yes.
>>
>>188018589
I mean which one though?

Also does anyone ever read other devs' tumblrs or twitters?
>>
>>188018371
>How does your scoring system work?
I don't have a scoring system yet, because like I said, I can't think of any.
I am making a shmup. Not sure what else to tell there.
>>
>>188018689
Do both, and I do. I follow a few devs on tumblr and twitter, and I often like their stuff, sometimes reblog it if I really like it.
I always get warm fuzzies when I see them watch me back and like my stuff
>>
>>188004418
yeah you can export as collada or obj or some other format out of sketchup, but in short it works in blender after you export. I wouldnt recommend it, cuz most models made in google skethcup use weird amounts ( a lot ) of materials and are built in a very inefficient manner. Performance will be a big hit!!! You can pretty much do what sketchup does in blender anyway if you practice it a bit, but in return saving yourself a lot of pain later on
>>
>>188018838
What kind of content goes on either?
>>
>>188017548
Ah, the wonders of developing on GoldSrc. It's actually a well put together engine, at least.
>>
>>188018838
share some of the ones you follow pls
I am not sure where to find anyone. Whenever I tried doing it on twitter or so, any dev id follow would just spam random bs and repost advertisements ~~
>>
>>188017310
t. asset flipper human garbage
>>
>>188018704
What's the point of the score? Simply to have the highest score or does a certain amount give extra lives or even power-ups? The simplest thing to do is have the player destroying enemies/objects to give points. If you want to get fancy, add multipliers. Then if your player gets hit, dies, destroys the wrong target you can detract points, reset the multiplier or lose their power-up. To flesh things out more you can add a time bonus for finishing the level quickly, not getting hit, lives leftover or shots fired/hit.
>>
>>188018901
Tumblr you can post pretty much everything, twitter is best if you either post short .webms, or still images, gifs are a bitch on twitter, and of course you have a character limit

>>188018960
https://rezydev.tumblr.com/ (space dementia dev) https://vampiredev.tumblr.com/ (vampire's bite dev)
https://lightspiritdev.tumblr.com/ (light spirit dev)
https://herrjak.tumblr.com/ (Umbrella warriors dev)
https://pikopik.tumblr.com/ (former Tracy dev, working on that cute cat gun game right now
https://muscularhair.tumblr.com/ (Former helleton dev, hope to see more from him)
http://mrfariator.tumblr.com/ (can't recall the name but his game has a cool as fuck swinging mechanic)
https://ogierdev.tumblr.com/ (placeholder dev, so proud of watching this guy's game grow)
http://rokasv.tumblr.com/ (Tender arms dev)
https://paperbugdev.tumblr.com/ (paper bugs dev, cute as fuck)
https://jasozz.tumblr.com/ (he dabbles in a little of everything but I love his sprite work)
https://blankthevidya.tumblr.com/ (Elysis dev, cool as fuck)
http://bn05.tumblr.com/ (fight knight dev)

If this doesn't get considered spam I'm gonna be surprised
>>
>>188019237
NVM, makes no sense talking with you, since obviously have no idea what you are talking about.
>>
>>188019084
you guys really hate asset flipping, when most of the industry is based on it lmao.

Even half life was set on quake 1. Just look up into the history of games, all of them use similar engines most of the time, or if not the engine then sound system, video system, AI system, physics system, something made by someone else that they just licensed. Why do you have to be so mad?
>>
>>188019317
>tfw not good enough to make it on the list
>>
>>188019317
Oh cool, you can post webms on twitter? Any limitations?
>>
>Check mecha jam
>"Make a game about mechs, mechas or mechanoids."
Can someone be a bit more specific? Also is that a tank in the pic?
>>
>>188019395
who are you? I only find people when they post their tumblr or in the off chance Tumblr recommends me someone I recognize
>>
>>188019375
Keep justifying filling world with no effort garbage, at least you're not a nodev :^)
>>
>>188019453
squaredev.tumblr.com
I don't post often on there though.
>>
>>188019347
Keep making excuses for being a nodev.
>>
Do people care if you use factory sounds in your game music?
>>
>>188019482
>sitting around making NO GAMES calling people "asset flipper" is better than being a gamedev using other people assets
you will be the first to be gassed, nodev trash
>>
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>>188019526
Ah I've seen your game pop up here on /agdg/ every so oft- what the fuck you're also LRHH dev? I didn't realize you were making that tiled up game with the Xs too

I got my eye on you now.
>>
>>188019637
No offense, but you just have no idea about shmups. It's not as simple as you think to make these games.
>>
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>>188019423
>Can someone be a bit more specific?
Can you be more specific?

>Also is that a tank in the pic?
See pic. Its a mech. The picture is mech fighting with mecha.
>>
>>188019482
what is there to justify. Working with limitations improves creativity and uniqueness by a lot. Rather than spending your time coding systems which already exist, if you that good of a programmer or developer to make it yourself, imagine if you were to put that effort into modifying/improving an already existing tool. It would be through the roof. You are literally just wasting your own time for no gain.

Might as well go program your 3d modeling tool and photoshop and your whole OS from scratch too. Oh and build your computer hardware with a welder and some random parts, oh and create those parts in homemade workshop, and mine for the ingredients somewhere yourself, using junkyard is technically being an asset flipper, so that doesnt count
>>
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+Pausing and camera control
pausing works properly and game is stress free, you can take your time to manage your doors as long as you like
>>
>>188020180
Or you could just buy some assets and spend a day putting them together and pushing it to steam with mom's credit card.
>>
>>188019395
Not him, but you are also on my list if you are:

https://pangeiadrifters.tumblr.com/ (furry mmo dev)
https://kickindev.tumblr.com/ (furry punchout)
>>
>>188020074
Sure. What exactly defines a mech? So anything mechanical goes?
>>
>>188020252
Man your progress is amazing
>>
>>188018521
>use particle system to spread some tree meshes around
You're better off using instanced meshes and a landscape painting tool.
>>
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>>188019317
>>188018960

Here's some devs I follow:

https://lonebuckshot.tumblr.com/ - Spooky JRPG with lewd goblin redhead
https://fffbbb.tumblr.com/ - Purple goo protagonist with trippy graphics
http://sloweh.tumblr.com/ - Cake man fighting bosses
https://attaboydev.tumblr.com/ - Pretty nice pixel art 2D platformer
http://knightdev.tumblr.com/ - Mini knight fighting in a dungeon
>>
>>188020492
googled that for you
>As nouns the difference between mecha and mech is that mecha is (anime|manga) a large armoured robot on legs, typically controlled by a pilot seated inside while mech is (science fiction) a large piloted combat robot.
>>
>>188020709
>sloweh
I fucking knew I recognized that artstyle and name, that's the chicken game guy.
>>
>>188019395
>tfw no tumblr to make it on the list
>>
>>188020942
I feel you, fellow whodev
>>
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>tfw lost the way

This spawn room was fun to make, but I don't know about the shape. I REALLY don't know about having a single exit.
>>
>>188019781
It's definitely not as hard as you're making it out to be. I'll dumb it down for you; You have two enemy types, helicopters and jets. Helicopters are worth 5 points and jets are worth 15 points. Every time your player kills an enemy they get a certain amount of points.

Now lets say every 10 enemies that the player destroys without dying gives them a x2 multiplier; I would cap this out at x10. So after the player kills 50 enemies in a row the multiplier no longer increases. Whenever the player dies, the multiplier disappears.

After 1500 points the player gets an extra life and at the end of a level they get 100 bonus points for each life they still have. Now you have a system that rewards the player for doing well and gives incentive to play better; Having more chances to play the game and to get a higher score.
>>
>>188020997
I mean at least I post regularly here so I'm not a complete who. But I really need to get around having a social presence.
>>
>>188017503
>finish acquiring photoshop
Who in this current time and year doesn't pirate theirs
>>
>>188020609
thank you, i appreciate it!
>>
>>187994518
do as many homework as you can
>>
>>188021254
Are you Harvest Monster guy? Update your twitter plox.

https://twitter.com/ash_j_emmes
>>
>>188021040
I think you need a playtest to actually determine that.. Or a good reason
>>
>>188021208
That#s the most boring system I ever heard of. You obviously never played a shmup in your life.

I have already 1cced and 2alled many shmups, and my standarts are much higher than generic boring shit like this.
>>
>>188021447
Where is your shmup?
>>
How do I use paletton?
>>
added some juice and you now have objectives, full version in the video not the webm

https://www.youtube.com/watch?v=T-780kIbEho

how does it look
>>
>>188021447
Oh, so you're a retard douche. Thanks for clearing that up.
>>
What kind of content do you personally like to see on a dev's tumblr?
I've already gotten the "tumblr is for anything" reply, I'm just interested in what kind of content do you personally like.

This question is for everyone in agdg.
>>
>>188021351
I don't have a twitter either. I post ONLY here.

>>188021642
I like it when people explain their workflow, especially for 3D as it's usually less intuitive.
>>
>>188021642
I like seeing webms, gameplay in action with sound is always a huge plus for me, I also like detailed posts of the dev talking about gameplay mechanics indepth and stuff.
>>
>>188021718
lmao
>>
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>>188021718
s-supprim ça
>>
>>188021718
>>188021775
fuck off /pol/

refugees welcome here
>>
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Climbing forever.
>>
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>>187984059
>>
>>188021859
>little dog gets the big knot
>>
Should my game ask for a confirmation before making a request to internet? Not for posting a data or anything but it will just download a json file and print stuff in it?
>>
>>188021723
What's your game btw?
>>
>>188021954
Your game should never require a connection to the internet for anything.
>>
>>188022027
Depends. What if it's a multiplayer game?
>>
>>188022027
I want to have a mod support
>>
>>188022080
Then it's already dead.
>>
>>188022142
>>
>>188021998
One of the mecha game but not the one that looks good.
>>
>>188021040
whats wrong with the camera
>>
>>188019317
>tfw not adjective as fuck
>>
>>188022318
What did he mean by this
>>
>>188019317
More agdg bros who need some love
https://quasiberry.tumblr.com/
http://whoppo.tumblr.com/
https://shmoopdev.tumblr.com/
http://thirdkeyofsun.tumblr.com/
http://hypertensiongamedev.tumblr.com/
>>
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working on some minimalistic UI

hope i can get it all working till demo day
>>
Are ARPGs ever fun in singleplayer? What's the secret sauce?
>>
no offense but I just don't really like your game
>>
>>188022996
thats okay there are plenty of other games for you to play!
>>
>>188021718
Bumping. Fuck mods.
>>
>>188022868
remove the rpg aspect, or alternatively don't use it as an excuse to make the combat simple
>>
>>188022996
Aren't you an entitled little shit
>>
>>188021954
>JSON
>>
>>188019317
>>188022826
>tfw not mentioned
>>
>>188023210
works for me
>>
>>187991713
I don't see anything wrong with it
>>
>>188023251
Well, tell us who you are, anon.
>>
Turn based RPG where you only control one character in your party, and the rest is controlled by AI

Y/N?
>>
>>188023571
Less mental wanking, more doing.
Go prototype it
>>
>>188023571
N
>>
>>188023571
N
FF13 and Persona 3 did that already.
>>
>>188023571
>he thinks he can program a good AI
>>
>>188023571
Fallout? Enjoy being shot in the back by your team.
If there were some advanced commands, but not outright controlling, then it could work.
>>
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Progress:
Objects are now loaded in after API initialization instead of in the middle of everything.

I do have a feeling that I could optimize the command buffer recording on newly spawned objects. Right now I'm re-recording the command buffers for ALL loaded objects, including those I already have recorded buffers for.

Todo:
. Getting the Camera to be an object and not just a hardcoded position.
. Content loading should happen in a seperate thread. Right now it's a blocking call.
>>
>>188023571
turn based RPG where you are the awoken ancient evil desperately trying to fend off the chosen one and his rag tag band of misfits
>>
>>188023571
N. What usually happens either AI is too smart and can do without you, or the AI is too dumb and useless.
>>
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ok you have inventory, but big things you can only carry one.
>>
>>188023785
>Ian oneshots you with a burst from his SMG.
>>
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we tumblr now
https://vidyadev.tumblr.com/
i never used it before and i'm new to this, please be gentle
>>
>>188023571
An RPG where party members are actually one character's multiple personalities.
>>
>>188024153
Every time
>>
>>188023824
D3D12 or Vulkan?
>>
>>188023931
why you never post webms? i didn't even think it was a roguelike
>>
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new logo in the works

i think the "not" is too complicated

i accidentally hit a shortcut key near Ctr+Z, which makes it so when i try to move letters now it looks like theyre cut out of the background. anyone know what iv done!??!? (photoshop cs6)
>>
>>188024346
currently just Vulkan, but OpenGL is also half supported
D3D12 is for windows pussies
>>
>>188024439
>stul noh deao
>>
>>188024498
it used to be
> stul zoh derd
>>
>>188024468
D3D12 supports multi-GPU.
>>
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WIP new hacking minigame.

Background stuff spinning in multiple directions and speeds was done with some shader hackery. Why? Because I'm an idiot who likes premature optimization sometimes.
>>
>>188024653
Oh, huh, I see Vulkan recently added support via extension. That's a pleasant surprise.
>>
>>188024653
So does OpenGL.
I'm using Linux, so dx12 is not really an option for me right now. I do plan to "port" the engine to Windows. I might implement support for direct x then.
>>
>>188024954
Yeah, through CF/SLI that barely works.
>>
what do you use the free cpu threads for anon?
>>
>>188025008
probably. I've never tried. Only have one gpu in my pc anyways.
>>
>>188021642
Highly visual and interesting posts. Audio is acceptable too. Since it's tumblr and not twitter, some text that gives interesting context is alright... but it has to be worth reading. Don't waste people's time with boring shit.

"I'm going to dev tomorrow I swear" "progress coming soon!" posts should be 100% avoided.

Non-gamedev posts should be kept to an absolute minimum... but legit interesting off topic shit gets a pass.
>>
>>188025042
bitbeans
>>
>>188025042
I use a job system that automatically spreads work across the whole CPU.
>>
>>188025042
Boob physics.
>>
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Advanced turret mechanics !
>>
>>188025234
cute
>>
Remember that time we bulled a dev to death because his girlfriend was ugly?

Good times...
>>
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>>188017310
>unity
>>
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Give me something to practice modeling on.
>>
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>>188025728

Battle Birb
>>
>>188025728
Cthullu mithos
>>
>>188025728
boobies
>>
>>188004217
Making 3D models is hard.
Making 3D gameplay is also hard.
>>
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Been asking everywhere about this, maybe someone here might know the answer.

In Unreal Engine 4, how do I achieve WEBM related?

> create joint chain
> parent joint used for scaling
> child joint used for rotating
> object skinned to child joint
> if parent joint has non-uniform scale values, the child joint will deform accordingly
> this works perfectly well in both Maya and Cinema 4D
> Unreal Engine 4 inexplicably does it incorrectly

It is crucial that I find the solution to this. All other work has grinded to a screeching halt because of this issue that should be straight forward, but just isn't.

Here's someone who has managed to do it (yes, it's for non-spherical eyes with eyelids for me as well):

https://answers.unrealengine.com/questions/213153/how-to-rig-cartoon-non-spherical-eyes.html

But I can't make sense of what he's saying. He's not really showing anything.
>>
>>188025728
Waifus
>>
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where to get gamemaker for free? I'll pay the licence thing later when it's on sale
>>
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>>188019317
Adding myself with no shame.
https://dwarfdev.tumblr.com/
>>
anyone looking for an artist?
>>
>>188026167
3D or 2D?
I need some placeholder non-animated 3D models with textures.
>>
>>188026167
I'm sorry, your art style is not going to fit into my game. Good luck though.
>>
>>188026240
3D
what engine?
>>
>>188026167
If 3d i need some base shit to show my 3d artist how its done (if you are better than him tho, need to see your work too bud)
>>
>>188026491
Heh, interesting. I could probably do that. What engine, how far along are you, etc?
>>
>>188026428
source
>>
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>>188024439
can i get some feedback on this as the final logo? and what else i can do to jazz it up
>>
>>188026428
My own. I'm this >>188023824 fagget.
I just want some pretty placeholders that's all. It can be literally anything as long as it's sort of pretty.
>>
>>188026605
>>188026637
Ahh, that's cool. Unfortunately this won't work for me, but I wish you and your games the best.
>>
>>188026551
Blender an unreal, we just starting but he cant wrap his head around low poly high texture stuff, not even after showing him examples, everytime he does he ends up looking these high def stuff with more than 30k poly and so on
>>
>>188026634
It's alright.
>>
>>188026693
how sad you life can be to use this shitty meme?
>>
>>188026725
Ha. Well, that's cool, but I have no interest in working with unreal. Good luck though
>>
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>>188026047
>Unreal Engine 4 inexplicably does it incorrectly
Unreal does it perfectly proper.
>>
>>188026637
Hey chief, how high-poly do you need?
I can make you something with those fancy PBR textures too if you want.
>>
>>188026796
What engine do you have an interest in working with?
>>
>>188026772
I'm sorry but I'm just not interested, no need to be rude
>>
>>188026796
What do you work with then?
Not that anon tho
>>
>>188026826

No, it doesn't. I tried the same thing in two industry standard modeling/rigging/animation programs, so Unreal is in the minority in my book.

When scaling the parent joint non-uniformally, the children should rotate non-uniformally.

I don't really care that Unreal 4 does it incorrectly, I just want a workaround.
>>
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>>188026693
>>188026796
What in the world does the engine have to do with you not wanting to make art?

If you want to learn how to import 3D models into Unity, you should really just do it yourself dude. It's litterally just drag and drop

>>188026916
poly count is completely up to you. The model in my pic is ~500k polys. Go nuts.
My only requirement is that it has to be a wavefront (obj) format, since my MeshLoader only accepts that atm.
>>
So many new cunts taking the stale bait.
>>
>tfw whenever I try to make a 3D game I always get sidetracked trying to make it look nice with models and playing around with particle systems and other effects instead of focusing on gameplay
>>
>>188027097
Okay, unfortunately I'm not willing to use obj files so this won't work for me. It's too bad this won't work out, but I wish you the best, really
>>
>>188027086
Have you tried reversing the order? I think the problem is that you are not understanding how UE4 does it.
>>
>>188027160
I'm giving them the benefit of doubt as reverse trolling. Or maybe they really are this stupid.
>>
>>188027097
don't respond to the any-programmers-need-an-artist nodev
his sole purpose in life is to ask if anyone wants art and then to turn their offer down

at least that tranny is not sourceposting
>>
>>188027097
>>188026991
You guys failing for the shittiest bait in agdg history. just ignore him
>>
>>188026958
>>188026991
Stop replying to him. It's a stupid shitpost that pops up every once in a while.
An ""artist"" will ask if anyone wants him to work with them on their game. He will ask what engine they use, but no matter what he will always say he's not interested and "good luck with your game".
Here's a hint: If an ""artist"" doesn't post examples of their art, then they aren't an artist and they're just memeing you. If someone does actually post art, that isn't stolen obviously, then they are more likely to actually be looking to work on a game.
>>
>>188027316
>>188027324
>>188027337
Oh... I didn't realize that. Never seen that dickhead here before
>>
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>>188027324
>>188027337
What if it's just the same shitposters as always replying to this shit in an attempt to get people to reply to people replying to the original bait, making it a double layer of bait?
>>
>>188027415
Maybe I am a bait too? And you are failing for a triple-layered-bait.
>>
So many papers about global illumination with shadows. But no research into methods that DON'T go through the visibility bottleneck when it seems to me that the visual impact is minimal.

>>188027402
This is why you need to lurk before posting in any 4chan board/general.
>>
>>188027402
Sorry you had to experience that. Actual artist here, so what are you looking for exactly?
>>
Hey guys, Chad here once again. I've been doing a bit behind the scenes but now I'm back looking for the following for my game:

- 4 programmers (C++ only)
- 5 3D artists (Blender only)
- 2 concept artists (GIMP only)
- 2 sound makers (Fruity Loops only)

My idea is pretty unique and I think it has a chance of redefining video games as we know them. I've had a few emails from people asking for the game concept prior to joining the team but I just can't give that information out in case it gets stolen. You'll have to sign a contract and NDA first.

As for payment, 40% of the total game's profit will be divided between the team.

Please contact me at [email protected] if you're interested

Good luck!

Chad
>>
oh my look at the time, it's shitty baits time
>>
>>188027337

I like this meme, though. Works as some kind of casual filter.

Rejection really is a dream crusher, and you won't get anywhere with just a dream.

If you have a goals instead, rejection won't do jack shit to you.
>>
>>188027509
thanks Chad ill be sure to give your project consideration! one thing is i only program html, is that ok?
>>
>>188027589
wouldn't that mean ids for the entirety of /vg/?
>>
>>188027509
>13 men team
>gets 60% of the share
Do you get a share from 40% of the pool too?
>>
>>188027674
>implying this wouldn't fix all other generals as well in one swift swing
>>
>>188027589
Make your General in /bant/
>>
>>188027509
>chad is in his early 20's now
>>
>>188027652
Unfortunately HTML is only used for websites so I'll have to turn you down.

But if you'd be willing to do some (unpaid) work on a website for me (great experience!) that'd be great! Shoot me an e-mail with your qualifications.

>>188027706
>Do you get a share from 40% of the pool too?
I am part of the development team, but it would be greedy of me if I were to double dip with my share. So, no! :)
>>
>>188027815
at least it'll be gogum free
>>
>>188027509
>GIMP only
My sides have left orbit
>>
>>188027509
post previous released titles and your profit margin
>>
>>188027720
But I come here for anonymity, why would you 'fix' the one thing that makes this site special.

And don't give me that 'but it IS anonymous' shit, with IDs you can't post progress and your opinion in the same thread unless you want some nutjob to hound you.
>>
>>188015448
>politics
NO. It's the best way for someone to dig back through your Twitter and find something t get offended about.
>personal life
This is okay. For instance, some people I follow will tweet pictures of side projects, or food, or video games they're playing, or retweets from other gamedevs. This is acceptable, preferred even, as long as it's not so frequent that it's filling up your feed or drowning out their dev posts. I think at least 70% of their content should be related to gamedev and asset creation, and the rest could be cool stuff that the dev is interested in. I don't know how many tweets there should be a day, but there's probably a magic number out there somewhere.

Straight up gamedev blogs can get stale, especially if there's not new content posted regularly because the dev is working. Filler posts can be good, but only if they're interesting or informative. Basically, don't retweet every funny tweet you see.
>>
>>188028131
That nutjob would be singled out as well.
>>
>>188028195
For that one thread and in a way which isn't associated with their game.
>>
>>188028131
>with IDs you can't post progress and your opinion in the same thread unless you want some nutjob to hound you.
We've already been over this.
Either you act like a cunt when "giving your opinion" when you're just talking shit for no reason, either the other one is an actual nutjob and no one takes him seriously.
>>
>>188024352
I tried a few programs, they crashed.
>>
>>188026047
Maya and C4D use column major matrices whereas UE4 uses row major. Swap the order of the bones and it should work.
>>
>>188028240
Uh, it cuts both ways. They can't post progress without looking like a nutjob either.
>>
>>188028240
don't shitpost, problem solved
>b-but muh opinion
there's a normal way to express your opinion, and nobody will single you out for it. Use that one. If 'muh opinion' means "you're game a shit, kys" then you're shitposting and deserve to be singled out.
>>
>>188028268
https://github.com/TheTarkus/WebMCam/releases
works the best on my outdated pc
>>
>watching another dev make progress on my game
I love her independence :)
>>
>>188028343
I think your typical nutjob prefers nutjob activities to posting progress
>>
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>>188017531
>>
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wow, this clever asshole now knows to jump over holes when it can't jump up from it
#progressAsFuck
>>
>>188017531
Radical centrist Ralph remembers that games are games but you need more than just gameplay mechanics to create atmosphere.
>>
>>188028508
>1080x1920
>half the screen is black anyway
what the fuck were you thinking
>>
risk of rain but it's a 3d dog fighter
>>
Yo, is there a way to set a game objects corner positions in Unity
>>
Made some pathfinding
>>
>>188028663
Add some cost to changing direction in your path finding algorithm
>>
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>>188027086
>post proof that it works
>REEEEE IT DOESN'T WORK I HATE UNREAL
>>
>>188028585
I've got my screen tilted because I prefer it like that when programming.
I set up a crop in OBS studio which didn't work it but is saved in settings and then I simply forgot to crop in WebM converter.
>>
>>188028663
cute placeholder, will the ground be always flat or you're adding tile heights at some point?
>>
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>>188021642
Fishing for more responses to this post.
A picture to draw your attention.
>>
>>188028819
Don't do it naively, though. Have a lexicographic ordering when it comes to movement cost and turning cost. You don't want some pathological case to cause a character to put themselves in danger or something just because it means they get to keep going straight.
>>
>>188027097
>poly count is completely up to you. The model in my pic is ~500k polys. Go nuts.
>My only requirement is that it has to be a wavefront (obj) format, since my MeshLoader only accepts that atm.
Cool, do you have a way to contact you, so i won't have to catch you in the thread?
>>
give me an idea for a 2d game that isn't:

- a rotating gun game
- an rpg
- a platformer
- a roguelite
- a roguelike
>>
>>188028870

You haven't posted proof at all. The two webms you have posted are showing an object failing to rotate within the scale provided by the parent joint, just like mine.
>>
>>188029027
A card game
>>
>>188027097
>My only requirement is that it has to be a wavefront (obj) format, since my MeshLoader only accepts that atm.
Why reinvent the wheel? Use Assimp. Even better, use Assimp as part of an asset pipeline that loads from any supported format and converts to a format that can be directly loaded into VRAM.
>>
>>188029027
roguelite-like
>>
>>188029027
>rotating gun game
What's this?
>>
>>188029027
>- a roguelike
You don't want to make any games do you?
>>
>>188029126
Im guessing he means stuff like hotline miami
>>
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I need some algorithm help here.
I wanted to make a route system.
each "round" there can be 1 to 3 areas.
and i need to connect them randomly like pic related.
the route shouldn't be crossing each other as well.
right now, i had an algorithm running that can connect the route, except that sometimes they miss out the next 1st's or 2nd's "area".
and the code is getting quite complicated and confusing.
Is there a cleaner way to do it?
share me any way u think that can work.
>>
>>188029190
nice ftl clone
>>
>>188029027
deadly rooms of death clone
>>
>>188029081
That is the literally plan.
I was just lazy and the tinyobj library was just easier to implement at the time.
>>
Are there any open-source Monogame projects?
Want to look at some code to see how I should be doing things.
>>
>>188029027
RTS
>>
>>188008718
>engine dev in C++
>doing manual memory management instead of using owned pointers
I guess some people just think it's great fun to juggle chainsaws
>>
>>188029235
i'm thinking more of gundam versus's route system,
except it doesn't split every single time.
like
O-O--O-O-O
\-O-/ \-O-/
>>
>>188029190
The easiest would be to enumerate all valid combinations of connections between rounds (not many, since you only have 1-3 areas per round) and choose randomly.
>>
the worst part about the artist-poster is it makes it hard for actual artists like myself to find programmers to work with
>>
>>188029406
not using C++ features and coding like it's 98 is what all the cool kids do
>>
>>188029554
Well you're wrong, because all anyone needs to do is post art
>>
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>>188029027
Bullet hell
>>
How do I make music that sounds like the Genesis/Mega Drive?
>>
>>188027509
At least this is good pasta, got a chuckle out of it and the anon put some effort.

I wish we had more chads and less artists looking for programmers.
>>
>>188029406
But that's exactly what he is planning to do.
>>
>>188029554
Well, one way to diferenciate yourself from him is posting example of your work
>>
>>188029406
You use smart pointers for resources and handle other things in a non-retarded way and voila, you have no leaks
>>
>>188029027
- space trading sim (not necessarily in space)
- old-school browser game (Ogame, Solarion, Vampires&Werewolves)
- kingdom management game (like King of the Dragon Pass)
- strategy game
- re-imagining of a board game (for example, a unique take on Risk)
>>
>>188029635
>>188029717
too discouraged
>>
>working on credits page
>notice that I forgot to note source of some arts I used
fuck, it will be a nightmare to find the sources
>>
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>>188028870
>>188029061

Just in case there is confusion about what I want, here's a more exaggerated example.
>>
>>188029763
>unique take on risk
There is like a billion of different risk clones.
>>
>>188029858
Remove the art, then. Find an alternative that you can properly credit.
>>
>>188029858
Easy, just put
>if i forgot anyone please let me know and i'll fix it
>thanks for your support and for playing!
>>
>twitter lets you post multiple images but only 1 gif
Why does it always have to be so awkward.
>>
>>188029996
a gif is multiple images
>>
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>>188029682

Speaking of...


Been getting a lot of work done, about 2-3 weeks away from launching my second demo. Posted a pretty massive devlog update on tig.

https://forums.tigsource.com/index.php?topic=61914.msg1351330#msg1351330
>>
>>188029740
If he has to explicitly write destructors to have his resources deallocated, he's not using smart pointers
I guess he just needs to prove to himself he is a high test alpha male from a simpler time when programmers were gods who walked the earth
>>
>>188030070
Woah
>>
>>188029924
would you rather make a tetris or pong?
>>
>>188027280

Trying that in Maya right now, but it's illogical and doesn't work there, because it's the wrong execution order. But I'll export and check if Unreal 4 does it in a weird backwards way.
>>
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>>188029773
>>
>>188030312
I'm just saying that making a unique take on risk is pretty damn hard, it's one of the most iterated upon board games out there.
>>
looking for an anime artist
>>
>>188030196
Look at this low test cuck who prolly uses std::vector and doesn't save the 2 words of memory by using an array.
>>
>>188026167
>>188030476
>webm

>>188030117
Your game looks neat, you should make a tumblr.
>>
okay guys, I'll post some art if I get six (You)s
>>
>>188030401
don't do risk then
pick any other board game
risk-like are merely the PONGs of board games
>>
>>188030312
Spacewar!
>>
>using C++ instead of Rust

>>188029689
BLAST PROCESSING
Really, though, it's all in the chip (YM2612). There are soft synths available that emulate it or you could even homebrew a real Genesis and record the audio from it.
>>
>>188030696
thanks anon
>>
What kinda attributes of other devs do you get really jealous over? Mine is.

>Devs who can make games where characters move using their actual limbs and physics.
>Devs who can make the kind of progress on social media that attracts alot of attention cause it looks nice.
>Devs who can also do that purely on being charismatic so even if they make few posts each is a riot.
>Programmers with good art skills.
>>
>>188030696
>using Rust instead of assembly
>>
>>188029689
>>188030696
And if it's more of a general feel you want to replicate, AFAIK the YM2612 is based on FM synthesis. You could probably get a close sound with any FM synth and some self imposed constraints on waveforms and modulation and whatnot.
>>
>>188030613
cool webm
>>
>>188030583
>not std::array

>>188030784
Rust is higher level than C++.
>>
>>188030613
>tfw now I understand what gogem was talking about when he complained about typewriting dialogue
>>
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>>188030613
Thanks! Cool webm, also!

Hmmm, I've thought about Tumblr, but haven't had the time to sit down and learn it. I mostly use Twitter as a devlog.

Should I consider looking into facebook and tumblr also, to spread the word?
>>
>>188030782
>Programmers with good art skills
only trait worth covet
>>
>>188017310
>Go to a playground and watch kids play sometime. What do you see? No fear, and no
flinch.
Seems like a risky idea, these days.
>>
>>188031136
>facebook
Absolutely not
>tumblr
It's not really hard to figure out, it's very simple honestly, just another blog platform.
As opposed to twitter it doesn't restrict you on your posts, so you can go in detail on your progress and write walls of text if you wish.
Also using related tags can help with the exposure as well.
>>
>>188030782
Devs who actually make money with their games because they pander to the brainless normie retard with 2 digit IQ.
>>
>>188030905
std::array is just a type safe c array, you still have to do manual memory management if you use it.
>>
>>188005803
Go away Anzu
>>
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ATATATATATATATATATATATATATATATATATATATA

I don't even
>>
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>>188032036
>>
>>188032036
I can probably fap to this
>>
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hi
>>
>>188030613
you forgot good luck
>>
>>188032245
The webm is not mine.
>>
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>>188031689
Ah, interesting! Thank you! I already use it to correspond with one of my artists, I'll look into using it for logs and networking as well.
>>
>>188032208
Day of rake when?
>>
How in the flying fuck can I build an engine that emulates a client-server architecture for singleplayer?

Sort of like Diablo 2 uses the same shit for multiplayer and singleplayer, only in singleplayer, it sends all shit to itself and receives back more shit from itself.
How would I go on about building this?
>>
>>188033691
but why
>>
>>188020252
>tfw working on a similar game
Base inspiration, at-least. Are you doing much with the fighting fantasy/choices stuff?
>>
>>188033837
Because it's a stepping stone to actual multiplayer architecture.
>>
>>188033691
You should get knowledge on multiplayer first to implement your logic (shit like receiving state updates, replaying etc). Then it's just a matter of abstracting adapter to handle singleplayer too.
>>
>>188033691
Use threads. Run the server on one thread and the client on another, and communicate over localhost as if it's a remote server.
>>
>learn Game Maker
>realize I want to make a racing game
Fuck
>>
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>>188030613
Fucken saved
>>
>>188014937
300 fps wow, cute game, but what happen after the timer go off ?
>>
Why do no engines ever let point lights affect light propagation volumes? I can't see anything inherent in the technique that makes it only work for directional lights.
>>
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>>188034159
>>
>>188029027
business sim
>>
>>188034159
>buy GMS
>realize I want to do something that's not a pixelated platformer
fuck
>>
>>188034921
>buy GMS
>fuck
>>
>>188034921
Do an rpg, shmup, brawler, fighting game, metroidvania, roguelike, or puzzle game then.
>>
>>188034159
>buy gms for 1 dollar
>no regrets
fuck i hate saving money!
>>
>>188035180
but you wasted a dollar?
>>
>>188035267
>agdg topselling game is made in gms
[thinking noises]
>>
>>188026634
>oh cool it's my favorite game STILJ NO+ OEAO
>>
What's easier? RPGMaker or Fusion?
>>
>>188035564
Construct 2
>>
>>188024239
You forgot to post the webm
>>
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>here's a really cool tutorial on how to do that thing

>link dead
>>
>>188034695
How would I go about making something like this?
>>
>>188035607
Construct 2 allows you to make a RPG or platformer in 5min?
>>
>>188036280
http://codeincomplete.com/posts/javascript-racer/

https://www.youtube.com/watch?v=N60lBZDEwJ8
>>
>>188034695
>>188036280

ooh boy....
>>
https://www.youtube.com/watch?v=bBFZ1KR8oVE
>>
>>188036419
>>188036280
http://codeincomplete.com/games/racer/v4-final/
>>
>>188036528
I made a game!
>>
>>188036280
I had something like it, but my drive crashed. And not sure it fits in this game.
>>
>>188036509
wtf i hate unity now
>>
help me here agdg i cant remind the name of the game where you punch shit to death (the dev had rats as placeholders long time ago)
>>
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>want the game window to be either fullscreen or borderless desktop resolution
>to do that, I have to call set_mode() function for some nebulous thing which is not specified
>to use that function I have to modify a struct called WindowMode and pass it into function since it is one of the required arguments
>to modify WindowMode, I have to choose a FullscreenType enum, whether I want to make any changes to it or not
>"Error: FullscreenType struct does not exist"

well, fuck - and that API is meant to be beginner friendly
>>
>>188036509
My only problem with Unity is that they eat profits.

UE4 does it too, but you can buy a moderate priced license to avoid it.
>>
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Tweaked some buttons, added random numbers to behavioral code. Creatures no longer go upwards if the cannot find food, they start to go in a random direction. This made predators much better, as they are now spreading in every direction after eating a big gas eater colony.
>>
>>188036675
Can you be more descriptive? Also did you save any art?
>>
>>188036784
Is there any public information on how much a fixed UE4 license costs?
>>
>>188036675
rat punch
>>
>>188036784
>hundreds of developers spend tens of thousands of hours making a AAA quality engine
>"wah why can't I get the whole thing for just £5"
>>
>>188037087
>using pounds after Brexit
£5 is probably worth 0.000001 dollars now bro
>>
>>188037087

This. Only Antifa and other communist shitstains think like that.
>>
>>188037337
1 Euro equals
1.19 US Dollar
>>
just draw a grid of the road.have tiles change as the road changes.

int a = 0;
int b = 0;
int currentcurve = 0;
for(int c =0;c < 20*20;c++)
{

draw grid[currentcurve][a,b],a*32,b*32)

a++;
if(a==20){a=0;b++;}
}

grid[0] = straightgrid;
grid[1] = curvestart;
grid[2] = incurve;
>>
>>188037337
>set price and receive payment in dollars
>bongs get lodsemone compared to before
Did you fall for the 'weak == bad' meme
>>
What is the best language?
>>
>>188036917
I remember it's like five thousand.

>>188037087
>strawman the post
Yes anon, I complained that just having a flat cut makes it more undesirable than UE4. If I'm wrong and it's do offer an alternative, do tell.
>>
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>>188037337
>>
>>188037621
>I remember it's like five thousand.
No way it's 5000 whatever money. The royalties are 5% of anything over $3k per quarter.
>>
>>188037505
>>188037691
Get a life, nerds
>>
>>188037337

Don't type dumb leftist tripe like this unless you want a /pol/ invasion.
>>
>>188037605
Chinese
>>
>>188037710
Depends on the game, of course. But the indie who talked told they asked for five thousand.
>>
>>188037710
For Epic to get $5000 in the standard way the game would need to sell more than $112,000 in a year, maybe they judged the game wouldn't sell that much.
>>
>>188036897
>Also did you save any art?
no sadly
>Can you be more descriptive?
first person the player shoots multiple punches from behind camera towards the enemies

>>188036947
cant find jack do you have his blog or a webm?
>>
anyone have some good recommended reading on racing ai (preferably arcade not simulation)? is it just have the ai follow a path and avoid other drivers? how do you do ai variance so you avoid just a single line of cars? or do you use a navmesh and just restrict it to the road?
im not sure where exactly to start
>>
>>188036675
>>188038603
fight knight?
>>
>>188030696
For now rust isn't a popular language so I will not use it. If one day it becomes as popular as C++ I will use it.
>>
How do you cope with people being better than you? Everytime I come here I get disheartened seeing all the progress by others.
>>
>>188039124
I don't experience it
>>
>>188037605
D
>>
>>188039124
i cope with it by not being a little bitch
>>
>>188039124
start comparing yourself to people who are worse than you instead of people who are better than you
>>
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>>188017310
>mfw I quitted smoking two months ago, started running between 2 to 8 km each day (mostly in forest) depending on my motivation, and changed my old greasy diet for mainly veggies and white meat
>mfw I also want to pick up boxing once I'll feel ready for it
>mfw I felt that all of this was the first step for me to get into the right mindset for gamedeving

I think I'm gonna make it.
>>
>>188039315
good lad, hope you quit smoking, coffee, and alcohol as well.
>>
>>188039315
I'd play the shit out of a brawler game based entirely on ladder combat, you could use it to traverse stuff too.
>>
>>188039315
>started running between 2 to 8 km each day
This would ruin your legs unless your already an avid runner, which makes me dubious to your statement as a whole.
>>
>>188034012
Fucking perfect. Thanks, anon.

Thank you too: >>188033691
>>
>>188039124
I remember that even if they are better than me at some things there are other things in which I am better than them.
>>
>>188039605
He could just mean a really long on-off set.
But getting anywhere close to 5 miles in your first month of running is pretty much not happening. Even if you do a 30 seconds on/off thing.
>>
>>188038873
i am looking into tumblr and twitter but cant find that specific webm but he never used rats.
i remember that the game was rendered as black and white dunno maybe one day i will remember the name
>>
>>187983826
Redpill me on Bokube
>>
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>"I won't even pirate your game"
>>
>>188040483
He needs to pull his head out of his rear
>>
>>188040483
He made a puzzle game about a rabbit which looks like a cube.
>>
>>188040483
He's making a puzzle game about a rabbit which looks like a cube.
>>
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>>188040483
Twink. Not interested in your opinion. Is probably going to make it. maybe not, some of the stuff he adds seems redundant. Apparently, he doesn't like Black People. But is totally into interracial gays. Just not black apparently. I'm surprised none of the enemies glow in the dark at this point

The game looks pretty. Kickstarter is a good example of expectations and how to pull off a trailer. Guy's got a weird thing about 2D games. Maybe it's because he's worried he won't make Risk of Rain money. He's got the right opinion on Nodevs though. Seriously though, he'll treat you & your opinion like trash, even when you're trying to help.

What's the point of the ladders?
Bokube can already climb wall tiles by default.
Dude doesn't even gain it as an upgrade.
Not mention none of the webms show bokuke kicking the ladder down to join areas so it's not even being used creatively. It's just redundant
>>
>>188034159
>buy gms from humble bundle
>don't even know what to make
Fucking shit! I mean, I only 15 dollars but still!
>>
>>188040696
i'm more likely to buy a game i'm not interested in (while it's on discount) than pirate it
>>
>>188037568
>magic numbers
faggot
>>
>>188041237
You mean one dollar? And I hope you gave all of it to charity and nothing to YoYo
>>
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>>188039605
>>188039997
Ah sorry, maybe I'm being misunderstood because I'm a non-native speaker.
I meant jogging. I've started this week - 2km each morning before breakfast, and then I'm adding 6km to it if I'm feeling like it, but this time in the afternoon (through the woods near my house). So no, not 8km straight.
So far I'm feeling well (insert "my legs are ok" joke), and it also really improved my mood.

>>188039443
>good lad, hope you quit smoking, coffee, and alcohol as well.
Don't you dare to touch my coffee, you monster. I even stopped sugar, so I need at least this one addiction to keep on going.
>>
>>188041507
Coffee is the working man's drug. No shame.
>>
>>188039124
"Although the Mean is the standard for all things, in military affairs a man must always strive to outstrip others. In the stories of the elder warriors it is said that on the battlefield if one wills himself to outstrip warriors of accomplishment, and day and night hopes to strike down a powerful enemy, he will grow indefatigable and fierce of heart and will manifest courage. One should use this principle in everyday affairs too."
>>
>>188041507
Just quit it now lad.
Eventually you'll get tired of your mini-heroine addiction and having to drink a gallon to not feel like complete shit and then also have to keep a giant mug of water to balance the dehydration and headaches.
>>
What's the best type of health system for a 2D platformer?

Also, what 2D platformers have the best movement and combat system?
>>
>>188041230
I genuinely hope he fails just because how much of a massive cunt he can be to people who are giving genuine advice.
>>
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>>188021589
any feedback on this?
>>
>>188041852
That's too large of a question. There are too many different types of platformers to say which one has the "best" health, movement, or combat.
The answer is which ever compliments the game the best.
>>
>>>/v/389035028
>>
>>188042329
http://store.steampowered.com/app/687750/Yandere_School/
>>
What is the proper amount of save slots?
>>
>>188021589
>>188042229
from watching the webm, i think the enemy needs to move to where the player is moving instead of their current location as it makes the enemies almost always miss and pile up
>>
>>188042329
I bet you're the one who started talking about Bokube too
>>
>>188041852
>What's the best type of health system for a 2D platformer?
the one that fits your game.
>>
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>>188026047
What you showed in Maya doesn't make sense and I can't reproduce it. If no verts on the mesh are weighted to the scaleBone, and the scaleBone is in the same location as the rotateBone, then scaling the scaleBone should not affect the eye.

What's happening for you in Unreal is what's supposed to be happening.
>>
>no lerp available in glsl standard
>instead it has mix, which is the same thing
>use lerp because of habits
>works on my machine
>does not compiles on others

why do they do this, just follow the fucking standards compilers. don't try to compile and try to handle developers' errors
>>
>>188042407
As many as they want because it isn't 1996
>>
>>188042229
Honestly, I'm really not digging it. The lemmings feel lame at the moment. Bar depletes too quickly. any player would find this so boring it's a chore. At the moment it doesn't look like they're chasing you, it looks like you're just leading the rabble to the shape or area you desire then fuck off because the bar depletes too quickly for them so they can't follow
>>
>>188042416
>as it makes the enemies almost always miss and pile up
if they didn't miss the game would be too hard
>>188042603
>Bar depletes too quickly. any player would find this so boring it's a chore.
ok, i can fiddle with that
>At the moment it doesn't look like they're chasing you
i can go back to them going after the player location in real time instead of them running at a target that gets updated every second
>>
>>188042229
the characters goes dark as soon as they go to shadows, which looks weird. make some transition between shadow/normal colors maybE?
>>
In Unity, if I want to make an animation go backwards again after not pressing the button which triggered the animation, what do I have to do there?

Do I have to make another animation which is the same but just goes backwards or can I just somehow mirror the animation?
>>
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>>188042875
>if they didn't miss the game would be too hard
maybe you should design the game better then
>>
>>188042943
play it at a rate of -1 ?
I'm just making guesses, I don't use Unity and I haven't tried that in Unreal but by all logic it should learn.
>>
>>188042918
that's how shadows work

if you are standing in a shadow you are in shadow
>>188043048
>just design the game better bro
i'll try updating the player location every step
>>
>>188042875
They miss even if the player is running in a line. There's no point in having that kind of behavior in an enemy.
They should miss when the player reacts and dodges.
>>
>>188042875
Maybe have some move to where the player is first seen, and some " try " to move to where the player is going.

Or a different enemy tries to move to where the player is going.
>>
>>188043246
>i'll try updating the player location every step
??
what do you have your movement code on a delayed coroutine or something?
>>
>>188043246
>>that's how shadows work
I don't think my body gets fully shadowed as soon as my feet steps on a shadow
>>
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Indexed colours are really neat.

thanks to the power of SHADERS (tm)
>>
>>188043246
Personally, I'm fine with the shadows.

My issue comes from how when their line of sight is blocked from something they run into, such as that small block, they get stuck, they don't even try to move around it
>>
>>188043346
ok so they stop updating the target if the player gives an input
>>188043365
>Or a different enemy tries to move to where the player is going.
i have that, it's the grey one
>>188043371
gamemaker
>>188043416
i can't partially apply a shader, at least i don't think i can
>>188043558
>My issue comes from how when their line of sight is blocked from something they run into, such as that small block, they get stuck, they don't even try to move around it
that's because they lose sight of the player, i can make them move around the blocks i guess
>>
>>188043763
>ok so they stop updating the target if the player gives an input
Great idea, now they simply can't target the player as soon as moves.
>>
>>188042113
>>188041230
Got any screenshots of him being a cunt to people giving him advice?
>>
>>188044061
if the player gives an input, not if the player is giving an input

basically if they just hold down buttons then enemies seek their current location
>>
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>>188042539
You're doing it wrong.
>>
>>188041507
>I've started this week - 2km each morning before breakfast, and then I'm adding 6km to it if I'm feeling like it
Starting to exercise is quite possibly one of the best changes a man can make to his life, but I would advice you to intersperse your running with some other form of exercise, rather than running every day. Unless of course, you have a history of doing stuff that takes a big toll on your legs, then I guess this doesn't really apply.

I'm saying this as a guy who went from couchpotato to going out jogging each other day, from which my joints and bones, etc. got so strained that I got to a point after a few weeks where I could barely walk.
>>
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>>188043763
As soon as they hit the block they don't even try to continue to where they last saw the player moving past the block, they just wait there. As a player, I wouldn't expect their chase to give as soon as they run into an obstacle if I myself ran past it. Maybe losing line of sight kills the bar far too quickly, maybe they're not being told to follow to where they last saw the player, either way giving up the instant they can't see the player turns it into yackety Sax. Seriously, open this up then watch the webm. https://youtu.be/MK6TXMsvgQg
>>
>>188044156
No, i've never bothered too. But it happens like every thread so either check the last one or wait for him to pop up today
>>
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Hey agdg I'm getting rid of the spikes on top of puzzle cubes and giving them a better face/making the model watch boku a lot better. What else does it need? how can I convey a puzzle cubes cuteness/importantness further?
>>
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ok i have enough specifics for now

what do you guys think of the game overall

enjoy this test i made of a shitty gun
>>
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>>188043557
now with dithering as well
>>
>shitposting about yourself
>>
>>188045038
it's shit, sorry
>>
>>188045038
why are they moving north and south faster than west and east
>>
>>188045038
looks way too easy and boring.
>>
>>188045038
was your game commissioned by ISIS ?
>>
>>188045140
>>188045194
i mean what do you think of
>>188021589

>>188045221
should i just make it into a suicide bombing game
>>
>>188045058
That dither looks too obvious.
Do you have any webms of the game in motion ?
>>
>>188045436
I've seen this kind of game before and yours is just a very easy version of it...so it looks boring.
I've seen you get the same feedback for the movement of the enemies, having them move to where your player is expected to go, but you constantly resist it saying it'd make it too hard. Idk, maybe true, but man...it looks way too easy right now cuz the enemies are actual retards in how they chase you.
>>
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What is the standard for collectible coins in 3D games these days? Obviously we have moved past sprites. Can I have 100~ polys and normal map per coin? Basically any rough idea what Mario 3D World does?
>>
>>188045813
Easily, and it can be optimized quite effectively using instancing.
>>
>>188045801
>I've seen this kind of game before and yours is just a very easy version of it...so it looks boring.
got any examples i can look at?

i don't want it to be balls hard, just engaging
>>
>>188045038
I think you've got a few mechanics and nothing else. The mechanics don't look interesting. Poncho land does look interesting, but the open desert sucks and the buildings area only show combat, so again, the game as a whole doesn't look interesting at the moement
>>
>>188045021
Well, given how animated everything else is, the puzzle cube seems jarringly unanimated. Give him a little dance or something to do when he sees the PC . That would be cute and communicate to the player that it's a thing they can possibly do stuff with.
>>
>>188045908
sorry, I don't remember off the top of my head, they were flash games I'd play back in school many years ago. You'd run around a room and collect coins or something; more and more enemies would spawn in and try to swarm you and you would just try and collect as many coins as possible before getting overwhelmed.
>>
>>188045908
>>188046238
to add, maybe just having one or two different enemies that will predict your movement mixed in would be enough.
>>
File: 2017-09-03 01-50-17.webm (3MB, 853x480px) Image search: [Google]
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Progress: Implemented the new hit effect type Knockdown, specifically made for the Warhammer charged attack. The only problem now is a bug that is making the enemy refuse to stand up after getting knocked down.

Also, the enemy's cloth simulation is passing through the ground since it was never meant to collide with it. I'll need to figure out a way for that.
>>
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>>188045436
>should I just make it into a suicide bombing game
Maybe. Have the goal to maximise kills. So you have the gun & sword for individuals and you can suicide when you get a large group or are about to die anyway. At first, no one will react to you until you start killing visibly. Then once alerted have green ponchos run from you when they see you, blue ponchos melee you and grey ponchos try to shoot you. Balance out the placement and boom, you've basically got Party hard ISIS edition
>>
>>188046763
Horrible stick figures can be American Dogs "keeping the peace" for an added enemy type
>>
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>>187984127
would aseprite be good for pixel art textures? similar to the textures found in JSRF
>>
>>188047026
If you're Mike Ross, I'm telling you right now, it won't convert well
>>
>>188047026
>pixel art textures? similar to the textures found in JSRF
Dear fucking god
>>
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>>188047026
>would aseprite be good for pixel art textures?
yes, but...
>>188047026
>similar to the textures found in JSRF
JSR & JSRF used cell shading. You should stick to that. Pixel art looks like trash on 3D models unless you're Guilty Gear talent and those models have to be designed with hand drawn textures in mind. Plus no, aseprite is not capable of that standard
>>
>>188044428
Explain how. I have the exact same Maya setup as he does. Your 3ds rotate bone is translated. His scale and rotate bone are in the same place in his webm.
>>
>>188047536
You can't really call GGXrd's textures "pixel art". The work goes more into the UVs if I got it right.
>>
>>188047026
Yes? It doesn't matter if it's rendered on a 2D square or a 3D model, it's still just a flat 2D texture. Either way it's still just pixel art.
I don't really get the question.
>>
>>188047947
They're not pixel art, they're just the most comparable since they're hand drawn 3D textures. But again, cell shading is what he should do
>>
>>188048050
I think he's also asking if it'd look good or at least passable to JSRF. But obviously, that's up to his talent. I'm going to say it's not worth it even if he was a savant at this
>>
>>188048132
looking at textures like cars in JSRF, they look like they're done with aliased pixel art textures rather than just cel shading
>>
>>188035483
kek

actually its STIJL NOI+ 03A0
>>
>>188047815
make root bone, make rotate bone in the same position and link it ot the root bone. So the hierarchy goes root -> rotate.

Make a sphere at 0,0,0 (the same as both bones), fully skin it to rotate bone.

Scale root bone, sphere scales.
Rotate the rotate bone, sphere rotates, but the scale keep the transform of the root bone, so the sphere rotates, but is scaled always on the axis of the root bone.

I honestly can't think out a use for it.
>>
>>188048325
They're done with japanese 90s magic, a lot of it has to do with how you UV map your shit, and less with able to do pixel art/cel shading.
>>
>>188042229
ready for kickstarter
>>
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It's the same principle they used for that pseudo-2d guilty gear, and the same principle they used for PS1 and PS2 games, it's basically the same as texturing levels in Source/Quake.
>>
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>your game will never be so compelling even non-gamers know about its lore

jdimsa
>>
>>188049331
>make root bone, make rotate bone in the same position and link it ot the root bone. So the hierarchy goes root -> rotate.
>Make a sphere at 0,0,0 (the same as both bones), fully skin it to rotate bone.
That is literally exactly what I did in >>188042539
You can in the first second I highlighted that all the verts are weighted to rotate bone. You can see that the rotate bone and scale bone and mesh are all at 0,0,0

>Scale root bone, sphere scales.
This is incorrect. I did that in my webm at 0:15. Scaling the scale bone does nothing to the mesh. And logically it shouldn't- the influence of the scale bone is 0 on every vert.

The only thing scaling the scale bone does is multiply the offset of the rotate bone by the new scale. But since the of the rotate bone is 0, no change occurs.
>>
>>188050234
>This is incorrect.
I mean, you say that, but it works on my machine. There's either a step you're missing, or something else.

I'm also using 3DSmax if that matters.
>>
>>188038603
I will see if I have any pictures of it and post them by the end of nextt tthread
>>
>>188045436
>ok i have enough specifics for now
>what do you guys think of the game overall
>just kidding lets go back to my old post that didn't get enough (you)s
>>
>>188050084
>you'll never be a writer as good as prime Valve
>>
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Well, I uploaded v0.4.1. Its really not different.
>>
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>>188051117
It hurts to live.
>>
>>188051202
Is that a clone of that old ass Java browser physics sim?
>>
>>188051117
>you will never be as rich as valve
>>
Fuck this
>>
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>>188051493
At least you, exactly like Valve, will not be able to finish a game in the next decade.
>>
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>>188046762
>>
>>188051420
Are you thinking about powder game? https://dan-ball.jp/en/javagame/dust/

Well, not really. It has a fixed point circle only physics engine written entirely by myself. I read a lot about online, ended up using verlet integration. On my PC it calculates the physics of 20k circles in about 20ms.
>>
How can I make Unity playing my animation right from the start?

I want it to play the animation when I press a button only, but it doesn't work. I added this code to the object with the animation:

private Animator anim;

// Use this for initialization
void Start () {

anim = GetComponent<Animator> ();
}

// Update is called once per frame
void Update () {

if (Input.GetButton ("Fire1"))
{
anim.SetBool ("wings_back", true);
}
else
{
anim.SetBool ("wings_back", false);
}
}
}

I also created the bool with the same name as in the script. What else do I have to do?
>>
>>188052649
*How can I make Unity STOP playing my animation right from the start?
>>
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Are we going to have an actual jam in September-October? Or are going to go directly to Halloween?
I don't mind Mecha Jam but whoever decided to make it last 3 months should be shot. Nobody is going to work on a jam game from not to November. Most people (and by most I mean 3-4) making games for it will only do so in the last few weeks anyway.
>>
have an idea for a combat system for my rpgmaker game

it basically combines LISA's armstrong style combat system with OFF's waiting for the first party member to be ready to attack combat system

thoughts?
>>
>>188052649
first of all, dont use bool but use Triggers and then use anim.Trigger("wings_back") so you dont even need that else

also, make sure your Fire1 is actually a valid input
>>
File: typical agdg.jpg (1B, 486x500px)
typical agdg.jpg
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>>188052649
>make Unity STOP playing my animation right from the start

create a state that does nothing, maybe assign it a dummy animation clip. set that as the starting state.
>>
>>188052649
Do you have a state on your animator for that?, setting the value without making it jump to a state with no animation is pointless.
>>
>>188051202
who and where?
>>
a game with no interactive elements whatsoever, where you merely observe what happens.
>>
>>188053070
>setting a trigger every frame
"no"
>>
>>188052649
anim.speed = 0f;

set it back to 1 before enable the animation
>>
File: 1498250709658.jpg (1B, 486x500px)
1498250709658.jpg
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>>188053340
a game where where you look determines what happens
>>
>>188053441
No. That's too much interaction. You don't even decide where to look.
>>
>>188053394
I wrote it like this now

void Update () {

anim.speed = 0f

if (Input.GetButton ("Fire1"))
{
anim.speed = 1f
}

}

But i get some errors
>>
>>188053441
I like this idea.
Time only moves for things that are within the players view. Things outside of the players view are completely frozen in time.
>>
>>188053441
poogum tried that and it was a cataclysmic fuckup beyond anyone's wildest imagination
>>
File: 1380565481853.jpg (1B, 486x500px)
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>a battle royale game like pubg but with anime characters

this would be free millions of dosh
>>
File: molyneux.png (1B, 486x500px)
molyneux.png
1B, 486x500px
An videogame
>>
>>188054107
>>188053441
Stolen.
>>
>>188053441
>stealing go gem's revolutionary pioneer VR game idea for Social Interaction Trainer
shame on you
>>
>>188054047
mate obviously put the speed = 0f in the Start, otherwise it's constanstly stopping
>>
>bug occurs
>start debugging
>dont actually change any code, just using breakpoints
>~10 mins into debugging
>bug goes away
someone post an appropriate reaction image for this
>>
File: pubg.webm (1B, 486x500px)
pubg.webm
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>>188054184
the gooks are way ahead of you anon
>>
>>188052878
Who made this concept art? was it an aggy-dev?
>>
>>188052878
I am busy
>>
>>188055427
giorgio baroni
>>
>>188055427
That is beyond AGDG level
>>
File: 1357292922273.gif (1B, 486x500px)
1357292922273.gif
1B, 486x500px
>>188055057
The bug didn't go away
You just didn't trigger it again
>>
>>188054891
Ah thanks! I got it working now!

Could you perhaps also tell me now, how I can make the animation go backwards, once I don't press "Fire1" anymore?
>>
I added bouncy bullets and explosions on impact as powerups... i've gone too far lol
>>
oh neat, I didnt know Wingman got an Unreal grant, thats awesome! Congrats man
>>
>>188055978
Set the transition state in the animator timeline to whatever you want it to go back to.
>>
>>188056521
What exactly do you mean by this? I don't understand...
I made a new "animation" now with only the beginning of my actual animation, and put it into the parameter of the animator. Is this right? What do I have to do now?
>>
Progress: Getting up after knockdown now works. Testing with a non-hostile AI. Damage values still need to be tweaked, as well as the placement of blood hit effects for the knockdown.
>>
>>188057218
https://docs.unity3d.com/Manual/class-State.html
https://docs.unity3d.com/Manual/class-Transition.html
>>
>>188057228
>bullying a poor, defenceless spookster
>>
>>188057228
psst
hey kid
screenshake
>>
>>188057228
You're blue dabudi dabudai
>>
>>188057383
I did this. But how do I trigger this other state then, after I don't press "Fire1" anymore? What do I have to write in the script?
>>
>>188050084
As an ideaguy I can say my game would be compelling enough if it existed
>>
>>188058127
You don't write anything in the script. You add the transition through the inspector. Follow the tutorial.
>>
>>188057228
Looking good
>>
>>188057483
yeah I've thought about that. it's not really a big priority right now but I added it to my todo list
>>
>>188059241
It should only take a couple of seconds if you have an OnHit event for your attack logic. If you don't have an OnHit event, that should be your #1 priority right now.
>>
File: turrets2.webm (1B, 486x500px)
turrets2.webm
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Inverse Kinematics will forever be my enemy.
How do I constrain that ? The constraint node is experimental, undocumented and doesn't do anything.
>>
>>188059760
IK is overkill if you have no joints. Just use trig.
>>
>>188059760
There's no reason at all to use IK for simple turret rotation.
>>
>Want to document myself about a certain topic.
>Read the fuck out of its tvtropes page and analyses by others without touching the original source.

I don't feel bad in the slightest, but I feel I should feel bad. Should I?
>>
>>188059760
Assuming it's just a rotator you can break it and 0 out the roll or use some Clamp Angle
>>
>>188060162
You're pretty much always gonna be a pseud but I guess there are worse things
>>
>>188060320
I just want to make some progress, and reading the Divine Comedy, albeit commendable, is out of my hit list at this point.
>>
File: Z3D_BBgun_10.webm (1B, 486x500px)
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Modeled the starting weapon - a 1 damage BB Pistol that's rounds will comically bounce off of enemies
>>
>>188060134
>>188060145
The original plan was just to use Transform (modify) Bone but it works weird overall (despite changing the rotation space). I guess I'll go back to that.
>>
>>188060747
I'm sure Unreal has a quaternion look rotation that lets you specify the world up so it doesn't roll over on itself. Unity does.
>>
>>188061045
>quaternion

I might be out of my depth when it comes to gamedev, but can't it be achieved with Euler's angles?
>>
>>188061273
Yes absolutely. Treat the yaw as a 2D rotation around X/Z and similar for pitch.
>>
>>188061515
Not him, but, yeah. I've never needed quaternions in my life. I couldn't see why would they be useful here.

Anyone care to comment on this?
>>
>>188061273
>>188061515
>>188061608
I should mention it will quickly get very ugly without Quaternions if the turrets are ever aligned around different axes, like on the side of a ship that's rolling over.
>>
>>188061781
Oh, true. What's a good place to learn about those Q bastards?
>>
>>188053441
Reminds me of that Silent Hill game that got canned even though the demo was loved. You'd look away from something, then next time you looked it'd change.
>>
>>188061608
Vectors express position and displacement in 3d spaces, quaternions express rotation, that's it.
There's no need for you to know the internal math as you can usually convert from/to regular euler stuff into quaternions with built in functions.
>>
>>188062128
Thanks. It's a relief.
>>
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turrets3.webm
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>>188061045
>>188061273
>>188061515
>>188061608
>>188061781
>quad onions
[sweating intensifies]
The main problem right now is that the axis it's looking at isn't the same as the one the bone is facing. Also here's a bug when using a crappy solution.
I don't think I've ever used quaternions once,
except maybe when studying geology but I'm not sure it was quaternions.
>>
>>188061893
No idea. I'm one of those assholes that just uses all the wrapper functions and has no idea what the math underneath looks like.
>>
>>188062236
Why is it even a skeleton?
>>
>>188062236
"Geology"
>>
>>188062236
>Geology
>Quaternions
I hope not. If so, you come from a more fucked timeline than the one we inhabit now.
>>
>>188033861
i still didn't get to that, but it'll be a proper clone
>>
>>188062236
make the base a stationary object. then you should be able to have the turret spin on it's z axis and y axis "easily"
>>
>>188062340
It has an animation when it fires. But thanks for bringing that up, I can just make the top part separated from the base.


>>188062465
>>188062716
iirc it was when doing symmetry in hexagonal crystalline systems. But looking it up now, I'm not sure it was quaternions, it was just measuring the angle using 4 axis instead of 3, but without the complex numbers part.
To be honest I barely remember that part, we never used it.

>>188063298
Yeah, I feel dumb now. That's what I get for making the model at midnight when super tired.
>>
>>188063616
I'm inclined to think that those were ions, and not actual quaternions.

You'll achieve what you must eventually. We have faith in you, anon! You've been making a lot of progress.
>>
>>188064872
>>188064872
>>
>>188063841
>I'm inclined to think that those were ions, and not actual quaternions.
I found it. It wasn't symmetry but when finding the Miller Indexes of a crystal in an hexagonal crystalline system.
So yeah nothing to do with Quaternions but it was in that same vein of adding data to represent something in a 3D space.

>You've been making a lot of progress.
And I still need a lot more.
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