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/agdg/ - Amateur Game Development General

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Thread replies: 781
Thread images: 127

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You can't climb the ladder of success with your hands in your pockets 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: >>187983826
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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>>188064872
>Game Development
>>
agdg phone home
>>
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BLOB v0.4.1.1 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.
>>
>>188065254
>start typing in "agdq" in search bar
>click first link that pops up before finishing typing
>"game devlopment?!" haha no forechan lmao! xD
>laughing feminist.gif
epic
>>
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>>188064872
Free mecha game idea:
>>
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>>188065487
Or, I could just a nodev from the last thread. No need overthink things
>>
Today I will do system maintenance
>>
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Should I make a
>mecha RPG
>mecha TBS
>mecha RTS
>mecha something else
?
>>
>>188065687
I didn't realise it was RPS at first, I thought you were suggesting a weapon-less mech that just grabs shit and smashes itself into it, that'd be sweet.
>>
>>188066136
mecha game where you slaughter bug eyed animu girls
>>
>>188066315
I thought the same before thinking "that's useless if it can only grab"
It should have some spikes on it.
>>
>>188066136
How about a dating sim? That's what I would do.
>>
Where do I start on 3D animation?
>>
Quaternions are just complex numbers with four components that allow them to represent 3 DoF orientation + scale instead of just 1 DoF orientation + scale. What's so hard about that?
>>
>>188067167
some people just don't like their onions quartered
>>
>>188066717
Yes
>>
>>188067167
Wait... Then why not use just a 4 component vector?
>>
>>188067734
The jews trying to keep the white man down
>>
In Unity, how can I play an animation backwards again, after I don't press the button which triggered the animation (playing forwards) anymore?
>>
>>188067818
9/11 was an inside job.

Joke's on us!!! We all were inside jobs, if you catch my drift.
Creampies.
>>
Holo booths, for holographic calls right there on the street.
Forgot to make the animated holographic lines resolution independent and now they look thinner if you increase the resolution.
>>
>>188067167
What is a dof
>>
>>188066136
mecha farming game
>>
>>188070731
Degrees of Failure

A measurement unit used by parents to measure their children
>>
>>188067734
A quaternion is defined by 4 real numbers and a 4-component (real) vector is also defined by 4 real numbers. The difference is in the properties and operations.
q = a + bi + cj + dk
i^2 = j^2 = k^2 = ijk = -1
jk = i
ki = j
ij = k

>>188070731
Degree Of Freedom
>>
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>>188071047
>exoplanet colony
>local fauna is xboxhueg
>people farm giant aliens and defend base from other giant aliens with (reasonably sized) mech suits

do it faggot
>>
>>188071258
I don't understand
>>
>>188072037
Learn complex numbers and you will see quaternions are a generalization of sorts.
>>
Is there anywhere in your game's Steam community pages for posting progress before release?
>>
>>188072143
You said it wasn't hard but now you're saying I have to learn something else just so I can understand what you're talking about?
>>
>>188067938
Why is it so hard to find out such a simple thing? Everything I read about it doesn't work...
>>
>>188072416
The original post referred to complex numbers you weaponized spastic.
>>
They should whip people who don't pay attention in math class.
>>
>>188072172
the news and the forum
>>
>>188072492
Complex is literally a synonym of difficult
>>
>>188067938
>>188072468
What do you mean by "playing an animation backwards"?. If you mean rewind time, that's not simple. If you just want to literally play the animation in reverse, just have a second animation with reverse keyframes to the original animation.
>>
>>188073015
I want to play the animation in reverse, yes.

>just have a second animation with reverse keyframes to the original animation.
I already did this. I made another state in the animator which was just a copy of the actual animation, and just set the speed to -1. But how do I trigger this? I can make a transition to this in the animator, but then it just plays backwards, when the first animation state is finished. However I want it to play backwards, when I stop pressing the button which triggered the actual animation playing normal.
>>
>>188073371
Just start playing the reverse animation when OnKeyUp is called then?

Seems like a basic programming issue if the animation works and plays properly.
>>
So in unity, how do you make melee with hitboxes not pass through enemies without detecting collision? Is the only way to raycast between delta positions?
>>
>>188072996
Anon, you learn about complex numbers a bit at the end of every algebra 1 class in middle school.
>>
>>188073686
>Just start playing the reverse animation when OnKeyUp is called then?
And how do I write this? I already searched for this too but couldnt find anything.

I am also not even sure if you actually can write something OnKeyUp for actual GetAxis directions. The animation I use is actually a movement animation.
>>
>>188073972
Are you going to reveal what you are trying to do bit by bit until you get an answer?
>>
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What does my new puzzle cube model need? Should I animate its face more?
>>
>>188073694
Raycasts is what people generally do
>>
>>188074082
I think I already explained what I try to do.
>>
>>188074112
You're still working on this? Just give up you have no ideas.
>>
>>188074112
Didn't you run away with the kickstarter money? Shouldn't you stop deving on this failure?
>>
>>188074257
I think he means the steps to get what you're trying to do.
-press axis forward
-player moves forward
-press axis backward
-player moves backwards

I assume its something like that, right? Its easier to help if we know what you're trying to do.
>>
>>188074112
Eye blinking would be small and nice detail
>>
>>188074614
How do I program eye blinking?
>>
>>188074169
Yeah it makes sense. But what happens when you have a larger weapon? the raycasts wouldn't be accurate anymore right.
>>
>>188073713
No you only learn that in college
>>
>>188074112
looks like a bootleg version of kirby
>>
>>188073694
Set the hitboxes to kinematic.
>>
>>188074808
Change the texture on the face every 3 seconds for 0.5 seconds.
You could add random deviation to these values also.
>>
>>188073972
Are you sure you're not in way over your head if you're seriously asking how to track a simple state?

if(key moving forward is down)
{
if(last animation != whatever animation you want to play)
{
play animation you want to play()
last animation = animation;
}
}
else if(key moving backwards is down)
{
if(last animation != whatever animation you want to play)
{
play animation you want to play()
last animation = animation;
}
}
>>
>>188075351
I think they might be using an axis not a key, which still isn't difficult, but might be confusing if you've never used one.
At least they used the word "axis"
>>
>>188073694
>>188074169
>>188074860
Honestly I think it's fine if some weapons hit multiple enemies, especially if they're large weapons. It adds to that feeling of power.
Also you could just remove the hitbox as soon as it hits one enemy, I don't see how that could cause issues.

>>188074946
>>188073713
We did it in late high school here
>>
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>>188075306
>not using 3D features on all of your characters to avoid 2D.

T-t-three dee master race!!!
>>
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Progress:
+a nice starfield effect
+unit pathfinding respect pausing, you can pause and reassign another destination freely
+lifebar for units, they can loose health but death isn't implemented yet
+major optimization, i'm using a lookup table for cells, no need for looping through every room and cell to test if unit is inside it
also learned that i can override class functions and make them notify objects (lifebar) when called without updating it every frame which is also an improvement, i need to use setgets more.
getting some fresh air and resting once in a while does help with solving problems, it was a comfy day
still postponing systems and power management until i figure out a way that isn't hacky
>>
>>188075351
this syntax looks more than suspecious
im sure this would never work if i write it like this.
>>
>>188075697
I'm not saying you learn like a whole lesson in middle school, but surely they went over what you'd be learning in the years to come about them?
Or did I just go to a nice school?
>>
>>188075703
Scale the eyes in the Y axis then.
>>
>>188074808
You make your faces with stretched primitives, right? Just add the eyes to a bone, and change that bones vertical scale in an animation.

Play the animation every N seconds, randomized.
>>
>>188075697
It's not a problem of multiple hits but of no hits at all.
If you only check on that specific instance of the frame, there's a chance the collider will skip right passed an enemy if it is moving fast enough or should intersect a small area of them.

>>188074860
MORE raycasts
>>
>>188075351

I have written this to start the animation

private Animator anim;


// Use this for initialization
void Start () {

anim = GetComponent<Animator> ();
anim.speed = 0f;
}

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

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

}
}


What do i have to write now to play it reverse once i stop pressing fire1?
>>
>>188075703
>bloating your models with useless spheres
oh wow
>>
>>188076089
Better than 2D pixelshit.
>>
>>188076089
You gonna wear that 2d diaper forever?
>>
>>188076147
>>188076301
>samefagging to cover your incompetence with 2d boogeyman
>>
>>188076147
>too dumb to texture a cube
>"a-at least I'm not doing pixelshit"
are you jealous of pixelshit because they know how to open an image editor ?
>>
>>188076089
>>188076301
>>188076347
>>188076358
https://vocaroo.com/i/s1iZR4NoGBOc

Hey nodevs reminder
>>
>>188075973
What if you use CCD on your hurtboxes ?
>>
>>188075175
Does that really work? I'll try it at least.
>>188075973
Well thats one solution lol. I'm just sad that there isn't a "perfect" solution unless the kinematic thing works.
>>
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>>188076538
>m-muh 2D
>m-muh nodevs
What's next now that you've made a fool out of yourself ?
Buy yourself some manners and lessons in texturing with your kickstarter money instead of acting smart.
>>
>>188076538
Bake away thous redundant circles dude.
>>
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>>188076538
>2D is still going to make more money than Boku no furry
>>
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>>188076538
So do you have no 2D textures? While are you bloating the filesize & screwing optimization? They're fucking cubes. The faces already look 2D
>>
>>188076982
>bokubay
>furry game
>>
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Beginner here. A question about UE4.

I was thinking of making rooms and walls separately, then snapping them as needed. What I don't know is how to make, say, a wall snap to another wall seamlessly.
>>
>>188076637
kinematic in Unity literally means "don't use physics for this"
>>
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>>188077232
>Twinkube & his bunny-bitches getting spit-roasted by burly fat hogs
>Not gay furries
It's either gay furries or gay interracial. It's probably both
>>
>>188077543
When people make modular assets like that they make them exactly to specific dimensions. So if you place a 500x100 unit wall and turn on 100 unit snapping, everything after that will line up perfectly as long as they come in units of 100.

There's also Rama's vertex snapping plugin if you want to go that route.
>>
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>>188077793
>Bokube's Face
He loves it!!
>>
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Someone just told me I should never voluntarily introduce null into any code I write.

What did he mean by this?
>>
>>188078097
He assumed you don't enjoy using a fire extinguisher on your computer
>>
>>188078097
He sounds retarded.
>>
>>188078097
He sounds like someone who has no idea what they're talking about.
>>
>>188078097
Then how do you return an error from a function that returns an object?
>>
>>188078097
He's fucking with you. Probably going to tell you it causes an infinite loop or crash or something
>>
>>188078303
Every function is wrapped in a bool function hasSucceeded, return false on errors.
>>
So much samefagging, every fucking time.
It's embarrassing
>>
>>188078287
>>188078303
Yeah, that's what I said, is that it's very useful in a lot of situations. He just said that it's "not as useful as proper error handling" then left. So I guess he just preferes try/catch blocks everywhere instead if if(!null) statements.
>>
>>188078303
Exceptions, errno, sentinel values.
>>
>>188078097

He's probably going to tell you to abandon pointers next. Don't listen to that faggot, use null, use pointers, don't be afraid to use try/catch blocks and you'll be fine. "rules" like that are usually bullshit spewed by incompetent babies that can't think ahead and write good code.
>>
>>188075764
Nice progress. Setget is useful, signals and groups are great too if you haven't looked into those yet.
>>
>>188077971
Thank you very much.
>>
>>188078097
Null is only a problem when anything could be null. Even if you never use it yourself except in documented cases where you really must have the option to have nothing, anybody else's code could produce it. So it ends up being easier to always assume anything could be null at any time, and then you waste code and run time on checking for it.

Option types are much more sane.
>>
>>188078624
What if I'm working in a dynamic duck-typed language?
>>
>>188077226
two possibilities
either he doesn't know what baking is
either the "model" is just a bunch of primitives stacked on top of each other in Unity.
it could be both
>>
>>188078821
At least in such an environment option types would automate the checking (but limit it to where it's needed) and give you better error messages.
>>
>>188078916
He is afraid to learn UVs
>>
>>188078569
thanks, i am using them all but i tend to use groups more since signals function the same way as a local group (based on engine source code)
>>
non-cutesy Secret of Mana like ARPG, or turn based RPG with a deep ruleset...

soon I will have to commit to one of these
>>
Anyone done Object Pooling in Unity in a generic way? I can't think of how to uniquely identify every prefab since they don't have like a GUID or something like that.

I don't want to have to write a pool for each specific type of object.
>>
>>188080031
>non-cutesy
Nah.

But if you liked Mana, it will get a HD release:
http://store.steampowered.com/app/637670/Secret_of_Mana/
>>
>>188080131
um, can't you add and remove objects from an array?

like an array of 100 objects of class bullet, and when you fire, remove take on from the last index, when it is "destroyed" add to last index?
>>
>>188080248
I liked the simple game play, but even as a kid I hated the gay ass enemies. Fucking tomato men and ducks in ww11 helmets. fuck that shit.
>>
>>188080248
This is about 50x better than the Final Fantasy "remakes" but still looks like shit.

Why can't they just release it with better art and not make it look like a mobile phone game?
>>
In UE4 blueprints, how can I get the name of the widget element that is calling the function?
>>
>>188075703
This kinda explains why most unity games run like shit
>>
>>188080496
But it's so cute anon
>>
>>188080248
>costume dlc already
i fucking hate gamedev today
>>
>>188081090
and fuck that jew nekko for selling everything with a 200% markup.
>>
>>188081080
If you cant run bokube which is just 200 tris per scene you shouldn't be on a computer. You're probably on a calculator.
>>
>>188080341
For sure, I just don't want to have to create 10808 pools for bullet_a, bullet_b, rocket_a, rocket_b, ship_a, ship_b

etc
>>
>>188081347
I can play Doom on my calculator
>>
>>188081347
>bokube which is just 200 tris per scene
>doubt.jpg
>>
>>188081347
Check
>>188081475
Mate
>>
>>188081347
>which is just 200 tris per scene
Which should be 200 tris per scene.
Fucker's using sphere primitives because he can't texture. I can guarantee the polycount is way higher than what it should be.
>>
>>188081347
*200k
>>
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>>188081649
Believe it or not, there isn't a single 2D object here boyo.
>>
>>188081690
Doesn't matter, poly count is probably the last reason why a game would run poorly on modern hardware.
>>
>>188081851
What about those tiny white square particles?
>>
>>188081851
>tris: 217.8k
hmm
>>
>>188082173
>>188081347
>boku doesn't know that k means thousand
>>
>>188081347
>post higher up in the conversation chain literally prides itself on wasting triangles on shit that could easily be replaced with a texture on a cube
>>>>>>>>20 tris
>>
>>188081937
It doesn't matter when you're in the domain of a few tris. When you don't bake small details as textures and end up with this polycount >>188081851 for something that looks straight out of the Wii, there's a problem.
Besides if I'd do a game like that, I'd optimize the shit out of it so I could sell it on weak hardware like phones.
>>
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>>188082042
Nice try 2D fag but those are also 3D cubes.
>>
fuck you
>>
>>188081851
> SetPass calls: 1406
Are you using a different material for each color?
>>
>>188082361
You should advertise as having the first truly 3D game ever made.
>>
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>>188081851
>200 tris
>0.1% of the actual tris count
Now this is Bokuposting
>>
I mean it's called Bokube not Boplane
>>
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>>188082585
>game about cubes
>has no real cubes
>>
>>188082689
>Boplane
>game about a plane primitive who fights as hard as he can against waves of 3D Planes
>>
>says game is completely 3d
>made of tris and quads
>>
>>188082585
>>188082697
s-source?
>>
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>>188082361
So you're not in this for the praise, experience or even money. You're just doing this to shitpost huh?
>>
>>188082361
I like you.
>>
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BB gun is implemented. I had some trouble switching the pellets to be bouncy physics objects that didn't push the player around, but I figured it out in the end. Also, the player doesn't get locked into "aiming" with the torso until you fire, so you get to see the entire strafe/backpedal animation, rather than just the leg portion.

Started on some HUD-y stuff too
>>
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>>188082697
>Has ladders for going up & down
>Bokube can already move vertically
>>
>>188083153
He doesn't like you
>>
>>188083175
BB Gun? More like Wiffle Ball Gun
>>
>>188083175
Instead of flashing like that, try flashing to pure white. You can do it by changing the material back and forth from an unlit white.
>>
>>188083153
I don't like you
>>
>>188083175
Are the BBs meant to be bounced back?
It seems kinda weird to let them bounce around when they're so big.
>>
>>188083294
Do you like me? Check one:

[]yes
[]no
>>
>>188081851
>217k triangles
>1400!!!!!!!!!!!!!!!!!!!!!!!!!! GPU state changes

WHAT THE FUCK
>>
>>188083153
I love you.
>>
>>188083445
They're supposed to bounce off the enemies to highlight how wimpy of a weapon it is, but I need to add some randomization to it, since currently it just reverses the velocity and adds an upwards loft

>>188083360
Are you talking about the player flashing or the enemy flashing? The enemies already flash to unlit white. The player's blinking is intentional - it signals your invulnerable period after being hit. Maybe I'm misunderstanding?
>>
>>188083294
>>188083371
*light saber hums and a bloody arm hitting the ground*
>>
>>188083473
>>188082445

il optimize when im done with the game ok? Need to sell the game first on early access.
>>
>>188083472
>Do you like me? Check one:
>[]yes
>[]no
[x] Bernie Sanders
>>
>>188083630
Yes, I mean the player. The flashing to signal invulnerability is good, but disappearing looks bad, especially since the shadows fade in and out. If you flash to white instead of blinking in and out of existance, the player is still solid
>>
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>>188081851
>File size is almost five gigs
>Complete game in almost five minutes
>Wonder why you spent more time downloading then playing
>Shrug while getting your refund
>>
>>188083630
Flash the gun too.
>>
who here /cantthinkofadevname/
>>
>>188083996
hangdev, because dev makes you want to hang yourself
>>
>>188083996
You don't decide one, you get one. It's typically your game name, so that's the best shot you've got to "pick" one.
>>
>>188083996
the_dev_with_no_name

but your game must be a western
>>
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>>188082445
>>188082585
>>188083473
>>188083729
>>
>>188083832
>>188083878
Hm, I guess I see your point, although the disappearing shadow doesn't bother me as much. Might try to find a way to render the material as transparent but still cast a shadow, but flashing white to signal invulnerability is a bit weird, in my opinion.

I do need to add the gun to the renderer list that gets disabled - normally the gun doesn't show up unless you're aiming, but the BB gun has a bug that makes it stay in your hand unless you aren't aiming -or- shooting, although I kind of like it that way since it allows you to see the full strafe/backpedal animations
>>
>>188084159
what if you can't think of a name for the game too
>>
>>188083996
Pick your favourite anime like Boku did
>>
>>188084350
Pick your favourite anime like... oh wait
>>
>>188084159
I did that, but I don't like the name I got, so I'm rerolling
>>
>>188083996
>>188084350
That's me for both.
Honestly if I can't find any dev name I'm gonna put my first name + part of my last name but written a bit like a retard.
I could even put my real name, there's another guy named exactly like me in my home town.
I'll find a name for my game once it'll be more complete, that seems easier.
>>
>>188083729
>Need to sell the game first on early access.
When the see how much your bloated piece of shit is trying to install they'll refund it thinking it's malware being snuck in
>>
>>188084579
I mean if your game gets big you're real name will 99% be outed anyway
>>
>>188084332
then flash red
>>
>>188084525
What game is it? We'll pick it's standout feature or draw or something
>>
i'll enjoy decompilling boku game just to laugh at his code
>>
>>188084652
Is there no way to hide forever? Say you're an agoraphobe or something, is there no way to just use an alias and I dunno, set up a bunch of fake doxxes? Let's say you really didn't want the exposure
>>
>>188084917
you should worry about having a game first
>>
>>188084917
'tism
>>
>>188084979
Assuming the hypothetical Leet had that
>>
>>188084917
If you set up an LLC you need an address that's publicly visible, so people can go and kill you easily.
>>
>>188084652
Googling my name brings up a CEOs who's apparently worth almost $6 millions. Also another CEO, a real estate agency, and facebook.
I think I'm pretty well off having a common name.
Besides devs aren't usually super known except for a few rare cases.
>>
>>188085082
Couldn't you hire out some office space under the LLC and just never go there?
>>
>>188085082
Just put down a homeless shelter, duh
>>
>>188084917
You can with unironically a few layers of LLC
>>
>>professionals
>character is popular
>make sequel

>>188010545
>character is popular
>"no its dead u don't deserve more of her XD"

Typical artistfag
>>
>>188081851
>no 2D objects
>12 of the meshes have skins
>>
>>188066136
make RPGTBSRTS
>>
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>>188085058
You may think AGDG is the appropriate place to talk about hypothetical success, sadly even imagining the hypothetical is too much for many of us to do
>>
>>188085171
There are companies that give you office address without an actual office.

But yes, that's one way to stay anonymoose.
>>
>>188084917
>When you win the lottery but don't tell your wife because you know she's a golddigger
>>
>>188085282
I actually read a book on this some years ago for research. It provided a way to set up your LLC in the Caribbean. It even instructed how to register your car so your name isn't on it either and other neat tricks ensuring that nobody could ever sue you personally.
>>
>>188085603
Telling others that you won lottery is the easiest way to ruin your life.
>>
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>>188085354
>>
>>188083996
I'm torn between using a nonsense word, or a 2 or three word phrase of real words. Been trawling through this (combining datasets too) seeing if anything good shows up.
https://www.samcodes.co.uk/project/markov-namegen/
>>
>>188085648
>easiest
you'd be right but you need to win the lottery first
>>
>>188085648
This is 100% true. Never tell anyone when you get even a bonus. Somebody will try to spend the "extra" dosh
>>
>>188085841
Winning lottery isn't hard, you just buy a ticket, it's unlikely though.
>>
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>>188085791
The shit RZA & Method Man have to deal with
>>
I don't know, Gates, Zuckerberg, Besoz, the Rothschildes and Rockerfellas have pretty good lifes and errybody know they rich as hell

and pretty much erry celebrity too
>>
>>188086253
How would you know that? Maybe they have terrible lives? Having money is not everything, not having it is.

We know Notch is a sad human being since he got rich.
>>
Anyone have some killer extension methods they use all the time? Just cooking up some of my own now, wish I had known about them earlier.

Here's a quick distance check one to avoid a square root:
public static bool InRange(this Transform transform, Transform target, float range)
{
return (transform.position - target.position).sqrMagnitude <= range * range;
}

public static bool InRange(this Transform transform, Vector3 target, float range)
{
return (transform.position - target).sqrMagnitude <= range * range;
}
>>
>>188086604
>Trying to steal my Helper methods

Yeah, no, nigga.
>>
>>188086379
that's just a jew tactic to keep you from wanting their money
>>
>>188086253
Ideally, you'd be rich and have privacy. winning big on a fucking fluke sounds perfect for that. Y'know if it ever actually had the chance to happen. But the worse thing I could imagine is turning out like Phil Fish or going full retard and become the Jake Paul of gaming.
>>
I can't understand what a basic failure in fundamental statistics would lead someone to think that the success of Notch, Toby Fox, etc. are somehow the expected result of their gamedev efforts, rather than extreme outliers.

H O B B Y
O
B
B
Y
>>
>>188086604
>not defining the first one as return this.InRange(target.position, range)
>>
>>188086997
But I make a living doing this and sincerely hope I never become as famous as either of those
>>
>>188086997
It's almost as if there's an inbetween between making millions and making nothing.
>>
>>188086997
But what if you become the next extreme outlier and haven't prepared for it? BOOM. You could have had it all, but no you fucked up and now instead of messaging you they're sending shit to your house

This is why people have bunkers. The worst can happen
>>
>>188086997
Do you think Notch, Toby Fox, etc. expected fame? Oh, sure they wished for the success, but did they wish for the exposure? I never want that
>>
>>188087495
Notch seems to enjoy trolling dipshits on twitter
>>
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>>188086997
>Guys talking about getting famous
>Posts this
>Guys talking about NOT getting famous
>Posts this
Are you a bot?
>>
Any of you fags make a game worth playing yet?
>>
>>188087660
That's all he does nowadays, he's a nodev shitposting on twitter.
>>
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>>188087660
>seems to enjoy
Notch doesn't seem to enjoy anything anymore
>>
I said :

Typical artistfag
>>
>>188087775
yes but it costs $100 and i can't show you any screenshots. PM me if you're interested
>>
>>188087775
read op nigger
>>
>>188087775
See: homph.com/steam
>>
>>188087056
>this
>in a static method
>>
>>188087917
>I don't know what extension methods are
>>
>>188087951
I don't think you know what static methods are.
>>
>>188088172
https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/extension-methods
>>
>>188081690
>using sphere primitives because he can't texture
That's what happends when you don't get out from your comfort zone, and never learn how to do more than one thing.
>>
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This woman has purchased your game and made you an employee of her company.

Say something nice about her.
>>
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My UI game is just top this time around
Unsurpassable
The apex
>>
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This man has purchased your potato and made you an employee of his supermarket chain.

Say something nice about him.
>>
>>188088973
spielebrudi du hier?
bin ich immernoch der king in dem spiel?
>>
>>188088950
fuck off dude
>>
>>188086379
was Notch happy before he got rich?

To me it seems that he's a very focused individual and he was just occupied making the biggest game out there.

After the initial success he got married to someone inside the minecraft community and that marriage lasted a year.
He also seems like someone who hung out solely with his coworkers most of the time if that even.

His press release from selling the company basically said he was making it purely for fun with no direction and getting filthy rich and the expectations that go along with it was an annoyance at best and affected his 'sanity'

after which ofcourse he moved to California and figured he'd just buy some ridiculous mansion for the sake of it and go party all the time.
And his partying basically amounted to people who wanted to take selfies with that minecraft guy and him getting known as the guy that just spent lots of money.

What do you think these >>188086253 people are up to?

They are or atleast truly believe they are out there changing the world for the better.
It's probably the only way you can justify your success and not be overcome with impostor syndrome.
You could say being born into R/R is like winning the lottery but I'd imagine they are raised to own up to their respective name.

What Notch did was like winning the lottery, and those people if not already miserable usually end up miserable.
Because there was no end game or vision behind their success, it was just throwing the lure out there to see if they'd get a bite.
>>
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So the "Pickup stuff" frame work is IN. Now I have to find a new objective. Maybe basic combat? I hope I can keep this progress momentum going. At some point I need to find a reliable way of recording.
>>
>>188089625
shadowplay
>>
>>188089349
Ja uezs

Den Auge-der-Medusa-Königstitel kann man nicht verlieren, du musst jetzt für den Rest deines Lebens damit leben
>>
>>188088973
Cute.
>>
>>188089720
>shadowplay
Ill look into it. Does it need a graphics card for that though?
>>
>waste time daydreaming about being rich instead of work on doing it
>>
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>I'll never work in a studio full of cute girls who are competent at their jobs
>>
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>>188089941
>Waste time daydreaming about making a game rather than actually making the game

It's been this way for nearly four years.
>>
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is there any way to get the coordinates of the neighboring vertices in the vertex shader in gm:s1?
i want to achieve an effect similar to the video at the bottom of this post (tl;dr shrinking triangles), but it appears that because of shitty mobile exports holding back all other ones you can only get the coordinates of one vertex at a time in attribute vec4 in_Position.
all the shader examples i could quickly find seem to only do interesting stuff in the fragment shader, while vertex shader is pretty much always the same thing

pardon my language, i'm a nooblet in shaders

https://www.youtube.com/watch?v=IRzAxtBWtV8
>>
>>188089869
Any nvidia card from the last 5 years or so.
>>
>>188090074
>working at a company that doesn't have UPS on all their computers to prevent useless idiots from unplugging cords and deleting hours of work
>>
>>188091017
Shoot, im running an intel integrated 4000
>>
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>>188064872
>A couple of components went bad in my computer
>Had to use one of my old ones for 3 months; and it was slow as shit
>Finally got all the parts I needed to fix it in the mail
I'm looking forward to getting started again
>>
>>188064872
anyone got any ideas about how to make turn-based combat in gamemaker or some kind of CRPG combat system?
>>
>>188091129
OBS then
>>
>>188091292
Thats what I used.
>>
>>188090074
is there anything anime hasn't ruined yet?
>>
I'm making a 2D game. Does it make more sense to just load the entire map in one piece as an image and then load an invisible collision layer above it, or does have every tile be an object that has collision information built in?
>>
>>188090416
i've got to the point i can't tolerate wasting time anymore, the older we get the less time we have, better start working towards your goal than waiting for something that will never happen
>>
>>188091254
Happened to me recently. Worst part was getting to see the the stuff 16 years old me saved to that hdd, a lot of cringe was had.
>>
>>188091779
I usually use a separate collision layer, as I might have hundreds of decorative tiles whereas the collision layer only needs a few. Up to you really. You could also link certain tile indexes to automatically create collision tiles on your collision layer. This is handy for autotile elements. You'll figure out what works best for you.
>>
>>188091779
separating graphical representation from logic and collision is always a good thing, it means that you can use tiles or one big image and it won't matter
>>
>>188091281
What are you even asking that can't be learned from a youtube tutorial?
>>
>>188091281
enums
state machines
>>
>>188092974
there aren't any and i know some people here know how to do it

i can always do ATB
>>
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>rewrite the whole code every time i want to add a feature
>>
ok is godot actually good or people just been memeing lately?
>>
>>188093713
I'm about to meme a foot up your ass
>>
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How do these look?
>>
>>188094029
like green rocks
>>
>>188094029
attractively stylized but will require the whole game to have consistent are direction. you should experiment with the texture too try a bunch of different methods. the silhouette is good but the texture isn't ideal.
>>
What's the usual method for converting mouse position to a -1/+1 axis?
Divide movement since last update tick by half the screen width, then reset position to (0,0)?
>>
>>188093505
Gotta encapsulate your shit or it'll never stop.
>>
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Is this too small for a fighting game? Nothing too complicated, think of something as simple as Yie ar kung fu or even simpler.
>>
What's the most performant dynamic global illumination technique at the moment? Light propagation volumes?
>>
>>188094612
if you're going just for width and height without accounting for aspect ratio, moving mouse in circles will result in ellipses after your conversion
>>
>>188093505
How about not writing monolithic code?
>>
>>188094029
https://simonschreibt.de/gat/airborn-trees/

This might be helpful for you.
>>
>>188094895
Probably plain reflective shadow maps if you don't care about indirect shadows.
>>
>>188094895
Check out Godot's new renderer, it has real time GI and is fast.
>>
>>188094914
But aren't X and Y movement independent of each other?
>>
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>>188064872
>(8 days left)

fuck I'm not ready
>>
>>188095636
Fuck me, i thought it was on the 17th for some reason. Damnit, I might miss this one yet again...
>>
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Trying to think of something for the titlescreen's background.
Would just put in a random shot of the Parthenon but Battle of Olympus did that.
>>
>>188095029
thank you
>>
>>188095364
distance/width will be less than distance/height for the same distance since usually monitors are not square and are in landscape orientation
>>
>>188096236
There's probably an Ancient Greek vase depicting a man sodomizing a dog out there somewhere.
>>
>>188096236
Statue of Zeus/The collossus but they're anthros? Otherwise just Anthro Illiad paintings.

By the way, the stone looks too dark. Too gray. Almost gunmetal.
>>
>>188096450
Dunno about that. The Warren Cup is fairly famous though.

https://en.wikipedia.org/wiki/Warren_Cup
>>
REMEMBER: Your code WILL be decompiled, so make sure it's not shit or you'll end up on one of those memes.
>>
>>188094802
it's smaller than traditional, but there's no gameplay reason why you can't use it for a fighting game
>>
>>188096608
So hypothetically, there no way to make it complete gibberish when decompiled?
>>
>>188096395
Oh, I realize I wasn't clear, but I meant dividing X movement by width and Y movement by height.
This is the solution I'm implementing right now because a little bit of googling has led me to believe it's the standard, but I figured I'd ask if there's a better way, because it feels kind of hacky.
>>
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>>188096608
>Not doing this intentionally to fuck with snoopers
>>
>>188096608
Good luck, I run all of my code through 7 different obfuscators before release.
>>
>>188096689
You definitely can, it's just a matter of it its worth it.
>>
>>188096608
You can obfuscate it.
Are there any free C# obfuscators?

>>188096689
A language like C++ will turn into machine code, which can be converted to assembly. I don't know how reliably it can be decompiled to source code.
A bytecode language like C# or Java can be obfuscated, but determined nerds will be able to make sense of it anyway.
>>
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>>188096608
Good luck with that CIA trap bait, I'm coding in HolyC
>>
>>188096608
I use Blueprints
>>
>>188094802
p cool spritework

can you put it in a 1:1 "screenshot" mockup so we you can get a sense of how it will actually look?
>>
>>188095636
>8 days left
>spend all day trying to get a scroll window to automatically go to the bottom
>>
>>188097087
Where do those go when you compile to an .exe?
Are they compiled into really slow C++, or are they saved somewhere and interpreted at runtime?
>>
>>188094029
Reminds me of wizardry. Is this pure texture? Is their any materials? Is this what it looks like rendered? Whats that black and white in the background?
>>
>>188097149
ScrollBar.set_value(ScrollBar.max_value)
>>
Is there a free sprite sheet editor that works with Phaser's Atlas system?
>>
>>188096608
does it works for unity games?
>>
>>188096450
https://e621.net/post/index/1/ancient_furry_art
>>
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>>188097773
Yes
>>
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>>188096642
Good point, from a gameplay perspective it would work, but I'm afraid most people are used to bigger sprites on fighting games and I wanted smaller ones because that would save me a huge amount of time and work. Just want to keep the scope low.

>>188097092
Thanks. Something like this maybe, maybe the screen could be a little bit smaller so the characters look bigger.
>>
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>>188097773
Of course.
>>
>>188098654
You can't make fun of Boku's code because he didn't actually write any of it.
>>
>>188098732
I would definitely suggest making the sprite bigger, unless you for some reason are specifically trying to emulate the graphical style of pre-SF2 fighting games.
>>
>>188097773
Unity is piss easy to decompile.

Someone even wrote a tool that outputs an EDITABLE PROJECT from the executable and data.
>>
>>188098746
I like how this picture is like the stamp of "I don't know shit about what I'm talking about"
>>
>>188099130
Guess I could try. Only reason is to save time and work, as fighting games tend to have a lot of sprites, and I don't want to get stuck with this project forever.
>>
>>188098746
>this.WitnessedCorpse
>this.Witnessed

why is there two
>>
>>188099696
Why does he store boolean data in strings?
Why does he use (float)6?
Why did he write a commercial gamedev project in JavaScript?

The answer is that YanDev doesn't actually know how to program.
>>
>>188099871
What? That's obviously C#

Why doesn't he use a switch statement?
Why doesn't he use an enum?
>>
>>188100007
>What? That's obviously C#
It is, but he has said in the past that the game was taking ages to compile because he wrote it in JavaScript. He needed tinyBuild to port it to C# for him.
I'm not sure if Unity compiles JavaScript to C# or if he just wrote some of the scripts in C#. Actually, I'm not even sure if that image is from before or after tinyBuild ported it for him.
>>
>>188100148
At least he has a game.
>>
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+Units can seek and extinguish fire in their current room
-I need to fix path follower
the path follower seems to stop by a fraction of its path length and it's so obvious on short paths, 8 days to demo day, can i make it?
>>
>>188098746
imagine waking up every day and that's the shit you have to sift through to add things to your game.
in reality though he's making so much money i doubt he cares.
>>
How often are demo days?
>>
>>188100398
Every 2 months
>>
>>188100398
tomorrow
>>
I could've sworn that my netcode worked a month ago :(
>>
Would people be interested in playing a Star Ocean or Tales clone?
Probably in 2d.
>>
>>188100591
>amateur game
>netcode
you fucked up ma8. Multiplayer is the realm of AAA devs only.
>>
>>188100754
>Risk of Rain
>Minecraft
>>
>>188100672
sure

release in 2060? Or are you confident in the 2059 release?
>>
>>188100818
Don't be so discouraging. He could probably manage 2040 if he really put his mind to it.
>>
>>188100793
>Risk of Rain
>Multiplayer
Do not emulate this mess of an attempt at multiplayer
>>
>>188100754
I believe in myself
although maybe not in this present moment
>>
>>188090074
I've never watched a single episode of this show, yet I've fallen in love with Nene. Why?
>>
>>188100793
>trying to compare your game to luck-driven breakout successes
The point of multiplayer being in the realm of AAA is that for one, they have the resources to focus on multiplayer without (and they get this wrong all the fucking time) screwing up the single player. For another, they have the marketing budget to get an active playerbase into it so it won't basically be wasted. These guys just got lucky, that's why they can get away with multiplayer. Your game will probably never see as many units sold.

Also RoR's multiplayer SUCKS.
>>
>>188100754
Skullgirls and Melty Blood have better netcodes than most of the AAA fighting games.
>>
Speaking of multiplayer. What are some fun little multiplayer things to put in a single player game? Like the messages that can be posted in Dark Souls. Or daily challenges in roguelites.
>>
>>188100818
>>188100942
I had started making it about 10 years ago as a DS homebrew game and had an hour long demo after about a year of on-off devving.
I could probably have a 10 hour long game finished in 3-5 years.
>>
>>188101089
What you're missing is that if your multiplayer is just a co-op version of your single-player, then you don't need AAA resources because the game isn't reliant on having a community. People will buy it just to play with their friends.
Both of those games have dogshit netcode and yet they both sold well partially because of their multiplayer component, because you can play them with your friends.
Same with Terraria - terrible netcode, but people love co-op.

>>188101107
I don't know about Melty Blood, but Skullgirls uses GGPO.
>>
>>188101279
Tales games are ca. 80 hours long
>>
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>>188099130
Bigger sprites definitely look better and I can get a lot of additional detail there, but they will definitely kill my soul too. Maybe I need to find a middle ground between both sizes.
>>
>>188102082
I was more referring to the battle system.
Would you play a 10-15 hour long JRPG with action battles in that style?
>>
>>188102363
you know
you can
just
like
zoom in?
>>
>>188102384
yes
>>
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>>188098732
the sprites remind me a bit of Castlevania enemies

anyway regarding fighting games the early karate champ/kung fu style games tried to sell purely the gameplay and weren't very succesful. Take from that what you will.

Later fighting games are almost entirely focused on characters necessitating bigger sprites to communicate their anime-esque personality through clear-cut designs and distinct animations.


>Thanks. Something like this maybe, maybe the screen could be a little bit smaller so the characters look bigger.

I think your sprite res is approaching the minimum to convey any, let's say more sophisticated idea but I think you can be creative and make it work.

>on a separate note regarding character design if I can be so intrusive.

The golden ratio can be inferred in pretty much in any artistic endeavour if you look hard enough and character design is no different.

Most popular designs follow ratios (proportions, colors, clothing and sometimes even personalities and convictions) by the rectangles displayed for example.
SF2 Ryu
>1st: White Gi
>2nd: Exposed skin/Body
>3rd: Red Headband
>4th: Brown Hair, Gloves, Belt
later designs refined due to Ryu's iconic red headband
>1st:White Gi
>2nd: Exposed skin/Body
>3rd: Red Headband and Gloves
>4th: Black Hair and Belt
Often explained as 3 part designs or something similar, and as you can see there are 3 'main' rectangles and 1 that gets subdivided infinitely into smaller rectangles as the spiral gets narrower.

Now taking your character you sort of visually interpret it as 2 blobs, the brown blob identifies as the body and the grey blob as the pants.
the ratios almost match up, I would suggest shortening the pants a just a tiny little bit if possible but to the main point.

This is a very long winded way of saying you should probably make his eyes glow and/or give him some accessory armor, sash or something to make the character stand out more
>>
>>188102363
I thought those were pigs until I read the filename.
>>
>>188102421
I know, people asked for a 1:1 screenshot, but obviously you would be able to change the resolution of the game at will.

>>188102432
I love Castlevania sprites so that makes me happy. I see your point on the need of bigger sprites (and >>188102679 reinforces the idea) and the point of adding something else to the design. Seems I will have to rethink a lot of stuff.
>>
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>want to join the mecha jam
>have to choose an username on itch.io
>>
>>188102432
oh my god you're so full of shit that you should just fuck off oh my fucking god
go back to fucking art school if you want to spew your nonsense jesus fucking christtttttttup;ohtttj;sdfcking god
>>
>>188103021
First day on the internet, huh?
>>
>>188103387
Nah, I'd have to come up with a new one because I don't want to have my other internet ventures to be associated with it.
>>
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Have a mildly related semi-shitpost.
>>
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perhaps a week before demo day was the wrong time to get a new kitty

she keeps interjecting bits of code and I don't know where she learned c# but it's not working
>>
>>188103706
I don't understand why people don't just have a username and act like a normal person while using that username. It's not that hard. Then you only need to worry about making a throwaway name if you wanted to draw furry porn or something.
>>
>>188103974
Sounds like you haven't been on the internet long enough.
>>
>>188104083
I've been using the same username since 2000.
>>
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Hey guy who is making castlevania esque platformer webms with the girl in the yellow dress:
are you using GML?
>>
>>188103974
t. anonymous
>>
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why hello yes this is spaghetti
>>
>>188103919
let her make game it'll be faster than any of us
>>
>>188101000
They made her a better character than the main character, by far. She doesn't show up for the first half of the first season and it's just the boring purple haired girl.
>>
>>188103387
>tfw the last time you made an account on any website was gmail in 2006
>>
>>188065487
>agdq
>>
>>188102881
>Seems I will have to rethink a lot of stuff.
I think you're already to a great start so dont get discouraged

>>188103268
>The golden ratio can be inferred
You can infer the golden ratio to help draw conclusions

It does not make golden ratio woowoo a scientific theory

Btw did you notice that you invoked the lords name 4 times

told me to go away 2 times

and then told me I was a charlatan 2 times

I think your shitpost could be improved if you told me
>you should just fuck off back to art school
>>
>>188093713
It's a meme. The engine isn't even finished yet. Why would you try and jump ship now.
>>
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God this screen is so ugly, why don't devs do it in game / at least drop in a splash image. What the hell?
>>
>tfw used my own written Events for the first time

What is this black magic?
>>
>>188104316
not him but I've seen him mention more than once that he's using Construct 2
>>
>>188104771
pretty weird
>>
>>188104445
>Potion of Embiggenment
That's so cromulent
>>
>>188104653
>I think you're already to a great start so dont get discouraged
Don't worry I won't. But I want to rethink a lot stuff to have something more interesting both gameplay-wise and graphics-wise.
>>
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>>188097773
Yes, You can even steal assets from it.
There was a poster in jazzpunk I wanted so I ripped the texture and traced it in Illustrator.
>>
>>188104896
>>188104316
My bad, it's Clickteam Fusion, not Construct 2
>>
>>188104896
Its about the dev, not the tools. Its about the dev, not the tools. Its about the dev, not the tools.
Its about the dev, not the tools.
>>
>>188104653
if you want improved shitpost just keep living your life because you're a fucking shithead ohmyfucking god gj
>>
>>188105362
the mark of a good craftsman is one who uses many tools

he also has the experience to pick the right one for the job
>>
>>188105362
All the same, if you saw some using some lead taped to a sledgehammer to draw a picture, you'd be like "what".

Good craftsman can get good results regardless, but you'll still be wondering what the fuck is up with the sledgehammer.
>>
>>188105930
if anything, the guy who can draw properly with a sledgehammer would get a certain degree of fame just because of that
>>
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At least no one's using Multimedia Fusion 2 anymore. What a fucking mess.
>>
>>188074278
>>188074456
what's the story behind this? It looks like he's clearly still working on it.
>>
>>188106478
>>
>>188090074
Is this like nichijou but in the office?
>>
>>188106497
When the KS finished, he posted two, maybe three different games here, with no mention of Bokube. Everyone recognized his writing/art style but he wouldn't admit it was him and he refused to explain why he wasn't working on Boku. It later turned out it was because he hired someone to add a completely-pointless dash attack to the game so he could put clunky and pointless platformer segments in his slow-paced, grid-based puzzle game, and he just didn't want to tell anyone this because he's an idiot.

Now he just keeps adding features, or paying other people to add features for him, like YanDev. Except he might actually finish
>>
>>188106268
Yeah man. Those "This guy drew this in MS PAINT/WITH SOME PAINT DABBED IN PENNIES" etc posts pop up all the time.

The equivalent of that for gamedev would be like using an N64 era engine to make a game, I guess.
>>
>>188106606
what the FUG
>>
>>188094729
>>188094980
how
>>
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>>188106759
ikr
>>
>>188106759
>an N64 era engine
https://www.youtube.com/watch?v=_v2zXB-YUZ8
https://www.youtube.com/watch?v=VZocAR2lj8U
>>
>>188107058
stealing this
>>
>>188106685
no

nichijou is an absurd sketch comedy

new game is a slice-of-life cute-girls-doing-cute-things moe anime with light fan service
>>
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okay, kittyposting aside, I'm pretty proud of my last bit of progress for tonight. Managed to put together a weapon radial that slices itself up based on how many weapons you have
>>
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>>188101000
she is fantastic in season 2
i've recently come to appreciate the studio boss as a superb character also
>>
>>188105362
well I had no criticism of it. Just said it's weird. because it's uncommon to see.
>>
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>>188107786
wrong webm
>>
>>188107148
Stealing what?
You think you're a better N64 assembly programmer than Kaze?
>>
>>188107748
thats, pretty neat
>>
building my own map editor in unity from scratch wish me luck
>>
>>188108478
I hope you mean something more specific than the level editor that already exists.
>>
>>188106853
Separation of concerns. Make classes. Don't have it all be one massive pile of code like Yandere Dev does. Use tiered architecture.
>>
>>188108585
yes its a 2d level editor that edits both tile in game functions like blocked tiles and free tiles and also sprite tiles. Think of Zelda classic quest editor but more crude
>>
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>>188106853
Just like encapsulate game.
>>
>>188108161
No you dunce. I can implement the mechanics 20 times faster in a modern engine.
>>
>>188109183
But nobody will give a shit about your low-effort 3D platformer made in Unity.
>>
>>188109183
At least I'll have a game.
>>
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>>188107786
>>188107961
ah yes, the game development anime about game development in the the game development industry.
>>
>>188109768
are you even developing a game right now or do you just come here because it's literally the only community on the internet that's dumb enough to pay attention to you?
>>
>>188109768
GOD DAMN that girls is cute
>>
>>188109768
ah yes, the game development thread about game development on the the game development board
>>
>>188109853
both
>>
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Items are in for the true roguelike experience.

I've got written down 20 items to implement right now.

Are memes off limits?
>>
>>188103919
>hardcoded string data
>camelCase function names
>class names with underscores

jesus christ anon
>>
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>>188109907
>game development board
you tried
>>
>>188110051
Remember how Binding of Isaac had a bunch of items that were just straight up rage faces or meme references? Remember how fucking lame it was?

Memes are off limits.
>>
>>188104728
That screen is entirely optional in the final build.
>>
>>188110473
Which makes it all the more sad that it's so ubiquitous.
>>
>>188104728
I don't know, GTAV still uses unmodified install shield wizard and it's the biggest game in the world.
>>
>>188111010
There's a difference between install wizard which you use once and a Settings menu which you might use hundreds of times.
>>
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>>188064872
Make sure to tell your line of code what to disable after the player is finished with the action if they don't have enough magic, otherwise this happens.
>>
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>>188103919
>>
>>188109941
fucking prove it then you piece of shit nodev
>>
>>188106710
I still don't see the problem though if the game is still being worked on. Are you a butthurt backer or something?
>>
reminder to meditate for 20 minutes before you dev
you want to focus, don't you?
>>
g-g-g-g-godot.
>>
Time to make the worst mistake aggydaggy. I'm going to try and make a game I want to play.
>>
Is Unity too weak an engine to do an open world?
>>
>>188111270
now turn it into a mechanic
>>
https://www.youtube.com/watch?v=eW2fI8KUxn4

For people who wonder why the music they make for their game sounds flat and boring
>>
>GMS
Mommy I made a game!

>Unity
Dude I made a game bro!

>Godot
I never finished my game

>UE
I haven't started making my game
>>
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>>188111662
I'm not his mom, so no.
Even if you don't think adding features for the sake of adding features is a retarded waste of resources, you surely realize that he made a bad decision by posting several different, unrelated games immediatley after the KS without explaining that he had someone else working on Bokube at the time.
>>
>>188112009
If you're making shitty synth music then you deserve to die.
>>
>>188111948
Unity is like a blank-slate. There's more work to do up-front compared to, say, making an FPS in UE4.

And implementing open world is doubly more difficult on top of whatever genre one would make, so yes, you can think of Unity as weak.

There's certainly ways to do it, in code. But if you want a front-end to make it easy to compose/design your large open-world, there's nothing built-in, but there are plugins in the asset store.
>>
>>188111948
I would just use UE4 for that, since it's made with that in mind.
>>
I need a C# noise library I can use for terrain generation. The port of Accidental Noise Library seems like the best option, but the guy who ported it said he didn't optimize it so it's slow. Is there a better alternative?
>>
>>188112009
Basically buy a BigSky pedal and anything you play into it will sound beautiful
>>
My dream is to make a Gothic horror inspired game where you have to defeat physical manifestations of the goetia demons and each one gives you a new power to defeat the next one.

2D Plafotmer, mega man but without the choice of picking the boss.

OR WAIT. THAT WOULD BE COOL. Bosses with their own little pocket worlds.

This is going to take me decades.
>>
>>188112638
So a Metroidvania but with 72 bosses?
>>
>>188111956
But it already is.
The only thing it would add is just her flying farther. It's gotta stop at some point.
>>
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>>188112085
I don't think it's a waste, especially if you can get someone else to do it for you. Plenty of games are made better through their bells and whistles. You really can't wait for bokube to be released huh?
>>
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>>188111270
>>
>>188112593
Just implement it yourself. The algorithms aren't that complicated.
>>
>>188112593
https://pastebin.com/fQta1wmm
i use this, i don't know if this is quite what you are looking for though
>>
>>188112936
I could, but I don't really want to, especially since I don't know much about optimization.

>>188112947
Thanks, but I just found https://github.com/Auburns/FastNoise_CSharp
Seems like it's what I want.
>>
>>188112743
Maybe I'll just to the kings of hell, for scope reasons.

The whole thing would depend on art, and I'm fighting with the idea of metroidvania or just using different methods in fighting the beasts that are around in the environment (kinda like SotC).

The idea is a badass MC, hordes of demons to lay waste too (kind of like a beat 'em up but on the 2D plane), and then the final boss (since each king/etc has legions of demons under their control).

It might be interesting to incorporate different MC's or co-op play (like a magician or cleric or knight who can use a shield.)

The art though. I'll have to learn to draw, or get good at pixel shit. I think this is an awesome idea.
>>
>>188113864
Alright. Report back if you get something playable.
>>
What sorts of powers does a Greed/Want-based magic school has?
>>
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do you like my new main character
gotta tap into the retro low poly crowd
her name is polly
>>
>>188114096
Why is her vagina so PROMINENT.
>>
>>188113349
You don't really need to optimize, just use common sense of not generating a billion big objects.
>>
>>188114130
because prominent vaginas are the best vaginas
>>
>>188114096
Good luck animating that topological mess.
>>
Where is a good pixel art tutorial for gaming? Or just in general?
>>
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>>188114065
gambling chance based skills, life/mana steal, anything to do with coins, etc.
>>
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>>188114230
eh the deformation is serviceable for right now. ill still need to tweak it of course
>>
>>188114065
>double your [resource] or [item]
>"deals with the devil" - trade all or half of one resource for another resource
>idk if it works, but generally "greedy strategies" that leave you overextended on one axis and vulnerable to punishment
>permanent or temporary stat reduction in exchange for temporary advantage
>you collect more gold and items as a passive
>long nose
>>
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>>188114270
>>
>>188114130
>>188114096
Make her vulva MORE SEEABLE
>>
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>>188114503
>>188114096
>>
tic tac toe, but with dark souls combat
>>
>>188114917
>>
>>188115236
RESTRICTED TIC TAC TOE
>>
>>188115272
RESTRICTED TIC TAC TOE AT SANDY HOOK
>>
>>188115236
Friendly reminder that Ultimate Tic Tac Toe is legitimately deep strategy game.

https://mathwithbaddrawings.com/2013/06/16/ultimate-tic-tac-toe/
>>
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>>188114917
>>
>>188115479
tic tac toe with win condition of 5 in a row with an unlimited grid is also fun.
>>
>>188115706
UNRESTRICED TIC TAC TOE
>>
>>188094029
okay, but trees don't move like that
>>
>>188115706
What stops me from hiding my Xs in the near infinite depths of the unlimited grid? Wouldn't my opponent die of old age before finding them?
>>
>>188115828
It's probably like go, where you have a huge sea of space but you and your opponent collaborate to decide which spaces are important to battle over.
>>
>Want to learn GDScript
>Never do any programming before
>Do entire Python Code academy thing
>Come back to GDScript
>Stare at screen for 4 hours

I hate Godot.
>>
>>188115828
You can have the restriction of 20x20 space near the previously placed moves.
You only need 3 uncontested moves to win.
>>
>>188097367
Blueprints are somewhat like C# in that they use a VM (if this sounds like nonsense, remember, I use blueprints, so all that low level stuff is like wizardry to me)

But if you nativize your BPs then they become C++, but it's unmanageable code that isn't meant to be worked with. If you decompiled a nativized BP UE4 and didn't know anything about that whole business then you would think you were looking at the code of a madman.
>>
>>188116084
Why do people hate various things for themselves being stupid?
>>
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Got the base model for the inhabitants of the wind world all done, along with a couple of the animations. I had the idea for a Buddhist style alien, so there it is. I'll have to modify the textures a bit later but it's fine for now. I thought Demoday was a week later than it actually is, so now I gotta bust my ass if I wanna make it in time.
>>
>>188116084
>want to learn GDScript
>learn something else instead
what the fuck?
>>
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I'm currently frankenspriting together a monster that replaces the cyberdemon in GMOTA, at this point he looks like something that crawled out of the pits of hell crossed with fucking mech warrior.
>>
>>188116294
consider adding an accent color to this environment, it's all shades of brown. blue would be the default but it's cliche
>>
>>188081851
Why are you bragging about being unoptimized?
>>
>>188116305
Show me all the tutorials on GDScript for a newbie to programming.
Go ahead, I'll wait.
Python was recommended by many Godot users. I'm jumping ship to Unity even though it's 2D engine is a joke and it's bloated as fuck. At least the userbase has guides and stuff.

Godot is for morons.
>>
>>188116294
I'm sure it'll look more cohesive when you don't have it in a sort of generic steampunk environs.

And yeah Demoday has caught me with my pants down, thought it was on the 16th too.
>>
>>188116545
>godot is hard for beginners
>godot is for morons
you can't have both, anon.
i dislike how people here recommend godot to beginners, but blaming the tools for your own lack of knowledge is moronic.
maybe try GMS if you want tutorials and don't want to use unity.
>>
>>188116372
I keep seeing you when I wake up.
>>
>>188116813
Good morning.
>>
>>188116445
Noted, thanks!
>>
>>188116173
some game dev API's are really horrible at being noob friendly

its can be pretty fucking frustrating if the devs of the API just assume that everyone is born with an understanding of their API
>>
Anyone got a humanoid template for an isometric sprite facing all 8 directions?
>>
feels bad man blogpost
https://pastebin.com/j06cchgy

gamedev related: when does Unity 2017.2 come out?
>>
>>188116937
http://gaurav.munjal.us/Universal-LPC-Spritesheet-Character-Generator/#
>>
You have 2 engines to pick from.
>Engine1 is fantastic but has no documentation and no examples and no userbase
>Engine2 kinda sucks balls but has a huge userbase and tons of tutorials and documentation

I think the choice is pretty obvious which is why Godot will never have any games worth anything.
>>
>>188116914
Nah, they just assume you do basic research on how they work.
If you use ready made code, you have to do that.
>>
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>>188116971
Reminder
>>
>>188115272
>>188115359
>>188115726
tic tac toe but you pay turns or moves for win condition changes, board size changes, extra movetypes like erasing and wildcards and swapping effects.
>>
>>188117012
That's only 4 directions, that's easy to make yourself.
The diagonals is the hard part.
>>
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Webm raping the image quality. oh well.

Forced palettes now working, can't really tell that well from the webm. Need to start optimizing this, it's already getting a bit heavy for my old laptop.
>>
>>188117078
>Nah, they just assume you do basic research on how they work.
what does "basic research" consist of in your opinion?
>>
>>188117307
Reading the API reference?
>>
>>188117414
>>188117307
Nevermind, it's not even filled in for Godot.
Yes, the documentation sucks, use SFML instead.
>>
>>188117307
I started with Godot and then I tried Unity.
Yeah Unity 2D sucks but it's miles ahead of Godot as far as actually getting some fucking work done.
>>
>>188116937
you looking for something like a naked bald man just standing?
>>
>>188117496
I just need a humanoid outline with proper perspective for 8 directions.
>>
>>188116849
To you too.
>>
>>188117556
color or grayscale?
>>
>>188117629
Doesn't matter
>>
>>188117656
you want big muscle man?
>>
>>188117275
Looks fun.
>>
>>188117706
Sure, I just need some reference for making my own sprites.
>>
>>188117809
maybe I give you effeminate man, so you can maybe use for grills too

brb
>>
Reminder that critique can be your most valuable resource.
https://www.youtube.com/watch?v=rsOLvDzaFYY
>>
>>188117131
googem did you work on the detective game today?
>>
>>188118119
>(The Jimquisition)
jim pls go
>>
>>188118163
all day, still going.
no proof, dont ask.
>>
>>188118252
>no proof
Not even a block of code?
>>
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>>188118252
>all day
>no proof
>>
rust devs, I need your help with something in ggez API
is there any rust devs present?
>>
>>188118392
>>188118474
means hes been idea-guying in notepad and watching anime.
>>
>>188116294
Thought this was a screenshot from some nintendo game or something before recognizing the alien model

imbressive, friend, you gonna make it
>>
>>188118474
such is life deving systems and data rather than art and worlds
>>
>http://store.steampowered.com/app/687750/Yandere_School/

>actually posting progress on the internet where anyone can steal your idea and make a quick buck at any time

Why would anyone share progress/their game idea unless you're like 3 months from releasing your game?
>>
>>188118821
I am making the game I want to play.
Thank fucking Christ if someone else finds it interesting, copy it and make something great.
I dont care about the money, I just want to make/play it...the more the better
>>
http://store.steampowered.com/app/673670/Twin_Brothers/

>You still have no games published on Steam.
>>
>>188118821
Probably because you're actually devving it and not spending years using it as a vehicle for attention - so even if someone does decide to nick the premise, they still won't get it out before you do.
>>
>>188118951
>wasting hundred bucks for the privilege of polluting the steam store with crap.
>>
>>188118951
The difference here is that if anyone on agdg made something like that, they wouldn't spend time and money trying to get it on Steam.

Apart from gogem, but that game has too much gameplay.
>>
>>188118951
>steam direct will fix it, don't worry guys
>>
Why does Unity take 5 minutes to load?
>>
>>188119337
takes like 30 sex for me
>>
>>188119346
>30 seconds
>this is acceptable

topkek
>>
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Can someone tell me before i head out into depths of google why UE4 is being a bad boy and ruins my textures?
>>
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Coded in hat pop. This was very important.
>>
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Added hair colour and skin options.

The first hairstyle doesn't have an actual texture and the second hairstyle is awful and the first hairstyle is also awful, but I'm not making new hair models right now. Hair is hard to make, yo.
>>
>>188119476
30 seconds makes no difference when I spend 8 hours a day devving and you spend 20 minutes
>>
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My gift to all agdg devs.
Hope you enjoy it!

http://deepdarkfantasy.herokuapp.com/vip/
>>
How hard would it be to program a virtual card game like hearthstone? I've only made arcade tier games so far.
>>
>>188119813
Simple I would imagine
there are a buttload of beginner-looking card games on mobile, the hardest part would probably be juicing it up and adding content and balancing it)
>>
>>188119743
>http://deepdarkfantasy.herokuapp.com/vip/
what is this?
>>
>>188089487
>and go party all the time
he did this during minecraft too
>>
As a 1MA, should I animate using tween/etc?
Should I make the MC's weapon part of their sprite or a separate object?
>>
>>188120508
Absolutely tween. Don't even touch FBF unless you're working in a team or only have a scarce few animated parts in your project.

Depends if you intend to have multiple weapons with the same MC animations. I'd say make it a separate object anyway, just for ease of workflow regarding hitboxes or whatever.
>>
>>188119897
I have already brainstormed tons of ideas for content and stuff, just need to work on my programming skills. I think I'll try this as my first real project
>>188116084
Doesn't godot support python now? Or have they yet to add support for it? I know I read they were going to allow people to use python with it
>>
>>188101000
Because you haven't heard her speak
>>
>>188065390
What advice do you have for people designing life simulation games?
There's very little information on how to do it.
>>
>>188120508
tweening can look nice, but it takes some effort.
can't recommend frame-by-frame unless you absolutely know what you're doing.
>>
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>>188117556
here's something.
holy fuck did Gimp's align tool give me a headache
>>
>>188121418
Thanks.
>>
>>188119743
>remixes
nah
>>
>>188119569
nice art, but please add more dakka, the dakka level on that screen is dangerously low
>>
>>188121786
Yeah it's pretty much a straight Space Invaders clone at the moment. And it switches to a more traditional shmup in the second level and yeah, one of those.

I'll pass the compliments to the chef.
>>
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Progress! Level design made by snekdev, music (that you can't hear of course) made by helleton dev. The demo is almost finished, need to finish a couple of things and add a title screen.
>>
Is this how I should be animating my characters?
https://www.youtube.com/watch?v=YxEfZQeySGQ

Make a body/head/legs/arms/waist and skele them in Godot?
>>
>>188122624
Keep all 3D animation as inengine as you can. Exporting models is easy, exporting materials is annoying but doable, exporting animations and rigs is like pulling barbed wire through your dick.
>>
>>188122775
So....
yes?
This also is not 3D animation so.... what.
>>
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Making some rapid progress, added a basic enemy bot to punch and avoid, looked up how to do some visual stuff (guess what, it's fucking stupid, UE just hates low-res), still contemplating if i should try sticking some sounds before the demo day, everything is better with sound.
>>
>>188122775
that's a sprite, anon. also no, 3d animations should be done in a 3d package.
>>
>>188122560
Can you tell me why I would ever want to play this.
>>
>>188122908
Maybe you're really really really bored? I don't know myself.
>>
>>188122624
Yes, doesn't ever looks as good as SBS but that shit takes ages.

You're limited with what you can do but, you can dedicate 50 years to a 1MA sprite by sprite game or just take an hour to tween it or whatever.
>>
Dead ass general.

Godot is a meme

Games suck
>>
What do you guys tink about Substance Painter
>>
>>188122560
I can see why you thought it wouldn't be very fun to play, but the novelty will probably carry it since it looks like a smaller project and not something that's meant to be a full project, so I wouldn't stress.

>>188123619
>general full of people who're theoretically working and just alt+tabbing here every now and again is slow
No fucking shit.
>>
Usually my progress posts get one or no replies. I'm thinking it's time I move on, but I don't even know where.

I'm thinking of making my own website for my game since I know a little html and it won't take very long. Where should I shill to build a fanbase though? Twitter?
>>
>>188123820
This isn't a place to build a fanbase.

Reddit and Twitter are where you should be gunning for that.
>>
>>188123909
>This isn't a place to build a fanbase.

Oh I know that. I'm not trying to build a fanbase here, I just want useful feedback but I'm not getting it anymore.

>Reddit and Twitter are where you should be gunning for that.

Cool, thanks for the advice. Any tips for this? I don't browse either usually. Is there a hashtag or subreddit that's reserved for this shit?
>>
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>>188123820
>people don't care for my game
>it's obviously their fault

If you only want fake pleasantries just go to reddits gamedev forum.
>>
>>188123820
WAHHH NO ONE IS GIVING ME ATTENTION I'M OUTTA HERE
>>
>>188123820
Focus on making a good game. Stay out of indie dev groups where everyone just markets their game to each other.
>>
>>188119743
>deep dark fantasy
Thanks for gachi
>>
>>188124034
>>188123820
Tumblr, twitter, reddit. Maybe the /agdg/ discord. It depends on what you're after.
If you're after feedback, stay away from reddit and the discord. Reddit is a hugbox and the discord is filled with people with shit opinions and fragile egos.
>>
>>188123820
people get tired of small progress, they will reply to new major features, also posting progress multiple times in a row isn't good, as for me i'm posting to keep an archive to go back to instead for replies, if you want circlejerking go to discord or something
>>
>>188123820
I'll take 1 actual response from someone who's interested in your game than 10 responses from people only responding to shill their games.
>>
>the average shitpost gets more attention than actual progress
>>
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I'm making this guy more and more into a goddamn machine
>>
>>188066136
>terd berson shooter
>>
if score is important to ranking, and is required to unlock certain things in levels, is it alright to stick it in a pause screen? there's no room on the screen for it.
>>
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>>188124446
side angle, trying to cobble this shit together and making it look presentable ain't easy
>>
where did all those castlevania and metroid clones go? is this the fate of all clones?
>>
>>188124262
>>188124270
Ok, thanks! I'll look into those. I don't want a hugbox (which is why I've been posting games here for the last 7 years) but I want somewhere I can get actual feedback too. I guess I'll try twitter and tumblr if reddit and the discord are hugboxes? Thanks again.

>>188124351
Sure, I would too! Where do I go to get it?
>>
>>188124469
>turn based strategy
>>
>>188124597
There is probably a reason why you don't get feedback here. I don't think moving to some social media network will fix your "problem", if anything it's going to get far worse.
>>
>>188124594
Been wondering the same, like what happened with not-castlevania and the other one where the main guy was using rapid punches and whatnot.
>>
>>188124594
Castlevania clones are ridiculously assets/animation heavy and after the devs get through completing the main character, tends to hit the shit as far as progress posts go.
>>
>>188124594
i don't know which ones you're talking about, but they might just be working on stuff. games take time.
check the recap on monday i guess
>>
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i just ate so many french fries there's no way i can dev or make any progress now
>>
>>188124747
I mean that's a nice platitude, but could you guess which is my game based on what I've been saying? Because by my count not a single game here has gotten a single piece of useful criticism. Maybe I missed one?

AGDG took a big nose dive in quality after /vg/ was added, and it took a further one after discord became a thing and another slice of devs left. Nobody is getting good feedback here anymore. I don't care if people shit on my game, that can be useful, but most of the progress here gets either no replies or replies that just come across as bitter and pointless.
>>
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I have quit discord.
I have quit porn.
I have quit PC gaming.

There is only dev now.
>>
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Adding basic tutorials and whatnot.
>>
>>188124932
>Not chicken nuggers
>>
>>188125141
I'm not entirely sure that adding a prompt for WASD controls is necessary, but it's more than enough for Demo Day.
>>
>>188125128
>only missing romantic life and fulfilling career
I'm getting there!
>>
>>188125128
gamedevs shouldnt quit playing games
>>
>>188125125
I've gotten like 5 different good advices past week on here.

Maybe your game is just so bad no one cares?
>>
>>188125141
do you really think the target audience of your game needs to know that you can move with WASD?
>>
>>188125232
What were they, if you don't mind me asking?
>>
>>188125230
by pc games i meant spending 2-3hrs of my day playing pubg everyday
i still play indies and games relative to my genre
i actually have a research session lined up for tomorrow
going to spend a few hours going through and getting inspiration for mechanics and puzzles
Going to make a list of
Ideas, twists on that idea, the logical simplification of that idea, and the logical extreme of that idea

Starting with super mario maker, then going to do a quick run through of captain toad and then finally donkey kong country tropical breeze
>>
>>188125281
>Implying I'm going to out what dev I am while responding to a shitposter
>>
>>188125125
I don't know man, I usually get good advice when I post progress.
>>
>>188125230
The best games ever made were designed by people who don't play games.
>>
>>188125457
you forgot your name googs
>>
>>188125125
>no one here cares for my game
>could you guess which is my game
That doesn't make any sense
>>
>>188125457
I know Dark Souls is one of them, what are the other ones?
>>
>>188125521
Zelda and Devil May Cry.
>>
>>188125125
but now go back and check how many of those devs are actually asking for feedback and proposing questions. some people are just dropping progress to drop progress.
i don't weigh in unless they say they want criticism, and without that option you're left with either >looks good!, or some type of meme response, which is pointless.
>>
>>188125498
but that isn't actually wrong
>>
>>188125457
Warren Spector is a huge gamer though.
>>
>>188125572
>Devil May Cry
Hideki quite famously dropped out of programming because he did nothing but play games.
>>
>>188125589
It is.
Its evident when indie devs dont play games.
Most if not all of their games are shit.
>>
>>188125647
Who's Hideki
>>
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>>188125457
>
>>
>>188125457
Googum put your name back on
>>
>>188125649
no, its the fucking opposite, most amateur gamers make games because they play games and end up making the most generic unoriginal metroidvania #32658723234
>>
>>188125572
>In high school, Kamiya bought a NEC PC-8801 to study programming but ended up playing video games every day.
https://en.wikipedia.org/wiki/Hideki_Kamiya#Early
>>
>>188125740
They play a game. And then they end up recreating the one game they played that they liked, which is just Earthbound or Zelda or Castlevania or now Dark Souls, but worse.
>>
>>188125769
>As a game designer, Kamiya states that he has been most inspired by the games The Legend of Zelda: A Link to the Past and Gradius. His favorite action game is the original Castlevania.

How can one man be this based?
>>
>>188125740
>oh hey i hate making gameplay time to make a roguelike
t. most indie devs
>>
>>188125807
You make roguelikes if you don't want to do content not gameplay.
>>
>>188123820
Which game is yours?
>>
>>188125457
>>
>>188126115
It showed.
>>
If you want to make something original not having a background in gaming is an advantage. If you want to make a good game in a pre-established genre it's mandatory
>>
>>188126115
So that's why it was a clunky piece of shit.
>>
>>188126115
And 3 games later they made the first Video Game Kino.
>>
>>188126154
>>188126221
3 games later, their studio is worth billion
what the fuck do you have?
>>
>>188126183
So it's good to have a mixed bag? One guy to reach for the stars, and the other for the occasional "No Joel, we're not binding the secondary long jump to down" or any of the other weird inane control shit that cropped up during CM64/SNES days.
>>
>>188126326
Yes yes, throw out another tired argument every single time anyone criticizes the thing you like. "They're rich, get fucked." No shit.
>>
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Maybe I'll go with the red and gold theme.
>>
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>programming everything from scratch in C and OpenGL
>models in blender
>textures in gimp
>no proprietary software anywhere
>one man army
See you in 3 years nerds.
>>
Can I make my game in grayscale without being called an edgelord or lazy?

I know of Limbo and one other game being made that has the grayscale thing going.
>>
>>188126937
you've forgot about music, how you'll make it? lmms is shit
>>
>>188126971
only if your gameplay can make up for it
>>
>>188126971
I don't think anyone cares.

But I do, and I will always know how lazy you are.
>>
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>>188126971
At least add red, ala Betrayer or Madworld.
>>
>>188127038
>tfw your entire budget will be spent on licensing music because you have no musical ability
>>
>>188126971
nobody will call you an edgelord
in fact nobody will call you anything because nobody will buy your fucking game if you have to resort to ugly ass shit like that
>>
>>188127129
Nice Schindler's List clone.
>>
>>188127139
Pick up a copy of Fruity Loops and learn.

Sound Effects too, while you're at it. Very important, those.
>>
>>188127287
I think it's already a perfect boy chef (female).
>>
>tfw all my colors aren't right because i darkened my screen and made it a bit blueish to make it comfy for my eyes
i shoud've used indexed colors
>>
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Let me try again with a bigger version.

How can I improve my chef(female).
>>
>>188127402
by pairing up with a guy who can actually draw on a computer
>>
My character can dodge by doing forward and side dive rolls, but what can he do for dodging backwards? I'm pretty sure it's impossible to dive roll backwards.
>>
>>188099314
>tool that outputs an EDITABLE PROJECT from the executable and data

do you know the name of the tool?
>>
>>188127504
Or I could just learn to draw myself.
>>
>>188127536
Thankfully we're making video games and impossible is nothing.
>>
>>188127536
Backflip, Godhand and Legend of Zelda figured that out.
>>
>>188126340
Yes. At least that's what I think having a background in project management.
Almost every project benefits from having enthusiastic non experts for the creative part of the process, but you need the experts for the analysis part.
>>
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>>188127576
if you can program reasonably well, there is no fucking reason for you to waste precious time trying to become jack of all trades
>>
>>188127536
Short hop backwards, that's what dark souls does.
You could also have a backflip or backdash like castlevania.
>>
>>188127759
Why not? It's hard to get attention with a game that doesn't have a real art style.
>>
>>188126937
>3 years later
>Made a sprite that says 'hello world' when you press enter

GJ see you then.
>>
>>188125786
this is dumb, how is that any different from people who play games everyday?

I'm talking about people who actually don't play games at all, like the director of Dark Souls who ended up forging a new genre because he wasn't fully bound by following certain tropes that most gamers would force into a game
>>
>>188126937
>no proprietary software anywhere
There's plenty of open source engines out there that mean not following in the enginedev's deathtrap path.
>>
>>188125457
public demand is high
>>
>>188127873
True that, bur I fail to see how is this related to you trying to make art by yourself.
>>
>>188127983
what fantastic and life changing game did this guy make?
>>
>>188127943
>the director of Dark Souls who ended up forging a new genre
What is it called? Edgy Zelda clones?
>>
>>188127943
Miyazaki cites Ico and Legend of Zelda as his two main inspirations for Demon Souls, already had videogame development experience in Armored Core and was working off the base of a game by the King's Field guys.
>>
>>188128058
I think that's the director of Katamari Damacy
>>
>>188127902
Even with those tools you can make at least a rotating cube that says that in a day.
>>
>>188128065
no its called being rewarded for actually gitting gud genre
>>
>>188128058
>>188128109
Lmao get fucked
>>
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>>188128125
>le dork souls is hard meme
>>
>>188128216
>le contrarian meme
>>
>>188128125
Fighting games?
Shmups?
Turn based strategy games not made by nips?
>>
>>188128058
Space Invaders.

Which is laughable because it's crap, it just happened to be the first to do a thing.
>>
>>188128004
Explain to me why there's no reason to become both good at art and programming.
>>
>>188128109
Reminder that his new game Wattam was dropped by Sony for being shit.
>>
>>188128318
>It's so easy anyone could have done it

Well then why didn't they do it before him?
>>
>>188128216
post your Lets Play with Level 1 no damage no roll no shield no magic run
>>
>>188128125
There's been a lot of other games that've demanded actually getting good at them in order to excel at them, you've played older arcade games right? Stuff from the NES era? There's been games like this for decades dude.

People who think Dark Souls is some shining beacon of perfect game design are silly
>>
>>188127038
use Reaper
>>
>>188128398
>old games

so you're telling me he literally forced that level of difficulty back to popularity
>>
>>188128376
because the technology hadn't been invented yet
>>
>>188128376
lol
I mean I'm sure he had quite some skill since making computer programs back then was complete ass.

Not being born yet then is one impediment.
>>
>>188128512
>>188128542
Minecraft is just legos anyone could have made that :^)
>>
>>188127983
>>188128058
>>188128318
>>188128376
Nishikado has cited Atari's arcade game Breakout as his inspiration. He aimed to create a shooting game that featured the same sense of achievement from completing stages and destroying targets, but with more complex graphics.
>>
>>188128382
post your Skyrim Lets Play with Level 1 no damage no shield no horse no magic no shout no alchemy glitchless under 1 hour blind speedrun playing with 1 hand while fucking your dog
>>
>>188128610
>look into Breakout
>designed by Nolan Bushnell, Steve Wozniak, and Steve Bristow
>with a prototype designed by Steve Jobs
Huh.
>>
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>>188128376
>>188128574
>>It's so easy anyone could have done it
Also note I didn't say this or even mean this.

Since you brought up Notch though, there was Infiniminer before it. Notch just snapped up and took the idea fast enough. I won't say he stole it because that's retarded.

But there was some serious buzz around Infiniminer, so it just took someone following through with it to make a proper game.

Also RIP Ace of Spades, could have been much cooler than the ass it turned into

Sorry for the gay blogging, I'll see myself out.
>>
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>>188128347
efficiency
https://youtu.be/OLHh9E5ilZ4?t=1m47s
the world around you was built by people who gave up on doing everything by themselves
>>
>>188128512
there was no fancy new tech for space invaders.
all the games prior to that were just pong-likes.
>>
>>188128761
If I pair up with some faggot that leaves mid development and leaves me with a half finished game, that's not very efficient my dude.
>>
What's the point of some games rendering 3d models as 2D spritesheets instead of just using the 3d models?
>>
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>>188128652
>he thinks Skyrim is remotely comparable to DS in difficulty
>>
>>188128761
theres nothing more efficient than 1MA.
the bigger the team the longer shit takes (if it finishes at all).
>>
you guys sure is some dumb mother fuckers
maybe if you weren't so busy spending your time idea guy circle jerking and theoryfucking you'd actually be capable of doing something successfully yourself
>>
>>188118951
I'm going to buy it. If it's really bad I will refund later.
>>
Who's the retard that made a 3 month long jam? What the fuck
>>
>>188129007
It conserves vertex shader throughput if there's a ton of them. Look up impostors, they're usually used for things like trees where there's going to be a lot in the distance.
>>
>>188129007
It's kinda pointless nowadays since even phones can run 3D just fine but it's lighter on resources.
>>
>>188129015
>he thinks self-imposed challenges have anything to do with the difficulty of the actual game
>>
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>>188129045
yet look at who's the one busy browsing through the whole thread getting triggered
>>
>>188128761
Well if anyone wants to offer their services(for free) let me know, until then I will continue to be a one man team.
>>
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>>188129045
>>
>>188116971
What's your game?

I wouldn't suggest living for vidya unless you are pretty good at it.
>>
>>188127902
Jokes on you I already have a hello world program and can load 3D models. I don't have any sprites yet since that involves textures.
>>
>>188129007
http://blog.wolfire.com/2010/10/Imposters
http://www.ericrisser.com/TrueImposters.html
>>
>thought I was being really unique and interesting by making a turn-based space game
>found out there's tons of them
>>
I want to make a game like this
https://www.youtube.com/watch?v=6qmzuLxjwJw
>>
>>188128761
>efficiency
>most indie collabs go to shit
>>
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Remember to make inclusive games agdg
>>
https://twitter.com/Gaohmee/status/903510060197744640

this twitter thread has a bunch of game devs talking about hidden mechanics designed to make games feel more interesting, some examples:

>your last few points of HP actually block 10x the normal amount of damage, so you feel like barely survived a fight

>the last bullet in your gun deals 4x damage, so you feel like you barely kill the enemy

>enemies you can't see (e.g. behind you) have their AI/speed halved
>>
>>188129028
b-but I like working with other people senpai
>>
>>188129491
That is fucking horrible, you don't make "cool moments" by making the game play by itself.
>>
what's your experience on collabs and working in a team in general?
>>
>>188129634
Anon, almost every high profile game uses these tricks. The 4x damage bullet one is from System Shock 2.

Somehow I trust these devs more than a random /agdg/ pos(t)er.
>>
>>188129491
>In Hellblade, the game breaks diegetic UX to let players know of the potential permadeath that is a myth, but effects emotion and playstyle.
what the hell is diegetic
>>
This mock up seems alright. Maybe with the background greenery scrolling and some shines on the title / website things.
>>
>>188129007
style, free post processing.
see: ori and the blind forest
>>
>>188129619
lonliness is not a good reason
>>
>>188129491
The last one sounds fucking terrible, I hate un-responsive AI that simply waits for the player to do what he wants.
>>
>>188129696
Some tricks are ok but modern games go overboard with this shit, they are very obviously "staged" most of the time.
>>
>>188129701
unnecessary word thrown in to make author feel smart and make you feel inadequate
>>
>>188129714
That savefile font color is a bit rapey on the eyes.
>>
>>188129007
Making a good engine and good shaders is much easier for 2d.
>>
>>188129491
While I agree that these are cleverly implemented mechanics, I don't like them at all, especially if I'm aware of them.
Because of them you can't really know if the experience/moment you just had was actually genuine or just carefully "acted out" by the game.
>>
>>188129491
These sound really retarded. Hiding things from players and making things randomly not work the way the player thinks they work is retarded.

>Reddit gamedevs
>>
>>188129701
in this context it's basically 'breaking the 4th wall'

so presumably they had a character in the game actually use the word permadeath or something
>>
>>188129868
Ratchet and clank does something like this where the game will ever so slightly get harder or easier depending on how well the player is doing
>>
>>188129868
>Hiding things from players and making things randomly not work the way the player thinks they work is retarded.
No.
>>
>>188129938
That's quite different from

>your attack does 20 dmg, except when you're tilted 75 degrees towards an enemy, then it does 50 dmg but we never tell you that
>>
>if the game detects that the player is dying, the enemies stop shooting to let him win and experience the game without the fear of death!
>>
>>188130054
Modern Undertale.
>>
>>188129789
Maybe I'll try make them look like they're carved into rock or something sometime.
>>
>>188129938
Some games do this trick where the game gets harder as the player plays through it.
>>
>>188130116
What if the leafs were a bit more faint? Or would that break your palette?
>>
>>188125807
>>188125858
roguelike games are bad. the roguelike genre is the modern day equivalent of game devs making their NES games bullshit hard so that people didn’t beat them in two hours. its pure laziness. they don’t want to spend time designing actual levels or creating long-lasting game content, so instead they rely on random generation and bullshit difficulty to artificially extend their games.

if you see the word “roguelike” on a game you should assume that means “we only made one hour’s worth of content for our game so we cranked up the difficulty so that nobody could beat it.”
>>
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>>188128936
>>188129028
>>188129141
>>188129407
Ah yes, the legendary "they will just run away" boogeyman, just shows how fucking selfish infantile cunts we have here, always blaming everyone else, no self-reflection whatsoever.
>>
>all these retarded /agdg/ ""devs"" shitting on real dev ideas instead of learning from them

jesus christ you guys are pathetic

literally every good game that you've ever played uses these tricks and have successfully tricked you into feeling good - are you going to have a cry about all these "fake experiences"?
>>
>>188130245
You're right and there's literally nothing wrong with any of that.
>>
>>188130207
Could try that, but gonna wait until it's in game and the programmer has the leaf background scrolling diagonally before I do much more.
>>
>>188130262
Wether or not I'm the problem has nothing to do with pairing up being inefficient, now fuck off.
>>
>>188130272
I learned that I should avoid nudev AAA "design" even more than I thought.
>>
>>188130272
suck a dick
>>
>>188130262
1MAs dont have anyone to blame but themselves.
>>
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>>188130272
>walking diagonally doubles your speed
>magazines are always full even if you always reload early
>autoaim
None of these are good.
>>
>>188130245
>roguelike
>anything with a slight hunch of pcg
Kill yourselves you retards
>>
Post you're todo list.
>>
>>188130367
>1MAs dont have anyone to blame but themselves.
you'd done a pretty good job proving otherwise
>>
>>188130371
>>walking diagonally doubles your speed
this is what makes quake great even though the devs tried to kill it multiple times
>>
>>188130371
But Doom 1 and 2 have increased movespeed when moving diagonally, along with autoaim.
>>
>>188130262
wanna collab tough guy?
>>
>>188130425
I am not a todo list.
>>
>>188130272
Fooling the player is not what I'd call good
genuine>staged
>>
>>188130494
Can you really say you aren't?
>>
>>188130425
1. Make game
>>
>>188130507
It's good when it works at deceiving.

It's god awful when it fails.

Kinda puts an upper limit on the intelligence of people who will enjoy your game since smarty pants will no doubt figure that kind of thing out frequently.
>>
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>>188129491

>first attack you take with full health deals +50% more damage, to make the player feel like they're in deep shit
>last bullet in your gun deals only 50% damage, to force the player to reload at a bad time and punish people for keeping their guns loaded
>enemies behind you make less noise and move/attack faster, to make the player think the enemies are intelligent and using stealth tactics against them

Thanks for the ideas, twitter "devs".
>>
>>188130507
Isn't the main goal of any art medium to fool user into it's world tho
>>
>>188130490
what do you do?
what do you wanna do?
>>
>>188130653
i like those ideas, i want to do something like it but only on harder difficulties, easy will have trainer wheels but hard will have the total opposite
>>
>>188130635
Sorry anon, but I don't like being cheated on my experiences.
>>188130721
>art medium
These are games, first and foremost
Games (should)have explicit rules, all these tricks are made for casual pandering.
I'd rather play on easy mode than to be fooled that I'm doing good on higher difficulties.
>>
>>188130732
>what do you wanna do?
whatever you want mr "i will not run away like 99% of agdg"
>what do you do?
really depends on what you CANT do anon
>>
>>188129491
Well there's a mix of decent ideas there that are fairly harmless/superficial, and then you have stuff like rubberbanding or "dynamic difficulty" that's infamous.
>>
>>188130946
Why the fuck do you care if you never even know?

I guarantee one of your favorite games has tricked you into thinking you actually did something impressive.
>>
>3 base weapon movesets with branching combo trees
>4 stance modifiers ONTOP of those that vary depending on the weapon equipped
>15 movesets with branching combo trees
this is going to take years.
what the fuck am i doing.
>>
>>188130975
so you're just butthurt because I'm right?
>>
>>188129372
Is it just me or has Sega Saturn Games aged REALLY well compared to PSX and N64?
>>
>>188127402
Looks cute.
>>
>all these pretentious ideaguys who think they know better
>>
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A journey to find yourself, literally, using remote-controlled machines and drones to find out where you're trapped.
>>
>>188131030
Yes. Reexamine, decide what your MVP is, go for that.

I would say that 1 base weapon moveset with 4 stance modifiers, or 3 base weapons with 1 or 2 stance modifiers.
>>
>>188131079
have you made any games Anon? Can we see?
>>
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>>188130054
>it locks the golden ending through
>>
>>188131079
no quite the contrary anon,i am up to anything just tell me what you want to create
>>
>>188131030
Dreaming big and ignoring scope?
>>
>>188131114
Such as? I like Nights but anything else?
>>
>>188131016
That guarantee is built on the premise that he would have absolute shit taste in vidya.
>>
>>188131016
But I eventually do find out, especially if I'm passionate about the game in question. And I'm mostly aware when they're there, which does slightly devalue a game for me.
One reason to care also is because these things can ruing the long lasting impression one had of a certain personal achievement in a game, thus making it oneself feel not so good about it anymore.
This is my bias and can't really be argued, but I'm sure I'm not alone in this reasoning.
>>188131391
Yeah I don't really play any newer games, especially AAA ones.
>>
>>188130262
>post a fact
>boogeyman
First, yes most indie collabs go to shit, it's what happens when people don't have high stakes. Second, those collabs who worked are usually made by people who know each other in real life and even then it isn't a certainty. Third and last, efficiency isn't what you think it is. 1MA is by virtue more efficient because to delegate. If graphics however aren't for you liking you can just hire an artist to replace your shitty placeholders.
>>
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>>188129491
>/agdg/ makes fun of this
i hate gdc trannies and social media attention whores as much as the next guy, but there is solid material under this tweet, some of it coming from the best of the best
>>
>>188130272
Yes, but the problem through is that those tricks aren't innovative. They worked because most players didn't even notice them. Nowadays they would feel cuddled if they noticed ammo count getting weird for example.
>>
>>188131631
Is it? For every "we slow down AI if you're not looking at them to encourage running away", there's a dozen "Dev did this. I didn't like it, but it's an example."
>>
>>188131631
Post the good parts, please. All I see is pseudo-intellectual wankery.
>>
How do you like to make assets, /agdg/?
I like to make textures in GIMP using only the default paintbrushes and try to optimize the assets for tessellation and the greatest degree of recreatability possible
>>
>>188131806
Every single asset in my game is a scanned photocopy of my dick at a slightly different angle.
>>
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What the fuck even is animation holy shit just mcfucking kill me
>>
>>188131806
I haven't really dabbled in textures but you can pull off some neat stuff with noise and other kind of baking in Blender's Cycles. It's easier to control than brushing away in GIMP.
>>
>>188131802
http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior

There was a link to how each of the Pacman ghosts had different AI.
>>
>>188131794
except that's not true and you know it, the spam of unironic ":)" rarely seen on 4chan is near constant
>>188131802
almost every single post that is a direct reply to the main tweet has actual content, it's really not hard to find if you look past who posted first instead of immediately closing the page
>>
At what point will Java's Swing become a liability for a 2D game engine's GUI?
>>
>>188116971
That's pretty much with everything though. Stupid people can't relate with anything that doesn't really interest them, and normies love their TV shows. Every goal, whether it's becoming porn star or a doctor is selfish but legit, only idiots will tell you otherwise.
>>
>>188130445
He's no 1MA
>>
>>188129491
>the last bullet in your gun deals 4x damage

honestly if this was an upgrade of some sort it would be ok
>>
>>188132265
he's the only one responsible for failure of his "games" and that's enough
>>
>>188131882
They used clay models for the animations in doom.
>>
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>>
>>188132294
Indeed it would be better to turn these into visible mechanics that you could also opt out of.
>>
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>>188075973
Alright I implemented all the raycasts. In combination with the hitbox trigger. The chances of something not getting hit now should be pretty low now. It will only miss when moving at high speed and only the edge of the weapon hits which won't be in the raycast.
>>
>>188129491
Allof those sound profoundly awful. I hate when games pull a fast one on me like I won't notice.
>>
>>188132652
>>188132652
>>
>>188132375
Holy jesus thats it gimme the sause
>>
>>188132353
Yeah, unfortunately I don't have that option, I gotta make due with what I have available, I think I need to approach this at a different angle.
>>
>>188132802
I don't know the name of that game. I think I had a folder with more pictures and a video but I can't find it.
>>
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This is actually a good one. Pretty much everyone should implement this.

>>188132637
>I hate when games pull a fast one on me like I won't notice.
You've been duped a hundred times but never noticed.
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