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/agdg/ - Amateur Game Development General

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Thread replies: 825
Thread images: 152

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kissu edition

> Upcoming Mechanoid Jam itch.io/jam/op-mechanoid
> Next Demo Day 16 (4 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: >>188282346
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
>>
fuck anime
>>
first for nothing
>>
>>188372153
also 3 days to dd16 left
>>188372246
rude
>>
so i was waiting for anime thread but looks like it's not coming up eh? so this is new thread....
>>
>>188372153
>tfw going to get hit by Irma during Demo Day
>>
>>188373054
It didn't have to be anime, but I'm getting tired of that style of OP Pic. I want to at the very least have some of the in others being rotated in & out
>>
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>That one idiot who uses OOP in game programming
>>
>>188373329
Here's a (You) just because I feel bad for you.
>>
>>188373329
>That one idiot who uses OOP anywhere

b-b-b-but anon, it's so simple! All you have to do is create an AbstractGameFactoryBean then create a concrete GameFactoryBean Then use the GameFactory to generate a Game object!
>>
>>188372559
Only if you're inflicted with a Twitch Streamer in your game
>>
>>188373329
aren't most popular engines oop?
>>
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Holy shit i'm a dumbass, metals were real dark because all the maps you need to set to linear color manually, jesus christ.
>>
>>188373598
Unity and UE4 are more ECS, which is far superior for gayming
>>
>tfw i want to make a 3d cel shaded model but sketchup shuts down my pc whenever i try to start it even if more complex programs run without problems
>>
>>188373648
>Shadman.jpg
>>
>>188373712
but the c in ecs is oop
>>
>>188373568
>but muh children tho
That's actually a big concern. While not quite the CS:GO scandal, I can believe this is a shitshow waiting to crash
>>
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>>188372328
>I can but optimization takes a day for each level so i rather do that when I'm done with each level so I can sell the game on early access first to my kickstarter backers.
>so I can sell the game on early access first to my kickstarter backers.
>to my kickstarter backers.
Are you sure about that?
>>
I'm slightly confused about delta time.

My game is 60fps top down action shooter. I want to implement delta time so it runs smoothly for everyone, but also so that I can implement slow motion / bullet time.

I understand how to use delta time, something like this:

var seconds_passed = delta_time/1000000;
var move_speed_this_frame = move_speed*seconds_passed;
x += move_speed_this_frame;

But I don't understand for what all should I use it?

Movement sure. Enemies, player, bullets moving. But what about other stuff? Do I need to multiple it with delta time? Timers? Alarms? Counters? For loops? State machine timers? Any kind of statement that is calculating numbers every step? Doesn't that too need to be adjusted when lag spikes occur or not? I'm clearly not understanding it exactly. Seems a bit annoying to multiple practically everything with delta time. Can anyone please help me understand what all should I apply delta time to?
>>
>>188374449
Same question as this guy here. I'm migrating to delta-time shite.
>>
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Realized this spot can be used for blogposting, so: the plan is to use dd16 as a base for a kickstarter demo, and ask for ~5k and dev through the winter

----[ Recap ]----
Game: HACK the FBI
Dev: vestigial
Tools: Unity
Web: @vestigialdev
Progress:
+ Tryn'a demoday
+ Added "guest account" vulnerability
+ 802 wishlists
- Obsessing over small/unimportant things
- Scenario development constantly exposes broken things
>>
>>188374449
use it when something must use real time instead of number of updates: movement, rotation, animation, timers-counters-alarms when needed.
i don't use alarms but i think there's no nice way to use built-in alarms when you need them for real-time things since gamemaker updates them itself and so you'll have to first revert changes made by gmand then subtract time elapsed from alarm (i bet it's something like alarm[x] += (1 - seconds_passed) in step event). you can just set up timers yourself in step event.
if you're using a shitty collision algorithm that allows things to go through walls be sure to clamp your delta_time because when game pauses like if you're dragging the game window, delta_time can get pretty big.
>>
>>188369252
The grass is confusing me. Are you completely invisible in grass? There's 0 feedback. Some suggestions:

>Fading the player to translucent when in grass
>Highlighting grass edges when entering
>Rustling the grass around with vertex displacement

>>188374449
>>188375446
what...
engine...
>>
>>188374449
for counters you just add delta unless you have a different speed for it, delta is just the time between frames, so at 30fps you would have twice delta as 60fps.
for the slow motion you multiply delta by another variable, call it time_dilatation, at normal it'll equal one (as if you're using only delta), but at 0.5 it will make delta half it should be, so anything affected by it will run at half speed (moving objects, counters...)
>>
>>188375664
>migrating to delta-time
>what engine
My own, dummy
>>
>>188374449
>var seconds_passed = delta_time/1000000;
what the fuck are you doing m8
>>
>>188375559
zero gameplay
>>
>>188375846
yeah but those wishlists tho
>>
>draw something at night
>think it looks good
>go to sleep
>look at it in the morning and it looks like shit
>flip canvas
>kill myself
>>
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You can now walljump from enemies. Who the fuck needs weapons anyway.
>>
>>188374449
>>188375446
You use it any time you need to know when a second has passed. Character movement uses it because the units of it's speed is pixels per second. If you have a timer that displays seconds then you should use it there too, though it would be better to use an actual timer (get the unix time at the start, each frame query the current time and subtract the start time)
for loops don't need it because your loops are measured in ticks, not seconds.
>>
>>188375830
ask gmdevs why they decided to make delta_time use microseconds
>>188374449
also just make room_speed really big and if something is too fucking fast you'll know that you have to use delta_time for it.
>>
>>188375846
Lack of progress posts or lack of game gameplay?
You're right either way
>>
>>188375974
loops aren't getting any ticks, they are measured in iterations and are always executed in one tick
>>
>>188376056
No m8, microseconds is what you want, delta_time is the amount in seconds that a frame took. If you add up delta_time for one second then it will sum up to 1.
Right now you are dividing an already tiny number by 1000000 for no reason.
>>
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>>188375781
Delta time is used in basically every commercial game engine. You're saying you wrote your own game engine without knowledge of any other game engines? Did the thought that ~maybe~ you shouldn't write an engine without first experiencing other engines to understand what an engine needs never occur to you when you started your project?
>>
>>188375964
you're asking for bugs mate, if multiple enemies are heading for the player they would fuck the collision and send him to a pit and also will break any movement abilities you have.
how about you disable collision on enemies (aka damage on touch) make proper attack frames, then let the player use a grappling hook on enemies (even if they're moving), this way you can have a platforming section with flying enemies where the player use them to access new areas and secret, like if you don't kill that one flying enemy it will fly into a place where you can use it to access a secret.
>>
>>188376428
No, it did not, you jaded cunt. I program for my own pleasure as a hobby, and as I program, I learn, like I just did right here. Don't bother responding.
>>
>>188376294
>>188376056
wow wait a second, delta_time in GM is not a float but actually an integer? Why the fuck do people still keep using this retarded fucking engine?
>>
>>188376294
you don't know what you're talking about
https://docs2.yoyogames.com/source/_build/3_scripting/4_gml_reference/maths/date%20and%20time/delta_time.html
https://docs.yoyogames.com/source/dadiospice/002_reference/date%20and%20time/delta_time.html
>>
>>188374449
I think you should assume that any game logic runs instantly, and you only want to use delta time when you want to apply the results of that logic over time. Lots of logic you want to apply instantly (eg damage values), but some logic should take longer (eg player movement. The game can do the logic for the player movement instantly, you just use delta time to apply the results of the logic over a period)
>>
>>188373598

Most popular engines use a combination of OOP and data-driven paradigms like ECS. Almost all of them try to keep traditional OOP staples to a minimum, as games share little in common with other types of applications where OOP is commonly used.


For example, Unity's ECS uses very little inheritance, but also combines systems and components into a hybrid E-C/S paradigm. Components control their internal state, and also implement logic that manipulates it. However, complex behavior is composed from many component-system MonoBehaviors, instead of complex inheritance hierarchies.

Unreal's ECS is very OOP inspired. Individual components must inherit from base classes (Actor, Pawn, etc.), but can also be extended with composition by adding sub-components.

Godot's ECS is a bit like Unity, combining component and system together, but also treats individual nodes in the scenegraph as component-systems. It doesn't have the same concept of "entity" as most ECS implementations (where an entity is a bag of components), because nodes can only have exactly one component-system at a time, and complex behavior is built by creating tree hierarchies of many component-systems.
>>
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>>188376538
Here's an original thought: Why not program a game before you program a game engine?
>>
>>188376587
I'm sorry for assuming GM was even slightly competently programmed.
>>
>>188376558
there are no ints in GM, all are floats and are called 'reals'
>>
>>188376538
i'm going to have to agree with the frogposter, you are retarded
>>
>>188376718
i told you ask gmdevs why they decided to
>>
>>188375846
https://www.youtube.com/watch?v=17jw14EvnCQ
>>
>>188375664
Well, the sign does say "Tall grass is safe" and you are basically forced to go through it in front of a wolf.
You are pretty much invisible, unless the wolf gets really really close.
>>
What I always wonder about ECS is how they create a specific kind of Entity. Do they create a subclass of Entity where the only code in it is a constructor that adds the necessary components to itself? Do they just have a create function in global scope? Do they use some kind of Factory object? I can see why ECS is useful when you're throwing something together using Unity's gui, but I think you lose a lot of compile time safety.
>>
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Whirlwind ability, better HUD, better colors, crab enemies are DONE and going to work on the fireball spell next.

I'm having a weird problem with hitboxes though, not sure why either. The regular attack hitbox is perfect but Whirlwind's is pretty odd and buggy.
>>
>>188376923
>early access
m8 why
>>
>>188376487
this

do something like letting them bounce off certain enemies
>>
>>188376487
Actually, the shown enemy is the only enemy in the game with attack frames (the charging attack) instead of always damaging. I don't get your point though. I design the game so player can completely break it if he is able to. Having movement, attack and way to sequence break in one is just perfect.
That example of puzzle is kinda obvious, I just want it integrated into system instead of level design. Moment like "I don't know what the fuck I just did, but it was awesome" (and I have a lot of those even as the developer) is what I'm aiming for.
>>
>>188376974
>Do they just have a create function in global scope?
Usually this.

I prefer to do it less dynamically and have a different type (struct) for every combination of components into an entity. It allows me to be more flexible, too, like an entity could have a list of a particular type of component or an option type for an optional component. The systems are their own functions and only take components. Then it's just a matter of getting the components from the entity to call the systems on.
>>
>>188377393
>sell an unfinished, buggy game
>become a wagie and keep working on it
I choose neither
>>
>>188378113
do you really think you'll make enough?
>>
>>188378113
You become a wagie for a year or two WHILE working on it and then give your two weeks and live on the wagebux lad.
>>
>>188378193
>do you really think you'll make enough?
30k would be enough, but even 5k might be unrealistic. But having a shipped game would be enough to get on someone elses dev team. OR, the game is set up so its easy to add content, so maybe one of these a year would be a living. I hope Steam opens up paid mods to anyone so I can get a cut of User Generated Content people sell :^)

>>188378278
I tried to work and dev, its too hard.
>>
>>188376664
>>188375974
>>188375703
>>188375658
Thanks everyone.

Still not entirely sure, but to me that sounds like almost anything that counts things over time.

So stuff like AI chase_timer, AI rest_time, finite state machine timers, reload timer, spell cooldowns, projectile movement and air time, anything that counts over time, etc?
>>
>>188378748
>I hope Steam opens up paid mods to anyone so I can get a cut of User Generated Content people sell :^)
is this a false-flag or something?
>>
>>188378778
If you make one thing delta-timed then you will have to make everything delta-timed unless you like things running at different speeds depending on the framerate.
>>
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>>188378748
>hope Steam opens up paid mods to anyone so I can get a cut of User Generated Content people sell :^)
...Insane poster....?
>>
>>188377015
It might be worth using CCD or dropping hurtboxes for raycasts
>>
>>188378984
>lock game to 60 fps
>since game is pixel platformer with female protagonist it doesnt slow down too much
>nobody notices that half the things are delta-timed while others are not
>>
>>188378984
Which to me sounds a bit tedious, to have to multiple practically every single value that counts over time. But I guess if I want slow motion that's the only way to go.
>>
>>188379004
>>188378860
>not wanting to make easy money
>>
>>188373450
That sounds more like data-oriented than object-oriented.
>>
>>188379242
If it's locked then why are you even using delta time? Half-assing shit is literally worse than not using delta time at all since your game will completely break if it runs at a different framerate instead of just running slower.
>>
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>>188378860
>>188379004
>>
>>188379372
i fix it with one line
>delta_time = clamp(delta_time, 1, 1);
>>
>>188379301
Not at all.
>>
>>188378778
Going off what I said here
>>188376664
Timers are already logic applied over a time frame, so delta is unnecessary.
>>
reminder that your 60 fps game in a 144hz monitor looks as bad as a 30 fps game in a 60hz monitor
>>
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>>188376974
You are getting things backwards. The entity is your traditional OOP class. An entity might be a PlayerCharacter, NPC, Landscape, PhysicsActor. They are children of engine's base class: I.E. actor->character->playerCharacter in Unreal or GameObject->playerCharacter in Unity.

Components are "code blocks" that can be added any class. For example, you make a HealthComponent with internal variables currentHealth and maxHealth. Then create:
>A function to deal damage or heal.
>A function to drain x health over y seconds
>A function to set the health regen rate
>A function to increase the max health (level up)
>A healthChanged event that fires when currentHealth changes
>A maxHealthChanged event that fires when maxHealth changes
>A onDeath event that fires currentHealth = 0

So you add this component easily to any entity, and use the events to drive changes to the entity. For example, a playerCharacter that receives healthChanged should update its healthbar. onDeath should transition into ragdoll. You could also add the health component to a wall and set onDeath to trigger a mesh explosion.

It also makes object communication easier. If you have a bullet class and you need to write an "onCollide(collidingActor)" function, you just call collidingActor.getHealthComponent.DealDamage(amount);
>>
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>use ue4 4.17.1
>there's always a 5% chance the next click will crash the editor
>there's always a seemingly rather high chance that whatever you delete from the content browser will keep reappearing no matter how many times you save and reload the project, requiring manual intervention on the filesystem
>corrupted projects sometimes
>crash reporter itself even crashes occasionally
How does anyone get anything done with this professional quality engine?
>>
>>188379957
Any non-brainlet strips the shit out and only uses the good.
>>
>>188379957
The only issue I'm running into is running out of video memory and the engine suddently exiting without any warning. But that's because I'm on a laptop that soon won't take long before it dies on me, not because of the engine.
I must be the luckiest UE4 user.
>>
>>188379957
Upgrade your computer poorfag.
>>
>>188379301
Nah, that's enterprise Java OO. Here's a real world example:
https://docs.spring.io/spring/docs/2.5.x/javadoc-api/org/springframework/aop/framework/AbstractSingletonProxyFactoryBean.html

>AbstractSingletonProxyFactoryBean
>>
>>188379775
I know all this, but where are the entities constructed? Which bit of the code calls myEntity.AddComponent(myComponent)?
>>
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Here are the WIP game menus. The demonic blood tentacles are harmless, but only if you whisper sweet nothings to it.

The "under the hood" functionality is done, stuff like stat upgrades and inventory, now I just need to connect the game manager code to the world events so you can pick up items and things like that. A lot of the tabs need more work and polish, especially the Lore tab. I want to expand on it, yet I don't want to bore the player with too much. I'm thinking of splitting the Lore window into sub-categories like: Locations, Creatures, Legends and NPCs.

Do you guys enjoy "encyclopedia/bestiary" sub-menus in games?
>>
>>188379957
I'm on UE4 4.16. No problems here.
>>
>>188380330
It doesn't work that way. The components would either be passed into or themselves constructed by the entity's constructor.
>>
>>188380189
>Convenient proxy factory bean superclass for proxy factory beans that create only singletons.
>Convenient

I think it should be a rule that if you have to describe your code as "convenient" in a comment in case people don't notice by actually using it then you should probably rewrite it.
>>
>>188380403
So if I have a PlayerCharacter entity, how does it add the components that it needs? Does it derive from Entity then have a constructor that constructs all the components that it needs or does it have a factory that does it? I know C# has no global scope functions. Can you give me an example of how you compose an entity in code?
>>
>>188380330
In Unreal and unreal, you click "addComponent" on the add component button. You can also do it programatically in the construction script.
>>
>>188380092
What are you on about? This is crashing sometimes doing the simplest little thing. My last crash was when I deleted a variable from a blueprint which was still referenced in the event graph. That's not the correct behaviour.

>>188380386
4.16 was the same.
>>
>>188380330
Don't expect enginebabbys to know any of this. They just click the add component button in their gui and think it happens by magic.
>>
>>188380613
[code]
class Prop {
private Transform transform;
private Model model;

Prop(Transform transform, string asset) {
this.transform = transform;
this.model = Assets.LoadModel(asset);
}
}
[/code]
>>
>>188380805
Fuck, forgot there were no code tags outside of /g/.

Note that this is not how Unity does it. I dunno about UE4. But this is probably the best way.
>>
>>188380189
Java itself has a beautiful class called BeanContextServiceProviderBeanInfo in the java.beans package. Glad they took the time to add that functionality to the standard library.
>>
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>tfw can't stop fapping to mechs.
>>
>>188380678
in Unreal and Unity*
>>188380613
>So if I have a PlayerCharacter entity, how does it add the components that it needs?
What engine?

If you're writing your own engine, you must have a Base class from which all game classes derive and a Component class. The Base class has a List of Components. The Base class loops through all Components on construction and calls their constructor scripts.The Base class loops through all Components on update and calls their update scripts.
>>
>>188381050
Must is a strong word, anon.
>>
>>188380330
an entity is just a container for components, it can literally be a table of components that just iterates over them to update them
>>
>>188381050
>yet another shit jam is made
>absolutely abhorrent posts like quote related appearing all the time
>but now for 3 months!!
>>
>>188379957
I have that version running most of the day without a single problem.
>>
>>188381050
are you even planning on making a game or are you just going to do these unrelated posts for the entire duration of the jam
posts like this are why people hate on jams nowadays
>>
>>188381685
Then there must be no problem.
>>
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My Thinkpad X200 has at least 5x better specs than my GameCube in every conceivable metric. Does that mean I could make a game that's 5x as performant as a GameCube game that will run on my X200?
>>
>>188380371
extremely spooky for an inventory.
>>
>>188379674
So anything that times when things should happen, like cooldowns, buff durations and enemy attacks are fine like they are?

fireball cd = 120
cd timer -1 every step

fps 60
2 sec = -120 to timer
so timer=0

fps 30
2 sec = -60 to timer
so timer=60

So wait...isn't the point that no matter the fps, same things happen in the same time? I'm confused again. Fuck me I feel like an idiot.
>>
>>188379957
the engine was like that since the beginning anon,if you cant deal with just change the engine or complain on their forum(not like is gonna change anything kek)
>>
>>188381287
>>188381602
>>188381775
Wow. Guys, sorry. I was just looking up designs. Of course I'm planning on submitting a game.

Sorry I bothered you. Let's discuss mecha design. Which kind of mechs do you like the most? I feel like I have a weird taste, as I like them to look pretty crude. Remember the APUs from the Matrix? Something like that, but with a closed cabin.
>>
>>188382072
just multiply everything by delta time and think in seconds instead of frames, completely forget frames exist
>>
>>188382072
he's probably just talking about what he calls 'timers'. if you need real time in gamemaker, you do it yourself everywhere.
>>
>>188379674
"Timers" in GM are frame-based.
Yeah it's that shit.
>>
>>188382072
Shit I thought you were doing a Godot-like timer thing (which are already tied to seconds)

If your timers are like that, then they are tied to your framerate, so you would definitely have to use delta time. That feels like a shitty way to do things compared to timers that just cause interrupts but oh well. Sorry for the confusion.
>>
>>188376538
>Don't bother responding.
doen't eber talk to me or muh gaem engine eber again!
>>
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effects
>>
>>188382262>>188382072
though you can actually do shit like
//once
fireballcdstart= get_timer()

//every frame
var time = get_timer();
if fireballcdstart + fireballcd <= time {
//fireball is off cd
}

then it's basically in real time
>>
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>>188382018
Thanks anon, then I guess I'm on the right track, I'm going full spooky with a pinch of cute monster girls
>>
>>188383023
oy vey
>>
>>188383023
i would've thought of jews before freezing if it wasn't for the filename
>>
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>>188383023
>>
Imported fbx mesh into UE4. Applied materials, all fine. But at some point (when I did "Build") the imported fbx got BLACKED. Very dark. What am I doing wrong?

I'm thinking I might have imported the camera and light from Blender as well and that fucked it up... but it was looking fine before? What is it?
>>
>>188375964
Pretty cool, nice work anon
>>
>>188383350
>>188383596
>>188383708
>hexagons are jewish now
>>
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>>188385059
stop pretending
>>
Still waiting for suggestions on a better crew combat system in FTL clone
>>
>>188385221
Ability to direct the crew to attack systems rather than crew (making them more vulnerable but obv doing damage to systems faster)
or to be defensive where they only take damage but don't give any, tanking so enemy crew are tied up while your DPS do more important things

just add in basic MMORPG classes
>>
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Traditional animation is hard.
>>
>>188385221
make player play rhythm game and launch crew attacks on each successful button press
>>
>Shitpost
>Get 3 replies immediately.
>Ask opinions about mech design
>0

Mmmmh...?
>>
>>188382714
I'm using GML and am a beginner, so I'm not sure if there is better way of doing timers. But thank you for your help.

>>188383089
That is interesting.
So I would still need to convert get_timer to seconds, and fireballcd would be in seconds, as in fireballcd=4 would mean a 4 second cooldown, correct?

While with normal delta time way, I would do fireballcd = 2, and then I would do timer as fireballcd -= 1 * delta_time, right?

This will be hard to get used to, since all this time I've been using steps, so fireballcd would = 120 for 2 seconds. I could do cd = 120 and timer -= 60 * delta_time, but I guess that is silly.

Would you advise such a method over normal timer? Guess it doesn't matter with delta_time anyway.
>>
>>188385765
that's because no-one is actually interested in the jam, just like many others (likely including you) are only interested in posting about how wonderful mech anime/art is
>>
>>188385471
i meant the positioning, normally you only have one unit per cell but in combat you can have 2 units melee combating each other, should i double the room size and keep the one unit per cell rule? that means that boarding units can't access a room that is already full
>>
>>188385765
Wheres your post?
>>
>>188385603
do it danganronpa style, a mixe of comic and cutout animation
>>
>>188385979
You'll have to show me your portfolio first.
>>
>>188381237
>>188381287
>>
>>188381050
>>188382226
These.
>>188385979

>>188385920
So I should shut up until the end of November and only then casually mention I kinda like mechs?
>>
>>188386146
No. I don't like cutout animation.
>>
>>188386271
>So I should shut up until the end of November and only then casually mention I kinda like mechs?
yes if you're going to just talk about fucking mecha design without a game going with it
>>
>>188385765
>shitpost vs shitpost about a topic which people are "having a jam about" despite no games being posted
stop deluding yourself
>>
>>188386385
>>188386478
Ok. See you in November.
>>
>>188386271
Oh I'm sorry, I thought you actually wanted to discuss mecha.
>>
>>188386585
good riddance
and don't even try to submit any game if by some weird twist of fate you have one and never post its progress
>>
>>188373648

is this a carmageddon remake?

please tell me this is a carmageddon remake.
>>
So I work on an adult game and I update pretty often, but I have these russian fags on sites like svs comics hosting old versions of the game on pay per download sites.

Thinking about putting an expiration into the game where it pulls the date and if its two months old it will just exit. I feel this is an extreme measure but I dont know what else to do.
>>
>>188386650
I still do. Can we do that or should we move to a private IRC channel to avoid triggering anyone?
>>
>>188386962
excellent idea, customers love timebombs
>>
>>188387072
Oh they would never know.
>>
>>188387165
customers love what is effectively always-online
>>
>>188386962
>DRM
>>
>>188386962
No, that's dumb. If you added that shit to something I paid for I would demand a refund.
Just put links in-game to your official pages for the game.
>>
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Holy shit guys. I just accidentally added continuous wall jump, an advanced trick/bug from super metroid. I knew that improving wall jump would be worth it, but I didn't expect to gain so much shit from a simple change.

>>188385039
Thanks!
>>
>>188386962
are you using unity? because anybody can edit that part and make it work regardless of anything you add
>>
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Making a 6 is hard.
>>
>>188387673
So whats the ETA on you finishing feature creep and actually making content?
>>
>>188387548
If you paid for it somewhere else you could demand a refund and get fucked for all I care.

>>188387739
I wouldn't announce that its the cause. I'd probably hide them in a fashion after 2 months if you talk to this person, it crashes. 3 months instead of the blowjob scene it crashes.

I would have released 2 new versions by then for patreons anyway.
>>
>>188386729
Bad day at work?
>>
>>188387673
this is cool, but doesn't it mean you need to design your levels in a way to allow it?
>>
>all these devs talking about their upcoming demos
will dd16 be the new dd9?
>>
>>188388371
Imagine I'm a customer who bought the game from you. I play your game every once in a while. Suddenly after a few months it starts crashing regularly.
>Hey anondev the game started crashing in these few spots
>haha thanks for the report! Don't worry those were """fixed""" in the most recent builds
>But it was working perfectly fine for months, Mr.anondev. I don't have the bandwidth to download the game again
>>
>>188388924
>tfw I will be getting a new PC in the next few days so I might record/stream playthroughs
>>
>>188388113
When I figure out combat I will plan out what needs to be cut and what stays. Then comes phase with optimizing parameters like speed and jump heights.
Actual content comes last, as any gameplay changes at that stage will explode.

>>188388518
It's more of a situational speedrunning gimmick. Normally I should be designing levels not to allow it, but in this game I want player to abuse it.
>>
>>188385059
>hexagon
>12 angles

memes aside, if you want to use the david star as a symbol for magic, make it so the animation starts with it and transform into a snowflake
>>
>>188389135
I made a few recordings, and sometimes the dev never even watched it
>>
>>188388974
"I'm sorry?"

Realistically the only reason they wouldn't be able to download a new version is if they weren't a patron anymore.
>>
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Basic background, put in crouch mode visible in video (just need to slow it down and prevent shooting/jumping while in it)
Arrow gun is for making platforms to jump on, going to have other weapons, they're being worked on now.
>>
>>188389341
Oh that's even better, I didn't think of that.
Players aren't allowed to stop giving you money. If they ever stop giving you money their game will just start crashing.
>>
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>>188388924
>tfw no demo and gonna miss the group fanart
>>
Why aren't you making your own language?
>>
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I've started working on implementing XML serialization in order to define stats, save game/level/character data, and instantiate prefabs at run time. It's going really well so far, but at some point I'm probably going to need to create a lot of objects. Anyone know of a good free XML editor that might help with that? I'd rather not copy/paste a bunch of spell effects and then edit them by hand for example. I did try articy:draft but found it to be too complex for what I'm doing.
>>
>>188389981
>XML
>>
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>>188389570
>post demo
>not in group pic anyway
Reminded to artfriends, there is nothing official about demoday, you can do a group pic if you want, in fact more often than not theres not one, contribute if you want to

same goes for general demoday content, for example dd16 has no banner or theme
>>
>>188389865
Because i need shekels to live worry-free and can't do that yet.
I'd love to though, we really need a proper systems functional language.
>>
>>188389570
Missing a group fanart because you didn't post a demo is less embarassing than missing a group fanart because you went unnoticed.
>>
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>>188390219
>we really need a proper systems functional language
That's what I'm doing.
>>
>>188390343
good lad, have anything to share?
>>
>>188389506
>>188389341

Theres a word for that. "Planned Obselence" companies like Apple literally design products to need to be replaced.
I haven't heard about it being used in game dev. Kike.
>>
>>188386962
This has to be the most retarded idea in the history of this general.
/agdg/ never fails to stop not amazing me
>>
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>>188390315
>>
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>>188391597
You're my favorite dagger.
>>
>>188386962
>all the downsides of always-online
>yet still trivial to crack
genious
>>
>>188391754
this color scheme is really good
>>
>>188391754
i will never understand this game... it looks cute but it's just move away until you can move in to advance
>>
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>spend several hours trying to fix an AI enemy in Unreal Engine
>after going through everything in detail finally notice that I forgot to connect the AI controller to the pawn

I really shouldn't code when I'm tired.
>>
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>>188387673
Awesome. The movement looks great.
Meanwhile, I had to actively add the infinite backdashing. So far there hasn't been an instant where a bug has become a feature for me.
>>
>DD 16
>ive only missed one demoday since last time
>gonna miss this one too

hm
>>
>>188391754
well your game is best
>>
Do you devs know what coupling is, I look it up but I'm confused
>>
Are there any online card games with trading? Obviously it'd be bad form to have trading if you can get packs for free, because then people would just make mule accounts to farm those packs and devalue the economy. But what if you could only trade cards from packs you bought? That seems fair, and way less likely to be exploited. I can only imagine plebs yelling "P2W" as a negative
>>
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fugg, I'll miss DD
>>
>>188392348
One time I spent a full day trying to balance enemy stats. Some felt too strong, some felt too weak. Tried having less enemies, tried having more.
The next day I realized I wasn't actually setting the stats correctly, every single enemy had the same stats as the base enemy and didn't change at all throughout all my attempts at balancing.
>>
>>188392621
One system has a wire connected to another system in order to work.
De-coupling means everything is independent and there are no imaginary wires tangling up your code.
>>
how many (standing) people you can fit in 1 meter square?
>>
>>188392943
by system do you mean classes? Can you give an example?
>>
>>188392386
>I had to actively add the infinite backdashing.
how? you only need to not check if the player is already backdashing and it would do it infinitely whenever the button is pressed again
>>
>>188393067
3-10, depending on build and density.
>>
>>188393280
Except that in SotN for example, there is a period where you can't backdash again until Alucard is passed a few frames in his animation.
Also, I'm not a programmer, so I probably fucked up somewhere.
>>
>>188393067
Comfortably? 2-3. If you get to know people, 9 ish? I'm scared to ask why. You could probably squeeze up to 20 tho.
>>
>>188392386
Noice. I think I will add some way to run faster similar to this, because I catch myself being impatient with building up speed. I was thinking about rhytmical inputs while running inspired by arm pumping and strafe jump.
>>
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>>188390315
What about being in fanart but not posting a demo?
>>
>>188393187
classes are the most common issue, yes. But it can be anything really.

I guess the most basic example would be something like you have a class called Numbers that is just "int x,y".

And then you have another class called "Operations" which have your four basic + - / * functions for two ints.

Instead of any ints you have Operations directly take Numbers.x & Numbers.y.

Operations can't do its job unless Numbers exists, creating coupling.
>>
>>188392680
one idea I have, though its probably really flawed, but what if every account could only have one trading partner that they designate and can never change.

So when you create a new account, if you want to trade any cards you would select another player and that player would be the only player you can ever trade with during the entire lifetime of that account.

Of it doesn't really solve the mule account thing but it would slow it down
>>
>>188393684
by exist do you mean Numbers has to be instantiated or just exist as a class period?

So like if I created a class that just held a list of enums, which other scripts referenced, would that be coupling?
>>
>>188394664
>or just exist as a class period?
that, because Ops depends on a type of Numbers.x, not just an int.
> a class that just held a list of enums, which other scripts referenced, would that be coupling?
Thats essentially a glorified singleton, yes.
Split those enums and their respective scripts into their own things. Avoid globals.
>>
>>188390454
I have a good general idea of what I want, but nothing concrete yet. Polymorphism will be accomplished with traits like in Rust. Your standard function type is actually a trait to handle unboxed closures. There will be lambdas, obviously, but also the ability to implement other traits anonymously with closure (useful for pattern matching, which won't be a language feature). Dependent types make an appearance, but there's no dependent type checking, it's just for dynamically sized data types. The language will be unsafe - types are really just for memory layout and to support polymorphism.
>>
Has anyone posted progress for the robojam?
>>
>>188395062
>Polymorphism will be accomplished with traits like in Rust.
>Dependent types make an appearance, but there's no dependent type checking,
Well i will not be using this language any time soon.
You don't even need traits when you have dependent types
>>
>>188389439
this is the next risk of rain?
>>
>>188394959
What if I have a global enum class for wall types; blocks players, blocks projectiles, blocks enemies, blocks all, block none, etc.

I create a class to allow players to build their own maps with a grid array that is of the wall types enum

Then in a different class the level generator builds an array grid out of the wall types enum type.

then in gameplay all the characters, players, projectiles and enemies check this grid array of wall types enums for collisions.

I guess I'm a little confused as to how I would not use globals for this instance where a lot of systems use this one enum.
>>
so how do you actually use animation blueprints or bare animations (not wrapped in montages) from c++? all i get when i google it is "it's better to do it in blueprints", but i find blueprints to be an obstacle
>>
>>188395516
The only thing dependent about the types is that you can have a field of a structure that is an untyped buffer of a certain size and alignment, both of which may be dependent on a value. The value doesn't have to be constant, but there's no way of proving that x = y to convert F(x) to F(y) in the language, for example. You have to reinterpret the bytes and risk unexpected behaviour if x != y.

In the future I would like to try to create a systems language that includes theorem proving that isn't ATS, but not now.
>>
>>188396092
>I guess I'm a little confused as to how I would not use globals for this instance
Its just common sense lad, where should X functionality be, or everything in my game should be able to solve its own problems. And attributes are your friend in this case. Your walls have their own attributes with Can_block_THING.
Your projectiles have Can_pierce_THING.
And so on.
>>
>>188396346
I don't know, because that'd be a silly thing to do.
>>
>>188395673
The next Risk Of Rain is probably Risk Of Rain 2
>>
>>188395516
>>188396397
Also, you don't need traits at all, nor do I see how dependent types can be used to implement traits more so than non-dependent types.
>>
>>188395673
haha I see you are a vetaran of agdg memes.
Risk of rain 2 is 3d btw, look at hopoos blog.
>>
>>188396397
Why the emphasis on non-safety?
Youre essentially just creating a more fancy C.
>>
>>188396585
What's dd and dd
>>
>>188396346
stop being retarded
>>
>tfw have the skills and talent to develop any kind of game, but too autistic to come up with an idea that isn't a blatant copy of something that already exists
I'm going to be a poor wageslave for the rest of my life, aren't I?
>>
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>>188396759
>veteran
I'm not. To be veteran here u need to post progress.
>>
>>188396558
explain why
>>
>>188396776
>Why the emphasis on non-safety?
Because it's a hard problem to integrate theorem proving with programming and have it nice to use. ATS is a prime example of how disgusting it ends up being with our current techniques.

>Youre essentially just creating a more fancy C.
Exactly. And less fancy in some cases. But having modules, generics, traits, etc. instead of relying on the preprocessor is a massive and non-intrusive step up over C (its macros will also be much better). I'm also removing restrict and volatile in favour of simply making the programmer use temporaries to cut down on memory accesses.
>>
>>188396535
but in this case Walls and Projectile still have to talk to each other and compare Can_block_THING with Can_pierce_THING correct? Is that not coupling?
>>
>>188397271
so at least 4 years lurking agdg and no progress.
Why? the banter?
>>
Is everyone missing this demoday?
I ran into some issues with my code so I might miss it too
>>
>>188397292
Because then you're in the animation editor with all of its functionality and can see all the changes much faster.
I don't know if there is a C++ equivalent of the special animation flows which go into the animation/blend nodes but I'd guess they're not as smooth/non existent.
You can still add some C++ nodes if you want in the logic half of the blueprint itself
>>
>>188397469
Interaction isnt coupling, so no.
Your walls can still function and do their jobs if there are no projectiles or people. Coupling would be creating a collision manager to manage these.
>>
>>188397851
i only want to use the animation blueprint from c++, not replicate its behavior
>>
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>>188397503
Some of u inspires me
>>
>tfw i was staring at the solution the whole time
i'm back, i need to undo all that hacky shit i made, but i'm back baby
>>
>>188397234
>Waaah I'm so smart just lazy waaaaah
Quit being a faggot and make a game already. Everyone makes clones at first, you're not fucking special.
>>188396935
Demo day
>>
>>188398016
Use it how?
>>
>>188398153
I'm not lazy, it's exactly the opposite. I enjoy doing all the hard work that goes into making something, but I have literally no capacity for imagination, so I'm only capable of recreating things that have been already done.
>>
>>188398242
set its parameters and let it take over the animation of the skeleton
>>
>>188398310
>recreating things that have been already done
So do that
games arent copyrightable
>>
>>188398502
What's the point? No one is going to buy a game that's like something they've already played and isn't original in any way.
>>
>>188398630
Ubisoft are still in business
>>
hahaha i fixed all memory leaks you suckers
>>
>>188398630
>No one is going to buy a game that's like something they've already played and isn't original in any way.
r u kidding me
look at any AAA shooter or "action adventure" game
or sports game, racing game, even most space 4x games are basically the same
>>
>>188398684
AAA games can get away with it due to huge marketing budgets. When it's an indie game, the only way it's ever going to succeed is if it's something original.
>>
>>188398630
>Cities: Skylines
>Stardew Valley

Just find a niche genre with a salty fanbase that hasn't had a good game in a few years
>>
>>188258271
>Vulkan
Because Vulkan does not work on my machine. CPU Vulkan implementation when?
>>
>>188398803
>even most space 4x games are basically the same
nani
>>
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>>188372153
>Spend a week working on something
>Few days later think it looks like shit and scrap it
>>
>>188372153
I wonder how this will turn out
https://sandbox.facepunch.com/

>We're hoping that what we're making is engine agnostic. Our goal was to build this on top of Source 2, but that seems unlikely now - as it's doubtful that would have any actual benefit over what we're currently doing.
>>
>>188398892
this, 'xtreme' sports are a prime place to look.

Skateboarding, BMX, arcade snowboarding, jet skis, all dead genres that people enjoyed.
>>
>>188398892
Except both of those are a huge improvement over what they were copying with tons of new mechanics and things to do. That takes a lot of creative thinking, which I don't have.
>>
How many attacks should a boss usually have?
>>
>>188398986
That's still a good thing. You are improving and realizing mistakes. That's a fuckton better than being self-content.
>>
>>188399264
How many breads have you eaten in your life?
>>
>>188399264
minimum of 2, probably 3 or 4 is enough
>>
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>>188398986
>>
>>188398937
Stellaris and Galactic Civilizations aren't unique or innovative
>>
>>188399897
>stellaris isnt unique
ye m8 fuck off, give me some other games like it then.
>>
>>188398986
>practice for a week
good for you
>>
>>188400012
Galactic civilzations
>>
Hello I have a question about Unity's design paradigm. While coding things that make up my game, my instinct tells me to create classes for them and have their gameobject counterpart as a variable but everything I saw does the opposite. People create empty game objects, attach scripts then create and instance using prefabs. Is there a right way to do this in Unity. Is my OOP approach gonna be a problem developing for Unity? I

I understand the concept of ECS. My main problem is not ECS vs OOP. It's wheter to
1) use prefabs and use the finicky gui to create all the different bit's and bops the game needs
2)Use prefabs and instance them in code
3)Just instance everything at code and use gameobjects as variables.
>>
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I made a cool login screen today and added loads of tools to the world editor for an mmo I'm making.
>>
>>188400228
Is there as much micro managing and custom race empires? seems more combat focused.
>>
>An entire year of hardly any progress due to other people

Fuck it i'm kickstarting
>>
Anyone have experience with adding steam workshop support to a game? Are there any things in particular to watch out for?
>>
>>188401282
I imagine it can vary based on engine and exactly what you're uploading, but I did it in UE4 and it's pretty straight forward once you figure out the whole send/receive thing.
>>
>>188400813
>due to other people

story?
>>
>>188401883
Good to hear
All I'll be doing is sending user-made levels which will be xml or some other kind of text file. I figured it would be simple but I thought it better to ask early in case there's some retarded gotcha
>>
>>188397821
I am but that is because the game is nowhere near what I want to present again to the public. Aiming for DD17 or bust!
>>
>>188402254
There are quite a few deprecated functions which lead to other deprecated functions, just make sure you start from the right ones.
>>
>>188397821
i will probably miss the next one too
>>
>>188397852
so if I put the wall type enum inside the wall class, then that would be okay?
>>
>>188400484
Good on you for not getting mixed up in that stupid debate.

I found it's really a mix. For instance take enemies and loot in a beat'em up. The static enemies you'd encounter every time and static loot would be set in the level editor with (1), random enemies/loot would use (2), and (3) for respawns (or more random enemies/loot). Ultimately you can do it however you want, I've seen crazy people do everything with (3) and a fair share of games using mostly (1).

>>188398630
Quit it with the excuses chump. Make at least 1 "exact clone" game and come back before you waste more of our time with your /nodev/ nonsense. If you really are convinced you're some sort of uncreative coding savant, make a minecraft clone that isn't buttshit spaghetti code in java or has better API in C#. I guarantee you'll get paid for that shit
>>
>>188403030
of course, then your wall class now has a .type material to extend functionality with. As for collisions, you shouldnt handle anything unless it happens.
A wall blocking something.
A projectile exploding/breaking/whatever because it cant pierce said type of wall.
>>
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Does anyone know how to apply changes to a Unity prefab through script (C#)? I have a soldier unit prefab but I want them to be customizable. I'm trying to find a way to update the prefab as I'm customizing.
>>
did old Xcom games allow diagonal movement or just used the old school grid?
>>
>>188397234
originality is a meme, everything is imitation
t. Aristotle
>>
>>188403254
so would level generation be handled in my wall class or would it be in a different class that would then need to access the enum from wall class, the same also goes for player level editor?
>>
>>188403315
you would have to build an editor script
>>
>>188397234
>tfw to intelligent to figure out that i should copy multiple ideas at once to make it look original
>>
>>188404396
Would that work in an actual build or only in the editor?
>>
>>188404106
Well your levels wouldnt just be walls, so in this case I would make generation its own thing with everything an optional parameter so you can pick an choose what to feed in to it. And there would be no need to have to make arbitrary "dummy" objects for certain things such as blank levels or something.
>>
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pls rate.
>>
>>188404396
Never mind I realized I could just make an instance and just copy it when I need to
>>
>>188404859
It doesn't even look anything like the sketch / 10
>>
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Will modding RimWorld teach me how to write C#?
>>
>>188404859
you know how some 3d models bend in on themselves and become flat at the elbows/knees when animated?
your model is going to do that.
>>
>>188398468
Unreal's skeletal animation system is basically a state machine. It's 10x easier to write state machine logic visually than programatically. You can use c++ to drive variable changes that the state machine reads off of, but ultimately all of the heavy lifting is going to be done in the state machine.
>>
>>188405178
planing on using the 3D model as reference to do HD pixel art.
>>
>>188405319
that's what i mean; i still can't see any way to let the state machine take over without doing it in a blueprint
>>
>>188404564
all editor scripts dont get compiled so no it wont work in build
>>
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Haven't posted progress in a bit. Partly because I haven't had anything interesting to post, and partly because I'm on vacation. Unfortunately I'm on vacation in Puerto Rico, which is gonna get hit by hurricane Irma tomorrow, so I'm posting progress since there's not necessarily a zero percent chance I'll be killed by Irma. I've been hashing out my inventory system, and while it's not finished yet, I've been getting stuff working. I can move tools into the tetris grid, and try to fit them in. If the item is a one by one square, the X button auto transfers them onto the grid. None of the TOOLS are going to be anything other than one by one squares, so this is just showing how it shall work. I'm not quite used to data manipulation like this, so it's been both fun and frustrating getting to this point. Only test tool 0 and 1 do anything at the moment, which just shows the message.
>>
>>188405736
We'll remember your heroic devving before death, anon.
>>
>>188397234
It's these dumb people who think artists work without any kind of reference material.
>>
>want to write code
>don't want to make art
Life is hell.
>>
>>188406086
use code to make art
problem solved
>>
>>188405736
Yeah, it's a bad idea to vacation in hurricane valley during hurricane season. I'm in Florida, praying it turns at least a little bit and we don't get a full hit. Good luck anon. I'll always remember your game.
>>
>>188406147
I literally lol
>>
>>188405736
>Unfortunately I'm on vacation in Puerto Rico
Fucking RIP in peace anon
>>
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she looks more anime and less cartoon than i intended, but i think it's a solid base that i could easily make changes on to fit what i want better.
its much better than the ayylmao face i had before
>>
>>188406348
she has no chin,her face is too far down/head too big and her ears are too big. Also it may be the angle but she looks like she has an underbite as well.
>>
>>188404739
so level generator would implement walls, doors, decorations, etc, but not need them to exist to do its job, otherwise level generator would have tight coupling? Just making sure I understand this properly
>>
Due to cosmic ray interference there is a chance your game will code itself with no required human action.
>>
>>188399261
then make a game that consists of all the genres outhere.
>>
>>188407575
this is the kind of thinking a dev has when first starting their random procedural level generation.
>>
>>188407415
Pretty much. If nothing is mandatory then theres no coupling.
But honestly, don't feel like its absolutely necessary to go out of your way to avoid it. Because sometimes coupling just happens naturally in an OOP game. It's just up to you to design it so it can easily be refactored and managed, as well as not causing problems to anything else.

tldr: Use your best judgment and dont be a baka
>>
>>188400687
yes.
Stellaris is more narrative driven and has some grand strategy elements. GalCiv is much more combat/diplomacy focused.
>>
>>188407757
On that note, I've had a total bitch of a time finding good algorithms for that.

They tend to look like ass unless you hand code the sections first, which seems like the best middle ground to me.
>>
>>188407824
Right, but I am already seeing how this sort of thinking will help some problems I am currently having. You have bee a great help, thank you.
>>
>>188405156
No, but it might help you practice it.
>>
Who /construct 2/ here?
>>
>>188408061
No problem lad.
If you want to go even farther with it, look into functional programming and start getting in the habit of only using pure functions and return new variables instead of mutating any.
But that also depends on what language youre using.
>>
>>188407894
procedural level generation is only good when level design doesn't matter.

In minecraft you essential just play with legos, so the level can be whatever its just a big sand box.
>>
>>188405413
I don't think you quite understand.

First there's the skeletal component. You don't override or inherit this class. There two important variables - a skeletal mesh and a state machine.
The state machine (anim graph) is what the skeletal component reads off of to decide what transformations to do. The state machine doesn't "take over" the skeleton, it's simply providing a current state.
Then there's the variables that the state machine reads off of to determine when to transition. You can drive these variables through c++, but there is usually only a few that you need so most do it through blueprints.


If you are asking me if you ~can~ programatically create a state machine in Unreal - I don't know. But if you asked me if you would ever ~want~ to programatically create a state machine - I could definitely give you an answer: fuck no
>>
>>188407575
We could apply the basic logic of a quantum bogo sort to game development. We decide on a file size of 'n' bits for our game, divide each permutation of the game among 2^n universes, and destroy each universe where the game doesn't meet our incredibly high standards. The only universes that still exist are the ones where we made amazing games.

We'd only need to destroy 2^2048 universes to have a stable version of Pong.
>>
>>188408742
if I can destroy universes, I could probably just get a gf and wouldn't need to make a game
>>
>>188409213
>he's making a game to get a gf
even worse than making a game to start making a living from making games
>>
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HOW IN THE FUCK did I break the whole game in like 3 days? Also you can parry projectiles and melee attacks with wall jump now.
Sorry for the webm spam, I'm off to sleep.
>>
>>188408704
so basically the only way to associate a state machine with a skeleton is to do it by dropdown in the details panel of a skeletal mesh component that is already present in the component tree in-editor? well this isn't flexible
>>
How important is it to have your character's movement tied to a FSM?
>>
>>188409452
> the only way to associate a state machine with a skeleton is to do it by dropdown in the details panel of a skeletal mesh component
No. there's https://docs.unrealengine.com/latest/INT/BlueprintAPI/Components/SkeletalMesh/SetAnimInstanceClass/index.html in blueprints and C++. Read the docs.
>>
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this is retro right
this is what the kids are into
>>
>>188409213
>not genociding countless parallel universes to make the greatest AI waifu

>>188409575
Helps a lot if you want to add more states or alter existing ones. Otherwise your variables and edge cases might spiral out of control.
>>
>>188409694
no
yes
>>
>>188409575
Depends on how complicated the movement is. But even a movement blendspace <> jumping animation <> idle animation which is in many games can benefit from a state machine.
>>
>>188409694
what the fuck is that
>>
>>188409694
no
kids might mistake this for a meme and find it funny so it has marketability in that regard
>>
>>188409282
I am doing both of those actually
>>
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>>188410026
my newest invention
highlow poly
it looks low poly for the nostalgia crowd
while also boosting a high poly count so that people who obsess over grafix can whore out
it is genuis
>>188410207
imma be a millionaire ill make sure to put you all in my will
>>
>>188410395
try making it colorful
>>
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>>188410992
>>
>>188373648

Nice Delorean
>>
>>188410395
>200k tris
>>
>>188391754
https://www.youtube.com/watch?v=CczmMDvQDa0
>>
>>188389439

nice aesthetic. reminds me of space quest 3
>>
Will your game have merchandise?
https://youtu.be/vfIm75DGlEU
>>
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I need some serious feedback because this roadblock isn't budging the slightest, FTL crew combat almost broke me, it's shitty and boring but it worked for the most part, yet here i am trying to do something totally different, now it's either:
A - Forget about crew fighting and boarding, but you still manage your crew as usual (repair and whatnot)
B - Double the size of the room, so instead of 4 units per room it can hold 16, the combat will be totally different, an enemy unit can never traverse occupied tiles (unless one of the same team is occupying it) a boarding squad would need to clear units holding the door of a room before actually entering it, you would click individual cells to send a unit to it instead of the whole room, it adds strategy and placements, you can set up an ambush at the corner of the room and wait for enemies to enter and get the first hit, systems will take tiles, you can add more stuff to the interior of the ship (since it would feel empty and shit having few units on a fucking 4x4 room), you can have far more units (32 average) and they can have a deeper role system instead of just fight, repair and mane a system.
Obviously the first choice is the easiest, the second choice add too much gameplay it would change the game entirely, i had no performance issues (surprisingly) and ships can range from small ones to decent size with different room sizes with >100 units total.
I'm still looking for a better combat system, i'm leaning towards a combat like roguelike (units have line of sight and can shoot diagonally), but i feel it'll be overkill when the main focus should be space battles and door managing.
i fucked dd16 i'm sorry ;-;
>>
>>188413418
PVC figures would be nice
>>
>he doesn't use stitch fiddle when designing graphics
baka desu senpai
>>
>>188411198
post a turnaround gif for 10000 notes of tumblr
>>
>>188413857
unironically true
>>
>>188389981
i didn't read your post but that pic gave me a boner
>>
>>188399342
NANI?!
>>
>>188404859
flip normals anon
>>
>>188392723

again ? why ?
>>
>>188398630

This kind of reasoning is why most sequels are so disappointing. Developers always feel the need to come up with something original. Most fans just wanted more of the same.
>>
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>>188413472
>>
>>188407894
I'm going to do you a solid and let you know about generative grammars
read http://www.jorisdormans.nl/articles.php first
then https://www.gamasutra.com/blogs/author/LukeMcMillan/899671/ for more relative information.
And probably Dan Cook's stuff too since McMillan references him all the time, but I haven't had time to check it out yet
>>
>>188403315

why not just save the changes you make in a JSON and then apply the changes to the same prefab every time the user loads his game ?
You know, the way everybody does it
>>
>>188404859

why are you copying copyrighted material ?
>>
>>188413857
legit gonna do this
>>
>>188415816
popeye is in public domain in europe.
>>
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>since April the date on my save games has been wrong by one month and I only noticed today
I saw it every day
>>
>>188416189

still you won't be able to sell your game on steam
>>
>>188398892
Give me Animal Crossing plox.
>>
I need fonts. Any suggestions for a good free font site?
>>
my ui already takes almost 1 ms of update. will i be able to make game with 15 ms i have left??? my pc is pretty fast too so it will be worse on older systems
>>
Watch out, ideas guy coming through.

What about Arx Fatalis but with better graphics and sex.
>>
>>188417561
Dark Messiah?
>>
>>188417480
even old systems can use an extra thread or two, just use that
>>
>>188417561
>better graphics
You're doing really fucking well as an 1MA/2-3 man studio if you can match the graphical detail, quantity and ambition of Arx Fatalis.
>>
how do I get the motivation to start a project
I've started and stopped so many different ones I just don't feel like working on anything anymore
>>
>>188417903
Stop being a lil bitch.
>>
>>188416858
google free fonts there are tons
>>
>>188418028
then give me a game idea smartypants and I guarantee I'll do something related to it
>>
>>188418210
a game about mr smartypants
>>
>>188418210
Short logic puzzle game about repairing the damage that literal gremlins have caused to a cargo ship. At least one Con Air reference.
>>
I want to have Final Fantasy 6 style perspective and graphics but I'm terrible at pixel art and need to create massive cities with lots of detail.
Think old school FF but with hundreds of NPCs populating the cities with daily routines.
Any ideas on what I should do about art assets?
>>
>>188418617
git gud?
>>
>>188418617
>what should I do
you need more realistic expectations
>>
>>188418617
Hire artist
>>
>>188418617
but them in yooneetee store
>>
>>188418617
>make 3D render using low poly
>draw pixel art on top
???
>>
>>188418617
>hasn't made a game
>Think of idea
>Think old school FF but with hundreds of NPCs populating the cities with daily routines.
> hundreds of NPCs populating the cities with daily routines.

why do this to yourself?
>>
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>>188418210
YOUR IDEA: Cute violent blobs won't stop stomping on each other. You've been hired as the governor/president/whatever to find out why, and stop it.

Spoilers: They're inherently violent and have an instinctual in-group out-group segregation.
>>
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Hi, Im working on a side project and just dumped ZSNES's font. Enjoy.
>>
>>188420547
i love this and i love you
>>
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thanks to the magic of photoshop layers, the mc's injuries will appear on his paper doll and get stitches/heal over time
>>
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>>188420956
No problem.
>>
>>188421059
Is this a homo VN?
>>
Wow. That delta_time question anon asked really opened a can of worms for me. Holy fuck this is some confusing shit. Can anyone explain wtf current_time is? Time since "os" started my ass.
>>
>>188400553
>mixels
>>
>>188419064
pretty good idea
>>188419856
I'm autistic
>>
>>188421630
current_time is how many milliseconds have passed since you turned the pc on
99% of the time you will not need it
>>
you know how there's the grandma engine for platformers in Game Maker?
Is there one for trpgs???
>>
>>188421630
What engine?
>>
>>188422432
Thanks. Its strange though, im testing it now and it starts from zero every time I restart my game. I'm just going to avoid it. Doesn't do what it says at my end.
>>
>>188419892
hey, thanks for reposting one of my favorite doodles
>>
>>188422418
have you made a space invaders clone yet?
>>
>>188422729
Gm2. Correct me if im wrong but the worst I'll see using standard room speed would be slowdown right? If I use delta_time and a game runs at - say 5 fps objects will 'stutter' around the place. Is this right?
>>
>>188427128
if you tie game logic to framerate, the game will literally slow down if frames drop. if logic is separate to framerate, then if frames drop, you'll get no slowdown and just see less frames per second
this is critical and is game dev 101. absolutely never under no circumstances tie logic to framerate. then if someone say wants to record footage of your game and is using capture software that locks game fps, the game will be in slow motion.

if you're asking these questions to determine if it's worth the effort to learn how to use delta time, then stop right now and go read up on delta time and its application. any time that delta time is not used in a game it's a black mark on it.
>>
>>188427703
My game is turn-based
>>
>>188428084
thats nice anon
now go quit being lazy and learn how to use delta time
>>
>>188427128
I have not used Gamemaker much, but from what I've heard it is really bad at dealing with delta time, since it was specifically made to run at a fixed frame rate.

For engines that properly support this, yes. No matter what the visual FPS is the game will run at the same speed, just be smoother or choppier depending on the FPS. Also engines should have a fixed time step that runs at a specified time, say 60 FPS, no matter what the visual frame rate is. This allows physics and gameplay to be deterministic no matter what the visual frame rate.
>>
>>188427703
There is a slight caveat:

If you write your logic assuming a constant framerate, and only run update cycles when enough time has passed then that's okay. This is how most physics engines work, you build up time and consume it with one or more update cycles per frame.

But in most cases, people are lazy and tie them together without this "consuming delta time" trick, in which case you're still right.
>>
>>188427703
>>188428267
>>188428283
Thanks guys I really appreciate the replies. I'm down the rabbit hole as we speak. I think I'm going to build two identical test projects using both methods and overload them to observe the results. I'm finding it really difficult to conceptualise how things can not have slowdown if the frame rate drops. I guess I'm used to older console games and slowdown just comes with the territory.
>>
how many people use mac or linux here? do i really need to care about those systems?
>>
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Describe the most common enemy in your game.
>>
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Ready to make pixelshit.
>>
>>188428669
I use Linux

No tux no bux
>>
>>188428715
A 2d 32x32 red square with a black outline.
>>
>>188428715
Ah, the good ole "fee sliding on the floor when idling" style of animation.
>>
>>188428715
a chibi special-ops like character
>>
>>188428715
My game doesn't have enemies.
>>
>>188428819
mine is similar except its 16-bit.
>>
>>188428858
delet this now
>>
>>188428669
It's 2017, you're using an engine that can export to Windows, Mac, and Linux for free, aren't you?
>>
>>188428669
I use Linux pretty much exclusively, my desktop dual boots but I've only actually gone back to Windows 7 once in the past three months to play a few hours of MGSV.

Whether you're using an engine or rolling your own, multiplatform is piss-easy to do nowadays, you have no excuse not too.
>>
>>188372153
I still don't understand these op images. Complaining about something so trivial is kind of retarded though. However I still don't understand them.
>>
>>188429204
>Whether you're using an engine or rolling your own, multiplatform is piss-easy to do nowadays, you have no excuse not too.
this tbqh
>>
>>188413472
It sounds like you want to stray from FTL as little as possible. If that's the case just go with option A. Since your motivation is tied to the space battle aspect, either just gut the combat or leave it as is. You can just channel your energy into what you want your focus to be.

As a player, I would love the latter if done justice. But I'd rather have a well done former than a half-assed latter. FTL's combat is terrible, but it's been accepted. There's no point in taking on a huge overhaul if the overhaul is neither wanted nor really needed.
>>
anyone got any transgirl game ideas
>>
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>>188429295
Does this look like Abstract Genital Diarrhoea General to you?

I know, it's leaving itself open
>>
>>188430097
srs doctor simulator
>>
>>188428574
>I'm finding it really difficult to conceptualise how things can not have slowdown if the frame rate drops.
I had issues understanding Delta Time for a long time.

It's because Delta Time is a measure of time between the current frame and the last frame.
Assume your room is running at 60 ticks a second and you're not using delta_time. Your character moves to the left 20 pixels every 60 frames. Now let's say you use an external program to half the game's framerate. Since the game will be running at 30 frames a second instead of 60 but the game still has you move a fixed 6 pixels every frame, you'll instead move at 10 pixels every frame. Since saying 20 pixels every 60 frames != 20 pixels every second.

Now delta time comes in. In GM it's measured in milliseconds instead of seconds which is stupid, so make sure you make a global variable (eg global.Time) and make it delta_time/100000 (update this every single frame).
What you do is MULTIPLY any value that you want to be independent from the framerate by Delta Time. Let's say the time from the last frame to the current way 0.016 seconds (60fps). If you multiply your movement speed (20 pixels) by this, you'll get a very small but consistent number (0.32 pixels a frame in this case). Now if you half the framerate and measure the time between the last and current frame, it'll be something like 0.033 seconds, since the lag is making the game take longer to process the frames. Now your movement speed will be 0.66 pixels a frame instead of 0.32 pixels a frame. Since you're seeing half the frames, the values are adjusted to make up the difference since now logic is tied to real time instead of just the game's frames. Also since your numbers will be small, you'll need to compensate by multiplying them to be useful.

TL;DR Multiply numbers by delta time. Doing this causes values to be small when at a high framerate and larger when at a low framerate in order to stay consistent.
>>
>>188429295
Personally, I'm sick of seeing the same one over & over when we have several to chose from. It's just lazy
>>
>>188428715
corpses reanimated by magic water
>>
>>188429204
unless youre gamemaker studio 1.4 and charge for mac and linux exports separately and making them hundreds of dollars each (and you still cant export them easily like in literally any other engine)
>>
>>188430237
I think it's the same guy doing it.

At least he's not the prick who does the shitty shortened OPs.
>>
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pls rate.
>>
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>>188430121
>>
>>188430503
Ants/10
>>
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>>188428893
>32x32 red square
>except its 16-bit
>16-bit
>bit
>>
>>188430140
but the best trannies have dicks
>>
>>188430503
>>
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Have some more progress. Adding a sort of belt view of all the items. This is going to include the right hand and off hand weapons, but for now it's only implemented with tools. As you can see, the more there are on there, the more they over lap, but generally the numbers showing how many of each don't touch. I don't know if the max inventory size will be 10 by 10 in the end, but I think to start it's going to be 4 by 4 and can be upgraded from there. I also doubt players will go around carrying one of each possible tool, how ever many of those there are. It'll be a pain to scroll through them all while in the field, so I might add options for that, like a radial menu or something if the button is held for more than a blink.
>>188405881
>>188406253
Thank you. My only regret was not drinking more soda.
>>188406230
It's been the go to vacation spot. Got family down here to visit, and it made sense to go in the summer cause otherwise it clashes with classes. And it'd clash a lot since I'm here for a little over two weeks.
>>
>>188430219
A scholar and a gentleman sir. Thanks for taking the time to explain this. Screencapped for posterity.
>>
>>188430121
So I know who the blonde is & I think that's the Chef Snake at the top.
>>
>>188431020
i recognize wizmud, dino chef, clarent, that one waifu that i absolutely cannot remember her name, helleton, maid game, that one game where the anon posts the pic of his protag more than the gameplay, wizard game that was before fight knight, world of horror, [placeholder title], god is a cube, meme tumblr reblog skeleton "you died" game, and vampire's bit
still a ton i can't recognize/fully remember where they're from
>>
>>188373450
Don't forget you write the entire game in a config file.
>>
>>188430121
>tfw your game is not in the meme images
>>
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>>188430526
i ain't dead yet
>>
>>188432397
You've got way too much grey overlays and washed out colours in that. Making it look like a cheap first year digital artist's attempt in Photoshop.

Otherwise looks good, glad to see you're not dead.
>>
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>>188432586
it's fog, and it's only in certain areas
and I'm shit at picking colours so that's as good as it's getting
>>
>>188429886
>terrible, but it's been accepted
agdg's tagline
>>
>>188432784
So when's the release date?
>>
>>188432784
I don't think the issue is the colors, so much as the fact that it's several shades of gray, which destroys the clean look that you usually have. Just compare the thumbnails
>>
>>188430121
>All 3 versions of my placeholder rectangles are on there
>Only worked on Red for like 1 .webm worth

Also I can't die, I just work extremely slow when art is involved.
>>
>>188432397
looks like a monster ate a smurf and had bad diarrhea everywhere
>>
>>188432902
soon (tm)
>>
>>188430097
hsts quest
go on a quest to get ur hrt while battling agp hons along the way
Final boss is Blanchard
>>
>>188433121
that actually sounds amazing
>>
>>188432794
We actually should adopt this too
>>
>>188430097
I would say a game where you jump off a bridge but video games shouldn't be so realistic
>>
>>188433723
bridge is less likely than other options but I'll probably still kill myself
>>
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QUICK AGDG TELL ME HOW YOU DO YOUR DAMAGE HITBOXES AND WHY YOUR WAY IS BETTER?
>>
>>188434297
I try and cover the whole arc and not just the point of impact. Because that's how players expect it to work.

A healthy "tail" to cover projectiles doesn't hurt either. Basically start big and in the player's favour and go from there.
>>
>>188392621
>coupling
fak
I've got this shit with everything I code so I just end up with these giant 1k LoC classes that I can't split up.
>>
>>188415593
Thank you for this!
>>
>>188432784
the fog effect is kind of flattening the overall look. I would recommend having the fog only effect the ground tiles and the faces of tiles that are one tile high and also only the bottom half of characters. this will really make your scene pop and give it depth
>>
Thanks again to those guys that helped with explaining delta_time. I just found a neat gms example from the guy that updated hyper light drifter. Works fine in GM2, just import and ignore the compatibility script. It just updates the event descriptions (cosmetic)

https://github.com/GameMakerDevsSlack/delta_time
>>
>>188435369
no problem
if you have some questions I'll try to answer
>>
a game where you turn your brain off
>>
>>188438558
a game that induces a meditative state could be a legit good idear
>>
>>188429886
whew somebody finally responded, i'm happy we share the same opinion, the later is a lot harder because the ship battles and crew combat should compliment each other instead of being a disjointed clusterfuck, at least most of the problems are mitigated by the pause button so the player is never overwhelmed with too much things happening on screen, i'll fork my project so i can release a demo with A but i will work on B, i would see this challenge to the very end.
>>
>>188413472
I feel like you should get the core gameplay working as well as possible before you answer this question (unless you want this to be the core gameplay). This seems like the kind of problem that deserves iteration and playtesting, but it doesn't seem like something that you can playtest without having the whole game/space battle framework around it.

I love the idea though. Squads vs. individual crew members could be a great way to iterate on what FTL did.
>>
>coming up with placeholder sound effects and sampling the most retarded shit imaginable
N-Sync songs and Napster ringtunes are the perfect soundscape to my gritty aesthetic.
>>
>>188374312
Japan already tries to regulate this kind of shit since it's getting ridiculous out there, people spend millions of yen on anime jpeg lottery.
Gatcha where you have to roll an entire set of rare shit to get some super rare shit are outlawed and minors can't spend more than 10000 yen a month.
>>
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>>188428715
A spiky imp that throws javelins and maces are you.
>>
>>188439601
that's the problem, it is a core gameplay, in FTL you can have a ship that is fully specialized in boarding, teleporting bypass shields, if you kill the crew you basically won the fight, even the boss fight if you kill all the crew except one (so it doesn't get autopilot and autorepair) it makes it far manageable.
In my case it would change the game because it doubles the room size and the ship suddenly can hold 4 times the number of units (minimum), it will change a beam's reach, repairing and other things, at this point instead of cloning FTL i'm keeping what i liked about it (deep managing mechanics for oxygen, doors, weapons, power...) and i will change the map overview and crew combat.
>>
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Added hitflashes.
>>
Remember everyone
SohCahToa
>>
No name for this project.
Just trying to learn to make games I guess.
You play as a data chip thing, and it's a nonlinear platformer. Extremely barebones right now but I wanted to share either way.
The art is basically nonexistent because I wanted to focus on learning to 'program.'
The mech jam gave me an idea of being able to install yourself into mechs throughout the game, and you use their powers to bypass terrain etc.
I've been a lurker here for a few months, you guys show some pretty nice stuff, maybe I'll up what I have to the next demo day but this is pretty much it so far.
>>
>>188441496

Good job guy
>>
>>188441496
Good luck anon.
>>
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>>188441496
My idea for the first mech is something to let you boost into the air, maybe to be able to cross that large gap I passed above my main room.
I wanted it to look like a shitty battery canister or something.
>>
>>188441627
>>188441545
Thank you
>>
>>188428084
Are your effects and animations turn based as well?
>>
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my sword hilt a shit

how should i make it less boring other than add a handle wrap.
>>
>>188444552
In fairness it doesn't need to be super interesting seeing as most of the hilt is going to be obscured by your character's hand(s)
>>
>>188444552
>The scabbard is smaller than the blade

Hmm
>>
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>>188444625
yes, but when not in use it will be very prominent

>>188444879
hmmmmmmmmmm
>>
>>188444552
https://www.google.com/culturalinstitute/beta/search?q=sword

might get some insp from here
>>
>>188444979
Are we led to believe the scabbard is 1mm thick?
>>
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binary pen is actually nice

maybe i should make an ugly sprite game
>>
>>188446326
Plenty of people have done that. Works.
>>
how big of a deal is it if I'm storing thousands of instances of a class (which does not inherit from anything and is relatively simple) and saving/loading those instances in save files?
in unity
>>
>>188446359
Depends on how much shit those classes hold.
If your save files aren't >10Mb it's fine.
>>
>>188428715
I like you're frog, anon.
>>
>>188428715
Nice Undertale clone.
>>
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Well my game is almost done.

And I have completely neglected updating it on here when I probably should. Please feel free to verbally assault me for being a legendary whodev.

https://randallized.itch.io/rocket-xeno

-Ammo system changed to limiting number of active rockets at once. This turned out to be one of those "small changes" that actually changed the feel of gameplay a lot ( for the better )

>Powerup system simplified due to Ammo system rework
>All levels of the game are now complete. Roughly three news bosses and 5 new enemy types have also been added in the new levels.
>The game now saves your personal best score, visible after death or completing the game.
>Artwork improvements
>Pause system now grants access to game options ( So you can toggle music off whenever, etc ).

Looking into some feedback as I plan to put this on Google Play soon.
>>
>>188447921
LITERALLY who?
>>
>>188447921
Who though?
>>
>>188421257
Thanks Shitman!
>>
>>188448107
>>188448115
>newfags
I don't balme you though, that guy hasn't posted in ages. I only recognize the girl in the portrait.
>>
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>tfw you fell for the gamemaker meme
>tfw you decided to TRUST GM's encoding of maps into JSON data at the beginning of the development phase when you were making a save-system
>tfw now you have to pay the price for it and rewrite everything
>>
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>>188448115
>>188448107


I was in the game jams slightly less than a year ago and was known for being the only person at the time bothering to make a mobile game.

The game is about making shit explode.

>>188448257

Is correct. I haven't been posting my progress here even though I have been making it, which is my bad.
>>
>>188448703
This looks like absolute mobile trash.
>>
>>188448703
Is that character portrait made in custom maid 3d?
>>
>>188449081

No, but it was used as an anatomy reference so it looks similar.
>>
>>188449145
So it's traced over a custom maid 3d character.
At least use modded artificial academy for less recognizable look.
>>
>>188448350
Jesus h christ at least you have a valid problem. Im trying to display the fractional component of a float in a "simple" way for fucks sake. Even using frac() and throwing every string function under the sun at it isn't giving me what I need. Gms is seriously fucking with me today.
>>
>>188449214

It actually wasn't traced either, but I probably could change the face more so it's unnoticeable. Do you think most people would even care?
>>
>>188449390
Considering how the rest of the game looks yeah, nobody is going to nitpick on that portrait
>>
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>>188448350

base64 seems to work alright. Sounds like a nightmare. Sorry m8.

>>188448753

100% of mobile games look like mobile trash so he isn't going to gain anything constructive by pointing out the obvious.

>>188444552

Compare your sword to stuff on Turbosquid and other places should give you a good idea.
https://www.turbosquid.com/3d-model/sword

>>188440732

PS2 Nostalgia not bad.

>>188432784

This is good.
>>
>>188449214

In all honestly normies with iphones are less likely to recognize 3dcustomgirl.
>>
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And now he attacks to the left
>>
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The last enemy in any given wave now starts screaming, goes fucking super saiyan and bumrushes the player.

This constant, unwavering screaming cannot be muted or turned off in any way. It's quite loud.
>>
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>>188428715
Human nature.
>>
>His first enemy isn't a slime

Do you even play video games?
>>
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>>188450134
>mfw I once saw a powerpoint presentation and at some point came up cropped faces of hentai characters which I recognized
>>
here's to hacker music to listen to while coding to feel like a l33t h4x0r
keygenmusic (dot) tk
I saw someone streaming gamedev on twitch that had it going
>>
>>188428715
Literally every enemy is unique (graphically). Though the most common would be gangsters, if you were to put them in a group!
>>
>>188389439
Risk of Cratebox
>>
>>188448350
>tfw this Anon could probably just automate their problem away easily if they knew a little bit of programming
>>
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>>188428715
A unity capsule
>>
>>188450307
How did you hire an artist currently living in the 1990s?
>>
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>>188452605
>artist went to jail in 1990s
>just getting out now
>you pick him up in a van at the door, and zoom him to a basement with old hardware/software in it
>tell him you'll pay all his expenses as long as he doesn't leave
>the absolute madman actually accepts
>>
>>188452605
I didn't. I took a bunch of pre-existing sprites and cobbled them together to make the skeleton you see
>>
>>188452720
Oh.
>>
> you will never make art for a game because internet trolls will always just meme on you about having a portfolio
Feels bad
>>
>>188453005
Why the fuck are you trying to collaborate with niggers on an anonymous website that you can't vet, instead of indb or itch.io or even gamejolt idk. Is Gamejolt still a thing? Is Gamejolt still relevant?
>>
>>188453064
because he's a nigger on an anonymous website that can't be vet
>>
>>188453005
well memed but where's your game_____?
>>
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>>188428715
Juicy
>>
>>188453129
Fair point, good call.
>>
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>reached a point in my game engine where I have to code multiple huge algorithms(started working on combat and AI in my TRPG)
>game progress slows to a crawl, opening the editor feels like a nightmare, keep skipping days when I really shouldn't
>probably going to take a month to get this shit done

End my suffering.
>>
>>188453005
I'm looking for an artist for my roguelike game.
>>
>>188452474
The problem is that json_encode doesn't work well with maps created at run-time by me (well maps within maps actually), and only with maps decoded from files included in the game before it starts. So I had to make my own encoding.

That's not to say I'm not a shit programmer, I only wish I didn't cripple myself by starting the project in GM and now I'm too far ahead in development to restart development.
>>
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>>188428715
These bundles of pure evil are intelligent, nihilistic and have a wicked sense of humor .
>>
>>188453538
Need to work on your foreground.background contrast man.

What you're doing now could maybe work if your characters were twice the size...
>>
>>188453005
How the hell do you expect people to work with your without a portfolio?
>>
>>188453408
That's really cool and I know how this probably sounds but I'm just not interested in working on a roguelike. Seriously though, good luck with that
>>
>>188453607
I'm just the scriptmonkey, man, you have a fair point but I ain't saying shit.

All the same there'll probably be some changes.
>>
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>>188453538
... or "low noise background, high detail foreground"
>>
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>>188453538
... or desaturated background, saturated foreground
>>
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>>188453538
... or perhaps just thiccer outlines
>>
>>188453607
>Need to work on your foreground.background contrast man.
I think it's just that it's too noisy for all the shit on the screen. Animal Crossing had pretty cool grass.
>>
The team codemonkey showed us a bunch of his concept """art""" last night, holy shit my sides
>>
>>188454156
And then you woke up, no team, no codemonkey, no art and no game :(
>>
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>>188453945
>>188454028
>>188454109
Aight, aight, I'll pass it along.

I had it set to brown or something at one time or another, and then it got switched back to green on green or whatever.

As long as the assets are there, fucking around with the colours or whatever to get the end product to read shouldn't take all that long.
>>
>>188454156
I know that feel. Before he hired me, my programmer had art that seriously embarrassed me to even look at.
>>
All I want to do is be a codemonkey. But everyone flakes. Artists of course, but even ideaguys get bored and disappear
>>
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>>188454156
Well I mean, it's called Programmer Art for a reason.
>>
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>>188454156
>>
>>188428715
You, but worse.
>>
>>188454214
STOP IT
>>
>>188454670
>he's the only one not laughing
>>
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>>188372153
Been slacking for a while, but made progress here and there, learned some new things as well.

Messed with the hud and sprites. While I'm not yet satisfied, it's better than what I had before. This includes the addition of a small power indicator that tells you when can you activate Eclipse Burst among other things.
Also the Energy/Health bar flashes when you're hit and there's a small darker bar behind that slowly scales to current health on each change. New sprite based font used for score display has been added as well.

Changed the dash/evade distance. It's a bit shorter now, but in Burst mode it's longer and the move itself is faster and has a smaller cooldown.

You can now absorb bullets by dashing through them, which restores power even in Burst mode. Though I'm still not sure if the bullets should be destroyed like they currently are.
The pickup items now give a minute amount of health(6 points, max hp is 1000 and regular enemies leave 4 drops). I don't think it's balance breaking, especially since enemies do decent damage, but perhaps I'll tweak it in the future if a need arises.

A new secondary attack has been added, it requires and drains a small amount of power on use.
It's basically two scythe like spinning projectiles that are launched forward with small acceleration and do damage over time on contact. Their damage increases as they travel and they also brake after a certain amount of hits.
I plan to make them a bit bigger and increase overall damage.

Also messed with the enemies a bit, tweaked some stuff behind the hull and made a few basic debug featured, but nothing worth of mention.

tldr
new hud, attack and bullet absorption.
>>
>>188454873
That smirk tells me that his recollection of the event was that he was totally out of control
>>
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>>188372153
stop posting this fucking shit i'm fucking telling you
>>
>>188446326
>>188446349
>>
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>>188455258
>an imagine that progresses
that would trigger you, wouldnt it.

>>188455713
forgot image
>>
https://www.youtube.com/watch?v=T2OxO-4YLRk

>Started off as one guy making an engine in his spare time
>Formed a team by buying strangers in the office pizza
>Had no design document
>Had no production plan

Interplay was the original AGDG
>>
>>188455883
the difference between them and original agdg is that they didn't spend 14 hours a day filling the thread with shit
>>
>>188455883
I'm not going to give pizza to anyone so I don't have a choice but to be 1ma and make game in gamemaker.
>>
>>188455883
The story of Fallout is probably one of the best gamedev stories ever. For the entire development cycle it was perpetually a few days from being canceled, I have no idea how they kept going.
>>
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>>188455883
Enginedevs win again
>>
>tfw I want to make "walking simulators" with puzzles in them
>tfw I have worlds in my head that will love to make so people can enjoy them (autist as fuck)
>tfw I have a PC from 2004 and can't make these worlds because I am poor as fuck and can't buy a new one for modeling
>tfw I find programming terribly boring (a programmer told me that with unity and scripting is enough to make that kind of adventure games)

why live?
>>
>>188456576
come back when you have a game to show or have any questions about gamedev
>>
everyone has ideas, gamedev is about executing and implementing those ideas and not just having them

your ideas are probably shit anyway

also having a shit pc is no excuse
>>
>>188455947
>language wars
>>
>>188456576
>walking sim
>can't graphics
>can't program
Sounds like a perfect job for RPGmaker.
>>
>>188456576
Make a 2D walking sim. Some of them are super immersive, check out .flow and Yume Nikki
http://dotflow.wikidot.com/downloads
>>
>>188456693
>also having a shit pc is no excuse
this
blender and unity can run on toasters, and walking sims aren't exactly taxing
>>
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>>188455883
>that mess of a team
>all those bumps in development
>still took just 3 and a half years to make
>while I spent 4 years doing nothing
>>
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>>188455883
I think enginedevs are just about to make it
>>
>>188455883
>Team couldn't decide on a name, were going to call it Vault 13, Aftermath, Survivor or Postnuclear Adventure
>Brian Fargo played it over a weekend, came back afterwards and immediately said "you should call it Fallout"

Dude was a visionary
>>
>>188457217
What did he envision - the name being Fallout?
>>
>>188430121
>tfw my game is in this image but everyone on /agdg/ thinks im dead
>slowly trying to make a comeback but don't want to post progress until i have something good
>>
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Got the room transition done, looks pretty cool.
>>
>>188457829
>don't want to post progress until i can be called a whodev
>>
What's the best way to be a yesdev?
>>
>>188457902

BOI/Zelda 1 clone?
>>
>>188456363

>When the director of Segagaga, Tez Okano, first presented the game's concept to Sega management, it was misconstrued as a joke. When he requested funding a second time, Hitmaker president, Hisao Oguchi, gave Okano a development budget. Okano subsequently spent two years developing the game in secret, fearing that "anything could have happened" if it was revealed. When the finished game was presented, Sega, struggling economically, did not feel that it would cast a negative impression on the company and authorized its release.

Also, I think it was, Privateer, was canceled and then restarted multiple times during development so that the producer eventually stopped telling the team and they were able to finish the game.
>>
>>188458107
Pretty much.
>>
>>188457829
I don't recognize anyone in that image.
>>
>>188458102
Ctrl+W
>>
>>188458138
you should have some player/enemy knockback then. it makes the combat feel more organic and less annoying too
>>
>>188458289
He's gonna have some issues grasping that, his main inspiration is dark souls.
>>
>>188458173
>t. newfag
>>
>>188458528
Been here longer than you, kid. Bet you don't even remember Keymaster.
>>
>>188374427
Who is this cute girl?
>>
>>188458173
>i don't recognize any game that has been relevant on /agdg/ through the last year
i bet you also ask if this people in this general ever actually produced anything
>>
>>188458792
If I don't recognize your game, your game isn't relevant.
>>
>>188458289
For sure, I'll have some kind of that, although I'm going for annoying combat since I want Dark Souls combat style.

>>188458521
Rude
>>
>>188458860
>someone who hasn't seen any of these threads for at least a year thinks their opinion matters
>>
>>188458912
>meme souls combat

don't do this to yourself. just make the enemies difficult AI wise, don't fuck up the combat just to make it harder dude it never goes well
>>
>>188430121
Wait, panty witch is dead?
>>
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>>188458912
You just proved my point with the first half of your own reply. Feedback is extremely important in combat, and even moreso with an overhead action game like you're making here, aiming for combat to be annoying is a good way to discourage the players from engaging in combat at all because it'll quickly become a chore having to swat and step away or dodgeroll like I KNOW you want to do, I see your stamina meter up there.

You at least need to play the original Zeldas to get a better idea on how to approach overhead combat, though there's a lot of other games that did a system like this, that's a good starting point. The Ys games aren't a bad choice either but they operate on the bump system instead of pressing a button to slash. Alundra, Landstalker, Crusader of Centy, Soul Blazer, Illusion of Gaia, and Terranigma are also good points for reference.
>>
Today I will program a library wrapper
>>
>>188459258
The only wrapper you're going to work on today is on a candy bar.
>>
Today I will program a game
>>
>>188459790
no you wont
>>
>>188459942
you can't stop me
>>
Today I will work on some art.
>>
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I'm having fun cobbling this skeleton together and you cannot stop me
>>
>>188459986
I hope its anime
>>
https://www.youtube.com/watch?v=gFnSmS-SUXQ
this movie as a videogame with crazy improv swashbuckling
>>
>>188459960
you can work on that game tomorrow. its not going anywhere. youve got better things to do. dont sweat it
>>
>>188456576
it must be nice having this many excuses
>>
>>188456576
>tfw I have a PC from 2004 and can't make these worlds because I am poor as fuck and can't buy a new one for modeling
engine dev!

>>tfw I find programming terribly boring
ah, you're fucked
>>
>>188456576
get small job for money to suport your dreams
>>
I'm replacing the real life cities in my game with something that fits the theme a bit more. I've decided to use Scientist/Remarkable people's names to use as the main industries in each one of them.
So far I have:
Volta Valley: Energy production
Galileia: Space exploration tech
Turingrad: Artificial intelligence and Android research
Newtonian Falls: Theoretical Physics or some shit

Need help with original names derived from:
Darwin (Biotechnology)
Marconi (Communications)
Curie (Nuclear research)
Ford / Taylor (Manufacturing)
Tesla / Edison (Not sure if I'll include these two, they are too much of a cliche)

Thanks senpaitachi
>>
>>188460571
Doesn't matter if they had a 2017 quad titan setup. You've got to enjoy programming somewhat if you want to make any type of decent game.
>>
>>188460621
>Marconi (Communications)
Macaroni POPOV WAS FIRST
>>
>>188460859
Popov and Marconi's early work seems to have been done without knowledge of each other's system although reading Marconi’s June 1896 patent disclosures led Popov to develop a long range wireless telegraphy system.

Don't hate the player hate the game.
>>
>>188398813
dont fall for this. There are so many 'original' indie games that i have 0 interest in playing. I wish an indie would make some regular stuff without ending up with some fucked ass experimental 'game' about blowing butterflies across the sky with some kind of gimmick.
>>
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Man I am really pleased with how this angle turned out.
Just one more angle to go.
>>
>>188461339
the problem with indie games is that if you're not hipster on every level including gameplay gimmicks, you risk getting skimmed over and overlooked for that
>>
>>188403315
make whatever script spawns the object call it's setters( give the prefab setters first obvs) and just make the spawner ask for whatever customizations and pass them along
>>
>>188416215
welcome to the void between dimensions
>>
>>188428715
rebel starfighters
>>
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Ideaguy: HITMAN but multiplayer.
>>
>>188428715
mega death stars, they're like death stars but a million times bigger and they shoot infinity lasers
>>
>>188461916
Ideaguy: World of Warcraft but singleplayer.
>>
>>188461916
Good luck syncing dozens of npcs over a network.

I'd play it though
>>
>>188461916
The Ship already exists.
>>
>>188461976
Dragon age 3?
>>
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ida: YANDERESIM but multiplayer
>>
>>188462065
Someone stops this madman before he takes the world over
>>
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>>188461916
Ideaguy: PUBG but singleplayer
>>
>see game that looks way better than mine
>it's completely ignored and its trailer has less than 100 views
t-this won't happen to me right
>>
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>>188461916
Your game.
But finished.
>>
>>188462174
post link
>>
>>188460657
or he does what he enjoys and the art and concept are good enough to attract programmers

>>188461339
>>188461549

I can't stand most indiegames nowadays.
They are all Frankensteins monsters.

If you are making a game, ask yourself the question why would people play this game and not the other one.

In a really good game, art, gameplay, music, everything becomes one closenitted world.

It is not "different art assets holding together by lines of code". You are creating a world. If the player starts the game, he enters your world, to relax for a while, being somewhere else and someone else.

If everything matches perfectly, it becomes a world. If it doesn't it's just a little toy, one forgets about fast.
>>
>>188462202
With multiplayer.
>>
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Catgirl pool party dev here
I'm remaking my game for the PC using C++/SDL
Wish me luck
>>
>>188462360
Good on you dude, it'll be easier to play for folks this way.
>>
>>188462174
Advertising.

You can't just post your trailer and expect people to find it randomly.
>>
>>188462552
What else are you supposed to do besides shilling on tumblr and twitter
>>
>>188462613
You gotta pay off that secret cabal of letsplayer's to stand a chance, if you don't, your game is doomed
>>
>>188462360
wasnt the entire appeal of this was the fact that it played on the sega gen?

I guess it was a nice learning experience, but you can easily emulate a sega gen.

Sonia Mania did it with their Retro Engine
>>
>>188462613
network with other developers in order to climb the ladder and get known by better and better youtube shills and other internet personalities
shill your game
shill your game harder
shill your game at cons
>>
>>188458625
Fuck, I used to have a folder of that insane bastard's screenshots. Guess it's lost to history unless some archive still has it.
>>
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>trying to edit a baked animation in 3ds max

pray your children never know this hell
>>
Hey guys, so I know Unity relatively good for an amateur (I don't have to google the code to move an object every time I need it), but I can't shake the feeling that I should be learning something different.
What are your thoughts on that?
I want to create small indie games.
>>
>>188462725
>shill your game at cons
how does one do that successfully?
>>
>>188462613
Shill early
Shill often
>>
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>>188458625
>keymaster
Oh good, all is not lost.
>>
>>188462931
as an assburger who is doomed to irrelevancy because of his lack of social skills i can't answer you this question
>>
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Such beautiful shitposting. Not like that ----- shitposting we get these days.
>>
>>188462725
>Spend 2000 dollars to go to a con
>Probably won't get the extra sales to even cover that

You only go to cons if you enjoy that, it's not a marketing tool.
>>
>>188463097
It's a good place to meet journalists who will cover your game
>>
>>188463097
They're call cons for a reason.
>>
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Sup /agdg/,

Where can I find some QT 16x16 chibi?
>>
>>188463212
Draw them yourself fgt
You also barely can fit shit in 16x16, the lowest you can go for cute is probably 24x24
>>
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>>188463212
>>
>>188463613
Noice.
>>
The problem with making a porn game is getting aroused by your art and constantly fapping.

This is seriously hindering my progress.
>>
>>188461976
WoW is already singleplayer ya dang dummy
>>
>>188462660
The megadrive/genesis rom could still be developed more later
I learned some things from programming the rom and read up on a lot of things relating to the megadrive/genesis so I know a lot of the details and limitations

I figured the game would be more accessible if players could just download and play it instead of going through the emulators, but making it for the PC also means it can have more sprites and better features
I already got some functionality to the C++/SDL version (I'm using SDL2) but its not as far along as the megadrive/genesis rom as of yet

Also thanks for mentioning the retro engine, I was wondering what language/engine Sonic Mania was coded in
>>
>>188464272
post art
>>
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>>188463613
i like it. removing colors is a bit harder than i thought though
>>
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>tfw whoring low poly buildings since I woke up
>>
>>188464457
Holy crap that's cute
You absolute madman
>>
>>188464627
Cute. Post UVs.
>>
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>>188461412
Keep going, anon! I'm watching ur progress closely
>>
rate my game:
https://fghj2.neocities.org/gra/index.htm
>>
>>188465220
no cute girls/10
>>
>>188464272
Learn to edge. It will take a good hour at least to finish. Then edge while devving.
>>
>>188465220
Great start

Your movement is fucked but that is to be expected, make sure all combinations and orders of keypresses work as they should
>>
>>188465220
Controls are extremely glitchy and that's all you got. One fucking job.
>>
>>188465220
Made this with Gamemaker's visual drag n drop system or something?
>>
>>188465838
made it form scratch in javascript
>>
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>>188464746

>tfw shitting up the thread with really unfinished stuff
>>
>>188465220
0/10

this shit fucking sucks
i made better beginner shit when i was in 6th grade
>>
added background:
https://fghj2.neocities.org/gra2/index.htm
thanks for feedback, no idea why controlls are not smooth though
>>
the game is supposed to be about mentally ill guy
>>
>>188466335
Most games are
What else can you tell us?
>>
>>188466425
i've been diagnosed with mentall illness
>>
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Really important networking tests being conducted here.
>>
>>188466537
That character shadow distance is ridiculously short.
>>
>>188464627
>>188466000
Have you considered a modular approach?
>>
>tfw game design is going to have to reflect your lack of art talent
Truly awful.
>>
>>188466821
I'm not sure you know what game design is
>>
>>188466821
If you work hard enough you can accomplish anything.

Also emulate other peoples work
>>
>>188466624
You right. I think the package settings are defaulting to very low. The lightmaps are also butchered in that video. I'll have to find a way to crank them up for the default until a proper options menu is implemented.
>>
>tfw Nene finished a game before you did
>>
>>188467058
Well I know who I am, so jokes on them
>>
Call me a nice soulsborneserk clone all you want but I really like dark fantasy settings where everybody is insane or going insane due to the appearance of monsters and other existential fuckery.
>>
>>188467010
Just make the lights dynamic until you are done with environment design
>>
>>188467325
Nice Dork Souls clone.
>>
>>188467325
Make it about zombies
>>
>>188457902
>Succesful

Learn to spell nigger
>>
Are any of you guys taking part in this competition http://js13kgames.com/ ?
>>
>>188467507
Thanks for free QA.
>>
>>188467058
Two games
>>
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>>188372153
i have d20 combat now

should i have a chat log or just use animations to show when an attack hits or misses
>>
>>188467679
How the fuck are you meant to read this?
>>
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>>188467954
>>
>>188467679
>>188467954
It's literally a 4koma so box placement doesn't matter, the translators couldn't be bothered to flip the thing while translating?
>>
>>188467535
>competition
No, gamedev is not a competition. I only dev for fun jams.
Also I use an engine, so I can't participate anyways.
>>
>>188467954
After a lobotomy
>>
>>188467983
what is this fucking java of comics bullshit
>>
>>188468092
>different cultures have different writing conventions
woah...
>>
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>>188464457
I tried to clean it up a bit and add some details.
>>
>>188468184
At the very least it's top to bottom.
>>
>>188467983
japanese is stupid, comic formats are stupid, this is a japanese comic that was mashed into english

of course its stupid
>>
Извинитe, нo мeня этo нe интepecyeт. Удaчи!
>>
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>>188467954
Easy
>>
Why do Japanese platformers go left to right if they read the other way
>>
>>188468471
Because they still walk left to right in real life
>>
>>188468471
Still right handed majority
>>
>>188462360
this is my favorite game on AGDG
>>
>>188468492
This provided me a fine chuckle
>>
>>188467932
is this that terrorist simulator game?
>>
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>>188462360
Here's a dog girl
>>
>>188468701
it has dice-based D&D combat now

i don't know if i should display information about armour class, dice rolls and attack modifiers or just use visuals to show attacks hitting and missing
>>
>>188468338
ПOPTФOЛИO!
>>
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>>188468041
you are literally asking for this
>>
>>188469052
Kill yourself you know what I meant.
>>
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>>188465220
>>188466160
Great game, adding the background really juiced it up.

Here's fanart.
>>
>>188467932
think you could implement some kind of fading effect for the character when it steps into shadow? The flashing is kinda weird.
>>
>>188469195
WOW, thanks
>>
>Artist/game designer left the project due to real life issues
Welp back to making my own things and my crippling lack of artistic talent
>>
>>188469385
Perhaps I could be of assistance. Would you be willing to answer a few simple questions regarding your game?
>>
>>188468041
Why would they?
>>
>>188469323
>think you could implement some kind of fading effect for the character when it steps into shadow?
i could put an inbetween shader or just reduce the contrast between it in shadow and the non-shaded version

the flashing looks better with large numbers of units
>>
>>188469480
Wasn't my game. It was his, he did all the writing. Wrote the setting, characters, dialog, puzzles.

It was a point and click monkey island type.
Stop deving a few months ago, the entire last 6 months had seen not much development due to work and personal issues on both sides
>>
>>188469612
Because they're providing a product for a different demographic.

I bet you want translators to not translate "-san" and leave notes for jokes in video games/anime too.
>>
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>>188469480
Enough is enough anon kun.
>>
>>188469745
Sounds like you're too stupid to read manga, anon
>>
>>188469808
Sounds like you're stupid and that's why you read translated manga.
>>
>>188469849
I'm not the one bitching about not being able to read manga.
>>
>>188469891
You're the one bitching about someone else bitching.
>>
>>188469945
Not really, I just asked a question about your bitching.
>>
>>188470016
I don't appreciate being attacked like this.
>>
>>188467679
Kek this thins is a bigger fantasy than a little boy driving giant robots.
>>
Reminder that anime melts your brain so slowly you won't notice it happening.
>>
>>188469195
I'm upset this shitty attempt at a game got fanart but my game never had one.
>>
>>188372153
http://picosong.com/wsGWm/

On a scale of 0 to castlevania-ish final boss how's this song?
>>
>>188470348
Post your game, I'll make you some.
>>
the monsters in the game are supposed to be the monsters from my head
t. mentally ill
>>
>>188470464
asking for fanart is like hiring an escort
>>
>>188470531
Crying about not getting fanart is like being a bitch.
>>
>>188470531
Bitching about other games getting fanart is like a fat neckbeard complaining that chads hog all the girls
>>
>>188470695
I don't want Stacey to make fanart of my game anyway.
>>
>>188470592
>>188470695
both correct
>>
Artist here, looking to make fanart just post some progress.
>>
>>188470814
Quit being an attention whore and work on your game.
>>
>>188470814
AHAHAHH THIS IS STILL FUNNY
EPIC WIN ANNON :D
>>
>>188470462
It's a bit overburdened
>>
>>188470462
It got the casltevania feel right but the melody nor harmony leave a lasting impression.
And that organ is too damn long.
>>
Programmer here, looking to make you cry by drawing the worst fanart ever just post some progress
>>
Brogrammer here looking to steal your game.
>>
>>188465619
that's not healthy for your dick
>>
why does my Paint programm lack the "Make transparent" option
>>
Crystal Maidens is slowly but surely coming along. If everything goes well, we will have it ready for Demo Day. It probably will be very rough though, and very little content.
Unfortunately the networking part took a lot more time than expected.
>>
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>>188471037
>>
Fontcrafter here, looking for a woodworker, tell me about your lathe
>>
>>188471584
Umm, thanks but this is not the kind of lumber I like to carve, I wish you good luck with your endeavours though.
>>
>>188471037
>>
>>188471318
>png

where do you think we are anon? show some god damn progress in animated format!
>>
>>188471806
Rich coming from a nodev.
>>
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>your game will never look like this

http://redalchemy.tumblr.com/


hold me, agdg...
>>
Lets say your game is nearing completion, do you:

>1. Release your game to testers at the risk of it being spread around, essentially giving it away
>2. Do an "early access" release at a discounted price and fix bugs as people run into them
>3. Do as much testing on your own and just release it
>>
>>188471989
If it's on Steam you can make beta keys
>>
>>188471989
Why would my game have bugs?
>>
>>188471989
4. destroy the source code
>>
Can someone using GML please help me make this code work in Draw GUI?

draw_line_width(x, y, mouse_x, mouse_y, 2);

How to get correct x, y and mouse_x,mouse_y based on the window and not game room?
>>
>>188472106
show me your game with 0 bugs anon
>>
>>188471989
4. Write it in Rust so there are no bugs by definition
>>
>>188471973
>generic tumblr megaman rip-off
>>
>>188471973
>furshit
I'm glad my game will never look like that.
>>
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>>188472250
Your game can't have bugs if you have no game
>>
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The end of my menu flyby now applies random impulses to the camera's pitch and yaw angles. I'm a little tempted to do this in regular gameplay, but that will be optional.
>>
>>188472340
have it follow a small path instead of being random
>>
>>188471989
>4. Secure your game using a whitelist or by limiting content in some way
>>
>>188471973
looks pretty good yeah, is it a game though? It just looks like separate assets.
>>
>>188472083
Only if it's on steam, itch.io can do the same but once it's downloaded that doesn't mean it can't be reuploaded.
>>
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>>188471973
Some cute characters there.

>>188472269
Not him, but if you want a game megalike (without being Mighty Blunder) try giving a chance to 20XX.

http://store.steampowered.com/app/322110/20XX/

It's like Megaman with roguelike features.
>>
>>188471989
Have your testers sign an NDA
Give them a special copy of your game with their name in the source code and a transparent overlay in the HUD with their name on it.
>>
>>188472664
>with roguelike features
How to ruin a game pitch in 3 words
>>
>>188472325
>cars are furries now
weird
>>
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>making "demo" of what I've got so far so I can get feedback on how it currently feels like
>test it over and over while making it
>reach the conclusions I needed without having finished the demo
On one hand that's great but on the other hand I'm now completely burnt out because I've worked too hard for the last days trying to make it in time.
>>
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>>188472664
>>
>>188472825
I've seen some shit.
>>
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>>188471542
Great progress, anon!
>>
>>188472508

the game is called halcyon plume. I only found one video, from 2015
>>
>>188472808
>How to ruin a game pitch in 3 words
that's not how you say
>open world sandbox
>>
How do I find ArtStation artists at DeviantArt prices?
>>
>>188472664
>http://store.steampowered.com/app/322110/20XX/
God, this is real ugly.
>>
>>188473010
That's not how you say
>made with unity
>>
>>188472808
>>188472851
The random generation isn't sloppy through. Here is a gameplay video:

https://www.youtube.com/watch?v=HrOr-c2UkYI
>>
>>188471973
>Game
>Only Art

I'd love Megaman Legends graphics for a game, need to get into 3d soon.
>>
>>188473019
Russians
>>
>>188473160
Are you the dev? Why are you advertising this?
>>
>>188472970
yeah found the website, the gameplay seems like unity tutorial #45 and those assets look like ass in game, no jelly.
>>
>>188473070
I don't think it's worse than standard indie quality.
>>
>>188472664
>Absolutely dogshit art
>1500 reviews
>85000 copies sold

Remember when people said your game "needs" good art?
>>
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>>188473142
>procedurally generated open world sandbox roguelite, made in Unityt™
>>
>>188473218
Because another guy called a game a megaman rip-off, so I saw this as a chance to appoint to less known megaman ripoff that is actually good rated.
>>
>>188473337
Playing indies for art is a meme. Those people who worry about graphics usually buy AAA.
>>
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never forget the 6 most important points of gamedev !
>>
>>188473556
Not even all the marketing in the world will save your game if it's a piece of shit.

>inb4itwouldstillsell

Marketing costs money however. This is why so many movies flopped.
>>
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Filling up a sandbox, adding obstacles that you can't bypass directly, and need to use a combination of your movement techniques. (not pictured)

What pictured is an eager movement corrector with too much of a capsule.
>>
>>188473534
I love how some indie games look, but mostly ones that are done in proper pixel art.
Highres 2d with skeletal animations is just a terrible aesthetic.
>>
>>188473675
>Not even all the marketing in the world will save your game if it's a piece of shit.
That's not true, that PUBG garbage sold a million.
>>
a game about the power of suggestion
>>
>tfw you just wanna make fun games and share them with people and make enough money doing it to keep doing it
>not marketing or community management or team management

hobbyist is best in the end
>>
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>>188473714
>Highres 2d with skeletal animations is just a terrible aesthetic.
>>
>>188473778
Instead of dismissing it as garbage, try to use your game analysis skills to figure out why so many people love it.
>>
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>>188473714
>Highres 2d with skeletal animations is just a terrible aesthetic.
What a shit opinion
>>
>want to make a multiplayer game
>remember community management

fuck that
>>
>>188474229
>>remember community management
1. Address only crucial issues
2. Respond every once in a while with a vague "maybe" to someone
3. Ignore any and all autists
4. regularly blog updates

wow being a community """"""""manager""""""" sure is hard
>>
File: rayman.gif (496KB, 300x431px) Image search: [Google]
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>>188473714
>Highres 2d with skeletal animations is just a terrible aesthetic

How can anyone be this retarded?
>>
>>188474049
That's easy, they love it for two reasons.
1) It's youtube meme bait and all their favorite autistically shrieking streamers are playing it, so they follow what the cool kids are doing.
2) People are retards and will happily spend money on a multiplayer only game that will be dead and useless within the month, much like DayZ, H1Z1 and every other Battle Royal/survival bullshit game ever made.
>>
>>188474000
>>188474052
Vanillaware's animations are modular but the individual parts are animated by hand, that's not what I'm talking about.
>>
>>188474452
Rayman does look like trash though. Vanillaware stuff looks way better.
>>
>>188474562
Those reasons apply to a lot of games. What makes PUBG stand out? It's much more successful than all other battle royale games.
>>
>>188474562
Now do the difficult part of extrapolating the information to the future and abuse it.
>>
>>188474687
>Rayman does look like trash though.
How can one person have such a shit opinion.
Rayman Origins is easily the best platformer in a long,long time. It does absolutely everything near perfectly.
>>
is this a fucking /v/ thread or what
>>
>>188474687
>Rayman does look like trash though

https://www.youtube.com/watch?v=wUfKCBlEG4c

Are you literally clinically retarded? Every developer's wet dream is to have this much charm and personality in their work.
>>
>>188474839
/agdg/ as been shit for years
>>
Where're ya'll game?
>>
>>188474721
>What makes PUBG stand out?
It has an even more retarded name than the other games in that genre.
Seriously I've watched some videos, and while it looks like it could be fun for a couple games I fail to see the appeal/uniqueness of the game.
>>
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>>188474675
Vanillaware stuff is very much what HighRes 2d skeletal animation is. You can't dismiss it because it has a few more part phases than most other games using the same format.
>>
>>188474675
>changing the sprites makes it not skeletal

moving the goalposts.jpg
>>
File: movement.webm (283KB, 469x319px) Image search: [Google]
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Got basic movement done, I still need to add some sliding animation and fix all the sprite issues.
>2017 and Unity has pixel accuracy issues

>>188474721
Isn't the creator some renowned Arma mod guy, who worked on Rust's battle royal? The dregs who play them migrate to every new one and newbies lower the difficulty, attracting more newbs. Give it a few months and it'll by the same as every other best selling survival battle royal shitshow.
>>
>>188474908
>clutter the screen with tons of constantly moving shit
>make everyone make wacky faces
>"charm" and "personality"
Yeah, I like the games but the aesthetic is obnoxious.
>>
wew lads
>>188475380
>>188475380
>>188475380
>>
>>188474721
>What makes PUBG stand out? It's much more successful than all other battle royale games.
Well, compared to the other ones the major key factor that makes it stand out is that it costs money while everything else was free. People would assume this keeps the F2P riff-raff out but all it's really done is highlighted a group of people who are not only stupid but also poorer for their lack of foresight.

It's also popular NOW, much like the other games were popular for a time too but will eventually fall to the same fate of having the playerbase move on to the next popular thing that some Literally Who-Tube eCeleb picks up, leaving you with a dead game that can't be played because the servers are empty.
>>
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>>188474982
I'm taking a short break from it personally. Here's an aimless sculpt I'm doing for fun.
>>
>>188475327
>2017 and Unity has pixel accuracy issues
Not an expert on unity but can't you just, like, force it to render at low res and then just scale the picture to whatever the actual resolution is?
>>
>>188473778
PUBG sold ten million because they managed to achieve the final apotheosis of the early access zombie survival crafting game.

No one ever really cared about scrounging for goods and crafting hatchets and fighting AI mobs. What people always wanted was the end game: running around with guns, finding other players, killing them and taking their stuff. In PUBG you don't have to work your way up because the first thing you find is a gun, and you don't have to bother trying to interact with strangers, deciding if you can trust each other and tensely trying to negotiate - you shoot first and ask questions never. And by encapsulating this in a massively-multiplayer battle royale framework, and by limiting the length of any session by having the field shrink over time, each match is also the perfect format for a spectator sport - which was the real secret to their success.

The reason their game is so wildly popular is because they managed to tap into the same urges that the Romans were sating when they moved 250,000 tonnes of stone and drove multiple species extinct. PUBG is the modern Colosseum, with hundreds of thousands of people watching their favourite teams of gladiators battle each other to the death, except they can do so over and over again, every day, in convenient forty five minute intervals. And any one of the screaming fans in that audience can at any time decide "Hey, I can experience this first hand", pay a fee and join in. That's why they sold 10 million copies.
>>
>>188475327
>>188475431
>most popular and most played game in all of Steam's history
>i-i-it's just a f-fad!

lmao @ this level of delusion
>>
>>188475690
>This game that is popular now will surely never be dethroned! It will remain king for all eternity!
>Like all the other super popular games that came and went before it. It's not like this game bumped those games off the top of the charts.
>And those games bumped other games off.
>But this time for sure!
>>
>>188475686
PUBG is far from the pinnacle of its genre, it just couldnt be fucked making actual gameplay, so they did what any hack does and just has the entire game be end-game and masks everything else with pvp.
>>
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Whelp, that was fun. Now time to go back to boring things

>>188466809

Shit is going to be as modular as possible.
>>
>>188475690
>It's not a fad! Look at all the players within this small time frame!
>He doesn't know what a fad is
Wait and see, every other similar game died. It's one hell of a benchmark, though.
>>
>>188475858
>comparing games that last years to flash in the pans like Conan Exiles

nice moving the goalposts you butthurt weeb :^)
>>
why does html5 game when uploaded to itchio run smoother and better than if i run it straight from gamemaker?
>>
>>188476016
>thinking this game will last years
Every single game that has lasted decades has either had extensive mod support or been a handful of MMOs. PUBG will be dead this time next month as the competitive tards move in, tiers are made and "balance patches" ruin the game.
>>
>>188475996
>playerbase still growing after 7 months of release
>hurrdurr it'll die it's a dumb fad!!!!!

lmao @ this level of delusion
>>
>>188475858
It displaced dota, man. Dota's been there for a while.
>>
>>188476256
>/r/PUBATTLEGROUNDS
>>
>>188471035
>And that organ is too damn long.
What do you mean?
>>
>>188474781
>>188474908
>>188474452
>>188474052
>>188474000
>these are the people that criticize your art
although it's probably just one samefag with pleb opinions
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